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Found 3 results

  1. So I observed some rather frustrating behavior when it comes to configs and prefabs. I found myself assigning waypoint prefabs a lot, so I naturally created a config class for waypoints so I can reuse the same things across different systems. I also created a config which contains group prefabs for a specific faction. That way I can once again reuse certain things. Finally, I have created an encounter config where I can give a type, min/max groups to spawn, timers and such. So think of it as the following structure EncounterConfig { GroupsConfig WaypointsConfig }; This all works within the editor. I can both assign an existing config file, or manually assign values. The issue is, if I spawn a prefab with this EncounterConfig the sub-configs do NOT load at runtime. They're null. Doesn't matter if it's a file or manual assignment. As a workaround I tried having ResourceNames for the configs instead, so I could load them similarly to prefabs but I cannot for the life of me figure out how to load a config via ResourceName. Anyone got some pointers?
  2. I posted something similar to this in a previous thread https://forums.bohemia.net/forums/topic/241729-land-contacts-on-vehicle-mod/, however that most likely was the wrong topic to be posting in about this issue. I have currently rigged and put into the engine a M983 HEMTT. I've got bones for the wheels, and all the sockets I should need to get it to function in game. Scaling atm is a bit wonky but that just takes some fiddling in blender and then a full reimport(side note, re-import does not update the xob, fbx, or txo in engine with new mesh, colliders, or bones. I have to delete the xob, fbx, and txo then re-import the new fbx and let the engine register it, then I have to set all the gamemats, and skinning options). Alright back on topic. The prefab I started with was the M923A1 base prefab. Just the cab on frame et no canopy or cargo etc. I figured that would be the closest to what I was trying to mod in. The M983 has 4 axels, the M923A1 has 3. I added additional axels and associated triggers in the prefab so that the wheel sim would recognize the additional axel. When running the model in game I run into issues where the model spawns in, doesn't bounce on the suspension, or roll whatsoever. The vehicle engine starts, stops, all the sound effects work, but nothing is applied to the wheels. I currently have the animations from the M923A1 for basically all of the animations in the prefab. Would there be anything else I need to change to get this model to work? Also should I change the prefab I start with to one of the base ones and if so which one because if I go with the base truck one I feel as though I'll run into the same issue.
  3. This mod gives you the ability to place static objects in any mission -Added short animations Requires ACE RHSUSAF and RHSAFRF are needed for some objects - To use, open Ace Self interaction Menus and select Build Menu, select an option and from there use the action menu to start placement. **Must Have an ACE Entrenching Tool in your inventory** **Go to MISC>AMMO CRATE this does not require an Entrenching tool but contains some, place an ammocrate, and grab one to START. - Placing a FOB and selecting "Toggle map marker" at the flag will create a respawn point, if respawn is enabled in the mission settings. You can hit toggle again for a different phonetic name. - The repair station after selecting "Toggle map marker", will engage when your are driving a vehicle in its area of influence, fully rearming and repairing after a moment. - They a.i. is able to use all the emplacements, so you can have them man your Mortars/Artillery/HMG/AA. *** You can delete a placed object by looking at it and selecting "delete object" *** *** You can remove error actions by selecting "RemoveAllActions" *** List of Current Objects: FOB , Repair Station , Hesco barriers , Sandbags Ammobox with Arsenal , Bunker , Razorwire Mortar , HMG¹ , AA¹ , AT² , and Artillery² emplacments Traffic stop: Gates, Cones, barriers and More ... ¹Requires RHSUSAF http://steamcommunity.com/sharedfiles/filedetails/?id=843577117 ²Requires RHSAFRF http://steamcommunity.com/sharedfiles/filedetails/?id=843425103 ADDED ability for Servers /Missions to disable all or partial functions. Take a look at the read me for this code. I will make a separate post about this. Known Issues: Only some objects can be placed above ground (In buildings/roofs), small things like the HMG, AT, Single Hesco and Sandbags are fine. If you have any issues with actions go to delete object in the build menu and select "RemoveAllActions" to clear errors. **** To use the FOB and Repair Station you will need to select "Toggle map marker" action . It is located right at the flag(must be within 2m) They must be toggled before they function, and they must be removed via addaction at front. Only the player who placed them has access to the actions. This is my first script addon, made for a mission I developed in Arma 3's alpha days and after years I decided to update and release, It is a real nice addition to Arma 3, as it will work flawlessly with most missions. This mod is not realistic, it adds a fun aspect to change your surroundings or to build fortifications on the fly during a mission / firefight. Credits and thanks go to Xeno for his Vehicle Rearm Script that is in my addon. thanks to the Ace mod team and Bohemia Interactive, and of course everyone who ever posted a lesson on scripting Download link - https://www.dropbox.com/s/8n7jm8lbzq0ibdt/%40justbuildV0.98.rar?dl=0 Steam - https://steamcommunity.com/sharedfiles/filedetails/?id=1162098941
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