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Found 6 results

  1. Hello ! To give a bit of context, I'd like to emulate the SetDriveOnPath command for infantry units in order to have them navigate inside buildings lacking path/building positions. The idea is to give an array of positions (e.g [[4680.4,6175.85,0.00143909],[4680.3,6170.7,0.00143909]]) and have the AI move in a straight line in between thanks to a switchMove. As of now, this is what I made : infantryDriveOnPath={ params ["_unit","_pathArray"]; _unit disableAI "ANIM"; _unit switchMove "Acts_SupportTeam_Front_Move"; { _direction= _unit getdir _x; while {sleep 0.5; ( _unit distance _x > 1)} do { _unit setDir _direction; } }forEach _pathArray; _unit enableAI "ALL"; _unit switchMove ""; }; The resulting behaviour is satisfying, however the setDir command causes instant rotations/twitching that are very ugly. Any ideas on how I could make smooth direction corrections ? Thanks 🙂
  2. Morning Outlanders and I'm terribly sorry for all the last minute info today. So first things first - We had a surprise prepared for you as we were changing the map rotation, but due to an issue on our end - as the map rotation has to be done manually - there were sadly no maps available for a short period of time. We a sorry for all the troubles this might have caused. - But this downfall comes with a price. We changed our map rotation! So now there will be only one map available at a time and the rotation will happen after 24 hours! That's right much faster map rotation just went live! So please do not hesitate and Let us know what do you think ⬇️
  3. Pyrit.

    Changed Map Rotation

    Morning Outlanders! - Just wanted to let you know that we changed the map rotation a little bit. Due to pretty long waiting times - There are going to be normal two maps most of the time but if the numbers drop in the least frequented hours there will be only one map available at a time. Hope this will help.
  4. Hello, I have a problem with my animations which do not appear to rotate around the right axis, but only in game. Here are the rendered animations in O2 : In red you will see the axis, in green the rotating bones. Here in arma 3 : Looks like the rotation center is the center of the player. class CfgSkeletons { class MY_SPLENDID_WEAPON { pivotsModel=""; isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "trigger", "", "bolt", "", "bolthandle", "bolt", "ejector", "bolt", "firepin", "bolt", "magazine", "", "bullets", "", "safety", "", "muzzleFlash", "", "foresight_unhide", "", "Sight", "foresight_unhide", "foresight_hide", "", "BackSight", "", "fireselector", "" }; }; }; class CfgModels { class MY_SPLENDID_WEAPON { htMin=0; htMax=0; afMax=0; mfMax=0; mFact=0; tBody=0; skeletonName = "MY_SPLENDID_WEAPON"; sectionsInherit = ""; sections[] = {"muzzleFlash"}; class Animations { /* class safety_mode_rot { type = "rotation"; source = "weaponMode"; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0; angle0 = "rad 180"; angle1 = "rad 0"; }; */ class trigger { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; memory = 1; minValue = 0; maxValue = 0.05; angle0 = "0"; angle1 = "rad 15"; }; class firepin { type = "translation"; source = "reload"; sourceAddress = "clamp"; selection = "firepin"; axis = "firepin_axis"; memory = 1; minValue = 0; maxValue = 0.06; minPhase = 0; maxPhase = 0.06; offset0 = -0.5; offset1 = 0; }; class bolt_reload_move_1 { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "bolt"; axis = "bolt_axis"; memory = 1; minValue = 0.2; maxValue = 0.3; angle0 = "rad 0"; angle1 = "rad 80"; }; class bolt_reload_move_2 { type = "translation"; source = "reload"; sourceAddress = "clamp"; axis = "bolt_axis"; selection = "bolt"; minValue = 0.30001; maxValue = 0.4; offset0 = 0; offset1 = -1; }; class bolt_reloadmagazine_move_1 { type = "rotation"; source = "reloadMagazine"; sourceAddress = "clamp"; selection = "bolt"; axis = "bolt_axis"; memory = 1; minValue = 0.05; maxValue = 0.1; angle0 = "rad 0"; angle1 = "rad 80"; }; class bolt_reloadmagazine_move_2 { type = "translation"; source = "reloadMagazine"; sourceAddress = "clamp"; axis = "bolt_axis"; selection = "bolt"; minValue = 0.10001; maxValue = 0.2; offset0 = 0; offset1 = -1; }; class magazine_unhide { type = "hide"; source = "reloadMagazine"; selection = "magazine"; minValue = 0; maxValue = 1; unhideValue = 0.55001; hideValue = 0.602; }; class magazine_hide: magazine_unhide { hideValue = 0; unhideValue = 0.550; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; memory = 1; minValue = 0.55001; maxValue = 0.602; offset0 = 0; offset1 = -1; }; class bolt_reloadmagazine_move_3 { type = "translation"; source = "reloadMagazine"; sourceAddress = "clamp"; axis = "bolt_axis"; selection = "bolt"; minValue = 0.7; maxValue = 0.8; offset0 = 0; offset1 = 1; }; class bolt_reloadmagazine_move_4 { type = "rotation"; source = "reloadMagazine"; sourceAddress = "clamp"; selection = "bolt"; axis = "bolt_axis"; memory = 1; minValue = 0.80001; maxValue = 0.9; angle0 = "rad 0"; angle1 = "rad -80"; }; class bullets_hide: magazine_unhide { source = "isEmpty"; selection = "bullets"; hideValue = 1; unhideValue = 0; }; class raise_frontsight { type = "rotation"; source = "zeroing1"; selection = "foresight_unhide"; axis = "foresight_axis"; memory = 1; minValue = 0; maxValue = 0.2; angle0 = 0; angle1 = "rad -90"; }; class zeroing { type = "translation"; source = "zeroing1"; sourceAddress = "clamp"; selection = "Sight"; axis = "sight_axis"; memory = 1; minValue = 0.2; maxValue = 1; offset0 = 0; offset1 = 1; }; class muzzleFlashROT { type="rotationX"; source="ammoRandom"; sourceAddress="loop"; selection="muzzleFlash"; axis=""; memory = 0; centerFirstVertex=true; minValue=0; maxValue=4; angle0="rad 0"; angle1="rad 360"; }; class foresight_hide { type = "hide"; source = "hasOptics"; selection = "foresight_hide"; memory = 0; minValue = 0; maxValue = 1; hideValue = 0; unHideValue = 1; }; class foresight_unhide: foresight_hide { selection = "foresight_unhide"; hideValue = 0.9; unHideValue = 0; }; }; }; }; The animated bones are "foresight_unhide" and "bolt". The classnames of the animations are "raise_frontsight", "zeroing", "bolt_reload_move_1" and "bolt_reloadmagazine_move_1" / "bolt_reloadmagazine_move_4".
  5. Hello, I would like to store the rotation params' of an object in order to reuse it later. How I can do that? Thanks and regards.
  6. I'm trying to replace an object that I've played in the Eden Editor through a script, but I've changed the XYZ rotation of the object. I have managed to give the new object the XYZ position values of the old object, but I'm struggling to figure out how to change it's rotation. Is there an easy way of doing this? I've already tried setVectorUp, but it doesn't seem to accept the above XYZ rotation values from the Eden editor. Edit: Woops, looks like I posted this in the wrong subforum.
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