Jump to content

Search the Community

Showing results for tags 'structures'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Die Hard OFP Lovers' Club's Topics
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos

XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 9 results

  1. DS Houses

    http://steamcommunity.com/sharedfiles/filedetails/?id=1113351114 This addon is basically the work of I have spend the last few days gonna over the original files making some changes fixes etc I kept the name DS Houses, because its the name of the original work. Changes include Path LOD for most buildings, (AI Pathing) Geo & Fire Geometry Fixes Door Fixes The addon is roughly only 180MB in size To use the addon you just need to load it with CUPs. Note: I will be pushing a new update later tonight with new serverkey. To fix issue with 2 floating buildings. There is still some stuff left todo, but i will try keep the updates at most once a week.
  2. For making structures and also maps, that work well ingame it's important to know what metrics the infantry has, what it can navigate and so on. Today i made some tests with following results: Wall heigth: 50cm - look over:"high prone", shootover: "high prone", totally covered: "regular prone" 80cm - look over:"regular crouch", shootover:"regular crouch", totally covered:"high prone" (the sitting animation). Bipod deployable. 110cm - look over:"high crouch", shootover:"high crouch", totally covered:"low crouch". Bipod deployable. 130cm - look over:"low stand", shootover:"regular stand", totally covered:"high crouch". Bipod deployable. 145cm - look over:"stand", shootover:"high stand", totally covered:"high crouch". Bipod deployable. the heigths listed here are the VR Obstacle objects, you can use them as reference totally covered and shoot over depends on what heigth the target is at. I used Infantry targets at same heigth (flat VR map) at 100m as reference for this. Ceiling/ Gap heigth (e.g. in a fence or wall) 20cm - can shoot below in "low prone", enemy feet past 50m barely hittable 50cm - minimum for moving through in prone 110cm - minimum for moving through in crouch, BUT bad clipping with head. Better use 120cm 170cm - minimum for moveing through in standing, BUT bad clipping with head. Better use 180cm (no clipping, even in high stand) Corridor Width: 90cm - minimum width for walking through. Turning in "regular stand" and "regular crouch" is possible but very twitchy (due to wall collisions). Better use 100cm. Crouched turning causes head to clip through wall 130cm - minimum for turning in "low crouch" and "high crouch" (but twitchy). Better use 140cm. 170cm - minimum for turning in "regular prone", but twitchy (only is gone at 200cm). No "high prone" or "low prone" turning possible. 200cm - minimum for turning in "high prone" and "low prone" , no twitching. Corridor Width - walking past another standing soldier close to the wall, both facing along the corridor: 150cm - only using "step" function - pretty glitchy. 160cm - only using "step" but only 1 step required 180cm - passing without "step" possible. note that depending on orientation and stance of both soldiers, it may be easier or harder to pass When 2 seperate buildings/objects walls are 180cm apart from each other, the AI seems to be able to navigate this corridor (better use 2m in this case though). For interior of buildings (with paths LOD and roadway LOD) smaller corridors are no issue for AI, because they can walk through Geometry when on a path The tests where conducted with the 1x1x1m VR Block, and the 10x5x4m VR Block. So if their geometry doesnt properly match these results are slightly sqewed. Edit: It seems that for the VR Block skews the results a little bit (or the crouched stance got increased geometry model in some patch). I was not able to turn 360° in a gap of 1m in regular crouched stance inside a building. 1.1meter is fine however. Weapon Deployment Limits: You can definitely deploy weapons between 0.8m heigth (maybe even lower) and 1.45 meter heigth (maybe even higher). You need minimum clearance for the muzzle when deployed. Imagine you place a 130cm tall "resting block" in front of a 2m tall wall and you try to deploy the weapon on the resting block, facing in the direction of the wall. You will only be able to deploy if the space between restingblock and wall is somewhere between 35cm and 40cm (37.5cm worked in my case). Of note here is that this space needs to be in the firegeometry LOD, normal geometry LOD does not affect this particular case. Walkable Slope: Slope angle on Roadway LOD to be still walkable up to 50° from horizontal - no problem getting on the slope and walking on it at least up to 65° from horizontal (possibly steeper, test stopped at 65°) - can walk on the slope itself, but difficulty getting on it from horizontal level. Without using "step over" key (or glitching/walking diagonal) it's not possible to get on the slope from a horizontal place, when standing at the bottom Feel free to contribute :)
  3. Hello everyone, I recently made a model of a small house using Rhino 5 (easier to use, IMO) and Blender, successfully exporting the file as a .p3d and then crunching it with pboProject without issues. At first, this model was just the geometry and didn't have any way to interact with the world, so I added a roadway, land contact, and a shadow Volume, basing all of them on my rhino model. Model: Shadow volume: I chose a simple polysurface because I thought that was the problem. The volume is closed, according to Rhino. landcontact and roadway work fine, but Shadowvolume creates weird a weird shadow that appears to be another 3d object. Final result: I can't figure out what's wrong. The shadow seems to behave like a 3D object that's beneath the ground, and only produces shadows from one side. Anyone knows what could be happening here?
  4. Hello all this mod gives you access to a modular trench system that is standalone and will work with any other mod. All Pieces are abled to be walked on. These are tested in MP and work fine on any terrain. Current Pieces: 2 Trench Middle Sections/Half Variants 1 Trench End Variant 1 Foxhole 1 Manable Bunker Images: Last Update 7/31/2017 Download http://steamcommunity.com/sharedfiles/filedetails/?id=950889473 https://drive.google.com/open?id=0B2I5rj0MdU-DZzA4ZHZfUUZGMFE http://www.armaholic.com/page.php?id=32884 How to find? Trenches - In Eden or Zues go to Empty and search for "Trench" or "Foxhole". Bunker - Search in Blufor Bunker (Eden). Search in Empty Bunker (Zeus)
  5. On the mobile version (I play on iOS), I appear to be unable to place any structures. I have tried things like barbed wire and civi tents, but no matter how long I hold the check mark, or how many times I press it, I cannot seem to place structures. Please help.
  6. As the sitrep #00194 have stated. https://dev.arma3.com/post/sitrep-00194 Vegetation, structures and assets have been included for everyone. So there is no problem with joining on custom terrains that use apex objects for non apex owners players. This update includes the guerrilla uniforms?
  7. I have always wondered why there is a minority that chooses to create custom structures (buildings, bridges, roads, props etc) opposed to units, vehicles and weapons, hence this particular thread. There are very few people (more than the usual in recent months, i agree) that get in game HQ buildings, and i have not seen anyone create vegetation since A2 days. Maybe there is simply no real need for any of that, from users to custom squads and terrain makers, so is not worth the (considerable) effort in the end. This topic has been on my mind for quite some time, wondering if it's worth getting into such a (long term) project or not - so yes, there is a pragmatic reason to it, besides my own curiosity Please be so kind and provide some feedback if possible. EDIT: There was suppose to be a poll as well with this thread, it seems something went the wrong way, and of course i cannot edit either title or add a poll after creation of the OP...pity EDIT2: before anyone asks, this has no relation whatsoever with RHS
  8. Hi. As you probably already know, we're currently working on a new terrain for Arma 3 as part of The Expansion. In order to fully reach our goals and make this the most awesome terrain possible, we decided to ask a few artists / modders from the Arma community to help us with creating planned map assets, specifically structures and buildings. It would be standard external work involving a job application, candidate selection, proper contract, NDA and pays :) Anyone interested and fitting to such a position, please follow the BI Careers ad and apply there.
  9. Trying to kick a player from vehicles if they are not crew: _commander = commander _vehicle; _gunner = gunner _vehicle; _driver = driver _vehicle; if ( (!(_commander isKindOf "O_crew_F")) || (!(_commander isKindOf "B_crew_F"))) then { _commander action ["GetOut",_vehicle]; }; if ( (!(_gunner isKindOf "O_crew_F")) || (!(_gunner isKindOf "B_crew_F"))) then { _gunner action ["GetOut",_vehicle]; }; if ( (!(_driver isKindOf "O_crew_F")) || (!(_driver isKindOf "B_crew_F"))) then { _driver action ["GetOut",_vehicle]; }; However it kicks the player every time, even if the class is crewman. Something broken on the logic?
×