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[evo] dan

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About [evo] dan

  • Rank
    Sergeant Major

core_pfieldgroups_3

  • Interests
    Mission Making in Arma 2
  • Occupation
    Student
  1. [EVO] Dan's Small Objects Mod

    I've been making some progress on the model and have managed to get it in game and with ViV. I think the model would make a good LOD3 with its current detail level. https://imgur.com/a/rqNuX I think I've managed to get the scaling right although its taken me a few hours to get the handling close to what I think is right. I've got more memory points to add as I currently don't have that many of them and some are shared with multiple things.
  2. I didn't apply any transformations. It did this on its own and looks fine in blender. Its when it ends up in object builder that's wrong. I exported something a few days ago and it worked fine then. I had to rotate in object builder and then export back to blender to get it to work. Still not sure why though but it fixed it. Now when I export it its fine. However, I cannot save without getting an error now in object builder. I think I've figured it out. I think I rotated the "plane" when I created it in object mode and so it permanently rotated it, I've managed to repeat it several times now. Creating the plane, going into edit then rotating it works fine.
  3. Quick question, on my new model, when I export it from Blender the LOD1 only flips itself onto its side when opened in object builder. All the other LOD's work correctly. Is there anything I'm missing here or do you need my blend? Heres my files if anyone wants to check them and see if it happens to them too: https://www.dropbox.com/s/oec39hky75q86wg/Dan Blend.zip?dl=0
  4. [EVO] Dan's Small Objects Mod

    I've managed to get back to where I was with creating some smaller naval craft that can be used within the game. Here is an early render of a model that is still in WIP: Any guesses as to what it is?
  5. Ship/Vehicle GetIn GetOut Config Help

    Yes. I've even tried increasing the getInRadius to 25m, only get the gunner seat still. I've figured it out. You NEED to have driverAction = driver_mid01; Otherwise it doesn't work. I added this and its fine now.
  6. Ship/Vehicle GetIn GetOut Config Help

    No luck, I've changed the config and added a couple of memory points but I still have no action to get in the vehicle although I now get out in the right place. Heres the updated project: https://www.dropbox.com/s/gsb1hyb2artsu8v/Dan_BoatPT.rar?dl=0
  7. Ship/Vehicle GetIn GetOut Config Help

    Ok, thanks for that, i'll give it a try later.
  8. Ship/Vehicle GetIn GetOut Config Help

    I just used that mem point to try it. I'll give it a try later. I understand the first point now about defining the standing point rather than the access point. How would I define the direction as memory points, is there anything special I have to do ?
  9. Hi all, I am making a test boat object so that I can get used to the workflow for making some small boats but i'm having trouble with my vehicle config. I can only get into the driver seat by dragging a player into the drivers seat. I cannot get into the drivers seat when in game. I can however get into the gunners seat even though I haven't defined it. Once i'm in the gunners seat, no option is available to move to the drivers seat either. I've been using this biki page for reference purposes: https://community.bistudio.com/wiki/Arma_3_Ships_Config_Guidelines I have defined the memory point type "memoryPointsGetInDriver" but it doesn't seem to do anything for me. Have I missed something obvious here that's preventing me from getting in as a driver? Here is my config.cpp: class CfgPatches { class Dan_BoatPT { units[] = {"Dan_BoatPT"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{}; class CfgVehicles { class Ship; class Ship_F: Ship { class ViewPilot; class AnimationSources; class Eventhandlers; }; class Dan_BoatPT: Ship_F { scope = 2; author = "[EVO] Dan"; model = "\Dan_BoatPT\dan_boatpt.p3d"; displayName = "TestBoat"; faction = "CIV_F"; hasDriver = true; //allow a driver hasGunner = true; //allow a gunner memoryPointsGetInDriver = "engine1_axis"; radarType = 8; side = 3; simulation = "shipx"; idleRpm = 1000; redRpm = 4000; maxSpeed = 20; thrustDelay = 30; overSpeedBrakeCoef = 0.5; enginePower = 8000; engineShiftY = 2; waterLeakiness = 1000; waterResistanceCoef = 0.01; waterLinearDampingCoefX = 10; waterLinearDampingCoefY = 1.2; rudderForceCoef = 12; rudderForceCoefAtMaxSpeed = 15; memoryPointsLeftWaterEffect = "engine1_axis"; memoryPointsRightWaterEffect = "engine2_axis"; memoryPointsLeftEngineEffect = "engine2_axis"; memoryPointsRightEngineEffect = "engine1_axis"; class complexGearbox { GearboxRatios[] = {"R1",-0.782,"N",0,"D1",2,"D2",1.85,"D3",1.75}; TransmissionRatios[] = {"High",1}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; }; destrType = "DestructBuilding"; armor = 30; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; class Damage { tex[] = {}; mat[] = {}; }; damageHalf[] = {}; damageFull[] = {}; }; }; Here is a link to my whole test object: https://www.dropbox.com/s/gsb1hyb2artsu8v/Dan_BoatPT.rar?dl=0 https://www.dropbox.com/s/xumx7310p5lro60/BoatPBo.rar?dl=0
  10. Thanks for answering that. I hope you can get a vanilla working solution at some point, or at least the ability to preload cargo in the Eden editor. I assume the Bobcat is set to invincible during the mission rather than the plow being down taking all the hits? Also, whats the memory point to animate the plow?
  11. Out of interest, I noticed a few nice things during the campaign which I really liked (I liked the campaign a LOT too), i'm just wondering if they were scripted or engine solutions: 1) The Bobcat can lower its dozer, and then sweeps the road of mines. How do I get it to do this minesweeping or was it a scripted solution as I couldn't figure out how to do it within the editor. 2) The supply drop drops multiple items, does this mean that we can load normal items in such as ammoboxes? Again, I tried this but couldn't do so in the editor, am I missing something here?
  12. Cannot get in my static weapon

    Some good news and some bad news. I've used a two story building to try out a theory with the crane. When I get out of it I always seem to "jump" out really high up. So I spawned one right next to a two story balcony and guess what, I can get in if I am close to the top of the crane. I can only get into the gunners seat though, I think I may have to do something to get in the drivers position as I can't find the action for it (possibly cargo = 0 doing it). Now this doesn't seem right to me, as my memory points for getInGunner are near the bottom of the model. Can anyone explain to me as to why this behaviour happens? I cannot figure out why as I thought the action was supposed to be on the memory points themselves. Any theories?
  13. I take it those limits apply to other classes, so you could in theory make a destroyer which comes in around 130m max, because they are relatively narrow (20-30m at most) unlike ships like LPD's and CV's which are long and have a high width? Might make it interesting what other ships could be made like that.
  14. Thanks for the article, good to hear about some of the inner workings of the arma engine too.
  15. Cannot get in my static weapon

    I've changed my config again, but cannot seem to get into the object. A driver and gunner position is created though so i'm unsure as to why as I have memory points in my model named within the model. I can provide the p3d if anyone wants. Am I missing some command or anything in order to get it to work as its quite a simple object. Heres my config: lass CfgPatches { class dock_crane { units[] = {"dock_crane"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{ }; class CfgVehicles { class LandVehicle; class StaticWeapon: LandVehicle { class Turrets; class MainTurret; }; class dock_crane: StaticWeapon { scope = 2; model = "\Dan_Dock_Crane\Dock_Crane.p3d"; displayName = "Dock Crane"; //what the item is called in editor editorSubcategory = "EdSubcat_Turrets"; //the sub catergory in the editor (in this case turrets) destrType = "DestructDefault"; armor = 30; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; side = 3; // 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = CIV_F; //make it a civie object crew = "C_man_1"; //put a civie in the turret transportSoldier=1; //transport 1 soldier hasDriver = true; //allow a driver hasGunner = true; //allow a gunner memoryPointsGetInDriver = "pos_driver"; //driver get in pos memory point memoryPointsGetInGunner = "pos_gunner"; //gunner get in pos memory point getInAction = GetInLow; getOutAction = GetOutLow; class Damage { tex[] = {}; mat[] = {}; }; //class Turrets {}; damageHalf[] = {}; damageFull[] = {}; }; };
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