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cervantes

WW2 warships release on arma3 engine

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i have now finiched a extremly détailled 3d seabed ground of north atlantic.

 

i working actually one layer of a real convoys roads for trying to experiment a random spawning of ships convoys on this roads.

 

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Do you think you will ever release something of all the things you are showing to us? Or is this just a hobby and only for private use?

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^^ i understand mate but the project is actualy stuck with engine bugs and c'ant release a actualy contents.

 

i just progressing on the news features i want implement in this release.

 

but if arma3 devs d'ont fix a setdir and velocity comands scripts is just impossible to simulating a torpedoes.

 

and 1.56 add one other probs with turret weapons script.

 

i just share the progression of the rest of contents.

 

if im stuck i can't foward...

 

 

and invite others moders to contact me by pm if i can help they.

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^^ i understand mate but the project is actualy stuck with engine bugs and c'ant release a actualy contents.

 

i just progressing on the news features i want implement in this release.

 

but if arma3 devs d'ont fix a setdir and velocity comands scripts is just impossible to simulating a torpedoes.

 

and 1.56 add one other probs with turret weapons script.

 

i just share the progression of the rest of contents.

 

if im stuck i can't foward...

Thank you for clarifying that!

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^^ i understand mate but the project is actualy stuck with engine bugs and c'ant release a actualy contents.

 

i just progressing on the news features i want implement in this release.

 

but if arma3 devs d'ont fix a setdir and velocity comands scripts is just impossible to simulating a torpedoes.

 

and 1.56 add one other probs with turret weapons script.

 

i just share the progression of the rest of contents.

 

if im stuck i can't foward...

 

 

and invite others moders to contact me by pm if i can help they.

 

Personally I doubt that devs will fix anything on that direction and every time they update ArmA, things are getting worst and worst for all modders here.

 

Anyway ... my suggestion is to post your code here and let any modder wants to have a look and give it a try ... ofcourse you don't have to if you don't want that ... I just say that might someone here have a different approach to propose that will lead to same result as you want.

 

But again its your call mate.

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Personally I doubt that devs will fix anything on that direction and every time they update ArmA, things are getting worst and worst for all modders here.

 

Anyway ... my suggestion is to post your code here and let any modder wants to have a look and give it a try ... ofcourse you don't have to if you don't want that ... I just say that might someone here have a different approach to propose that will lead to same result as you want.

 

But again its your call mate.

 

Sorry to go of topic herem but are you making a HAFM Ships_

 

That woluld be awesome atleast!

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but if arma3 devs d'ont fix a setdir and velocity comands scripts is just impossible to simulating a torpedoes.

 

What's the problem with these commands (I'm trying to use them in my mod)?

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Aplion writing a script here do not resolve problems and you c'ant find one other way for simulating a 3d object moves script.

 

you can only moving a 3d objects with setvelocity and setdir or setvectordir,  all moders using a velocity script encoutering this problem.

 

six_ten read this ;)

 

https://community.bistudio.com/wiki/setDir

 

this comand and setvectordir comand affect a velocity of 3d objects.

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Aplion writing a script here do not resolve problems and you c'ant find one other way for simulating a 3d object moves script.

 

you can only moving a 3d objects with setvelocity and setdir or setvectordir,  all moders using a velocity script encoutering this problem.

 

six_ten read this ;)

 

https://community.bistudio.com/wiki/setDir

 

this comand and setvectordir comand affect a velocity of 3d objects.

 

ok mate its your call as I said, but in any case ... we don't know where the problem is so there is no way to help you.

 

I know that a 3d object (a torpedo in this case) could follow another object upon fired and detonate when the distance between them is more or less equal to "0" ... that is, if I'm not wrong, what you did with your mod back in ArmA 2 era. So whats the issue here ?

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its that Aplion the script in A3 and A2 is a same i have just add a vertical angle for up and down velocity of torpedoes in A3.

 

the problem by setdir and setvectordir on object velocity c'ant be  fixed by users and only devs can fix this ;)

 

this bug creating a tremors with object because setdir or setvectordir reset a velocity of object to 0

 

and in script a setdir and velocity is in same loop.

 

i have also obeserved a night more than the day afected more this loop.

 

i have also reported a bug with removeweapon turrets and devs have fix this in 1.54 but a 1.56 add one new bug also on this comand but we can actualy report bugs on feedback tracker.

 

i hope a help of devs and described a problems encoutering for finich the public release.

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its that Aplion the script in A3 and A2 is a same i have just add a vertical angle for up and down velocity of torpedoes in A3.

 

the problem by setdir and setvectordir on object velocity c'ant be  fixed by users and only devs can fix this ;)

 

this bug creating a tremors with object because setdir or setvectordir reset a velocity of object to 0

 

and in script a setdir and velocity is in same loop.

 

i have also obeserved a night more than the day afected more this loop.

 

As ArmA 3 engine causing issues ... my advise is not to use any angle of velocity ... at least for ship (surface) targets ... but again I know that no submarine will be able to shoot on another submarine ... again ... all subs will be able to shoot on ships ... for sure this is not the best but still is something you can do releasing an "alpha" or "beta" instead stuck because ArmA devs will not fix that. Just my opinion mate.

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yes i have trying this option Aplion ;)

 

but the problem is same because velocity apply on ang or object dir creating exatly same bug and c'ant backward on the old script.

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I for one think this would be a great pack even if the ships were static.

 

My reasoning:

 

I mainly play Arma to experiment and take screenshots with.

 

Let's face it--even if the ships were moving, large-vessel combat has not really be fine-tuned for the A3 engine.

 

And lastly, it always personally pains me when projects are abandoned because they did not go to plan. I feel this happens all-to-often on these forums.

 

(note--the opinions described above are in no way the official opinions of BIS forums, or anyone other than Hate)

 

Thank you and good morning.

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yes i have trying this option Aplion ;)

 

but the problem is same because velocity apply on ang or object dir creating exatly same bug and c'ant backward on the old script.

 

 

Based on your ArmA 2 scripts mate ... have a look on that ... I'll never release that on public ofcourse but still seems that against Ships is working !! my issue is that the AI will not use that right ... only that.

 

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nice interior of sub ;)

 

if you want launch a torpedoes with ia you need use script for this ;)

 

but try to launch a torpedo one the ship when ships is in full speed at long range and during the night ;)

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nice interior of sub ;)

 

if you want launch a torpedoes with ia you need use script for this ;)

 

but try to launch a torpedo one the ship when ships is in full speed at long range and during the night ;)

 

I'm not sure of what do you mean by "long range" but I just did a check during night with an at full speed ship on 1 kilometer distance ... I see no issue under these conditions anyway.

 

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damned you are on 1.56? :)

 

its possible to problem is not a script but a 3d geo lods or others ;)

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damned you are on 1.56? :)

 

ofcourse ... always on latest version mate :)

 

Note that still I'm facing some issues as my scripting skills are very limited. One of these issues is that the torpedo vehicle does not exploding at the time of the impact but seems to need some seconds more and then exploding ... this causes loss of detonation power.

 

Anyway ... as I'm using your scripts I have no problem to return to you the folder to have a look on changes I might have done. Just let me know.

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i see do you have modeling your torpedoes or use my torpedo p3d?:)

 

i actualy encoutering this troobls

 

 

and not understand why this bug apear after 1.54 patch.

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yes and your geo lod?

 

do you have use gravity box?

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ok i have apply same 3d lods and this not fixing my prob this is not a p3d lods prob ;)

 

do you use simulation "car" in your torpedo config?

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ok i have apply same 3d lods and this not fixing my prob this is not a p3d lods prob ;)

 

do you use simulation "car" in your torpedo config?

 

"Simulation" statement used in case you want to implement PhysX ... otherwise I can't see the reason ...

 

Here is what I have in config (CfgVehicles) ...

class Torpedo : Boat_F
	{
        maxSpeed = 0;
        fuelCapacity = 0;
		hasGunner = 0;
		hasCommander = 0;
		hasDriver = 0;
		weapons[] = {};
		magazines[] = {};
		irTarget = 0;
		cost = 100;
		threat[] = {0, 0, 0};
		icon = "\HAFM_Papanikolis\data\ui\torpedo_icon.paa";
		mapSize = 0.1;
		soundEnviron[] = {"\HAFM_Papanikolis\sound\torpedo.wav", 1.000000, 0.100000, 650};

	        side=2;
	        scope = 1;
	        vehicleclass="Torpedo_W";
	        displayName="Torpedo";
	        model = "\HAFM_Papanikolis\weap\torpedo.p3d";
			leftEngineEffect = "LEngEffectsSmall";
			leftDustEffect = "DustEffectBottom";
			memoryPointsLeftWaterEffect = "waterEffectL";
			memoryPointsRightWaterEffect = "waterEffectR";
			waterEffectSpeed = 5;
			engineEffectSpeed = 5;
	        canfloat = 0;
	};

So the torpedo inherits from Boat_F default class in case you asking that.

 

And this is the weapon config part ...

class cfgAmmo
{
	class BombCore;
	class LaserBombCore;
	class MissileBase;
	class BulletBase;
	class Grenade;
	
	class fake_ammo : BulletBase
	{
		hit = 4000;
		indirectHit = 1000;
		indirectHitRange = 20;
		typicalSpeed = 2200;
		cost = 100;
		deflecting = 1;
		airLock = 0;
		explosive = 1;
		canLock = 2;
		model = "";
	};
	
	class TorpAmmo : Grenade
	{
		hit=8000;
		indirectHit=7000;
		indirectHitRange=20;
		effectFly = "AmmoUnderwater";
		canLock = 2;
		explosionEffects = "MineUnderwaterABExplosion";
		explosionTime = 2;
		CraterWaterEffects = "ImpactEffectsWaterExplosion";
		explosionSoundEffect = "DefaultExplosion";
		explosive = 1;
		soundHit[] = {"A3\Sounds_F\weapons\mines\underwater_mine_2",3.1622777,1,2000};
		class HitEffects
		{
			hitWater = "ImpactEffectsWaterExplosion";
		};
	};
};
class cfgMagazines
{
	class Default;
	class CA_Magazine;
	class VehicleMagazine;
	class CA_LauncherMagazine;

	class 1Rnd_Torpedo_HAFM: VehicleMagazine
		 {
		  scope = 2;
		  displayName = "SST-4 Torpedo";
		  count = 1;
		  ammo="fake_ammo";
		  initSpeed = 0;
		  maxLeadSpeed = 200;
		  magazineReloadTime=5;
		  sound[] = {"A3\Sounds_F\weapons\Rockets\titan_2",1.2589254,1,1000};
		  weaponSoundEffect = "DefaultRifle";
		  soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_2",0.5011872,1.3,400};
		  soundHit[] = {"",1.2589254,1,1};
		  reloadSound[] = {"",0.00031622776,1,20};
		  nameSound = "missiles";
		  canShootInWater = 1;
		 };
};
class cfgWeapons
{
	class Default;
	class RocketPods;
	class Launcher;
	class Launcher_Base_F;
	class LauncherCore;
	class cannoncore;
	class MissileLauncher;
	
	class TorpedoLauncher : CannonCore
	{
		scope = 2;
		displayName="Torpedo Launcher";
		type = 65536;
		canLock = 2;
		reloadTime= 4;
		autoFire = 1;
		autoReload = 1;
		autoAimEnabled = 1;
		magazineReloadTime= 8;
		initSpeed=0;
		magazines[] = {"1Rnd_Torpedo_HAFM"};
		cursorAim = "";
	    cursor = "EmptyCursor";
		value = 5;
		modelOptics = "";
		minRange=500;minRangeProbab=0.1;
		midRange=2000;midRangeProbab=0.7;
		maxRange=4000;maxRangeProbab=0.02;
    	aiRateOfFireDistance = 4000;
    	aiRateOfFire = 0.3;
		aiDispersionCoefX = 5;
		aiDispersionCoefY = 2;
		reloadMagazineSound[] = {"HAFM_Papanikolis\sound\tube_ready.ogg",2.818383,1,1600};
		sounds[] = {"StandardSound"};
		class StandardSound
		{
			begin1[] = {"\HAFM_Papanikolis\Sound\fire.wav",2.818383,1,1600};
			soundBegin[] = {"begin1",1};
			weaponSoundEffect = "DefaultRifle";
		};

	};
	

};
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On the above ... note that "autofire =1;" is just for testing AI behavior ... not need to use it as is.

 

I can always send you your scripts with my changes to have a look ... maybe the solution is in there mate.

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