They handle every change you make to the object in 3DEN - spawning, rotations, deletion etc.Ģ. Make sure You're gonna include EventHandlers existing in the BI carrier's config in your own config as well. It may be helpful for you to look into All-In-One config available on this forum somewhere, or simply into the config of the object in-game. I followed the path of creation set up by BI with their static aircraft carrier when I made static Ark Royal recently -> several carrier parts are positioned by memory points and spawned by a function. These are some hints I can share with you regarding a proven method to create a working multipart object:ġ. Either they are in fact working but are not in the right place or they are actually not working due to not being closed/convexed objects, or due to the limits or mesh complexity I mentioned earlier. Objects falling through the carrier's parts means geometry collision doesn't work on those parts. I mean most objects either fall right through or glitch away from it It's a VR SP mission, cuz I don't really know how to make it a composition and upload it as such hehe. Secret Weapons - searchtext=secret+weapons I tried doing some stuff with attaching objects and detaching them (so they don't move when the carrier does, and they can move when the carrier doesn't to prevent any plane from falling), but it isn't that easy and, well didn't want to complicate it even further. You can turn the engines from the Carrier on, and smoke will come out, but it doesn't move. You just need to get out from the plane and get inside again, and that will be it. When using the arresting cable, you might find that the plane is slow. You can take off and land without problems. It uses some brick stuff from IFA, the carrier from Naval Legends, Weapons from Secret Weapons and an arresting cable from MAAS.ĭon't go anywhere but the main deck, or you'll get stuck. Well, my friend and I finished doing the static carrier. (Carriers, LPDs etc.)Īny suggestions on guides / walkthroughs on how to begin putting a carrier model in to arma 3 ? I will gladly provide more info if anyone want's to tackle a similar project. I will provide more screenshots this weekend The will be able to be loaded via Attachto. Right now it can load two gunboats (port and starbord) and one RHIB/CRRC/SDV in the smaller port bay. I have also started modelling the davits in the starbord and port boat bays. Something like Arma 2's folding chopper blades (as IRL) would allow loading more vehicles inside of the hangar. Unfortunately, due to the size of the hangar only three choppers can be loaded inside and the one in the middle gets damaged in the main rotor. Now the custom scripts activate the capability of loading/unloading vehicles and then, after loading/unloading the vehicle, they block it again In order to stop the vanilla Load vehicle action I have disabled the action via init eventhandler. I got working the Custom Load/Vehicle scripts.
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