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cervantes
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User Since
Feb 25 2015, 6:25 AM (477 w, 2 d)

Recent Activity

Oct 20 2023

cervantes created T176417: Arma3 turret optic zeroing animations..
Oct 20 2023, 8:11 PM · Arma 3

Apr 26 2020

cervantes added a comment to T150568: physx submarine scripting troubls..

finally that works i have just writing bad script ;)

Apr 26 2020, 8:50 AM · Arma 3

Apr 25 2020

cervantes created T150568: physx submarine scripting troubls..
Apr 25 2020, 12:40 PM · Arma 3

Aug 25 2019

cervantes created T143953: EH eventhandlers do not support multiples conds..
Aug 25 2019, 8:56 AM · Arma 3

May 10 2016

cervantes added a comment to T85920: mod stuck by engine bugs..

after one new intensive brainstorming i have observed more troobls during the night mission.

if velocity troobls is buged a night and day afect also a velocity of object and create more troobls during the night.

May 10 2016, 12:52 PM · Arma 3
cervantes set Category to category:engine on T85920: mod stuck by engine bugs..
May 10 2016, 12:52 PM · Arma 3
cervantes added a comment to T81200: arma3 engine c'ant working underwater explosions dammages.

problem solved, arma3 engine can simulate a shotshell simulation underwater.

for this i have creating a submammo with shotshell simulation.

example:

class CfgAmmo
{
class SubmunitionBase;
class Submunitionshell: SubmunitionBase
{

simulation = "shotShell";
explosive = 1;
explosionTime = 0.2;
explosionForceCoef = "0";
simulationStep = 0.05;
timeToLive = 20;
typicalSpeed=800;
cost = 1000;
soundHit[] = {"",316.22775,1};
soundFly[] = {"",0.031622775,4};
indirectHitRange = 8;
visibleFire = 16;
audibleFire = 16;
visibleFireTime = 10;
submunitionConeAngle = 0;
submunitionCount = 1;
submunitionAmmo = "shellBase";

};

class Sh_SG : Submunitionshell
{

		visibleFireTime=10;
                submunitionAmmo = "Submunitionshell";
		hit=10;indirectHit=5;indirectHitRange=8;
		typicalSpeed=800;
		explosive=1;
                explosionTime = 0.2;
		cost = 50;
                model = "";
                timeToLive=15;
                explosionEffectsRadius = 38;
                soundHit1[]={\Depth_charge\Depth.wav,db12,1};
                soundHit2[]={\Depth_charge\Depth2.wav,db12,1};
                multiSoundHit[] = {"soundHit1",0.2,"soundHit2",0.2};
                explosionEffects = "MineUnderwaterExplosion";

};

};

creating in script

_sh ="Sh_SG" createVehicle (getPos _bomb);

May 10 2016, 10:23 AM · Arma 3
cervantes edited Steps To Reproduce on T81200: arma3 engine c'ant working underwater explosions dammages.
May 10 2016, 10:23 AM · Arma 3