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Found 2 results

  1. FAQ How do I load a vehicle onto the LCVP? How do I drop the ramp in EDEN/Zeus? How do I open the Covers in EDEN/Zeus? How do I animate the masts in EDEN/Zeus? How do I change the Change the Service Logo or use my own? How do I change the skins? How do I animate the ramp at a waypoint or trigger? How do I command the AI to open/close the ramp? Answers (A1) Loading vehicles into the LCVP: You can do it one of Two ways.... in the editor drag the vehicle you want over the lcvp and it should change colour and snap into the load bay. In Game drive up to the front and use the action menu to load vehicle BUT: Only if the vehicle fits into the bay or is under the weight limit! (A2-4) Opening/Closing animated parts on the LCVP: Apart from the usual action menu options you can edit the boats attributes in EDEN the 3D Editor. Place an LCVP on the map. Right-click on it to bring up the context menu. At the bottom of the menu is "Attributes", left-click it. Expand the "Object Specific" part of the panel. All the configurable options are there: Skin Covers Open Open Ramp Lower Mast (A5) Changing the Service Logo or Using my Own The "Service logos" are the Large Patch on the front Left-hand of the wheelhouse. These are usually Royal Navy or Royal Marines. But there is an empty option for those that don't want any logo showing. You can change these in a couple of different ways. 1) If you want to choose from the default versions just use the EDEN Attributes panel. You can choose from a dropdown menu or use the "Edit the vehicle appearance" option and choose the version from there. 2) This is a bit more complicated. More "Old School". You can define the logo via setObjectTexture. This You need a 512x512 texture with your logo. This must have a squared resolution eg 2^x / 2^y (e.g. 16 / 16, 16 / 32, 64 / 256, 512 / 512, etc). but trust me stick with 256x256 or 512x512. It must also follow the texture naming standards You need somewhere to put the file. Either in a separate PBO or the mission folder you are creating. Once you place the LCVP, right-click on it and give it a Variable Name. eg 'mylcvp' In the same panel you will see the 'Init' box, You need to type/add: mylcvp setObjectTexture [4, "\<pathtotexture>\texture_ca.paa"]; This is <variablename> command [place in the named selection array in the config, "<pathtotexture>\texture_ca.paa"] Hopefully that all makes sense. (A6) How do I change the skins? There are several default skins available: Royal Navy -This is brown and black with RN Logos Royal Marines - Again, brown and black with RM Logos Generic -This is brown and black and was also used with the old Dutch Landing craft that used a similar marque of boat. Generic Grey - A basic sea grey skin. OPFOR Camo - Three tone camo inspired by modern Dutch camo You can change these in a couple of different ways. 1) If you want to choose from the default versions just use the EDEN Attributes panel. You can choose from a dropdown menu or use the "Edit the vehicle appearance" option and choose the version from there. (The pic may not represent the options available in later releases. Please check in game for full options) 2) This is more complicated. More "Old School". You can define the skins via setObjectTexture. Unfortunately I'm not at a point where I am ready to release a paint and config kit for the LCVP. This is planned for the future but I am still working on cleaning up the textures. (A7) How do I animate the ramp at a waypoint or trigger? On the LCVP there are really only three animatable parts. Some of these are made up of multiple components so its better to use animatesource rather than just animate. This will move the objects without breaking the timing etc: Ramp = 'ramp_source' Masts = 'folding_mast_source' Covers* = 'cover_source' *I wouldn't recommend animating the covers in the ViV versions. They will clash with the cargo and cause both cargo and boat to explode. You can control any of the animated parts of the model via waypoints in the missions. To do this you need to: Give the LCVP a variable name, eg 'lcvp1' Place a Waypoint. Tweak the variables as much as you like, activation size is key. In the activation field type: lcvp1 animatesource ["ramp_source", 1] Close the dialog and try it. The number controls the phase of the animation. So 1 for open 0 for closed. You do have to be careful about the size of the zones. If the LCVP passes through the waypoint in the wrong order it may have problems opening and closing the ramp. (A7) How do I command an AI to open/close the ramp From version 3.002 up you can now tell you AI driver to open/close the ramp via ingame commands. Using the Function keys select your driver. Press 6 to bring up the Actions control options. If the UserAction conditions are met the option to open and close the ramp or masts. Conditions to open the Ramp are: Speed must be less then 5 kph) The boat must be alive The animationPhase == 0)"; Conditions to close the Ramp are: Speed must be less then 5 kph) The boat must be alive The animationPhase == 1)";
  2. FAQ How do I load a vehicle onto the LCVP? How do I drop the ramp in EDEN/Zeus? How do I open the Covers in EDEN/Zeus? How do I animate the masts in EDEN/Zeus? How do I change the Change the Service Logo or use my own? How do I change the skins? How do I animate the ramp at a waypoint or trigger? How do I command the AI to open/close the ramp? Answers (A1) Loading vehicles into the LCVP: You can do it one of Two ways.... in the editor drag the vehicle you want over the lcvp and it should change colour and snap into the load bay. In Game drive up to the front and use the action menu to load vehicle BUT: Only if the vehicle fits into the bay or is under the weight limit! (A2-4) Opening/Closing animated parts on the LCVP: Apart from the usual action menu options you can edit the boats attributes in EDEN the 3D Editor. Place an LCVP on the map. Right-click on it to bring up the context menu. At the bottom of the menu is "Attributes", left-click it. Expand the "Object Specific" part of the panel. All the configurable options are there: Skin Covers Open Open Ramp Lower Mast (A5) Changing the Service Logo or Using my Own The "Service logos" are the Large Patch on the front Left-hand of the wheelhouse. These are usually Royal Navy or Royal Marines. But there is an empty option for those that don't want any logo showing. You can change these in a couple of different ways. 1) If you want to choose from the default versions just use the EDEN Attributes panel. You can choose from a dropdown menu or use the "Edit the vehicle appearance" option and choose the version from there. 2) This is a bit more complicated. More "Old School". You can define the logo via setObjectTexture. This You need a 512x512 texture with your logo. This must have a squared resolution eg 2^x / 2^y (e.g. 16 / 16, 16 / 32, 64 / 256, 512 / 512, etc). but trust me stick with 256x256 or 512x512. It must also follow the texture naming standards You need somewhere to put the file. Either in a separate PBO or the mission folder you are creating. Once you place the LCVP, right-click on it and give it a Variable Name. eg 'mylcvp' In the same panel you will see the 'Init' box, You need to type/add: mylcvp setObjectTexture [4, "\<pathtotexture>\texture_ca.paa"]; This is <variablename> command [place in the named selection array in the config, "<pathtotexture>\texture_ca.paa"] Hopefully that all makes sense. (A6) How do I change the skins? There are several default skins available: Royal Navy -This is brown and black with RN Logos Royal Marines - Again, brown and black with RM Logos Generic -This is brown and black and was also used with the old Dutch Landing craft that used a similar marque of boat. Generic Grey - A basic sea grey skin. OPFOR Camo - Three tone camo inspired by modern Dutch camo You can change these in a couple of different ways. 1) If you want to choose from the default versions just use the EDEN Attributes panel. You can choose from a dropdown menu or use the "Edit the vehicle appearance" option and choose the version from there. (The pic may not represent the options available in later releases. Please check in game for full options) 2) This is more complicated. More "Old School". You can define the skins via setObjectTexture. Unfortunately I'm not at a point where I am ready to release a paint and config kit for the LCVP. This is planned for the future but I am still working on cleaning up the textures. (A7) How do I animate the ramp at a waypoint or trigger? On the LCVP there are really only three animatable parts. Some of these are made up of multiple components so its better to use animatesource rather than just animate. This will move the objects without breaking the timing etc: Ramp = 'ramp_source' Masts = 'folding_mast_source' Covers* = 'cover_source' *I wouldn't recommend animating the covers in the ViV versions. They will clash with the cargo and cause both cargo and boat to explode. You can control any of the animated parts of the model via waypoints in the missions. To do this you need to: Give the LCVP a variable name, eg 'lcvp1' Place a Waypoint. Tweak the variables as much as you like, activation size is key. In the activation field type: lcvp1 animatesource ["ramp_source", 1] Close the dialog and try it. The number controls the phase of the animation. So 1 for open 0 for closed. You do have to be careful about the size of the zones. If the LCVP passes through the waypoint in the wrong order it may have problems opening and closing the ramp. (A7) How do I command an AI to open/close the ramp From version 3.002 up you can now tell you AI driver to open/close the ramp via ingame commands. Using the Function keys select your driver. Press 6 to bring up the Actions control options. If the UserAction conditions are met the option to open and close the ramp or masts. Conditions to open the Ramp are: Speed must be less then 5 kph) The boat must be alive The animationPhase == 0)"; Conditions to close the Ramp are: Speed must be less then 5 kph) The boat must be alive The animationPhase == 1)"; View full record
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