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JahnR

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About JahnR

  • Birthday 09/07/1982

Personal Information

  • Flight Simulators
    DCS World and Elite Dangerous
  • Location
    Sweden
  • Interests
    Martial Artist, musician, gamer and game developer, actor and film maker.

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  1. Any luck with the collision problem? Having similar problems with my static object. Using both shell and segment nodes. Weapons and my own aircraft collides, but for some weird reason, the AI seems to refuse accepting the collision. Almost as if they're telling me "F**k you man! I don't believe in collisions! Watch me take a dump on your so called collision!" and as if to mock me, flies through. Tried a simplified low-poly collision mesh, but only thing it did, was giving me the possibility to mock the AI by telling them that I can fly through stuff as well. Don't know if the problem is the sheer size of the object. It spans 25 kilometers in diameter and almost 4 kilometers in height.
  2. I'm making a massive mod, so I might start bombarding this topic with questions. Almost finished but needs a few icings on the cake so to speak. First one is simple: I have a custom plane mod that I'm insanely proud of, but there is one thing that ruins it. Ejection seat! I can only find numbered references to different seats, but no reference to simply disabling it. Should I just name it "0" in "ejection_seat_name" in the lua, or do I need to make a new line where I state "has_ejection_seat = false" or something? Later on, I'm gonna start asking about animations and sdef's. I'll be eternally grateful for any help at all, since this mod project has turned my day to day life and routines into a mess. Been sleeping less than between 10-20 hours a week for the past two months since I started this project.
  3. I'm almost finished with a massive undertaking of a fully fledged ID4 (independence day) experience, but have this simple little hickup, that I can't figure out. I'm amazed how far I've gotten with this mod (though with many sleepless nights, forgotten meals and severe sanity loss as a price), only to get this little detail in the way. I've managed to get the animation with their respective arg's (each within 100 frames) to work in the model viewer as seen in the added images. Tried getting the arg's to play via ME, but I keep getting a static version (as show in the "in game" image), stuck in 0 for each arg-nr. The link to my google drive folder contains videoclips (also contains the images in the post in original quality): https://drive.google.com/drive/folders/1rZrrC487FlppDiahGMyItWEspzyQL_AM?usp=sharing In the clips, you can see how I want the result to play out in game, so in addition to get the animation to work in game at all, I need to know how to apply different durations from -1 to 1 for each arg. Originally I had two additional args, one that also moved the entire ship from point A to point B and a second that kept the ship rotating (which you can see in the clip with rotation) throughout it all. Ideally, I'd like to go back to using those args as well. The idea is to make the entire animation play once from start to finish throughout a mission (30 minutes) that this animation is intended for. The ship moving from point A to point B for 28 minutes, followed by the ship opening and firing its primary weapon for 1 min and 30 seconds (leaving it at the last frame those last 30 seconds) while having the ship rotate the entire 30 minutes. If the engine is somehow too restricted for such grand ideas, my backup plan is to settle with only animating the primary weapon by itself (as shown in the clip without rotation) those last two minutes of the mission. (as shown in the clip without rotation). Please can someone help me with this? If you need more info than what I already added, ask away. Best of regards, Jahn
  4. Your english is more than fine. Haven't had difficulties understanding your videos at all. They've helped me in creating my ID4-mod (not the one that is published, but a whole new one, which hopefully will make DCS players who are ID4 fans very happy. I have a question: Do you know if it's possible to add weak points to a larger unit and if so, do you know how to add it? Like, if you shoot at that point, it will be damaging enough to render the unit dead, whereas all the other spots are by default. On my created unit, you barely make a dent even with a barrage from several squadrons, which is intentional. But I want to make that one small weak spot where a single will missile render it as dead. Knowing what mod I'm working on, you've probably already guessed what kind of large unit I'm talking about. Best of regards, Jahn
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