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BRS

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Posts: 197
Reply with quote  #1 
Well all in all it's a hard work, very time consuming.
While I come three steps ahead I have to go five steps back again, sometimes [smile]
My goal was (and still is) to own a real shooting AI-GrW34 and if this one will work as wanted the same for the BM37 then.
It should fit to the original firing distances and not to hit near in front of my feet.
And yes, this primary goal seems to be reached now. I had to change and to add a lot stuff, but now the AI will let the GrW34 shoot up to 2400 m far.
First I couldn't believe that myself, so much hours of trial and error, so I attached a cam to the fired mortar bomb and could follow the flight until impact.
This is no random spawned fire, it's 'real'.
Next step is to add an optic view for the player, I use the A3 one in the moment but I don't like that. It should be a little more realistic.
I was searching pictures how that looked like while using the GrW34 optic but I didn't found one. And I would like to disable the ari-computer, this one doesn't fit into the IFL44 theme.
For now you will be able to fire by trigger or mortar init field
but if I could finished it the mod will come with a FSM file so you just need to place the BRS_GrW34 on the map and it will create a motar crew with Radiomen, Gunner, Loader, Reloder, forward observer, fortification, ammo crates and bombs.., itself and then start it's bloody work.
Most of this is done already and workable. But as said above: It needs time, so much time...
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Barto

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IFR Team
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Posts: 218
Reply with quote  #2 
Very interesting!
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BRS

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Reply with quote  #3 
Next goal was to revive my custom objects for this mod. But this wasn't such easy as I hoped. Took me a very long time to rework and to place them for using with the EDEN Editor now.
Story would be too long about all the misstakes and how much of these I did. Much trial and error, a lot of searching, collecting and reading much infos and looking a lot tutorials were needed.
Finally I used Blender, Arma ToolBox for Blender, Gimp2 and ArmaTools (O2) together with Mikeros Tools and Notepad++.
A good time to stop work a little and to show you the my new reworked models here:

https://www.dropbox.com/s/0yjn4wd5gt63ar3/BRS_Objects.png?dl=0

Some work on these still needs to be done but I think I'm on a good way now.
Feel free to let me know what you think about.
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BRS

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Reply with quote  #4 
Ok, let's go ahead. As stated in first post above the problem is to have to go backwards again (often).
Same happend last days. While collecting the new stuff into my mod pbo suddenly the BRS_Mortar could not be placed with the editor.
Even I could see it inside the choose bar it could not be dropped onto the map.
No difference between VR or mission map. So what is the cause, what steps did I before packing. Hm a lot.. Did I made a copy of former steps? Incredibly Yes [smile]
Ok so step by step backwards, but.. no success [frown]
Last thing I tought over was the packer.. And there was/is the problem.
While the BIS Tool could handle the pbo Mirkeros can not. While it is normaly very very helpful to isolete problems here it prevent the build.
I'm sure that the basic problem may be between my ears but I couldn't manage the problem even I tried all possibilities the tool gives me in the Gui.
Nervertheless the BIS tool made a working pbo and I can play ahead with the mod.
It's hard to make a good screenshot from the firing mortar but this picture should show the fired mortar bomb fairly:
https://www.dropbox.com/s/uojow5xqujbczsa/BRS_Mortar_2.jpg?dl=0
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