Feature #16274

Models for dropped rucks

Added by Marksman over 6 years ago. Updated about 6 years ago.

Status:Closed Start date:12/27/2010
Priority:Low Due date:
Assignee:rocko % Done:


Target version:1.10
Component:sys_ruck Affected Version:
Close Reason:


When you drop the ruck is always shown the same model.

applyRotation.sqf - Vector-tensor multiply routine. (497 Bytes) Evil_Echo, 01/29/2011 00:58

buildRotationMatrix.sqf - Rotation tensor generation routine. (440 Bytes) Evil_Echo, 01/29/2011 00:58

Associated revisions

Revision d9debd1c
Added by rocko about 6 years ago

~CHANGED: Correct model for every dropped backpack (via gear dialog), fixes #16274


Updated by Sickboy over 6 years ago

  • Category set to Config
  • Status changed from New to Assigned
  • Assignee set to tcp
  • Target version set to 395
  • Component set to sys_ruck

Updated by tcp over 6 years ago

There is one model that someone made that doesn't have straps and is oriented to the ground when it is created. The other models could be rotated by script, but I am not sure how to remove the straps (although they would be hidden in the ground if oriented correctly).

Updated by VKing over 6 years ago

Do any of the backpacks have straps anymore?

Updated by tcp over 6 years ago

No, hadn't noticed, so just need to rotate them.

Updated by tcp over 6 years ago

Can someone help me with the vector position to rotate the rucks? I know you have to flip the object to do more than a 180 degree rotation, but I'm not sure how to do that.

Updated by Evil_Echo over 6 years ago

I still have my tensor functions for arbitrary rotations, if that would help.

Updated by tcp over 6 years ago

Yes, it probably would. I need the object to stay in place and only rotate along it's own (single) axis. I could probably figure that out based on your code, so please send it.

Updated by Evil_Echo over 6 years ago

That is just the driver for a demo mission using it, still useful in knowing how to invoke. The youtube vid
for that mission is http://www.youtube.com/watch?v=gj6TJEyazO8

Attached are the two functions you'll need.

The first appplies a tensor to a vector, like the up and direction dir vectors of an object. Parameters are a vector
and the rotation tensor.

The second generates a rotation tensor. Parameters are three angular turn rate in units of degrees.

For a constant rotation, you would generate the rotation tensor once and apply it repeatedly to the desired
vectors, it'll do all the magic for you. In the demo I rotate the object along each axis 1 degree every 0.01 sec
very smoothly and without glitches. There is no requirement to limit the rotation to just one axis, you can do
a 3d tumble with each axis rotating at a different rate.

Updated by rocko about 6 years ago

  • Category changed from Config to Script
  • Status changed from Assigned to In progress
  • Assignee changed from tcp to rocko
  • Target version changed from 395 to 1.11
  • % Done changed from 0 to 90

Updated by rocko about 6 years ago

  • Status changed from In progress to Resolved
  • % Done changed from 90 to 100

Updated by Sickboy about 6 years ago

  • Target version changed from 1.11 to 1.10

Updated by rocko about 6 years ago

  • Status changed from Resolved to Closed

Available in the about to be released ACE 1.10 RC 3.

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