znooptokkie 14 Posted March 30, 2013 (edited) I hope i can help by providing this copys from my rpt file after testing the new version of your mod. (A3 Version DEV 0.53.103608) soldier[CAF_84GUNNER_AR]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[CAF_84GUNNER_AR]:Some of magazines weren't stored in soldier Vest or Uniform? 60MM_ROCKET: reload_magazine_hide - unknown animation source reloadMagazine CAF_M72a6_USED_TUBE: reload_magazine_hide - unknown animation source reloadMagazine I also got many messages like this (not ingame but in the rpt file) Error: Bone cheek_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_tip doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uplb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_ls doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uplf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lc doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwlb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwlf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_lb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_upm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone ear_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone corr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone tongue_m doesn't exist in skeleton OFP2_ManSkeleton Error: Bone tongue_f doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_lb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_upl doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_lwl doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_lb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_lt doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone forehead_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone forehead_m doesn't exist in skeleton OFP2_ManSkeleton Error: Bone forehead_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_rb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_lwr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_rt doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_rf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_rf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_upr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_rb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone tongue_b doesn't exist in skeleton OFP2_ManSkeleton Error: Bone ear_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uprf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uprb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_rc doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwrb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwrf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_b doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_rb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_t doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_rf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone chin doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_rs doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw doesn't exist in skeleton OFP2_ManSkeleton Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton And: control[CA_ValueSide]: Unexpected control type [4] control[CA_ValueSide]: Unexpected control type [4] control[CA_ValueFaction]: Unexpected control type [4] control[CA_ValueFaction]: Unexpected control type [4] control[CA_ValueClass]: Unexpected control type [4] control[CA_ValueClass]: Unexpected control type [4] control[CA_ValueVehicle]: Unexpected control type [4] control[CA_ValueVehicle]: Unexpected control type [4] control[CA_ValueSpecial]: Unexpected control type [4] control[CA_ValueSpecial]: Unexpected control type [4] control[CA_ValueControl]: Unexpected control type [4] control[CA_ValueControl]: Unexpected control type [4] control[CA_ValueLock]: Unexpected control type [4] control[CA_ValueLock]: Unexpected control type [4] control[CA_ValueRank]: Unexpected control type [4] control[CA_ValueRank]: Unexpected control type [4] control[CA_ValueAge]: Unexpected control type [4] control[CA_ValueAge]: Unexpected control type [4] control[CA_ValueSkill]: Unexpected control type [3] control[CA_ValueSkill]: Unexpected control type [3] control[CA_ValueHealth]: Unexpected control type [3] control[CA_ValueHealth]: Unexpected control type [3] control[CA_ValueFuel]: Unexpected control type [3] control[CA_ValueFuel]: Unexpected control type [3] control[CA_ValueAmmo]: Unexpected control type [3] control[CA_ValueAmmo]: Unexpected control type [3] control[CA_ValuePresence]: Unexpected control type [3] control[CA_ValuePresence]: Unexpected control type [3] The M2 is not finished i guess? Look inside the barrel of the weapon (the orange part). I pretty excited for whats coming in the future! Edit: I think the iron sights maybe need a fix -> look at the picture (C8 using a carry handle, it looks the same for the c7) The sights of the underbarrel grenade launchers also cant be used at the moment. Edited March 30, 2013 by Znooptokkie added two screenshots Share this post Link to post Share on other sites
Guest Posted March 30, 2013 Thank you for informing us about the updated release :cool: Release frontpaged on the Armaholic homepage. Canadian Armed Forces [ALPHA] alpha 02Community Base addons A3 Share this post Link to post Share on other sites
Revoluzer 10 Posted March 30, 2013 Edit: I think the iron sights maybe need i fix -> look at the picture (C8 using a carry handle, it looks the same for the c7) http://imageshack.us/a/img515/4756/c8sight.jpg The sights of the underbarrel grenade launchers also cant be used at the moment. http://imageshack.us/a/img9/1993/m203sight.jpg I don't get these Ironsight, like you have them on your pictures... I don't have a carrying handle if I remove my ELCAN - am I doing something wrong? And concerning the GL ironsights, its the same for me. Share this post Link to post Share on other sites
znooptokkie 14 Posted March 30, 2013 (edited) Theres an ammo box for the carry handles and the ELCAN sight in the editor. So you can remove the ELCAN and put an carry handle on your weapon. Look for Empty -> Ammo -> CAF Optics Crate Edited March 30, 2013 by Znooptokkie Share this post Link to post Share on other sites
Revoluzer 10 Posted March 30, 2013 ok, thx for the quick answer Is the carry handle not issued with gun/ part of standard equipment? Share this post Link to post Share on other sites
ohally 26 Posted March 30, 2013 Both the carry handle and elcan are rail sights. The C7, C8, C9 are all issued standard with a C79A2 ELCAN. Carry Handles are not issued by the CF but I put on in as most of the guys I know have purchased one. Reference Carl G: That's the loaded round, fire it, then have a look. 66mm rocket should be an easy fix, its a hidden ammo type as the M72A6 is a 1 time sue weapon. The skeleton errors I believe are coming from the helmet. The chin strap is still configured for ARMA 2, there are many new model selections for ARMA 3 which I still must implement. GL sights are known already, I'm still tinkering with them. I see your using the DEV build. I am not so I may not be able to replicate some of the errors. I'll see what i can do. Cheers, Share this post Link to post Share on other sites
znooptokkie 14 Posted March 30, 2013 Reference Carl G: That's the loaded round, fire it, then have a look. Yeah, i noticed the barrel is emtpy after a shot, just thought the orange color might be a texture failure or something. But the units itself works nice i dont get any error messages ingame and im having my fun with the mod. :ok: Share this post Link to post Share on other sites
Kozure 1 Posted April 2, 2013 (edited) Has anyone developed any scenarios which use this mod? I'm working on one myself but I'm such a newbie I'd be embarrassed to have people play it - it would just be bare bones. It's my first Arma3 scenario. A section of Canadian forces are en route from one fire-base to another in Hunters (rough RG-31 Nyala-substitutes) when they are caught in an ambush. The beleaguered Canucks must fight their way out of/through the ambush and either return to the base they began from or to their destination base. It's a very basic design, very few triggers or links and scripting. I'm a big believer in learning to walk before trying to run. You start in the middle of the firefight, fight your way through, and head home. You have the option of trying to pursue the ambushers if they flee. I've added Canadian forces from the CAF mod and made custom load-outs for the OPFOR so that they are dressed in civilian clothing and are poorly equipped, with a bare minimum of ammunition and add-ons for their weapons. I'm also trying my hand at using the Base population module to populate the two CF bases, as well as adding a mortar artillery module and a close air support module. I'd love to see a scenario done by an experienced scenario designer. [edit] I've finished the very simple mission described using the CF equipment. It was my first Arma 3 mission build, so not very polished, but fun to play with CF gear. I ended up abandoning the civilian garb for the AAF-proxies - none of the various civilian outfits looked suitably "Afghan" - and just went with a mix of various older-looking military uniforms. Can anyone who served recently in the Canadian Forces in Afghanistan shed any light on what would be carried in the cargo area of the APV (RG-31 Nyala) in terms of equipment and ammunition? I'm going to clear out the default cargo of the Hunters I'm using in the mission and put in equipment more suitable for Canadian operations. I'd like to create a more in-depth patrol mission in future, so I want to get a relatively accurate equipment and ammunition load-out for the APVs. Edited April 3, 2013 by Kozure Share this post Link to post Share on other sites
onchas 10 Posted April 3, 2013 Has anyone developed any scenarios which use this mod? I'm working on one myself but I'm such a newbie I'd be embarrassed to have people play it - it would just be bare bones. It's my first Arma3 scenario. Would you be willing to send me the mission files? I believe you have my email. :P Share this post Link to post Share on other sites
Cpl_Acosta 10 Posted April 3, 2013 I served in the US Marines for four years and I wanted to say that this mod is amazing, I love the recoil of the weapons its not overpowered like base ARMA3 weapons. Its great that Canadian Forces are in Arma 3 already, and amazing work it is great to play as other superpowers other than just the US!!! Share this post Link to post Share on other sites
Kozure 1 Posted April 3, 2013 Would you be willing to send me the mission files? I believe you have my email. :P Heh, sure thing, Onchas. As mentioned, it's pretty bare-bones, no actual objectives other than surviving the ambush and heading back to base, and more intended for MP co-op, but I'd be happy to send it to you. I'll just polish it up tonight after work and send it over. Share this post Link to post Share on other sites
pellejones 1 Posted April 4, 2013 How come the vests are left out of the classlist? Vests: V_TacVest_Pilot V_PlateCarrier1_TW V_PlateCarrier2_TW V_PlateCarrierGL_TW V_PlateCarrier1_AR V_PlateCarrier2_AR V_PlateCarrierGL_AR Uniforms: caf_438_coveralls Share this post Link to post Share on other sites
ohally 26 Posted April 9, 2013 How come the vests are left out of the classlist?Vests: V_TacVest_Pilot V_PlateCarrier1_TW V_PlateCarrier2_TW V_PlateCarrierGL_TW V_PlateCarrier1_AR V_PlateCarrier2_AR V_PlateCarrierGL_AR Uniforms: caf_438_coveralls I simply forgot them.... In other news, Thanks to Alwarren and his FHQ M4 Source Files I've been able to get he M203 sights working and properly zeroed. The reload and hand animations on all rifles are now working smoothly and look proper and the machine guns have been sorted with hand positions (reloads still need work) my next major move is to examine the prospect of 2 fire modes for the C9 and C6 machine guns, Bi pod folded and deployed producing less prone recoil with the bi pod down. ---------- Post added at 01:47 AM ---------- Previous post was at 01:46 AM ---------- I'll post some new Showcase videos soon. Share this post Link to post Share on other sites
pellejones 1 Posted April 9, 2013 Awesome Ohally! Is there any chance you can get the iron sight to sight straight? It is a bit off to the right (?) at the moment. We love this mod! Share this post Link to post Share on other sites
ohally 26 Posted April 9, 2013 Awesome Ohally! Is there any chance you can get the iron sight to sight straight? It is a bit off to the right (?) at the moment.We love this mod! do you have 0.2 installed and running? Can you provide a screen shot? Share this post Link to post Share on other sites
xxghostxx132 1 Posted April 9, 2013 (edited) when you open the config browser, scroll down the list on the left look for cfgWeapons, double click and it will expand a list of every weapon in the game and all addonsjust in case: Weapons: C6GPMG C9A2 C7A2 C8A3 C7A2_M203 C8A3_M203 M72A6 Ammo 220Rnd_762x51_belt (C6) 200Rnd_556x45_Belt (C9) 30Rnd_556x45_NATO (C7/C8 Red instead of Green Tracers) 30Rnd_556x45_T_Stanag The M72A6 is self contained and shouldn't require any ammo in a crate. Uniforms: "CAF_TW_Uniform_CADPAT" - Temperate Woodland (Full) "CAF_TW_Uniform_CADPAT_tshirt" - Temperate Woodland (T-Shirt) "CAF_TW_Uniform_CADPAT_roll" - Temperate Woodland (Rolled) "CAF_AR_Uniform_CADPAT" - Arid Region (Full) "CAF_AR_Uniform_CADPAT_tshirt" - Arid Region (T-Shirt) "CAF_AR_Uniform_CADPAT_roll" - Arid Region (Rolled) Helmet: "CG634" - Arid "CG634_TW" - Temperate Optics: optic_elcan - C79A2 optic_carryhandle - iron sights I was going crazy looking for the Ammo (Trying make generic autoriflemen for US and UK troops and i fell in love with the C9A2 as a SAW ). Thank you so much. Edited April 9, 2013 by xXGHOSTXx132 Share this post Link to post Share on other sites
ohally 26 Posted April 10, 2013 I'm hoping to push an update this week with the fixed Grenade Launcher sights and hand positions. Watch and shoot on that though, it's pending real life allowing the time. I'm also planning on putting out a re-skin of the ka 60 to be similar to the CH-146 Griffon for use with the CAF units. For those about to have a realism shit on this thread, I have two things to say: 1. It's a place holder 2. Canada rented Heavy lift choppers (Mi 17) for the mission in Afghanistan, sooo it's not that far fetched. Share this post Link to post Share on other sites
Firefox88 10 Posted April 10, 2013 (edited) Nice mod. I'm having problems with compatibility with another mod. When I turn your mod on, it disables my ability to equip a NV or TWS from the mod pack by Uncertain for any rifle. Any ideas on fixes? Edited April 10, 2013 by Firefox88 Share this post Link to post Share on other sites
ohally 26 Posted April 10, 2013 Nice mod. I'm having problems with compatibility with another mod. When I turn your mod on, it disables my ability to equip a NV or TWS from the mod pack by Uncertain for any rifle. Any ideas on fixes? to the best of my knowledge this is a common issue with the way A3 does sights. The weapon needs to list all it's compatible sights in the config. because the Canadian weapons do not list the NV and TWS from the pack you are usuing as compatible, they do not work. At this time I wont be making them compatible, however it is likely certain packs will work with CAF. Share this post Link to post Share on other sites
znooptokkie 14 Posted April 10, 2013 Originally Posted by Pellejones Awesome Ohally! Is there any chance you can get the iron sight to sight straight? It is a bit off to the right (?) at the moment. We love this mod! do you have 0.2 installed and running? Can you provide a screen shot? I think he means this. The sights are not lined up. Share this post Link to post Share on other sites
pellejones 1 Posted April 10, 2013 I think he means this. eeexactly Share this post Link to post Share on other sites
ohally 26 Posted April 10, 2013 I think he means this. The sights are not lined up. http://imageshack.us/a/img515/4756/c8sight.jpg I see... This may have been fixed already with the hand placement. I will look into it again. Share this post Link to post Share on other sites
Firefox88 10 Posted April 10, 2013 to the best of my knowledge this is a common issue with the way A3 does sights. The weapon needs to list all it's compatible sights in the config. because the Canadian weapons do not list the NV and TWS from the pack you are usuing as compatible, they do not work.At this time I wont be making them compatible, however it is likely certain packs will work with CAF. Im using the FHQ M4 pack, which works with the Uncertain NV TWS pack regularly. But when I turn on CAF, it no longer it equipable. So your mod is actually modifying another mod somehow. Share this post Link to post Share on other sites
ohally 26 Posted April 10, 2013 Im using the FHQ M4 pack, which works with the Uncertain NV TWS pack regularly. But when I turn on CAF, it no longer it equipable. So your mod is actually modifying another mod somehow. same answer... to expand, the C79A2 ELCAN and Iron Sights each classify the over compatibility of themselves for all weapons. this is so they can be used with the A3 weapons as well. Without essentially teaching you how to mod the game, because the sight pack your using does the same thing for it's own sights, CAF is over writing that. It's an issue that is not solvable without re-writing the CAF pack, or the sights pack your using to incorporate all sights, by all addons makers. As I said before, I wont, at this time, be building CAF around other packs. so this error will be unfixed for some time. ---------- Post added at 07:34 PM ---------- Previous post was at 07:27 PM ---------- If you want to do your own workaround. Create a new config.cpp with this: class SlotInfo; // External class reference class CowsSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; displayName = "$STR_A3_CowsSlot0"; compatibleItems[] = {"optic_Arco","optic_aco","optic_ACO_grn","optic_hamr","optic_Holosight","optic_carryhandle","optic_elcan","add new sight","add new sight","add new sight"}; }; make that into it's own .pbo file and ensure you launch it after all other mods. under the compatible items list add any other sight class names you wish to use. Good luck. Share this post Link to post Share on other sites
Colehogs 1 Posted April 10, 2013 I'm not sure if its my current mod setup or if anyone has noticed that CAF 0.2 some how turns the tracers for all the MX alpha standard weapons to green when there supposed to be red. Its not a big problem, the rounds still chew up Opfor like they should, just wanted to pointed it out if anyone else has noticed it. That said this is an awesome mod and I'm loving 0.2. Five stars :) Share this post Link to post Share on other sites