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b00ce

United States Colonial Marines

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I have aliens and predators on the back burner until I finish current projects. These will fit in nicely ;) Nice job so far

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Once I get the energy to fix it, it'll be done. Plus I may be deploying in the near future so we'll see how things work out. Suffice to say, I haven't given up.

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Once I get the energy to fix it, it'll be done. Plus I may be deploying in the near future so we'll see how things work out. Suffice to say, I haven't given up.

GPkmkC.jpg

mo0eHy.jpg

Zzs4PJ.jpg

this is our clan, and people who just keep waiting ur USCM!

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Get with Nephilim if she's still on here, I helped her with her USCM mod years ago and still have a lot of the files (mainly the Dropship and I think the APC). If she responds she may get you those files. Mind you it was for OFP so... it' s a bit dated.

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At this point I'd pay 50 bucks just to get sounds and a good muzzle blast for the M-41a.

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I'll see what I can do for the sounds today. Got the time and half the mind.

Thanks for the continued faith, its refreshing.

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There wasn't much to show, like you said. But what there is was great. The pulse rifle sounds were PERFECT. It was really satisfying to fire it. The pistol just needs some work, so does the RPG. The RPG was kind of hard to use due to a lack of sights. But it was satisfying to use too. That sound, it's like firing a giant gun. The hyper velocity rocket only reinforced that feeling. I cant wait until the release of the APC, and body armor.

Also, the sounds broke after the latest update.

However, that being said, this mod will be awesome. I love the Aliens universe. Seeing it in Arma 3 would be amazing. Keep up the good work b00ce!

I made this account today to post here.

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Glad to see you're going to bring this back to the community b00ce. Can't wait to test it out. Thanks for your efforts.

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Thanks guys, I'm still trying to figure out how to get the sounds working, the config example I've seen in the BIKI doesn't seem to work for me.

Edit:

Got a lot of work to do, have to re-config all of the weapons to get the sound and scope working also figure out how to get my uniforms to work. Major headaches. I can't code to save my life.

Edited by b00ce

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That's ok b00ce, take your time. You'll get it done when you get it done.

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Thanks guys, I'm still trying to figure out how to get the sounds working, the config example I've seen in the BIKI doesn't seem to work for me.

Edit:

Got a lot of work to do, have to re-config all of the weapons to get the sound and scope working also figure out how to get my uniforms to work. Major headaches. I can't code to save my life.

Here's what I use:

class Single: Mode_SemiAuto

{

sounds[] = {StandardSound,SilencedSound};

class BaseSoundModeType

{

weaponSoundEffect = "DefaultRifle";

closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10};

closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10};

soundClosure[]={closure1,0.5, closure2,0.5};

};

class StandardSound: BaseSoundModeType

{

begin1[] = {"iar\sound\Sound1.wav", db4, 1,1200};

begin2[] = {"iar\sound\Sound1.wav", db4, 1,1200};

begin3[] = {"iar\sound\Sound1.wav", db4, 1,1200};

soundBegin[] = {"begin1",0.5,"begin2",0.5,"begin3",0.5};

};

class SilencedSound: BaseSoundModeType

{

begin1[]={"iar\sound\sf.wav", 0.80000001, 1,300};

begin2[]={"iar\sound\sf.wav", 0.80000001, 1,300};

soundBegin[]={begin1,0.333, begin2,0.333};

};

reloadTime=0.096000001;

recoil="IAR_Recoil";

recoilProne="IAR_RecoilProne";

dispersion=0.00086999999;

minRange=2;

minRangeProbab=0.5;

midRange=200;

midRangeProbab=0.69999999;

maxRange=400;

maxRangeProbab=0.30000001;

};

class FullAuto: Mode_FullAuto

{

sounds[] = {StandardSound,SilencedSound};

class BaseSoundModeType

{

weaponSoundEffect = "DefaultRifle";

closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10};

closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10};

soundClosure[]={closure1,0.5, closure2,0.5};

};

class StandardSound: BaseSoundModeType

{

begin1[] = {"iar\sound\Sound1.wav", db4, 1,1200};

begin2[] = {"iar\sound\Sound1.wav", db4, 1,1200};

begin3[] = {"iar\sound\Sound1.wav", db4, 1,1200};

soundBegin[] = {"begin1",0.5,"begin2",0.5,"begin3",0.5};

};

class SilencedSound: BaseSoundModeType

{

begin1[]={"iar\sound\sf.wav", 0.80000001, 1,300};

begin2[]={"iar\sound\sf.wav", 0.80000001, 1,300};

soundBegin[]={begin1,0.333, begin2,0.333};

};

reloadTime=0.096000001;

dispersion=0.00086999999;

recoil="IAR_Recoil_Auto";

recoilProne="IAR_RecoilProneAuto";

minRange=0;

minRangeProbab=0.89999998;

midRange=15;

midRangeProbab=0.69999999;

maxRange=30;

maxRangeProbab=0.1;

aiRateOfFire=1e-006;

};

---------- Post added at 23:15 ---------- Previous post was at 23:11 ----------

That's the basic setup for my weapon as well, given that the "IAR_Base" is the weapon below I need to just specify a specific classname, etc.

class ej_IAR: ej_IAR_base

{

scope=2;

scopeCurator=2;

picture="\IAR\data\UI\iarinv_x_ca.paa";

displayname="M27 IAR C-Mag";

};

Also if you're using one config then you can also separate into different segments, like for an M56 Smart Gun, you would have all that shit above and it would be like this:

M56FullAuto: Mode_FullAuto

And so on with the string in the above post with the "Single", etc."

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...how to get my uniforms to work...

What exactly is the problem with the uniforms? I'm sure plenty of people can help! ;)

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Here's what I use:

CODE

---------- Post added at 23:15 ---------- Previous post was at 23:11 ----------

[/color]That's the basic setup for my weapon as well, given that the "IAR_Base" is the weapon below I need to just specify a specific classname, etc.

class ej_IAR: ej_IAR_base

{

scope=2;

scopeCurator=2;

picture="\IAR\data\UI\iarinv_x_ca.paa";

displayname="M27 IAR C-Mag";

};

Also if you're using one config then you can also separate into different segments, like for an M56 Smart Gun, you would have all that shit above and it would be like this:

M56FullAuto: Mode_FullAuto

And so on with the string in the above post with the "Single", etc."

Thanks man, I'll give it a shot.

As for the uniforms, for some reason, they're defaulting to the normal multicam NATO uniform... Even though I'm trying to use the independent uniform...

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best thing to do is make a base and derive from that:

class ItemInfo;

class InventoryItem_Base_F;

class UniformItem: InventoryItem_Base_F

{

type=801;

};

class ItemCore;

class U_JSERE_Shirt_DJeans: ItemCore

{

scope=2;

picture="\IAR\data\icon_JSERE_Uniform.paa";

displayName="J-SERE T-Shirt and Jeans";

class ItemInfo: UniformItem

{

uniformModel="-";

uniformClass="JSERE_Soldier_Base";

containerClass="Supply20";

mass=60;

};

};

That's how I get a simple old J-SERE "uniform" onto the body without having to deal with stuff like that. More than likely you're just using a default classname and it's doing that.

---------- Post added at 21:31 ---------- Previous post was at 21:24 ----------

class B_RangeMaster_F;

class JSERE_Soldier_Base: B_RangeMaster_F

{

author="EricJ";

identityTypes[]=

{

"LanguageENGB_F",

"Head_Euro",

"Head_African",

"Head_Asian",

"G_NATO_Default"

};

faction="J_SERE";

vehicleClass="Men";

nakedUniform="U_BasicBody";

uniformClass="U_JSERE_Shirt_DJeans";

hiddenSelections[]=

{

"Camo"

};

hiddenSelectionsTextures[]=

{

"\IAR\data\U_JSERE_BlckPolo_BluPants.paa"

};

weapons[]=

{

"Throw",

"Put",

};

respawnWeapons[]=

{

"Throw",

"Put"

};

Items[]=

{

"FirstAidKit",

};

RespawnItems[]=

{

"FirstAidKit",

};

magazines[]=

{

};

respawnMagazines[]=

{

};

linkedItems[]=

{

"ItemMap",

"ItemCompass",

"ItemWatch",

"ItemRadio",

"ItemGPS",

"V_Rangemaster_belt",

"H_Cap_headphones"

};

respawnLinkedItems[]=

{

"ItemMap",

"ItemCompass",

"ItemWatch",

"ItemRadio",

"ItemGPS",

"V_Rangemaster_belt",

"H_Cap_headphones"

};

};

This may help too to maybe help debug the above so... hope that is a help.

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Just picked up Modo Indie and a will to continue modding; I have a lot to learn but expect more to follow. :cool:

th_Modo.png

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Hey b00ce, have you released a hotfix for bootcamp dlc sound error? Can´t find anything on this thread... used a lot this addon on A3 alpha, but the first time BIS changed the sound config it was fubared =P

Would love to make a mission with colonial marines against raptors, meanwhile nobody releases an alien mod lol

keep up the great work, that dropship looks awesome!

cheers!

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About that update; managed to completely break everything (Models don't appear, can't equip them, custom hand animations are going full The Thing). Even the things I didn't mess with like the RPG... I'm not sure, but I think it may be the new tools? (Never used them till now)

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Make sure in your tools addon builder you have proper files to copy directly under options. Wiki has a proper list

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I rolled back to the tried and true BinPBO and got it working. Still have to fiddle with the M41a to get it back in game though.

th_412e8e05-7457-4797-96fd-a41642d4686e.png

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I rolled back to the tried and true BinPBO and got it working. Still have to fiddle with the M41a to get it back in game though.

http://i167.photobucket.com/albums/u125/booce/ArmA%20II/Aliens/Marines/th_412e8e05-7457-4797-96fd-a41642d4686e.png

Great news, I am anxious to use those space-dudes-badasses again! Hope you sort out the M41, it is the cherry of this space-cake (pun intended) =)

cheers!

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