acta13 10 Posted July 29, 2014 still working on it? Share this post Link to post Share on other sites
warlord554 2065 Posted July 29, 2014 I have aliens and predators on the back burner until I finish current projects. These will fit in nicely ;) Nice job so far Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted July 30, 2014 They certainly need bootcamp syndorm patch fix... (they´re from A3 alpha stage =P) Share this post Link to post Share on other sites
b00ce 160 Posted July 30, 2014 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. Share this post Link to post Share on other sites
acta13 10 Posted July 30, 2014 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. this is our clan, and people who just keep waiting ur USCM! Share this post Link to post Share on other sites
EricJ 764 Posted July 30, 2014 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. Share this post Link to post Share on other sites
Sullivan 10 Posted August 31, 2014 At this point I'd pay 50 bucks just to get sounds and a good muzzle blast for the M-41a. Share this post Link to post Share on other sites
b00ce 160 Posted August 31, 2014 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. Share this post Link to post Share on other sites
flightoficarus 10 Posted August 31, 2014 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. Share this post Link to post Share on other sites
wansec_6 200 Posted August 31, 2014 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. Share this post Link to post Share on other sites
b00ce 160 Posted September 1, 2014 (edited) 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 September 1, 2014 by b00ce Share this post Link to post Share on other sites
wansec_6 200 Posted September 2, 2014 That's ok b00ce, take your time. You'll get it done when you get it done. Share this post Link to post Share on other sites
EricJ 764 Posted September 2, 2014 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." Share this post Link to post Share on other sites
haleks 8212 Posted September 2, 2014 ...how to get my uniforms to work... What exactly is the problem with the uniforms? I'm sure plenty of people can help! ;) Share this post Link to post Share on other sites
b00ce 160 Posted September 3, 2014 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... Share this post Link to post Share on other sites
EricJ 764 Posted September 4, 2014 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. Share this post Link to post Share on other sites
SavageCDN 231 Posted September 4, 2014 Good to see you're still working on these! Share this post Link to post Share on other sites
b00ce 160 Posted December 28, 2014 Just picked up Modo Indie and a will to continue modding; I have a lot to learn but expect more to follow. :cool: Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted December 28, 2014 How can I have miss this mod !!?? Thx for working on it, b00ce !! Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted December 28, 2014 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! Share this post Link to post Share on other sites
b00ce 160 Posted December 28, 2014 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) Share this post Link to post Share on other sites
warlord554 2065 Posted December 29, 2014 Make sure in your tools addon builder you have proper files to copy directly under options. Wiki has a proper list Share this post Link to post Share on other sites
b00ce 160 Posted December 29, 2014 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. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted December 29, 2014 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! Share this post Link to post Share on other sites
acta13 10 Posted December 29, 2014 Always supporting you B00ce Share this post Link to post Share on other sites