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benelli m4 super 90 pack by Purple

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New version frontpaged on the Armaholic homepage.

===================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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@Purple

Your animations are taken from A2 that use different face bones than A3, that produces RPT errors with missing bones etc. You need to remove all face bones when reusing A2 rtm's in A3.

Done the work for you on this one. Package contains both binarised and unbinarised proper animations so you can see what I've done to them. So if you can please update your addon with these.

prpl_benellim4.rar

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i always have rpt spam with this anim :

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

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I hope you update you addon for the new muzzle versión of the arma3 1.24 update, thanks you for your work.

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+1 on a needed update

here is what is needed to be changed in your config

Find

class Single: Mode_SemiAuto

{

begin1[] = {"\prpl_benelliM4\data\sounds\benelli.ogg",1.5,1,900};

soundBegin[] = {"begin1",1};

closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7.wav",1.0,1,200};

closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav",1.0,1,200};

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

reloadTime = 0.1;

dispersion = 0.001;

minRange = 2;

minRangeProbab = 0.2;

midRange = 75;

midRangeProbab = 0.35;

maxRange = 200;

maxRangeProbab = 0.45;

distanceZoomMin = 60;

distanceZoomMax = 60;

recoil = "super90_recoil";

recoilProne = "super90_recoil";

};

Replace twice with

class Single: Mode_SemiAuto

{

sounds[] = {"StandardSound","SilencedSound"};

class BaseSoundModeType

{

weaponSoundEffect = "DefaultRifle";

closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7.wav",1.0,1,200};

closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav",1.0,1,200};

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

};

class StandardSound: BaseSoundModeType

{

begin1[] = {"\prpl_benelliM4\data\sounds\benelli.ogg",1.5,1,900};

soundBegin[] = {"begin1",1};

};

class SilencedSound: BaseSoundModeType

{

begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,240};

begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,240};

begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,240};

soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};

};

reloadTime = 0.1;

dispersion = 0.001;

minRange = 2;

minRangeProbab = 0.2;

midRange = 75;

midRangeProbab = 0.35;

maxRange = 200;

maxRangeProbab = 0.45;

distanceZoomMin = 60;

distanceZoomMax = 60;

recoil = "super90_recoil";

recoilProne = "super90_recoil";

};

Edited by armatech

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Hello mates,

version compatible with 1.24 was released

Edited by Purple

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Guest

New version frontpaged on the Armaholic homepage.

===================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Thanks for the update Purple.

I'm just running into some error with the last update, could you take a look at it while you're at ? Thanks !

i0NB1dM4Zqa1f.jpg

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Hi Dorak, when do you have this error ? I made a lot of tests, and could not see that error anywhere

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When shooting with your shotguns in the virtual map.

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Hi Purple,

thanks again for your great work!

We have a little problem: sometimes I hear the sound of the benelli of my teammate - sometimes not!

He experienced the same...

Any ideas?

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Hi Purple,

thanks again for your great work!

We have a little problem: sometimes I hear the sound of the benelli of my teammate - sometimes not!

He experienced the same...

Any ideas?

I've noticed this issue as well.

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Amazing quality, Purple, thank you for your work! :D

Just tried it and it works great! One minor thing though: IMO final phase of reload animation (placing hand on fore-end) is a little bit slow. :)

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Guest HellGhost

Hi,

I think I just point at a little problem.

I used this mod since a long time, and never spot it before, so, I'll test many others possible solutions.

Before, using clothes from mods.

Having the issue.

After that, using gear from mods.

Having the issue.

So after that, I'll try to find the source.

So, using clothes and gear from mods and with others weapons.

No issue.

Using after that BI clothes and gear with other weapons.

No issue.

Using BI clothes and gear with the weapon.

Having the issue.

Completely without any clothes and gear, using the weapon.

Having the issue.

So, I can now say that there is a issue with the Benelli M4 Super 90.

I take a screeshot with the issue and with the impact point I must hit for get it appear.

Here it is :

http://i1115.photobucket.com/albums/k554/HellGhost/ErrorM4S90_zpsb4drbvvh.jpg

Note that this error message only show when I hit at this exact point, probable the hand, but that never happened with any others mods or weapons, so I think it's a problem while hitting the handgrip of the M4 Super 90.

Maybe something to check ?

And thanks for your work, that's a great collection and add a new dimension to tactical engagements.

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I take a screeshot with the issue and with the impact point I must hit for get it appear.

Here it is :

http://i1115.photobucket.com/albums/k554/HellGhost/ErrorM4S90_zpsb4drbvvh.jpg

Note that this error message only show when I hit at this exact point, probable the hand, but that never happened with any others mods or weapons, so I think it's a problem while hitting the handgrip of the M4 Super 90.

Maybe something to check ?

And thanks for your work, that's a great collection and add a new dimension to tactical engagements.

If Purple still supports this mod, I have a "possible" fix for that error. Its the same one I encountered when I coded my own shotguns, and is due to the following code BI use in the "hidden" shotgun rounds.

	class ShotgunCore;
class ShotgunBase: ShotgunCore
{
	waterEffectOffset = -0.8;
	class HitEffects
	{
		Hit_Foliage_green = "ImpactLeavesGreen";
		Hit_Foliage_Dead = "ImpactLeavesDead";
		Hit_Foliage_Green_big = "ImpactLeavesGreenBig";
		Hit_Foliage_Palm = "ImpactLeavesPalm";
		Hit_Foliage_Pine = "ImpactLeavesPine";
		hitFoliage = "ImpactLeaves";
		hitGlass = "ImpactGlass";
		hitGlassArmored = "ImpactGlassThin";
		hitWood = "ImpactWood";
		hitMetal = "ImpactMetal";
		hitMetalPlate = "ImpactMetal";
		hitBuilding = "ImpactPlaster";
		hitPlastic = "ImpactPlastic";
		hitRubber = "ImpactRubber";
		hitConcrete = "ImpactConcrete";
		hitMan = "ImpactEffectsBlood";
		hitGroundSoft = "ImpactEffectsSmall";
		hitGroundHard = "ImpactEffectsHardGround";
		hitWater = "ImpactEffectsWater";
		[b]hitVirtual = [i]"hitArmor[/i]";[/b]
	};
};

The above code shows where BI defined the 'ShotgunBase' class that the buckshot and slugs both inherit from. As you can see hitVirtual uses the hitArmor hit effect, however hitArmor is not defined. So you either need to define hitArmor, or just tell it to use a different define. For example the work around I used:

		class HitEffects
	{
		Hit_Foliage_green = "ImpactLeavesGreen";
		Hit_Foliage_Dead = "ImpactLeavesDead";
		Hit_Foliage_Green_big = "ImpactLeavesGreenBig";
		Hit_Foliage_Palm = "ImpactLeavesPalm";
		Hit_Foliage_Pine = "ImpactLeavesPine";
		hitFoliage = "ImpactLeaves";
		hitGlass = "ImpactGlass";
		hitGlassArmored = "ImpactGlassThin";
		hitWood = "ImpactWood";
		hitMetal = "ImpactMetal";
		hitMetalPlate = "ImpactMetal";
		hitBuilding = "ImpactPlaster";
		hitPlastic = "ImpactPlastic";
		hitRubber = "ImpactRubber";
		hitConcrete = "ImpactConcrete";
		hitMan = "ImpactEffectsBlood";
		hitGroundSoft = "ImpactEffectsSmall";
		hitGroundHard = "ImpactEffectsHardGround";
		hitWater = "ImpactEffectsWater";
		[b]hitVirtual = "[i]ImpactEffectsHardGround[/i]";[/b]
	};

Also, might want to consider changing the reload animation for the shotguns, as when you try to reload when prone, you stand bolt-upright to do it (because BI never made a prone shotgun reload animation due to them never including shotguns).

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Guest HellGhost

I see.

So, it's one or other solution.

Hope that the author still support the mod.

Actually, I think to do the modification by myself.

EDIT : The problem is when searching in the config file, nothing appear for "hitEffects" or even "hitVirtual", and nothing as well for "hitArmor".

Maybe something wrong from this, or your config is really different.

So, we hope a fix.

Edited by HellGhost

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I see.

So, it's one or other solution.

Hope that the author still support the mod.

Actually, I think to do the modification by myself.

EDIT : The problem is when searching in the config file, nothing appear for "hitEffects" or even "hitVirtual", and nothing as well for "hitArmor".

Maybe something wrong from this, or your config is really different.

So, we hope a fix.

I don't know for sure how Purple's pack works, but if he defines his new ammunition and just inherits from the default shotgun defines (or if they just use default ammunition), then he may not have added that code to it. I only added the above code to overcome the error for the shotguns I was working on. Adding the second lot of code in my previous reply to the CfgAmmo define in Purple's pack, should fix it.

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Guest HellGhost

Maybe, I'll try this later.

Thanks for your participation and your idea !

I'll test that and let you know if it work.

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I don't know for sure how Purple's pack works, but if he defines his new ammunition and just inherits from the default shotgun defines (or if they just use default ammunition), then he may not have added that code to it. I only added the above code to overcome the error for the shotguns I was working on. Adding the second lot of code in my previous reply to the CfgAmmo define in Purple's pack, should fix it.

it works fine for me after adding the code. many thanks!

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Guest HellGhost

Hsiuling :

I don't know where you see that works, but after adding the lines, nothing changed, always this error message while hitting the weapon at the hand.

And Notepad++ never let me to add correctly the lines without destroying all the construction.

The only time I have a correct adding, I have an error message at the main menu.

I just launch all mod to the trash.

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