EricJ 759 Posted December 21, 2013 Hopefully too, as I'm starting to think it's the new tools rather than the old ones. But I have an idea on that. Share this post Link to post Share on other sites
Kaxii 11 Posted December 21, 2013 So a possible fix? Share this post Link to post Share on other sites
EricJ 759 Posted December 21, 2013 (edited) No... I thought using the old version would work but no worky... :( What I'm thinking is that the program should reference the directory PBO.... such as this: "U100\data\texturename.whatever" Instead it's only just listing the source directory as the path to the textures. So that's what I'm thinking is the problem with... something somewhere. It's simply not shortening the path to the texture so it just waits for the texes to load on my PC which obviously aren't in teh same location as the user's. As one old NCO told me about computers, "Goofy shit" Edited December 21, 2013 by EricJ Share this post Link to post Share on other sites
Kaxii 11 Posted December 21, 2013 So is there anyway to do so that it looks for the textures in maybe like the C: drive which I think most people would have? Share this post Link to post Share on other sites
EricJ 759 Posted December 21, 2013 Maybe but Honestly I'm tired of going from P: to C: to X,Y, and Z. On my end it's a bit harder because I'm trying to fix the issue with little support so maybe the next patch or tools update will work. I just don't know right now. Share this post Link to post Share on other sites
ratnl 27 Posted December 21, 2013 Or there no other modders who can help out. I think youre not the only one having this issue Verstuurd vanaf mijn HTC One X+ met Tapatalk Share this post Link to post Share on other sites
ratnl 27 Posted December 21, 2013 Would love to help out but I don't have the know how Verstuurd vanaf mijn HTC One X+ met Tapatalk Share this post Link to post Share on other sites
EricJ 759 Posted December 21, 2013 No worries, I think if they're in the same boat then it's not me, it's BIS and the current tools... Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted December 21, 2013 Hey EricJ, the (lack of) recoil is really annoying me... I saw the Ultimax video, and in fact, the gun ingame shakes sideways when I fire so I have a feedback of shooting it, but the SCARs have no recoil whatsoever... You should use the MX recoil and tone it down a lil or use Robert Hammer M4 recoil as a parameter for SCAR L and up it a lil for H! Nobody gave you a hint about the texes problem? Strange, thou most of the guys creating weapons for ArmA3 are awfully away and silent, seems like a silent boycott... anyway, I´m looking forward your final release, and I´ll be keep on testing and feedbacking ya! Cheers ;) Share this post Link to post Share on other sites
EricJ 759 Posted December 21, 2013 (edited) I need to get with J-SERE and see what they have to say as well before I start mucking with recoils. And given the amount of topic views I don't know what to assume either. ---------- Post added at 15:50 ---------- Previous post was at 15:35 ---------- OKay addendum, I'll fix the recoil issue... ---------- Post added at 16:04 ---------- Previous post was at 15:50 ---------- ---------- Post added at 16:48 ---------- Previous post was at 16:04 ---------- ///////////////////////////////// New download link: http://562.50megs.com/Arma3/U100AC9.zip ////////////////////// Now both SCAR-L and -H have recoil Not much but... it's noticeable. Matter of fact despite using two different values (M4 and AK47 for the L and H respectively) it's still quite manageable) I think part of the reason is the dexterity setting of the weapon which to me feels... right. Edited December 21, 2013 by EricJ Share this post Link to post Share on other sites
Kaxii 11 Posted December 21, 2013 Any success with the texture problems? The increase of recoil is good though so TY for that! Share this post Link to post Share on other sites
EricJ 759 Posted December 21, 2013 I'm taking a break from O2 but I have a theory to test with the texture issue. Needless to say: A) I know it exists and thinking of ways to fix it. Refer to B) B) Please stop bugging me about the textures. I know it's a problem so refer to A) If I find a solution I will say I have found either a permanent or temporary solution fix to the current issue, thank you. ---------- Post added at 17:10 ---------- Previous post was at 17:03 ---------- And on another note, anybody have some HK416 iron sight models that you can lend? It's for a possible project, personal and otherwise... Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted December 21, 2013 Yeah, now the recoil is, like you´ve said, just right! =) The SCAR+ EGLM doesn´t have an aim in first person for the GL... the MX config didn´t fit that model? Maybe if you use Massi´s config for his weapons with GL ;D That futuristic rifle from Ghost Recon is for your eyes only, or are you planning on releasing it? It was caseless, wasn´t it? It would fit well Altis 2035 near cyberpunk scenario... cheers! Share this post Link to post Share on other sites
EricJ 759 Posted December 21, 2013 Actually its just a way to visualize for my military science fiction stories, and I've been working on some weapons "on the side" so I can have some realistical physics (recoi, handling to a degree, as well as something to keep me busy). But more than likely no as they're suppsosed to be sci-fi railguns (like Elysium) so I'm keeping that from the public eye except for stuff I need to show off that's relevant to the topic, that's all. I'll check on the source models for the GLs though, I just fire and adjust personally :) Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted December 21, 2013 I wonder why nobody modeled the awesome guns from Elysium (that railgun kicked some serious asses... that South African merc was meat grinded by that gun), when District 9 was released, people on ArmA2 made the guns and exoskeleton from that movie! But it seems everybody is kinda indiferent to ArmA3, except for some still active teams (FFAA/BWM/ALive and tacBF) all the rest is quite away and silent.. maybe I´m being too paranoic, and all the modders are fiddling with ArmA1/2 and OPF models BIS released, but aren´t publicizing it... or (I hope not) they´re all boycotting ArmA3 due to "Make Arma not War" contest (some modders got offend by it, go figure =P Share this post Link to post Share on other sites
EricJ 759 Posted December 22, 2013 I've thought about doing the pistol that Drake uses (the one with the moustache) before he gets shredded (I have to watch it again, the camera work was well.. fast for me). But I try and stay out of the politics of Armed Assault and here. I'm not really interested in teh competition so I stick to my guns (figuratively and slightly literally) and mind my business. But back to the SCARs I got the little sight applied and trying to get the sight to work to some degree. ---------- Post added at 21:00 ---------- Previous post was at 19:32 ---------- Okay I've spent nearly two hours trying to get an optic view for the GL. Everything is there but something is missing from my config that enables this. What this means for now is that you'll have to do it the old fashioned way. Once I get that fixed I'll upload another zip. Share this post Link to post Share on other sites
EricJ 759 Posted December 22, 2013 Okay GL optic... for some reason it's just not wanting to work. /////////////////////////////////////////////////// https://www.dropbox.com/s/mkdp7thf5lckba2/U100AC10.zip ////////////////////////////////////////////////// Added new (okay Arma 2) sounds for the SCARS SCAR-H Black has fixed ironsights Share this post Link to post Share on other sites
EricJ 759 Posted December 22, 2013 Just some media. I've started to add an M110 into the mix, again ported from A2 Share this post Link to post Share on other sites
banky 4 Posted December 22, 2013 Never was a huge fan of that firing sound (for the scars), lacks any of the "punch" of firing a rifle and that ear ringing sound...... Doing anything special with the 110, or just a straight port? Looking forward to it either way. Share this post Link to post Share on other sites
EricJ 759 Posted December 22, 2013 Other than adding A3 attachments, not really. Unless you have something to add or request for it. Share this post Link to post Share on other sites
EricJ 759 Posted December 22, 2013 (edited) Spent some time with the breaching charge... i got it to work... I think. When I emplace it I get an immediate CTD when the game loads so... any config experts for an IED? //ndefs=13 enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class CfgPatches { class A3_Weapons_F_Explosives { units[] = {"ATMine","APERSMine","APERSBoundingMine","SLAMDirectionalMine","APERSTripMine","UnderwaterMine","UnderwaterMineAB","UnderwaterMinePDM"}; weapons[] = {"IED_urban_big","IED_land_big","IED_urban_small","IED_land_small"}; requiredVersion = 0.1; requiredAddons[] = {}; }; class m38a1 : A3_Weapons_F_Explosives { units[] = {"M38A1"}; weapons[] = {"M38A1MineRangeMuzzle"}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgWeapons { class Default; class Put: Default { muzzles[] = {TimeBombMuzzle, PipeBombMuzzle, MineMuzzle, MineEMuzzle,PutMineEmuzzle,PutMineMuzzle}; displayName = "$STR_A3_CfgWeapons_Put0"; class PutMuzzle; class m38a1MineRangeMuzzle: PutMuzzle { autoreload = 0; enableAttack = 1; magazines[] = {"M38A1Mine_Range_Magazine"}; displayName = "M38A1"; picture = ""; showToPlayer = 0; }; }; }; class CfgVehicles { /*external*/ class MineGeneric; class MineBase: MineGeneric { icon = "iconExplosiveGP"; mapsize = 1; }; class M38A1Mine: MineBase { scope = 2; ammo = "M38A1Mine_Range_Ammo"; icon = "iconExplosiveAT"; displayName = "M38A1"; picture = ""; descriptionShort = "$STR_A3_cfgMagazines_Mine1"; class Library { libTextDesc = "$STR_A3_cfgMagazines_Mine_Library0"; }; }; }; class cfgAmmo { /*external*/ class MineCore; class MineBase: MineCore { icon = "iconExplosiveAT"; mapsize = 1; explosionType = "mine"; triggerWhenDestroyed = 1; underwaterHitRangeCoef = 2.0; soundTrigger[] = {"A3\Sounds_F\weapons\mines\mech_trigger_2",3.1622777,1,50}; soundActivation[] = {"A3\Sounds_F\weapons\mines\mech_activate_mine_1",0.56234133,1,30}; soundDeactivation[] = {"A3\Sounds_F\weapons\mines\deactivate_mine_3a",0.56234133,1,30}; }; class M38A1Mine_Range_Ammo: MineBase { hit = 1100; indirectHit = 100; indirectHitRange = 0.1; model = "\2-4Weapons\M38a1\breach.p3d"; mineModelDisabled = "\2-4Weapons\M38a1\breach.p3d"; defaultMagazine = "M38A1Mine_Range_Magazine"; soundHit[] = {"A3\Sounds_F\weapons\mines\mine_debris_2",3.1622777,1,2000}; explosionEffects = "GrenadeExplosion"; CraterEffects = "GrenadeCrater"; whistleDist = 8; mineInconspicuousness = 40; mineTrigger = ""; }; }; class cfgMagazines { /*external*/ class CA_Magazine; class M38A1Mine_Range_Magazine: CA_Magazine { mass = 0.5; ammo = "M38A1Mine_Range_Ammo"; displayName = "M38A1 Mine"; picture = ""; model = "\2-4Weapons\M38a1\breach.p3d"; nameSoundWeapon = "mine"; type = "3* 256"; value = 5; count = 1; initSpeed = 0; maxLeadSpeed = 0; nameSound = "mine"; useAction = 1; useActionTitle = "Set Charge"; descriptionShort = "Breaching Charge"; class Library { libTextDesc = "$STR_A3_cfgMagazines_DirectionalMineRemoteMagazine_Library0"; }; descriptionUse = "$STR_A3_use_mine"; }; }; Edited December 22, 2013 by EricJ Share this post Link to post Share on other sites
EricJ 759 Posted December 22, 2013 WIP shot of the M110. I'm tweaking the barrel size as it seems a bit big compared to shots I have lying around. I was thinking of changing the PRS stock to the SPR or M16 rather than the one modeled. Share this post Link to post Share on other sites
banky 4 Posted December 23, 2013 Great ideas man. That's what I meant by anything special. Share this post Link to post Share on other sites
EricJ 759 Posted December 23, 2013 Well I am trying to work out an M27 for another project, crane stock by Jahve Share this post Link to post Share on other sites
blackwater13 14 Posted December 23, 2013 Funny... I used the Scar-L\H reocil values from Arma2As for the Ultimaxes... they just don't have any recoil. One poster I saw from The Firearms Blog said that it didn't move an inch and that's the known issue with the weapon, which in my mind isn't bad :) I can find the image where they put it on their chin and fire a full mag without recoil so... it's fine. Animations, some of the newer stuff I found: Don't insert a mag, or "drop" it there will be no magazine in the well. http://562.50megs.com/Arma3/wip80.jpg http://562.50megs.com/Arma3/wip81.jpg It's a new BIS animation that works fine :) And it's tied for move back/keep above magazine well. Just wanted to elaborate more on the recoil values on the Ultimaxes. Having totally no recoil is actually exaggeration. There is recoil, but it has a really slow fire rate, and its gas system is not too complicated, I would say the recoil feels pretty close to what you will experience in ARMA 2 ACE with the M249 in deployed mode, just at a much slower RPM. I hope this helped =) Share this post Link to post Share on other sites