amon11 8 Posted November 29, 2016 galil rifle grenade https://postimg.org/image/66dkmymh1/ 1 Share this post Link to post Share on other sites
redarmy 420 Posted November 29, 2016 Thanks I made that animation and keyaction just for the video. wow man you gotta release that as an addon of its own. If you could have that animation tied to a key press to enable players to view their weapons it would be awesome. Consider the detail in your own weapon mod,and think of the dozens of weapon/attatchment mods out there that are as high quality.I for one would love at least one animation that im not used to seeing to inspect my weapons. Its all about the immersion 4 Share this post Link to post Share on other sites
Bnae 1431 Posted November 29, 2016 wow man you gotta release that as an addon of its own. If you could have that animation tied to a key press to enable players to view their weapons it would be awesome. Consider the detail in your own weapon mod,and think of the dozens of weapon/attatchment mods out there that are as high quality.I for one would love at least one animation that im not used to seeing to inspect my weapons. Its all about the immersion I'll see what i can do. I have tons of animations, gestures, poses etc. that i cannot release because i have no functions for them. If i just give mission scripts or only the animations there is not too many people who knows what to do. 1 Share this post Link to post Share on other sites
redarmy 420 Posted November 29, 2016 I'll see what i can do. I have tons of animations, gestures, poses etc. that i cannot release because i have no functions for them. If i just give mission scripts or only the animations there is not too many people who knows what to do. When you say functions,you mean "uses" for each animation? Im lost with termonoligy in scripting. If thats what you mean,im sure other modders could use your animations as a framework,for their mods.For example(and i dont know what anims you have right now) mods like ravage,heroes survive and a few others have alot of items in which have functions,yet the animations are generic arma3 ones.I heard Heroes survive had a temperature function....Now what if you had a "warm hands up by fire" animation in order for his function to activate. I guess im speculating but the fact is,i dont see alot for "player animations" and many new mods that add item usage. Anyway i guess i got carried away with that weapon inspect animation,hope i can use it someday ;) Share this post Link to post Share on other sites
lamminrevityin 7 Posted November 29, 2016 i noticed you were looking for reference pictures about attachments for the rk95. really, these are your only options. the extented bottom rail on the tri-rail. then there are some super rare self-made quad-rail systems that can sometimes be seen on peacekeepers, but i really wouldn't recommend because as i said, they are self made and very, very rare. Share this post Link to post Share on other sites
lamminrevityin 7 Posted November 29, 2016 low and behold, all the links are fucked. there is a link to imgur with all the relevant pictures together. http://imgur.com/gallery/NKhUf Share this post Link to post Share on other sites
Bnae 1431 Posted November 29, 2016 @redarmy im working on it now. I just need to learn how to do few things before i can release anything. @lamminrevityin there is a high chance that i'm doing the extra grip and the bottom rail. Maybe some taping as well, time will show. Thanks for sharing the pictures :) 2 Share this post Link to post Share on other sites
lamminrevityin 7 Posted November 29, 2016 yes!! the grip is excatly what i'd wanted. if you are going to do it then use the ncstar folding grip as it is given to specialjägare and special operations division (eto) operators. Share this post Link to post Share on other sites
Bnae 1431 Posted November 30, 2016 So i'm between few ideas here with my animations and functions. Now i figured out how to make functions used by the Custom Controls from Options. Shortly after i realized that maybe it's not that good idea since someones elses mod might also use the same custom controls. I could also make forced keybinds like Shift + NUM_5 (usually people hate forced keybinds). Last way would be custom menu with custom controls, only problem here is that i don't know how to make it yet. When i get my mind around this i can finally release some melee weapons and some hostage animations that i've been holding on. I'm also about release the railed RK 95 and some camouflages. Any suggestions or ideas? 1 Share this post Link to post Share on other sites
jarrad96 1940 Posted November 30, 2016 So CBA wouldn't be possible for custom controls? That would let people re-bind in they need to, and any key conflicts could be avoided. Share this post Link to post Share on other sites
St. Jimmy 272 Posted November 30, 2016 Not sure how I've missed this one :O Nice job! 1 Share this post Link to post Share on other sites
Bnae 1431 Posted November 30, 2016 So CBA wouldn't be possible for custom controls? That would let people re-bind in they need to, and any key conflicts could be avoided. I'm aware that CBA got a solution for this issue. I just want to make standalone addons for the sake of learning these on my own. It takes some time to learn but in the end it's kinda rewarding. Share this post Link to post Share on other sites
redarmy 420 Posted December 1, 2016 Custom menu sounds like the best route,i wouldnt have a clue how i could help though,unfortunatly. Im more of a moral support kind of guy,sorry man any skills i have here are very basic. Anyway if you figure something out it would be a bonus on top off the weapons release. 1 Share this post Link to post Share on other sites
haleks 8206 Posted December 1, 2016 I'm aware that CBA got a solution for this issue. I just want to make standalone addons for the sake of learning these on my own. It takes some time to learn but in the end it's kinda rewarding. I appreciate the philosophy, but for this one I really recommend using the solutions provided by CBA : everyone is familiar with it and it is also a guarantee that your mod settings won't conflict with others. Besides, a few other mods already use custom menus, and from my point of view it creates more problems than it solves : overlapping menus, conflicting keys etc. Just my opinion on this. ;) 1 Share this post Link to post Share on other sites
Bnae 1431 Posted December 1, 2016 I appreciate the philosophy, but for this one I really recommend using the solutions provided by CBA : everyone is familiar with it and it is also a guarantee that your mod settings won't conflict with others. Besides, a few other mods already use custom menus, and from my point of view it creates more problems than it solves : overlapping menus, conflicting keys etc. Just my opinion on this. ;) You're making a fair point. Matter of fact i still have to learn to use CBA :D Share this post Link to post Share on other sites
haleks 8206 Posted December 1, 2016 Their documentation is pretty solid : https://github.com/CBATeam/CBA_A3/wiki ;) 2 Share this post Link to post Share on other sites
Bnae 1431 Posted December 3, 2016 New animations > Colt Single-action Army and weapon inspecting animations for rifles and handguns. Still missing sounds and i'll need to tweak the model.cfg for the new animation. I'm getting some errors from CBA side with the inspecting animations, release will be delayed 6 Share this post Link to post Share on other sites
sammael 366 Posted December 3, 2016 Is it your own animation (show and rotate weapons in hands like CS )? Share this post Link to post Share on other sites
Bnae 1431 Posted December 3, 2016 Is it your own animation (show and rotate weapons in hands like CS )? It is made by me. I think it was before a3 1.64 when you closed inventory you kept being stuck in "inspect weapon" animation, now that it's gone i decided to make my own. 6 Share this post Link to post Share on other sites
Bnae 1431 Posted December 4, 2016 I keep getting this error all the time. Everything is working tho Share this post Link to post Share on other sites
redarmy 420 Posted December 4, 2016 Bnae that video blew me away Eye-gasmic!! 2 Share this post Link to post Share on other sites
Bnae 1431 Posted December 4, 2016 Inspection animations are now out. I'll do the possible hotfixed as quick as i can :P 5 Share this post Link to post Share on other sites
redarmy 420 Posted December 5, 2016 Thank you for this man! You drastically shortened my lifespan in Arma3 scenarios,im gona be so pre occupied inspecting my killing machines that i'm gona forget im supposed to be firing back :P 4 Share this post Link to post Share on other sites
Bnae 1431 Posted December 5, 2016 Thank you for this man! You drastically shortened my lifespan in Arma3 scenarios,im gona be so pre occupied inspecting my killing machines that i'm gona forget im supposed to be firing back :P Have fun ^_^ Sitrep > So currently i'm 98% ready to release BArsenal v0.4 including all weapons except melee ones. > I'm having some issues with sounds but i'm learning day by day. I'll fix/ create new sounds in some later update. > Tomorrow i'm going to beta test v0.4 and if there's enough time i'll release the update as well 9 Share this post Link to post Share on other sites
Bnae 1431 Posted December 12, 2016 v0.4 is out https://steamcommunity.com/sharedfiles/filedetails/?id=807038742&searchtext=BArsenal Changelog v0.4 Changed -Double-barreled is now called SPR220 New Weapons: -Sako TRG 42 and TRG 42F (TRG 42 bipod, TRG 42 muzzle, Silencer) -Colt Single-action Army -Winchester Model 97 Added features: -Rail to RK 95 (Truglo 30mm) -Digital camo to RK 95 -Digital camo to SPR220 Removed: -Test rifle and test pistol Here's the upcoming reloading animation for RK 95R 4 Share this post Link to post Share on other sites