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Hey Bnae !

 

I found your small addon very interesting but as we play only with ACE the keybinding was not the most efficient way to handle the inspection of the weapon. So based on your mod I designed a very small addon porting your code and config to the ACE self interaction framework. Actually it is still on my PC, and it will not go anywhere else until I have your agreement : we, as a team, want to integrate it in our modpack under the "ACE standard" I designed. It will be privately distributed with other mods by the mean of an application (currently in developpement by members of our team) that will be hosted on our own servers. Of course, we will credit you in any doable manner through the application but also on our website and in the credit part of all our missions, as we do with all the mod creators and script makers who gave us the permission to use or distribute their work.

 

If you are OK with this and want to have a closer look on my work, I will give you the whole "ACE standard" mod with the sources, in order for you to chose if you want to officially release it under your own name. Or to do anything else with it. You decides :-)

 

Or if you don't want your work to be used that way, it will be instantly deleted, and of course will not be distributed in our modpack in any way. Here again, you decides :-)

 

Please tell me your thoughts about my work and our intentions !

Greetings

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@Cheitan Sure you can use it as long you don't use it in any money making purposes. I might improve this at some point on my own - Not soon tho

If you have some improvements in mind you can always ask.

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v0.5 Stable

New handgun
-Remington R1 Enhanced

Remington R1 Enhanced
-R1 Black
-R1 Brushed
-R1 Engraved
-R1 Tan

Two new suppressors
-Sound Suppressor .45 ACP (Black) x2

-All classnames are now on lowercase
-Classnames are now included under classnames folder
-Shell_holder_virtual is now called bnae_holder_virtual
-LahtiL35 is now called bnae_l35

-Prone animations included
-New hand animations (RK 95, RK 95R, SPR220, M97)

-Tweaked animations
-Tweaked config files
-Tweaked textures

-Fixed inaccurate crosshairs

-Attachments UI picture sizes changed from 512x512 to 256x256

-A3 scopes available for RK 95 and TRG 42 (Not all)

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v0.501 Hotfix

 

Hotfix
-Wrong file path for M97 muzzle flash

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Can we get a jamming and clearing action to this mod? And maybe a Swedish Ak-5?  Would look great if you made one.

 

 

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Or the FNC, the belgian basis for the AK5 and the 5.56 cousin of the FAL. I don't think anyone has made an FNC for an Arma game and its pretty cool if you ask me.

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The swedish forces pack has the AK5, which is a FNC branch... have you tried that out?

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Loving the arsenal, along with the additional functions.

 

Just one thing, whenever any of the guns are shot/hit (while they are being held by the enemy or player), dirt/dust flies off them instead of the usual sparks. Any chance of fixing that for the next version? :)

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3 hours ago, Deathstruck said:

Loving the arsenal, along with the additional functions.

 

Just one thing, whenever any of the guns are shot/hit (while they are being held by the enemy or player), dirt/dust flies off them instead of the usual sparks. Any chance of fixing that for the next version? :)

 

I'll fix that, thanks for the information.

There will be a lot of tweaks and fixes in next update anyway. 

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BArsenal is now called Project Infinite. I didn't like the name in the first place and now I came with a new one so don't be confused because of it.

 

Just released v1.0 of former BFunctions on steam (Project Infinite - Inspect weapons)

-Smoother animations

 

This was the final update on Project Infinite - Inspect weapons addon.

 

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Hey Bnae, great models!
If I could give one suggestion it's about the sounds:
on the Remington R1 the shot sound are always "pew" "pew" "pow". It's kinda odd.
on the Sako TRG-42 is the bolt sound thats too loud.

Anyway, keep up this great work.

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Good work ,Bane. Your work is amazing !    My friend  made   a  knife mod ,and  we`ve  make some attack animation (.rtm files),but  we dont  konw how to configure it ,in other words ,how to play an knife  attack animation when  fire(the knife  inherit  pistol class)。We tried to use  player addEventHandler ["fired",{ player switchmove " attck"}] ,but it failed,after play the movement my character  freezed,it looks terrible.  Any idea is  appreciate :). Sorry for my English with the help of Google translation .

here is the config.cpp for  rtm :

 //config.cpp  for attck    
class CfgPatches { 
        class attack {
                units[] = {};
                weapons[] = {};
                requiredVersion = 0.1;
                requiredAddons[] = { "A3_Anims_F"};
        };
};

class CfgMovesBasic;
class CfgMovesMaleSdr : CfgMovesBasic {                     ///////下面就是你自己的东西了继承了上面的类
        skeletonName = "OFP2_ManSkeleton";
        gestures = "CfgGesturesMale";
        extended = "CfgExtendedAnimation";
        class States {
                class AmovPercMstpSnonWnonDnon;
                class attack: AmovPercMstpSnonWnonDnon {
                        scope=2;
                        blockmobileswitch=1;
                        file = "\std\dao_cq.rtm";
                       speed = 1; /*if speed is entered as positive number,
                                         it will mean it will last for 1/speed seconds (if 0.25,
                                          it will last for 4s). You can use negative number to indi
                                         cate how many seconds should it last, in this example -5 will
                                         make it last 5 seconds*/
                        looped = 0;
                        canBlendStep = 1;  /*sliding effect on/off, we set it to off because we do not
                                                character to move/slide in this move*/
                        interpolateTo[] = {};
                       /*  Interpolation - smooth blending to another state. We use it usually when we
                         know that last keyframe is different to first keyframe of the target animation.
                         If they are the same, use ConnectTo[] instead.*/
                        connectTo[]={};
                };


        };
};

//cnofig.cpp for the knife 
class CfgPatches
{
	class KA_dagger
	{
		units[]={};
		weapons[]=
		{
			"KA_machete",
		};
		requiredVersion=0.1;
		requiredAddons[]=
		{
			"A3_Weapons_F"
		};
	};
};


class CfgAmmo
{
	class BulletBase;
	class KA_machete_ammo: BulletBase
	{
		ACE_ammoTempMuzzleVelocityShifts[] = {-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
		ACE_muzzleVelocities[] = {50};
		hit = 4.5;
		indirectHit = 0;
		indirectHitRange = 0;
		cartridge = "";
		caliber = 0.25;
		deflecting = 45;
		visibleFireTime=0;
		visibleFire=0;
		audibleFire=0;
		dangerRadiusBulletClose=0;
		dangerRadiusHit=0;
		suppressionRadiusBulletClose=0;
		suppressionRadiusHit=0;
		cost = 100;
		typicalSpeed = 50;
		airFriction = -0.0018;
		muzzleEffect = "";
		minRange = 1;
		minRangeProbab = 0.8;
		midRange = 2;
		midRangeProbab = 1.5;
		maxRange = 3;
		maxRangeProbab = 2.5;
		explosive = 0;
		simulationStep = 0.001;
		timeToLive = 0.015;
	};
};
class CfgMagazines
{
	class CA_Magazine;
	class KA_machete_blade: CA_Magazine
	{
		scope = 2;
		displayName = "Machete Blade";
		picture = "\KA_dagger\UI\KA_machete_mag.paa";
		ammo = "KA_machete_ammo";
      author = "KICKASS";
      dlc = "KICKASS";
		count = 99999;
		initSpeed = 50;
		tracersEvery = 0;
		descriptionShort = "Blade";
		mass = 0;
	};
};
class Mode_SemiAuto;
class SlotInfo;
class CowsSlot;
class MuzzleSlot;
class CfgWeapons
{
	class Pistol;
	class Pistol_Base_F: Pistol
	{
		class WeaponSlotsInfo;
		class GunParticles{};
	};
	class KA_machete: Pistol_Base_F
	{
		scope = 2;
		model = "\KA_dagger\KA_machete.p3d";
		picture = "\KA_dagger\UI\KA_machete.paa";
                author = "KICKASS";
                dlc = "KICKASS";
		fireLightIntensity = 0.0;
		handAnim[] = {"OFP2_ManSkeleton","\KA_dagger\anim\KA_dagger.rtm"};
		magazines[] = {"KA_machete_blade"};
		displayname = "OTS-04 Dagger";
		descriptionShort = "Dagger";
		cursor = "EmptyCursor";
		cursorAim = "throw";
		cursorSize = 1;
		weaponInfoType = "RscWeaponEmpty";
		class WeaponSlotsInfo
		{
			mass = 5;
		};
		class GunParticles
		{
			class FirstEffect{};
		};
		reloadAction = "GestureReloadtest";
		recoil = "recoil_pistol_zubr";
		modes[] = {"Single"};
		class Single: Mode_SemiAuto
		{
			sounds[] = {"StandardSound"};
			class StandardSound
			{
				begin1[]= {"KA_dagger\sounds\caliburn.wss",3,1,5};
				soundBegin[] = {"begin1",0.01};
			};
			burst = 1;
			soundContinuous = "true";
			reloadSound[] = {"",1,1};
			recoil = "recoil_pistol_light";
			recoilProne = "recoil_prone_pistol_light";
			reloadTime = 0.2;
			dispersion = 0.0029;
			minRange = 5;
			minRangeProbab = 0.3;
			midRange = 25;
			midRangeProbab = 0.6;
			maxRange = 50;
			maxRangeProbab = 0.1;
			aiRateOfFire = 2;
			aiRateOfFireDistance = 25;
		};
	};
};

};

here is the config.cpp for the knife

 

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@chaoduichen Here's my stab animation config. I do not want to share the function that I used not just yet. For a hint my knife doesn't have ammo at all just a simple function. And oh yeah, my melee weapons are as primary weapons since ArmA3 tends to limit handgun animations. Hopefully this helps

 

Spoiler

 


class CfgMovesBasic
{
	class default;
 	class DefaultDie;
 	class ManActions
 	{
		AnimStabKnife[] = {"AnimStabKnife", "gesture"};
 	};
};
class CfgGesturesMale
{
	class default;
 	class States
 	{
		class AnimStabKnife : default
 		{
 			file = "bnae_animations\anim_stab_knife.rtm";
			speed=-1.2;
			looped=0;
			mask = "handsWeapon";
			rightHandIKCurve[] = {1};
			leftHandIKCurve[] = {0,1,0.05,1,0.1,0,0.9,0,0.95,1,1,1};
 		};
	};
};


 

 

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v0.6 is out NOW

Download from STEAM

 

Changlelog v0.6

Spoiler

v0.6

 

-All sounds are now fixed.

 

-All specular and color maps are no fixed >> No more white lines in the model while zoomed out

 

-New function for smoother and faster firing action

 

New weapons
-Lee-Enfield Mk.I
-Lee-Enfield Mk.I No.4 (t)

 

New attachments
-Red dot to Remington R1
-A.K & S to Lee-Enfield

 

New textures (normal, specular, color and ambient)
-Leupold Black and Sand
-'Harris' bipod Black and Sand
-TRG 42 muzzle Black and Sand
-Truglo red dot Black and Sand
-RK 95 rail Black
-Model 97 Black and Realtree
-Shotgun shells
-.357 magnum

 

New animations
-Remington R1 reload
-Model 97 reload
-Model 97 pump action
-TRG 42 cocking action

 

New ammo types
-12 Gauge pellets FIXED
-12 Gauge slug
-.357 Magnum
-.303 British
-.338 Lapua magnum
-.338 Lapua magnum APDS
-.45 G.A.P
-.45 Super

 

New sounds
-Model 97 reload
-Model 97 pump action
-TRG 42 cocking action

 

-New crosshair for shotguns

 

-Tweaked handanim and position for Model 97 >> Less hand stretching

 

-Fire geometry for every weapon >> No more flying sand?

 

New 3D-models (for better performance)
-Truglo red dot
-RK 95 rail
-Leupold scope
-'Harris' bipod

 

Classnames
bnae_muzzle_virtual >> bnae_muzzle_blk_virtual AND bnae_muzzle_snd_virtual
bnae_bipod_virtual >> bnae_bipod_blk_virtual AND bnae_bipod_snd_virtual
bnae_truglo_virtual >> bnae_truglo_blk_virtual AND bnae_truglo_snd_virtual
bnae_scope_virtual >> bnae_scope_blk_virtual AND bnae_scope_snd_virtual

 

Magazines
6Rnd_357M_Magazine
8Rnd_9x19_Magazine
30Rnd_762x39_Magazine
2Rnd_00_Buckshot_Magazine
2Rnd_Slug_Magazine
6Rnd_00_Buckshot_Magazine
6Rnd_Slug_Magazine
5Rnd_338LM_Magazine
5Rnd_APDS_338LM_Magazine
10Rnd_303_Magazine
8Rnd_45GAP_Magazine
8Rnd_45Super_Magazine

 

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A most excellent update.....especially the new ammo types. 

Thank you.

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Aw yiss, more bolt action porn :D Does the update include weapon tail sounds?

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Awesome!
congrats on the update!

I like what you did with the animation on the Lee-Enfield Mk.I No.4 (scoped) that you scope out every time you pull the bolt after the shot.
maybe put this feature on the TRG 42 too?

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@Bitesrad All the weapons should now use the new audio system

 

@deniodan Bolting Lee-enfield while looking through scope would make you punch yourself in the nose. With TRG 42 you have enough space to bolt while aiming 

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