-
Content Count
91 -
Joined
-
Last visited
-
Medals
Everything posted by GSTAVO
-
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update released! Version 1.1. First post edited. -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys, currently I'm working on the next update. Here is some pictures: http://imgur.com/a/9PhUe -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update released! Finally at version 1.0. First post edited. -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update released! First post edited. -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update released! First post edited. Hope you enjoy! -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great suggestion. I'll try this, thank you very much. =) -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update released! First post edited. =) Don't forget to report any bugs you found. -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alpha release! First post edited. -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys , I have made some great progress in the weapon, I'll release the Alpha this week. -
I said to post the config because the problem must be in other part of it. You're sure that the classes are defined properly?
-
Try this: class yourclasse_Base: arifle_MX_Base_F reloadMagazineSound[]= { "\bnae_weapons\bnae_trg42\sound\TRG42_reload", 1, 1, 15 }; If not work, post here the entire config =)
-
Squad/Clan List - Please read the rules in first post!
GSTAVO replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Squad name: Brazilian Special Operations Command Timezone/location: GMT -3 - Brazil, South America Gamemode preference: Coop Contact email: Website address: http://www.bsoc.com.br/ Short description: The Brazilian Special Operation Command is a community of ArmA 3 with focus on Tactics Simulation, Equipment, Systems and Military Organizations. Language: Portuguese-Brazil, we have english speakers too. -
Here is some pictures, hope you enjoy:
-
Hi guys, I started a new project and need you help. If any of you know a tutorial or a sample of the config for vehicles in Arma 3, please send it to me, will help me a lot. :) The EE-11 Urutu is a 6x6 VBTP(APC) developed and produced by Engesa, a brazilian Company. Wikipedia I thank the Thiago Lopes from the Minustah Mod(Arma 1) for the 3D model that was almost completed, saved me hours of work. = D I haven't any image for now, but soon as I finish the model I'll post it here. Thank you all.
-
I will. Thanks for help.
-
Mounted weapons sink in to the ground in MP
GSTAVO replied to cyruz's topic in ARMA 3 - TROUBLESHOOTING
Are you using any mods?If yes, you tried to start the game without any mod? I haven't see this bug yet... -
Kabul International Airport by DonbassCZ
GSTAVO replied to Luke_z_Brna's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks awesome! You're planning do bases like this in other maps?- 20 replies
-
- 1
-
- Reshmaan Province
- base
- (and 5 more)
-
[WIP] MQ-25A Stingray / MQ-25r Eagle Ray
GSTAVO replied to avengedcanadian's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awsome! I'll keep watching this topic. Good luck! -
[WIP] BSOC Brasil - Beta Released !
GSTAVO replied to ViruzDeath_BSOC's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I know who you are. :D -
[WIP] BSOC Brasil - Beta Released !
GSTAVO replied to ViruzDeath_BSOC's topic in ARMA 3 - ADDONS & MODS: COMPLETE
One more time we're going in front! -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I agree. I'll work on this when I have some more time. :) -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys, I've been working in this rifle this weekend. I adjusted the .rvmat and normal, so now the plastic really looks like plastic. I also added the informations(like marks) about the IA2 in the texture,. Hope you like it! -
Hi, I need help with my custon weapon. My model.cfg is like this: class CfgSkeletons { class BSOC_IA2 { pivotsModel=""; isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "trigger", "", /// not in this model, but good to use "bolt", "", "bolt_catch", "", "magazine", "", "safety", "", "muzzleFlash", "", "OP", "", "ForeSight", "", "BackSight", "" }; }; }; class CfgModels { class Default; class Optic: Default { sections[]= { "zasleh" }; }; class Weapon: Default { sections[]= { "zasleh" }; htMin = 1; // Minimum half-cooling time (in seconds) htMax = 600; // Maximum half-cooling time (in seconds) afMax = 0; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 100; // Metabolism temperature of the model (in celsius) skeletonName="Weapon"; class Animations { class zaslehROT { type="rotation"; source="clockMinute"; sourceAddress="loop"; selection="zasleh"; begin="usti hlavne"; end="konec hlavne"; memory=1; minValue=0.0166665; maxValue=0.016666666666666666666666666666667; angle0="rad 0"; angle1="rad 360"; }; class magazine_hide { type="hide"; source="reloadMagazine"; sourceAddress="mirror"; selection="magazine"; minValue=0.0; maxValue=0.4; hideValue=0.5; }; class reload_ammobelt_hide: magazine_hide { selection="ammo_belt"; }; class reload_ammobelt_bottom_hide: magazine_hide { selection="ammo_belt_bottom"; }; class ammobelt_hide: magazine_hide { source="isEmpty"; selection="ammo_belt"; minValue=0.000000; maxValue=1.000000; hideValue=1.000000; }; class ammobelt_bottom_hide: ammobelt_hide { selection="ammo_belt_bottom"; }; /// Hiding of magazine if weapon has none class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; }; }; class Rifle: Weapon { skeletonName="Rifle"; class Animations: Animations { class magazine_hide:magazine_hide { sourceAddress="mirror"; minValue=0.0; maxValue=0.56; hideValue=0.36; }; class bolt_empty { type="translation"; source="isEmpty"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.000000; maxValue=0.500000; offset0=0; offset1=0.5; }; class bullet_cover { type="rotation"; source="reload"; sourceAddress="mirror"; selection="bullet_cover"; axis="bullet_cover_axis"; memory=1; minValue=0.0; maxValue=0.5; angle0=0; angle1=-0.4; }; class bolt_fire_begin { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.000000; maxValue=0.300000; offset0=0; offset1=0.5; }; class bolt_fire_end:bolt_fire_begin { minValue=0.500000; maxValue=1.000000; offset0=0; offset1=-0.5; }; class bolt_reload_begin { type="translation"; source="reloadMagazine"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.1; maxValue=0.15; offset0=0; offset1=0.5; }; class bolt_reload_end:bolt_reload_begin { minValue=0.980000; maxValue=1.000000; offset0=0; offset1=-0.5; }; }; }; class bsoc_gus_ia2f: bsoc_IA2Base {}; class bsoc_IA2Base: Rifle { skeletonName = "BSOC_IA2"; sectionsInherit = ""; sections[] = {"muzzleFlash","Camo"}; class Animations { class trigger /// not in this model, but good to use { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "1"; angle0 = "0"; angle1 = "rad -30"; }; class bolt { type = "translation"; source = "reload"; sourceAddress = clamp; selection = "bolt"; axis = "bolt_axis"; minValue = 0.5; maxValue = 1; offset0 = 0; offset1 = 0.3; }; class bolt_2: bolt { minValue = 0; maxValue = 0.5; offset0 = 0; offset1 = 0.7; }; class bolt_empty: bolt{ source = "isEmptyNoReload"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 1; }; class bolt_reload_move_1: bolt_empty { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0; maxValue=0.00001; }; class bolt_reload_move_2: bolt_reload_move_1 { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0.78; maxValue=0.80; offset1 = -1; }; class bolt_catch: bolt { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_2: bolt_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_empty: bolt_empty { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_1: bolt_reload_move_1 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_2: bolt_reload_move_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.188; unhideValue = 0.550; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0.0; offset1 = -0.5; }; class muzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="muzzleFlash"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0=0.000000; angle1=(rad 90); }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1=(rad 90); }; // Rotation of fire mode switch class safety_mode_rot { type = rotation; source = weaponMode; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0.25; angle0 = 0; angle1 = (rad -52); }; }; }; class bsoc_gus_ia2f: BSOC_IA2Base {}; }; The problem is: the magazine does not do the animation(move and hide) during de reload. Anothe problem is muzzeflashe is always "on", even when not firing. Thx.
-
HELP - Problem with anim(weapon)
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The problem is solved. Thank you all! The WIP post is here. -
Imbel IA2 Rifle - v1.3 - DISCONTINUED
GSTAVO replied to GSTAVO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
One more, with some scratches: