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GSTAVO

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Everything posted by GSTAVO

  1. Update released! Version 1.1. First post edited.
  2. Hi guys, currently I'm working on the next update. Here is some pictures: http://imgur.com/a/9PhUe
  3. Update released! Finally at version 1.0. First post edited.
  4. Update released! First post edited.
  5. Update released! First post edited. Hope you enjoy!
  6. Great suggestion. I'll try this, thank you very much. =)
  7. Update released! First post edited. =) Don't forget to report any bugs you found.
  8. Alpha release! First post edited.
  9. Hi guys , I have made some great progress in the weapon, I'll release the Alpha this week.
  10. 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?
  11. 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 =)
  12. 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.
  13. Here is some pictures, hope you enjoy:
  14. 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.
  15. I will. Thanks for help.
  16. Are you using any mods?If yes, you tried to start the game without any mod? I haven't see this bug yet...
  17. Looks awesome! You're planning do bases like this in other maps?
  18. Awsome! I'll keep watching this topic. Good luck!
  19. GSTAVO

    [WIP] BSOC Brasil - Beta Released !

    I know who you are. :D
  20. GSTAVO

    [WIP] BSOC Brasil - Beta Released !

    One more time we're going in front!
  21. I agree. I'll work on this when I have some more time. :)
  22. 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!
  23. 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.
  24. The problem is solved. Thank you all! The WIP post is here.
  25. One more, with some scratches:
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