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Boose82

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Everything posted by Boose82

  1. When can we expect this I ask?
  2. Boose82

    Fog script

    Im after a fog script that spawns the beautiful arma fog in to low lying areas in the morning and at dusk. Can anyone point me in the right direction please
  3. Hello Im looking for someone to make a few s models for me. These would be things like Rifle barrel Rifle stock Trigger assembly Hand guard Bullet cases Gunpowder barrel I have a p3d file which includes these parts in a pile which could be used alas i don't have a clue when it comes to this. I am Currently trying to make a weapon crafting addon for me exile server and really would like to have separate models for each of these things plus a few more. Please PM me so we can discuss. Kudos & love given - reward negotiable . Full credit given in mod details.
  4. Boose82

    Looking for modeller

    Edit I have the models for this completed ( I got my old ones to work) I am in need of a spray can model, does any one have anything?
  5. Did you try setting the AddonPrefix in AddonBuilder to the same as the PBO is called - this fixed my problem
  6. So im Stuck still I thought io would show everything i have got Config.cpp #define public 2 class CfgPatches { class Craft_weapons { units[] = {}; weapons[] = {}; magazines[] = {}; ammo[] = {}; requiredVersion = 0.1; requiredAddons[] = { "exile_client", "a3_data_f", "a3_weapons_f", "a3_structures_f" }; }; }; class CfgMagazines { class CA_Magazine; class Exile_Item_BWP: CA_Magazine { author="Boose"; count=1; scope=2; displayName="Weapon Components"; descriptionShort = "Some random weapon components"; displaynameshort="Boose_WP"; mass=10; model = "\wpnprt\wpn_prt.p3d"; Picture = "\wpnprt\Data\wpn_prt\WeaponParts.paa"; quality = 3; }; }; class BIS_AddonInfo { author="BooseTV"; timepacked="1469482329"; }; wpn_prt_scp.rvmat ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=500; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="\wpnprt\Data\wpn_prt\WeaponParts_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={4,0,0}; up[]={0,4,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="\wpnprt\Data\wpn_prt\WeaponParts_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="\wpnprt\Data\wpn_prt\WeaponParts_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(4.01,2.86)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="..\a3\data_f\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; wpn_prt.rvmat ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=33.599998; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="\wpnprt\Data\wpn_prt\WeaponParts_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={4,0,0}; up[]={0,4,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="\wpnprt\Data\wpn_prt\WeaponParts_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="\wpnprt\Data\wpn_prt\WeaponParts_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(4.01,2.86)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="..\a3\data_f\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Files / File Structure I end up with it not finding the p3d or the paa. At my whits end
  7. Hello I'm trying to to make a addon for my server. It will add a couple of objects that I will get to spawn as loot. I have the p3d files and textures and rvmat. But the items aren't showing up in editor. I was wondering if some would be able to look through what I have so far as I hashed everything else together.
  8. This is the exact same problem I am having
  9. So it has got to be the config and how to call and the rvmats file calls
  10. I too have this problem
  11. Yea im using the addon builder to pack iit each time and it says successful. But if I try to binarize it i get Build Failed. Result code= -1073741819 Binarize task failed
  12. PBO Manager I have to go back to work - do you think the size of my p3d file has anything to do with it Right back to work emailed you a link
  13. It didnt !! Im just trying everything. It gives me the erro it cant load the p3d file. Does this mean theres something wrong with that file?
  14. Im trying this now model = "\arma3\@boose\addons\boose\models\weaponparts.p3d"; Picture = "\arma3\@boose\addons\boose\images\weaponparts.paa";
  15. Boose82

    RH Pistol pack

    Such a shame. Guess its arma 3 sync for people then !
  16. Boose82

    Enhanced Movement

    Is there a way to make AI use this? note Might be a silly question sorry
  17. Boose82

    RH Pistol pack

    Is this on steam?
  18. Hopefully im nearly there, but i need this bit :(
  19. So II have got to this stage, its not seeing my p3d or paa - that has to be #include "BIS_AddonInfo.hpp" #define public 2 class CfgPatches { class Craft_weapons { units[] = {}; weapons[] = {}; magazines[] = {}; ammo[] = {}; requiredVersion = 0.1; requiredAddons[] = { "exile_client", "a3_data_f", "a3_weapons_f", "a3_structures_f" }; }; }; class CfgMagazines { class CA_Magazine; class Exile_Item_BWP: CA_Magazine { author="Boose"; count=1; scope=2; displayName="Weapon Components"; descriptionShort = "Some random weapon components"; displaynameshort="Boose_WP"; mass=10; model = "\boose\models\weaponparts.p3d"; Picture = "\boose\images\weaponparts.paa"; quality = 3; }; class Exile_Item_File1: CA_Magazine { count = 1; scope=2; author="Boose"; displayName="Blueprint: Scope"; picture = "\addons\boose\images\file1.paa"; model="\A3\structures_f\items\documents\File1_F"; descriptionShort = "Blueprint for crafting a scope"; mass = 5; quality = 3; }; class Exile_Item_File2: CA_Magazine { count = 1; scope=2; author="Boose"; displayName="Blueprint: Silencer"; picture = "\boose\images\file2.paa"; model="\A3\structures_f\items\documents\File2_F"; descriptionShort = "Blueprint for crafting a silencer"; mass = 5; quality = 3; }; class Exile_Item_File3: CA_Magazine { count = 1; scope=2; author="Boose"; displayName="Blueprint: Goggles"; picture = "\boose\images\file3.paa"; model="\A3\structures_f\items\documents\FilePhotos_F"; descriptionShort = "Blueprint for crafting a goggle"; mass = 5; quality = 3; }; class Exile_Item_File4: CA_Magazine { count = 1; scope=2; author="Boose"; displayName="Blueprint: Explosives"; picture = "\boose\images\file4.paa"; model="\A3\structures_f\items\documents\Map_F"; descriptionShort = "Blueprint for crafting explosives"; mass = 5; quality = 3; }; }; here is whats occurring
  20. .... model = "models\Boose_Weapon_Parts.p3d"; Picture = "images\WeaponParts.paa"; Should this be as above ir should it include pbo name model = "boose\models\Boose_Weapon_Parts.p3d"; Picture = "boose\images\WeaponParts.paa";
  21. Thanks for the responses so far, im getting there. But Exilemod will spawn default arma items, weapons etc. So I should be to use arma... wait one sec..
  22. I am spawning into the server using the default server code, the mod will be in the start up parameters. I just have to enter the class name in to a loot config which spawns as loot (weapons, items, clothing, ammo)
  23. Yes on a exile server im building.
  24. I don't get anything on the ground - im not sure if it should be set as a magazine or a Item - or how to do that :(
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