butterman-bill
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model visible at one angle, not others
butterman-bill replied to butterman-bill's topic in ARMA 3 - MODELLING - (O2)
I found the problem! it was in the shadow LOD, for some reason, it had two parts and it was stopping the pistol from being displayed. Thanks for the help -
I've made a custom 1911 in ArmA 3, all the config stuff and memory and lod's are done, but when i use my weapon in game, it is only visible from the back, like when holding it, and not visible from the sides. Screens will be posted below Visible http://cloud-4.steamusercontent.com/ugc/536263618109730500/8E17D9CB784A0D861DAFFCE78503FDA478704065/ Not visible http://cloud-4.steamusercontent.com/ugc/536263618109731315/6E62CA22526D8E34F81D05B8DCC51FD6EAE3F9D1/ Sorry for low res, im doing this on a potato atm help would be appreciated ---------- Post added at 02:43 ---------- Previous post was at 01:56 ---------- Update: The problem went away after a few minutes in game, but happened again when i restarted the game. Forgot to mention, it happens in both views, so it isnt a view pilot issue ---------- Post added at 02:49 ---------- Previous post was at 02:43 ---------- Another update: Upon further investigation, this seems to be linked with distance. The AI's in the Virtual Armory have the pistol, which i can see from 15 meters, but when i get closer, it disappears
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WWII Mod WIP - Looking for modelers and texturers
butterman-bill replied to butterman-bill's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am, in fact, a 3d artist, while not the best, i am learning and getting better. I also code, as i have been creating weapon packs for A3, and i ask for help so that it isnt just me alone working on something, which makes it much harder to make progress. Surely you understand that. At this point, i have gotten several weapons, self created and from friends, into arma 3. I am interested in your work, so please do PM me ---------- Post added at 19:31 ---------- Previous post was at 19:30 ---------- I've been trying to contact them, so i can use some of their source files and/or models so i can pick up where they have seemingly left off -
WWII Mod WIP - Looking for modelers and texturers
butterman-bill posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello BI Forums, I am looking for fellow community content creators who would be interested in making a WWII Addon that consisted of small arms, clothing, and possibly vehicles. People who know how to texture or model, or who are real good with the config side of things are welcome. Happy modding :) - ButterMan Bill -
sorry meant to add to another thread
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I'm trying to make a weapon pack, and i got my gun in game, but there was no sound. I have custom sounds and their paths in the config but they won't work. I could use help with this sound issue, and just configs in general if anybody would like to help. Thanks My config.cpp as it is now class CfgPatches { class tb_arifle_m1carbine { requiredaddons = {}; requiredversion = 0.100000; units = {}; weapons = {"boss_m1carbine"}; magazines = {"tb_30Rnd_556x45_B_Stanag", "tb_30Rnd_556x45_T_Stanag"}; }; }; /*extern*/ class Mode_SemiAuto; /*extern*/ class Mode_Burst; class CfgWeapons { class boss_m1carbine_base { access = 3; afmax = 0; aidispersioncoefx = 4; aidispersioncoefy = 5; airateoffire = 0.500000; airateoffiredistance = 500; ammo = ""; autofire = 1; autoreload = 0; backgroundreload = 0; ballisticscomputer = 0; bullet1 = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.100000, 1, 15}; bullet10 = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.010000, 1, 15}; bullet11 = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.010000, 1, 15}; bullet12 = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.010000, 1, 15}; bullet2 = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.100000, 1, 15}; bullet3 = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15}; bullet4 = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15}; bullet5 = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.100000, 1, 15}; bullet6 = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.100000, 1, 15}; bullet7 = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.100000, 1, 15}; bullet8 = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.100000, 1, 15}; bullet9 = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.010000, 1, 15}; candrop = 1; canlock = 0; canshootinwater = 0; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; count = 0; cursor = "arifle"; cursoraim = "CursorAim"; cursoraimon = ""; cursorsize = 1; cmimmunity = 1; descriptionshort = "Carbine<br />Caliber: .30 cal"; detectrange = 0; dexterity = 1.640000; discretedistance = {100, 300, 400, 600, 800}; discretedistanceinitindex = 1; dispersion = 0.000100; displayname = "M1 Carbine"; disposableweapon = 0; distancezoommax = 300; distancezoommin = 300; drysound = {"A3\sounds_f\weapons\other\dry7.wav", 0.010000, 1}; emptysound = {"", 1, 1}; enableattack = 1; ffcount = 3; fffrequency = 11; ffmagnitude = 0.500000; fireanims = {}; firelightduration = 0.050000; firelightintensity = 0.012000; firespreadangle = "3.0f"; flash = "gunfire"; flashsize = 0.500000; forceoptics = 0; handanim = {"OFP2_ManSkeleton", "boss_m1carbine\anim\m1carbine.rtm"}; hiddenselections = {}; hiddenselectionstextures = {}; hiddenunderwaterselections = {}; hiddenunderwaterselectionstextures = {}; htmax = 600; htmin = 1; initspeed = 0; irdistance = 0; irdotintensity = 0.001000; irlaserend = "laser dir"; irlaserpos = "laser pos"; laser = 0; lockacquire = 1; lockedtargetsound = {"\A3\sounds_f\dummysound", 0.000316, 6}; lockingtargetsound = {"\A3\sounds_f\dummysound", 0.000316, 2}; magazinereloadtime = 0; magazines = {"tb_30Rnd_556x45_B_Stanag", "tb_30Rnd_556x45_T_Stanag"}; maxleadspeed = 23; maxrange = 500; maxrangeprobab = 0.040000; maxrecoilsway = 0.008000; memorypointcamera = "eye"; mfact = 1; mfmax = 0; midrange = 150; midrangeprobab = 0.580000; minrange = 1; minrangeprobab = 0.300000; model = "boss_m1carbine\m1carbine"; modelmagazine = ""; modeloptics = "-"; modelspecial = ""; modes = {"Single", "Burst"}; multiplier = 1; muzzleend = "konec hlavne"; muzzlepos = "usti hlavne"; muzzles = {"this"}; namesound = "rifle"; optics = 0; opticsdisableperipherialvision = 0.670000; opticsflare = 0; opticsid = 0; opticsppeffects = {}; opticszoominit = 0.750000; opticszoommax = 1.100000; opticszoommin = 0.375000; picture = "\tb_arifle_m1carbine\UI\gear_tb_arifle_m1carbine_x_ca"; primary = 10; recoil = "assaultRifleBase"; recoilprone = "assaultRifleBase"; reloadaction = "GestureReloadEBR"; reloadmagazinesound = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.100000, 1, 30}; reloadsound = {"", 1, 1}; reloadtime = 0.150000; scope = 0; selectionfireanim = "zasleh"; showaimcursorinternal = 1; showempty = 1; shownunderwaterselections = {}; showswitchaction = 0; showtoplayer = 1; simulation = "Weapon"; sound = {}; soundbegin = {"sound", 1}; soundbeginwater = {"sound", 1}; soundbullet = {"bullet1", 0.083000, "bullet2", 0.083000, "bullet3", 0.083000, "bullet4", 0.083000, "bullet5", 0.083000, "bullet6", 0.083000, "bullet7", 0.083000, "bullet8", 0.083000, "bullet9", 0.083000, "bullet10", 0.083000, "bullet11", 0.083000, "bullet12", 0.083000}; soundburst = 1; soundclosure = {"sound", 1}; soundcontinuous = 0; soundend = {"sound", 1}; soundloop = {"sound", 1}; swaydecayspeed = 2; tbody = 100; texturetype = "default"; type = 1; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; useaction = 0; useactiontitle = ""; useasbinocular = 0; usemodeloptics = 1; value = 4; weaponinfotype = "RscWeaponZeroing"; weaponlockdelay = 0; weaponlocksystem = 0; weaponpoolavailable = 1; weaponsoundeffect = ""; weight = 0; class Library { libtextdesc = "The UMP has been adopted by various agencies such as the U.S. Customs and Border Protection. Heckler & Koch developed the UMP as a lighter and cheaper successor to the MP5, though both remain in production."; }; class GunClouds { access = 0; cloudletaccy = 0; cloudletalpha = 0.300000; cloudletanimperiod = 1; cloudletcolor = {1, 1, 1, 0}; cloudletduration = 0.050000; cloudletfadein = 0; cloudletfadeout = 0.100000; cloudletgrowup = 0.050000; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletClouds"; cloudletsize = 1; deltat = 0; initt = 0; interval = -0.020000; size = 0.300000; sourcesize = 0.020000; timetolive = 0; class Table { class T0 { color = {1, 1, 1, 0}; maxt = 0; }; }; }; class WeaponSlotsInfo { allowedslots = {901}; mass = 4; class MuzzleSlot { access = 1; compatibleitems = {"muzzle_snds_L"}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 0; }; class CowsSlot { access = 1; compatibleitems = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 0; }; class PointerSlot { }; }; class GunParticles { class FirstEffect { directionname = "Usti hlavne"; effectname = "RifleAssaultCloud"; positionname = "Konec hlavne"; }; }; class Single: Mode_SemiAuto { aidispersioncoefx = 1.400000; aidispersioncoefy = 1.700000; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; begin1 = {"tb_arifle_m1carbine\sound\UMPfiring1.wav", 1, 1, 1300}; begin2 = {"tb_arifle_m1carbine\sound\UMPfiring2.wav", 1, 1, 1300}; burst = 1; canshootinwater = 0; closure1 = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.162280, 1, 500}; closure2 = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.162280, 1, 500}; dispersion = 0.000930; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.500000; flash = "gunfire"; flashsize = 0.100000; maxrange = 500; maxrangeprobab = 0.200000; midrange = 250; midrangeprobab = 0.700000; minrange = 2; minrangeprobab = 0.300000; multiplier = 1; recoil = "recoil_single_trg"; recoilprone = "recoil_single_prone_trg"; reloadtime = 0.065000; requiredoptictype = -1; showtoplayer = 1; sound = {"", 10, 1}; soundbegin = {"begin1", 0.500000, "begin2", 0.500000}; soundbeginwater = {"sound", 1}; soundburst = 0; soundclosure = {"closure1", 0.500000, "closure2", 0.500000}; soundcontinuous = 0; soundend = {}; soundloop = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; class Burst: Mode_Burst { aidispersioncoefx = 2; aidispersioncoefy = 3; airateoffire = "1e-006"; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; begin1 = {"tb_arifle_m1carbine\sound\UMPfiring1.wav", 1, 1, 1200}; begin2 = {"tb_arifle_m1carbine\sound\UMPfiring2.wav", 1, 1, 1200}; burst = 3; canshootinwater = 0; closure1 = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.162280, 1, 500}; closure2 = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.162280, 1, 500}; dispersion = 0.000930; displayname = "Burst"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.500000; flash = "gunfire"; flashsize = 0.100000; maxrange = 30; maxrangeprobab = 0.050000; midrange = 15; midrangeprobab = 0.700000; minrange = 0; minrangeprobab = 0.900000; multiplier = 1; recoil = "recoil_auto_trg"; recoilprone = "recoil_auto_prone_trg"; reloadtime = 0.070000; requiredoptictype = -1; showtoplayer = 1; sound = {"", 10, 1}; soundbegin = {"begin1", 0.500000, "begin2", 0.500000}; soundbeginwater = {"sound", 1}; soundburst = 0; soundclosure = {"closure1", 0.500000, "closure2", 0.500000}; soundcontinuous = 0; soundend = {"sound", 1}; soundloop = {}; texturetype = "burst"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; }; class tb_arifle_m1carbine: tb_arifle_m1carbine_base { scope = 2; }; }; class CfgMagazines { /*extern*/ class 30Rnd_556x45_Stanag; class tb_30Rnd_556x45_B_Stanag: 30Rnd_556x45_Stanag { ammo = "TB_556x45_Ball"; count = 30; descriptionshort = ".Caliber: 30 caliber M1 Mag<br />Rounds: 30<br />Used in: M1 Carbine"; displayname = ".30 cal 30rnd M1 Mag (Ball)"; initspeed = 930; lastroundstracer = 0; picture = "\tb_arifle_m1carbine\UI\gear_m1carbine_mag_ca"; model = "tb_arifle_m1carbine\m1carbine_mag"; scope = 2; tracersevery = 0; }; class tb_30Rnd_556x45_T_Stanag: tb_30Rnd_556x45_B_Stanag { ammo = "TB_556x45_Tracer"; descriptionshort = ".30 caliber M1 Mag<br />Rounds: 30<br />Used in: M1 Carbine"; displayname = ".30 cal 30rnd M1 Mag (Tracer)"; lastroundstracer = 0; scope = 2; tracersevery = 1; }; }; class CfgAmmo { /*extern*/ class B_556x45_Ball; class TB_556x45_Ball: B_556x45_Ball { airfriction = -0.001425; caliber = 0.500000; cost = 1; deflecting = 20; hit = 8; indirecthit = 0; indirecthitrange = 0; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; nvgonly = 1; tracerendtime = 1; tracerscale = 1; tracerstarttime = 0.050000; }; class TB_556x45_Tracer: TB_556x45_Ball { airfriction = -0.001425; caliber = 0.400000; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; nvgonly = 0; tracerendtime = 1.400000; tracerscale = 1; tracerstarttime = 0.060000; }; };
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First weapon, need some help!
butterman-bill replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have been trying to resolve a similar issue, and i still can't get sounds to work. It's impossible to find help with sound for configs -
I really like this pack compared to other AR packs, but i think some variety in furniture would be nice