AmishShogun
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[WIP] Napoleonic Wars Arma 3 Alpha! [Help Wanted]/[Mod Info]
AmishShogun replied to AmishShogun's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes it does, Angle. We picked it up from back n 2013. @Roadkill, Sorry, i mean to say prone not crouch. We are keeping the ability to crouch. -
[WIP] Napoleonic Wars Arma 3 Alpha! [Help Wanted]/[Mod Info]
AmishShogun replied to AmishShogun's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah, It was just a small list of things to come int he future. We are working on the small basic stuff first. Your good man dont worry. I was just wondering what your thoughts where -
[WIP] Napoleonic Wars Arma 3 Alpha! [Help Wanted]/[Mod Info]
AmishShogun replied to AmishShogun's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Could you explain how it is Unrealistic? -
[WIP] Napoleonic Wars Arma 3 Alpha! [Help Wanted]/[Mod Info]
AmishShogun replied to AmishShogun's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am not sure about standing in a line but we will eventually add scripts to disable crouching -
[WIP] Napoleonic Wars Arma 3 Alpha! [Help Wanted]/[Mod Info]
AmishShogun posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello everyone, My name is AmishShogun (Online Anyways) and I am the main Developer for the Napoleonic Wars mod for Arma 3. To download the mod subscribe to it here http://steamcommunity.com/sharedfiles/filedetails/?id=436943890&searchtext= The current version is Conceptual Alpha, which means there is many features to add! Currently the mod has two unique units(A French Model and a English Model), a unique Musket, custom textures and a few other small things. Currently out team consists of myself, Gio SoupNazi (He is our mapper), and Mrpepper, he is working with me on the code for the mod. CURRENT WEBSITE! http://napwar.enjin.com/home Official teamspeak- 178.32.223.97:10857 Official Steamgroup- http://steamcommunity.com/groups/NWARMA This website is both for the Mod and for the Regiment There is a forum post for all regiments to post their info in. Teamspeak will be up shortly! What to expect from this mod long time down the road Unit/gun models from the Napoleonic Wars period Unit/gun models from the Civil War Time period Unit/gun models from the WW1 period Fully functioning artillery pieces from each era A fully voiced Campaign A fully voiced movie set in the Napoleonic Wars era. Horses?! Melee animations :D A full music soundtrack Ships! and many other futures! Napoleonic Wars Multiplayer Linebattles MULTIPLAYER LINEBATTLES IS MEANT TO BE A HISTORICAL REENACTMENT OF THE BATTLES FOUGHT IN THE NAPOLEONIC WARS! Soon we shall have a server set up and we shall be hosting Multiplayer Linebattles, similar to the ones seen in Mount and Blade Napoleonic Wars! We shall use our website not only for the community but as well as The Royal Irish Brigade. We shall let any groups that go by Irish Regiments to join the Brigade. US Devs will be running the 88th Regiment of Foot Connaught Rangers ("the Devil's Own") Some regiments that can be found in the Brigade are 18th (Royal Irish) Regiment of Foo 100th Regiment of Foot (Royal Canadians) Royal Munster Fusiliers Royal Dublin Fusiliers 87th (Royal Irish Fusiliers) Regiment of Foot (Not historically accurate, only used as ideas for Regimental Names) How you can help, Texturing/Modeling- For this mod to succeed we need dedicated modelers and texturers. Please do not hesitate to help! Coding/Scripters- I only have limited coding/Scripting knowledge and that's in a different language all together, You will be greeted with open arms if you are willing to join! Mission Makers- While not needed truly right now, if you have superb mission making skills you could very well find a spot in the Dev Group! Mappers- While we have a single mapper right now, another one or two would still be extremely helpful, our current one is working on a sample 2k by 2k map to use for Mulitplayer events! Any other way possible If your able to help in any other way then what is posted above do not hesitate to contact me! **CONTACT** You can contact me through Email @ AmishShogun@gmail.com or through steam @ http://steamcommunity.com/profiles/76561198044642784 Donations to help this mod attain its goals can be sent via paypal to Amishshogun@gmail.com This post and the mod itself is in no way near completion! First version of this mod can be credited to IceWindo -
Hello, Below is my Weapons.hpp I am the lead coder for the Napoleonic Wars mod found here http://steamcommunity.com/sharedfiles/filedetails/?id=436943890&searchtext= I for the love of god cannot get the custom file to play. Any help or suggestions/nudges in the right direction? class CfgMagazines { class Default; class CA_Magazine; class HandGrenade; class 20Rnd_762x51_Mag; class ice_musket_mag: 20Rnd_762x51_Mag { scope = 2; count = 1; displayName = "0.7 Ball"; descriptionShort = "10 Round Mag"; picture = "\ice123_musket\icon\ball_ca.paa"; ammo = "ice_musket_ammo"; displaynameshort = "0.7 Ball"; tracersevery = 1; mass = 0.1; }; class ice_musket_mag2: 20Rnd_762x51_Mag { scope = 2; count = 1; displayName = "0.7 Ball"; descriptionShort = "10 Round Mag"; picture = "\ice123_musket\icon\ball_ca.paa"; ammo = "ice_musket_ammo2"; displaynameshort = "0.7 Ball"; mass = 0.1; }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase; class Grenade; class GrenadeHand; class B_762x51_Ball; class ice_musket_ammo : B_762x51_Ball { hit = 10; indirectHit = 0; indirectHitRange = 0.200000; cartridge = ""; visibleFire = 0.400000; audibleFire = 0.400000; visibleFireTime = 50; cost = 4; typicalSpeed = 220; soundHitBody1[] = {"\ice123_musket\sounds\hitbody.ogg",1,1}; soundHit[] = {"\ice123_musket\sounds\hit_ground.ogg", 1, 1}; //reloadAction = "GestureReloadMusket"; model = "\ice123_musket\ball"; }; class ice_musket_ammo2 : GrenadeHand { hit = 12; indirectHit = 0; indirectHitRange = 0.200000; model = "\ice123_musket\ball"; cartridge = ""; visibleFire = 0.400000; audibleFire = 0.400000; visibleFireTime = 50; explosive = 0; deflecting = 0; cost = 4; whistleDist = 0; typicalSpeed = 220; soundHitBody1[] = {"\ice123_musket\sounds\hitbody.ogg",1,1}; soundHit[] = {"\ice123_musket\sounds\hit_ground.ogg", 1, 1}; explosionEffects = "NoExplosion"; CraterEffects = "NoCrater"; }; }; class CfgCloudlets { class Default; class MusketCloud1: Default { interval = 0.01; circleRadius = 0; circleVelocity[] = {0,0,0}; particleShape = "\A3\data_f\ParticleEffects\Universal\Universal"; particleFSNtieth = 16; particleFSIndex = 12; particleFSFrameCount = 8; particleFSLoop = 1; angleVar = 0.5; animationName = ""; particleType = "Billboard"; timerPeriod = 1; //lifeTime = 0.8; lifeTime = 7; moveVelocity[] = {"2*directionX","2*directionY","2*directionZ"}; rotationVelocity = 1; //weight = 0.05; weight = 0.05; //volume = 0.04; volume = 0.04; //rubbing = 1.05; rubbing = 0.1; size[] = {0.3,0.7,1,1.2,1.4,1.6,1.8}; color[] = {{0.9,0.9,0.9,0.08},{0.9,0.9,0.9,0.036},{0.9,0.9,0.9,0.012},{0.9,0.9,0.9,0.001}}; animationSpeed[] = {1.2}; randomDirectionPeriod = 0.1; randomDirectionIntensity = 0.05; onTimerScript = ""; beforeDestroyScript = ""; destroyOnWaterSurface = 1; //sizeCoef = 1.2; sizeCoef = 7; colorCoef[] = {1,1,1,1}; //animationSpeedCoef = 1; animationSpeedCoef = 0.2; position[] = {"positionX + 0.12 * directionLocalX","positionY + 0.12 * directionLocalY","positionZ + 0.12 * directionLocalZ"}; lifeTimeVar = 0; positionVar[] = {0,0,0}; MoveVelocityVar[] = {1,1,1}; rotationVelocityVar = 20; sizeVar = 0; colorVar[] = {0,0,0,0}; randomDirectionPeriodVar = 0; randomDirectionIntensityVar = 0; }; }; class MusketCloud { class MusketCloud1 { simulation = "particles"; type = "MusketCloud1"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 0.05; }; }; class GunParticles; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class FullAuto; class cfgWeapons { class Default; class PistolCore; class Pistol; class Rifle; class RifleCore; class MGun; class MGunCore; class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class Uniform_Base; class UniformItem; class Vest_Base; class VestItem; class B_Soldier_base_F; class U_B_CombatUniform_mcam; class arifle_MX_F; class ice123_england_cloth : Uniform_Base { scope = 2; displayName = "Red Cloth"; picture = "\ice123_musket\icon\england_co.paa"; model = "\ice123_musket\infantry_red.p3d"; //hiddenSelections[] = {"Camo"}; //hiddenSelectionsTextures[] = {"\ice123_swat\swat_co.paa"}; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "ice123_musket_dude1"; containerClass = "Supply20"; mass = 80; }; }; class ice123_france_cloth : Uniform_Base { scope = 2; displayName = "Blue Cloth"; picture = "\ice123_musket\icon\france_co.paa"; model = "\ice123_musket\infantry_blue.p3d"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "ice123_musket_dude2"; containerClass = "Supply20"; mass = 80; }; }; class ice123_musket: Rifle { scope = 2; scopeWeapon = 2; scopeMagazine = 2; dispersion = 0.015; muzzles[] = {"this"}; model = "\ice123_musket\musket.p3d"; picture = "\ice123_musket\icon\musket_ca.paa"; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; optics = 1; modelOptics = "-"; sound[] = {"\ice123_musket\sounds\musket", 4,4}; opticsZoomMin = 0.320000; opticsZoomMax = 0.500000; distanceZoomMin = 50; distanceZoomMax = 50; displayName = "Musket"; selectionFireAnim = "zasleh"; displayNameMagazine = "Ball"; shortNameMagazine = "ball"; drySound[] = {}; magazines[] = {"ice_musket_mag","ice_musket_mag2"}; minRange = 2; reloadMagazineSound[] = {"A3\sounds_f\weapons\reloads\new_MX.wav",0.1,1,30}; minRangeProbab = 0.100000; midRange = 100; midRangeProbab = 0.800000; maxRange = 350; maxRangeProbab = 0.040000; //reloadtime = 10; recoil = "recoil_auto_mk200"; recoilprone = "recoil_auto_prone_mk200"; magazineReloadTime = 15; reloadAction = "GestureReloadMusket"; // class GunParticles // { // class FirstEffect // { // effectName = "MusketCloud"; // positionName = "Usti hlavne"; // directionName = "Konec hlavne"; // }; // class SecondEffect // { // positionName = "Nabojnicestart"; // directionName = "Nabojniceend"; // effectName = "CaselessAmmoCloud"; // }; // }; class GunParticles: GunParticles { class effect1 { positionName = "usti hlavne"; directionName = "konec hlavne"; effectName = "MusketCloud"; }; class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; class Library { libTextDesc = "A brown bess musket."; }; }; };
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[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
AmishShogun replied to SaOk's topic in ARMA 3 - USER MISSIONS
Its amazing :D@!!!!! -
[WIP] Halo Covenant
AmishShogun replied to drakedaeron's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome