mcbox
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Posts posted by mcbox
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I've been crashing at the splash screen as well post update, but I have no doubt it's a mod conflict as opposed to ACE3 (I'm at 80 mods, it's time for spring cleaning). If I figure out what it is I'll update for reference's sake!
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I haven't tested this myself, but for those having problems, did you fellows just merge the new @ace with the old @ace, or did you delete the old @ace folder entirely before installing the new one?
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Not to pull a necro, but I too have been trying to figure out how to do this properly. Anyone?
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Thank you for everything opinion.At the same, Data has disappearedRoll back until the binarized the update.So it is not possible for a while update.I'm sorry. :mellow:Aww, I know how you feel buddy. Don't stress it though, you gave us plenty to enjoy in the meantime!
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Hey, really great job on the textures for these, specifically those combat uniforms, folded/long sleeves, it gives them a ton of depth. Quality work!
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do you mind if i take a look at the .p3d? PM me if you're okay with that i've had this issue too many times! XDHey I think I actually ran into one of your posts on Armaholic while trying to solve my own issue! I also have your Zee Identity Pack! I'm currently revamping the model, but once that's done I'll shoot it right over to you, thanks so much in advance though.
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No luck so far, but thank you for the reply!
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Hello fellas.
Cutting to the chase here, I'm trying to put an altered model into Arma 3, that takes the headgear and/or goggles slot. I've done weighting and mapping and all of that, but it is never attached to the head, instead it just float around the crotch area. I've imported example bodies to ensure it wasn't just really low, but no matter what it just can't get to the character's head. My only guess is it's a bone issue, that it needs to be linked to the head/neck, correct? I tried watching a tutorial, but when it came to rigging, the guy's O2 had a different window than mine that showed bone type bits on it, unless I seen that incorrectly. In any case, any aid would be much appreciated, and thank you for reading.
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Hi, I don't know why you are trying to fix the Fabarm of the FFAA MOD, the FFAA MOD Team have fixed that in our development version. Any way here is the code of the fabarm fixed in case you want learn how it is done.I was just trying to get working for Arsenal because I love it of course! The way you guys did those shotguns was superb, it's a nice compromise of having a pump shotgun with all the satisfaction the pump brings, without any added script lag. In any case, thanks a ton and I look forward to any FFAA update releases.
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Hey guys, apologies for the necro, but I am having quite the similar issue. On the very same FFAA mod, I'm trying to get the Fabarm SDASS and SDASS Compact to show up on the Arsenal, but I've had zero success.
class ffaa_armas_sdass: Rifle_Base_F{
class WeaponSlotsInfo
{
mass=75;
class CowsSlot: SlotInfo
{
linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
displayName="$STR_A3_CowsSlot0";
compatibleItems[]=
{
"optic_Arco",
"ffaa_optic_holografico";
};
};
};
class LinkedItems
{
class LinkedItemsOptic
{
slot="CowsSlot";
item="ffaa_optic_holografico";
};
};
class GunParticles
{
class SecondEffect
{
positionName="Nabojnicestart";
directionName="Nabojniceend";
effectName="CaselessAmmoCloud";
};
};
scope=2;
model="\ffaa_armas\fabarm\ffaa_armas_sdass.p3d";
picture="\ffaa_armas\data\equip\gear_fabarm_x_ca.paa";
UiPicture="\A3\weapons_f\data\UI\icon_scuba_ca.paa";
displayName="Fabarm SDASS";
opticsZoomMin=0.25;
opticsZoomMax=0.40000001;
author="$STR_FFAA_AUTOR_FFAAMOD";
distanceZoomMin=200;
distanceZoomMax=200;
soundContinuous=0;
sounds[]=
{
"StandardSound"
};
class BaseSoundModeType
{
weaponSoundEffect="DefaultRifle";
};
class StandardSound: BaseSoundModeType
{
begin1[]=
{
"\ffaa_armas\Fabarm\sound\shotgun12gauge.ogg",
1,
1,
800
};
soundBegin[]=
{
"begin1",
1
};
};
reloadMagazineSound[]=
{
"\ffaa_armas\Fabarm\sound\shotgun12gauge-reload.ogg",
0.35481301,
1,
20
};
minRange=0;
minRangeProbab=0.5;
midRange=100;
midRangeProbab=0.4;
maxRange=200;
maxRangeProbab=0.3;
dispersion=0.003;
magazines[]=
{
"ffaa_cal12_escopeta"
};
reloadTime=0.89999998;
backgroundReload=1;
value=1000;
aiRateOfFire=0.5;
aiRateOfFireDistance=50;
magazineReloadTime=10;
class Library
{
libTextDesc="$STR_FFAA_FABARM_LIB_DEFINICION";
};
descriptionShort="$STR_FFAA_FABARM_DEFINICION";
};
class ffaa_armas_sdassc: ffaa_armas_sdass
{
model="\ffaa_armas\fabarm\ffaa_armas_sdassc.p3d";
displayName="Fabarm SDASS Compact";
picture="\ffaa_armas\data\equip\gear_fabarmc_x_ca.paa";
class WeaponSlotsInfo
{
mass=62;
};
};
ACE3 - A collaborative merger between AGM, CSE, and ACE
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Oh trust me, I know!