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Jones.S140

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Everything posted by Jones.S140

  1. Jones.S140

    CANS

    @lucapec i believe i added them to the CIV_F faction so they should spawn by default i dont know if the Default BI just uses all Men in the CIV_F faction or they use a list and just pick from that just in case u didnt know i have Men with stones and cans/bottles ect already there also compatibility for Mods like RDS/Project opfor ect so there civs have stones as well to help with missions ALSO news Still Really looking for anyone willing to do a few animations for me for crowds that would fit into Cans Angry Civs ect PM me if your intrested Also looking for ideas of any new objects anyone would like to see [That would fit in] to add to cans mods and any futher idears Had a few long term plans ["Civilian Backpacks and objects Give Civs baskets pipes tools ect that they "hold" add more life to them"] Also little teaser of stuff i got bored and made as a test learning new sound shaders
  2. Jones.S140

    CANS

    i Would like to Introduce my Quick mod i Made Basic Premise is i wanted something for civilians to throw at convoys or players. The basic ai runaway and no interaction made arma3 feel empty When walking into towns,i wanted to create a sence of hostitaly towards militay types for being in these peoples towns. Warning this is a very basic WIP Test Features: Current: -Custom In house recorded sounds {yes i dropped a can next to my mic} -Throwing of a simple Rusty can -FFV Support :P -Ace Advanced Throwing Support :P Planed: -Different types of cans -More objects -Better Sound Bugs: -i am sure there is a few in there -Molotov cocktail does not Cause damage need to create a script -AI wont throw Molotov cocktails -Need custom model for molotov Usage: A ammo Crate full of cans can be found under supply in editor Rusty Cans can be thrown Like all arma3 throwables For AI in missions i recommend you Disable fleeing and movement so they dont try to run away if you want them to be throwing i used [this allowFleeing 0; this disableAI "PATH";] DOWNLOAD : >>>DOWNLOAD LINK<<< STEAM https://steamcommunity.com/sharedfiles/filedetails/?id=898902841&tscn=1491406681 --UPDATE 0.1-- +Added a Bottle +Added a Small Stone +Added suport for ace Fragmentation +AI will Now throw These "grenades" --UPDATE 0.2-- +Added Molotov cocktail [inc sounds icon] +Added BIKEY and Signed mod ~fixed redundant entry's --UPDATE 0.3-- +Added a model for Molotov [it's really bad i am not a modeler ] +Added Damage to Molotov [not great but hey you can burn those fools] -UPDATE 0.4-- +Added Vanilla Civs with stone/cans/bottles ALL eden and zeus compatible +Added Optional Compatibility PBO for RDS civilians, Project opfor and APEX civs with stone/cans/bottles ALL eden and zeus compatible +tweaked fire damage slightly still not great --CLASSNAMES-- Rusty Can = "CANS_MAG" Small Rock = "ROCK_MAG" Plastic Bottle = "BOTTLE_MAG" Molotov cocktail = "MOLOTOV_MAG" Pictures Credits -BI for Models of cans -Sykocrazy coz he is amazing -super-truite & LordHeart to learn about grenade code in arma3 All content released by myself(Jones.S) fall subject to the Arma Public Share-Alike (APL-SA) License, unless otherwise specified. Exceptions to this license are made in the following, with stipulations regarding use - Any persons or entities directly or indirectly involved with active development of Arma 3 Life OR Arma 3 Life derivatives ( additionally, by alias; Caiden). Stipulations - Do Not Redistribute, No alteration or de-binarizing of content, no use at all within publicly distributed data-archives(including executable installation) for entities that receive more than US$10 in lifetime donations. This exception applies retroactively. Failure to adhere to this will result in legal action.
  3. Jones.S140

    Night Vision Problem

    you are using ace Mod https://ace3mod.com/wiki/feature/nightvision.html this is there new night vision simulation
  4. Jones.S140

    Laws of War DLC Mines

    Might be worth updating Minefield module with new mines/UXO,s and maybe adding explosives for a easier way to add stuff to defuse
  5. Jones.S140

    [MELB] Mission Enhanced Little Bird

    as it Stands now from what i am aware We have 1 base model for the helo and all weapons guns benches fuel-tanks ect are proxy's so you can turn them off on ect for variants EG the MH-6M is the OH-6 With benches proxy active SO converting this to jet DLC system is possible. However keeping base models for quick placement and zeus is something we would like to keep. also i am not aware of how we could hide weapon racks and replace with benches in jet DLC weapon menu to allow for just one vehicle [mabey a armed and un armed version ]
  6. Jones.S140

    CANS

    Steam workshop link for anyone who would like it :) http://steamcommunity.com/sharedfiles/filedetails/?id=898902841&tscn=1491406681
  7. Jones.S140

    CANS

    i have so far tested with ACE CBA i dont see tfar causing issues or enhanced movement still to test splendid smoke but i havent had any problems so far i am also preparing another update with a bit more DUMB can fun soon TM
  8. Jones.S140

    CANS

    Thank you for report i will look into it could you tell me if you are using any other mods EG ace cba
  9. Short awncer Yes make sure your game is up to date arma3 changes they're p3d versions and when mod makers or BI pack something for instance version 73 and your game doesn't know how to read it well it doest work
  10. Jones.S140

    CANS

    -UPDATE 0.4-- +Added Vanilla Civs with stone/cans/bottles ALL eden and zeus compatible +Added Optional Compatibility PBO for RDS civilians, Project opfor and APEX civs with stone/cans/bottles ALL eden and zeus compatible +tweaked fire damage slightly still not great EDIT: if you have any other civilian mods that your would like CANS items added to just list them down i will make a patch DOWNLOAD
  11. Jones.S140

    CANS

    I Would love to do this i haven't animated anything before but will have a look into it soon there are some great people doing anims in arma3 at the moment i might see if i can get in contact with them
  12. Jones.S140

    CANS

    --UPDATE 0.3-- +Added a model for Molotov [it's really bad i am not a modeler ] +Added Damage to Molotov [not great but hey you can burn those fools] https://drive.google.com/open?id=0BwNE3oNWMiBDa3NUZVFSZFRNcnc
  13. Would anyone know how you would make a object loadable preferable simple init line
  14. 1 thing on water if we could get brown would be lovley BUT http://asiatrips.travel/wp-content/uploads/2015/04/Tam_Coc_River_Vietnam.jpg http://www.adventureassociates.com/oldsite/media/asia/cambodia/RiverWomen.jpg Vietnam is a big place not all the water is brown :P
  15. Jones.S140

    CANS

    Finally got damage on Molotov to something useful But then...... BI :P so i used particles to visualize where the damage will be as i tested . For reference all these particles are "Suppose" to be on the same level as normal fire RED flames mark damage spots have to keep them small to keep damage down . http://i.imgur.com/uq3R9yh.jpg As you can see they stack on top of each other or Are in wrong place Even on flat ground they can not be in correct place. looks like scripts might be only way to go
  16. Jones.S140

    CANS

    so the Molotov Has custom particles i spent 5 hours last night trying to use the fire damage setting and even on a realy realy tiny flame i will kill you in under a second i think the reason BI's dont is coz you never get that close to them if u stand on a campfire you will die i will look harder. but i was looking at a way to add screaming maybe dismount vehicles or just something that isnt that generic fire damage sound repeated "sht sht ah ah sht sht sht ah aha"
  17. Jones.S140

    CANS

    --UPDATE 0.2-- +Added Molotov cocktail [inc sounds icon] +Added BIKEY and Signed mod ~fixed redundant entry's CLASSNAMES Molotov cocktail = "MOLOTOV_MAG" BUGS -Molotov cocktail does not Cause damage need to create a script[Fire damage is To intence/ unreliable ] -AI wont throw Molotov cocktails -Need custom model for molotov DOWNLOAD https://drive.google.com/file/d/0BwNE3oNWMiBDb1NCd19oWmpCa00/view
  18. Jones.S140

    CANS

    Testing of Molotov http://i.imgur.com/koircGu.jpg
  19. Have you had a look at CUP Terrains compatibility AiAterrain objects would have same classnames from r3f
  20. Jones.S140

    CANS

    --UPDATE-- +Added a Bottle +Added a Small Stone +Added suport for ace Fragmentation +AI will Now throw These "grenades" --CLASSNAMES-- Rusty Can = "CANS_MAG"; Small Rock = "ROCK_MAG"; Plastic Bottle = "BOTTLE_MAG"; https://drive.google.com/file/d/0BwNE3oNWMiBDQlhYN3ZCS0tVV1k/view For AI in missions i recommend you Disable fleeing and movement so they dont try to run away if you want them to be throwing i used [this allowFleeing 0; this disableAI "PATH";]
  21. Jones.S140

    CANS

    Slowmo [fps isnt that bad Promis] OK so i fixed the explody problem Next update will have rocks And Bottles that AI WILL Thow at you i will write up a little about best way to use them dont let them Pile up to high :P
  22. Jones.S140

    CANS

    sadly no just having simulation="shotGrenade"; make a sound happen that i cant find defined anywhere simulation="shotSmokeX"; that sound doesn't happen
  23. Jones.S140

    CANS

    so Chemlights are smoke grenades but the light is there particle effect. and AI dont throw chemlights or smoke at bad dudes. So for now i guess AI cant use them in the way i want but We can :P EDIT: Also Molotovs would be cool
  24. Jones.S140

    CANS

    So ran into a BIG Snag today. figured out how to make AI thow this in a offensive manor. simulation="shotGrenade"; Ai think there throwing a grenade Now problem is that simulation of grenade is includes the explosion sound i have removed all effects and craters but it still plays the sound. i could make them a smoke grenade and they will work fine as intended no explosion sound but AI will not throw it without some scripting if anyone has any ideas let me know
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