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Posts posted by Bnae
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Well you can do that as well. Just remember that you're now unable to use the default 93x64 ammo
class CfgPatches { class BNAE_Weapons_F_Mark { author="Bnae"; name="Custom ammo"; url=""; requiredAddons[]= { "A3_Data_F_Mark", "A3_Weapons_F_Bootcamp", "A3_Weapons_F_Mark" }; requiredVersion=0.1; units[]={}; weapons[]={}; }; }; class CfgAmmo { class BulletBase; class B_93x64_Ball: BulletBase { hit=9999; indirectHit=0; indirectHitRange=0; cartridge="FxCartridge_93x64_Ball"; audibleFire=80; visibleFireTime=3; dangerRadiusBulletClose=10; dangerRadiusHit=14; suppressionRadiusBulletClose=8; suppressionRadiusHit=10; cost=6; airLock=1; caliber=2.2; typicalSpeed=785; timeToLive=10; model="\A3\Weapons_f\Data\bullettracer\tracer_green"; tracerScale=1.2; tracerStartTime=0.075000003; tracerEndTime=1; airFriction=-0.00075000001; class CamShakeExplode { power="(10^0.5)"; duration="((round (10^0.5))*0.2 max 0.2)"; frequency=20; distance="((10^0.5)*3)"; }; class CamShakeHit { power=10; duration="((round (10^0.25))*0.2 max 0.2)"; frequency=20; distance=1; }; }; };Copy these lines to empty config.cpp. You should have something like @psrkallez06\addons\custom_ammo\config.cpp
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Hey, you need to create new Cyrus config that uses your new Magazine.
So basicly you need > ammo config with modified ammo values > Magazine config using modified ammo type > Weapon config using modified magazine type
You cannot just change the values because it won't load up anywhere. Other words: You need to create new addon
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Thanks for helping me redarmy. It should be fixed now
https://dl.dropboxusercontent.com/u/96309521/%40BArsenal%20v0.31.rar
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Hey,
M97 is still under work, almost ready tho. You can find all the information from my discussion page if you're interested
I'll take a look at the error as soon as possible. It'll help me a lot if you can post the error.
-Bnae
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Release update v0.3
- New textures
- Double-barreled shotgun and sawed-off version
- Shell holder for shotgun
- Tactical 8-80x56 March (Not ready)
- New reloading sound and animation for L-35
https://dl.dropboxusercontent.com/u/96309521/%40BArsenal.rar
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Release update v0.3
- New textures
- Double-barreled shotgun and sawed-off version
- Shell holder for shotgun
- Tactical 8-80x56 March (Not ready)
- New reloading sound and animation for L-35
https://forums.bistudio.com/topic/196809-barsenal-v03/?p=3111161
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New textures and also new reloading animation and sound. First sound that i've made, may not be the final version
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Hey,
The firing sound stays where the weapon was fired, meaning if you move forward while firing you can hear the sound behind you etc.
I'm not an expert with the sounds so i do not know where to look on this problem.
-Bnae
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I thought about making 85 at the beginning but i decided to not. Mostly because there is only few people who even know that rifle
New texture for RK 95.
For those who think why i'm wasting time making all the textures again > i'm also creating new templates for the textures so i can do camos much easier. And of course the textures looks better :P

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I've been re-texturing all the weapons and attachments for the past few weeks. Here's a little preview of the new textures of TRG 42

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There is not attachments to RK 95 at the moment. I'm working on with six different weapons so it will take a time to make some attachments for each.
And to say RK62 and RK95 are different assault rifles.
I'm trying to get all the weapons out soon and after that i'll start making attachments and variations. Be patient :)
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@BFunction - updated
- Light damage if not in vehicle or face is not covered.
- Posibility to change the duration of the effect
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It should be, if there is any issues let me know and i'll fix em.
Update on the function:
- Light damage if not in vehicle or face is not covered.
- Posibility to change the duration of the effect
How to use?
[1, 1] spawn BNAE_fnc_sandstorm
The first number defines the volume of the effect > 1 medium, 2 full
The second number is the duration > Min. 1, Max 10
https://dl.dropboxusercontent.com/u/96309521/%40BFunction.rar
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While you're waiting for the next update on @BArsenal you can try out my sandstorm function.
How to use?
[1] spawn BNAE_fnc_sandstorm for medium effect
[2] spawn BNAE_fnc_sandstorm for full effect
https://dl.dropboxusercontent.com/u/96309521/%40BFunction.rar
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Thanks da12thMonkey!
I'm kinda surprised that this didn't happen to me before since i have done all the textures in the same way. Well it's fixed now and i learned something new
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Thanks for the feedback, glad to hear you like it :)
Today i wanted to do something different so i made a sandstorm function. Animation that you see in the video is not even close to ready, just a test animation
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Hello,
i didn't change anything, at least that i can recall and suddenly this happened.

Both 1.000 and View - Pilot are identical
Model.cfg and config.cpp OK
-Bnae
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Thanks Greenfist! Thought i tried that already but i messed up something i guess :lol:
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Hello,
just a quick question. Is there a simple way to destroy the effect with fade?
Example
_handleblur = ppEffectCreate ["DynamicBlur", 405]; _handleblur ppEffectAdjust [0.5]; _handleblur ppEffectCommit 10; _handleblur ppEffectEnable true; Sleep 10; _handleblur ppEffectEnable false; ppEffectDestroy _handleblur;
-Bnae
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Sounds great and useful, something that i had in mind also
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Re-textured Colt SAA

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Finally something to show. I was struggling with the textures for a while
Still a lot of work to do with this one
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Need some help on how to modify weapon damage/magazines
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
I haven't seen any tutorials that i could share.
With the pistol you just do the same thing. Go to the pistols config > check what type of magazine it's using > look at the magazine config and check what type of ammo it's using > and lastly you copy the ammo config and customize it.
If you're using the same ammo class name as the original config you will override the original one and the weapon will use it.
If you cannot figure it out just ask and i will help more.