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Bnae

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Posts posted by Bnae


  1. Hello,

     

    Title is kinda misleading since you can die during the animation but the animation keeps on going.

    class CfgMovesMaleSdr: CfgMovesBasic
    {
    	skeletonName = "OFP2_ManSkeleton";
    	gestures = "CfgGesturesMale";
    	access = 1;
    	class States
    	{
    		class DeadState;
    		class AnimWeaponSurrender : default
     		{
     			file = "bnae_animations\anim_weapon_surrender.rtm";
    			speed=1.5;
    			looped=0;
    			duty = 2;
    			mask = "BodyFullReal";
    			enableDirectControl = 0;
    			leftHandIKCurve[] = {0};
    			RightHandIKCurve[] = {0};
    			weaponIK = 0;
    			forceAim = 1;
    			leaning = "empty";
    			aimingBody = "empty";
    			aiming = "empty";
    			head = "empty";
    			disableWeapons = 1;
    			disableWeaponsLong = 1;
    			headBobMode = 1;
    			headBobStrength = 0.2;
    			canPullTrigger = 0;
    			showHandGun = 0;
    			showItemInRightHand = 0;
    			variantsPlayer[] = {};
    			variantsAI[] = {};
    			weaponLowered=0;
     		};
            };
    };
    

  2. Try "bnae_weapons\bnae_trg42\sound\TRG42_reload" instead of "\bnae_weapons\bnae_trg42\sound\TRG42_reload".

    Edit: If that still doesn't work, try: "bnae_weapons\bnae_trg42\sound\TRG42_reload.wss".

     

    Two months.. Two months :mellow:

     

    Oh how i feel stupid that i didnt even try that, even tho i had similiar problem with some icons.

    Thank you Rabid Squirrel!

    • Like 1

  3. ... you've been playing with extended reload systems yourself haven't you?

     

    Indeed i have but i created my own so need for extra mods :D

    Anyway i really recommend to use that framework since it's working perfectly fine.

     

    And also if anyone needs some help with models, texture or anything i'm always willing to help. I can also create some LP meshes if needed.


  4. Very nice mod and extremly high quality!

     

    Just one thing i noticed, the reload animation could be a little bit faster. At the part where you put in the magazine, it looks a bit like slow mo, just a little thing,

    but I love the reload animation anyway! The first "realistic" one in Arma.

     

    11/10

     

    Thanks

     

    Since i'm using the default reload sound i tried to sync the animation with the sounds. When i learn to create custom reload sounds i'll fix the animation :)

    • Like 1

  5. glnKp10.png

    ________________________________________________________________________________________________________________________________________________

     

     

    Pictures

     

     


     

    riflestand.png


    rkrest.png
    QOmgcTK.jpg

    kU00NFF.jpg

    FxoLcNz.png

    fKXvwXr.jpg

     

    https://www.gstatic.com/images/icons/material/product/2x/youtube_64dp.png

    __________________________________________________

     

    Join the discussion here and see more of the upcoming content.

    __________________________________________________

     

    Updated - January 31, 2017

     

    Content

    Spoiler

     

    3 Long-range scopes
    2 Red dot sight
    4 Suppressors
    1 Silencer
    1 Muzzle brake
    1 Shell holder
    2 Bipods

    Colt Single-action Army
    Colt Single-action Army (Brushed)

    Lahti L-35
    Lahti L-35 (Brushed)

    Remington R1 Enhanced
    Remington R1 Enhanced (Brushed)
    Remington R1 Enhanced (Engraved)
    Remington R1 Enhanced (Tan)

    Winchester Model 97
    Winchester Model 97 (Realtree)

    Sako RK 95
    Sako RK 95 (Digital)
    Sako RK 95R
    Sako RK 95R (Digital)

    Remington SPR220
    Remington SPR220 (Digital)
    Remington SPR220 Sawed-off
    Remington SPR220 Sawed-off (Digital)

    Sako TRG-42
    Sako TRG-42 (Sand)
    Sako TRG-42 MMRS
    Sako TRG-42 MMRS (Sand)
    Sako TRG-42F
    Sako TRG-42F (Sand)
    Sako TRG-42F MMRS
    Sako TRG-42F MMRS (Sand)

    Lee-Enfield MK.I
    Lee-Enfield MK.I No.4 (t)

     

    -bnae_attachments.pbo
    -bnae_colt.pbo
    -bnae_core.pbo
    -bnae_lahti.pbo
    -bnae_m97.pbo
    -bnae_rk95.pbo
    -bnae_spr220.pbo
    -bnae_trg42.pbo
    -bnae_r1.pbo
    -bnae_mk1.pbo

     

    __________________________________________________

     

    Steam Workshop

    Project Infinite v0.8

     

    news_download_a3_3.png
    Project Infinite - All in one v0.8

     

     

    88x31.png
    This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

    • Like 18

  6. 26 October 2016

    -File tweaking - unpacked size from 600MB to 250MB

    -Custom simple head

    -Redone clothing - Caused by few invert normals

     

    Had few problems here and there so i decided to create new head to avoid these problems. Removed the ears and remoulded the face without adding any points.

    Why? Well the ears came out of everywhere and the head turned way too much for my taste. Other way is to weight the hood correctly, but im too lazy for that atm.

    Also no facial animations but the head will follow the idle animations and so on.

    simplified_Head.png

    If someone feels that this could be useful for some reason i can upload the files when this is ready

     

    About the uniform, well i started it all over because of few little issues with invert normals (Glad that i didnt do the textures yet). Also going to add few more details and resize everything to make it more natural looking.

    • Like 4

  7. Just to make clear

    I had similiar problem once with my rifles bolt, i forgot to have the autoCenter = 0 in the properties window (Geometry LOD > Ctrl+1).

    I haven't done any vehicles but i think this might be because of this.

     

    "Regarding the GEO LOD, it is very important that the autocenter=1 property is set in the properties tab of the GEO LOD. Otherwise the ship will inmediately sink."

    Thats from ship config guidelines.

     

    Not sure if it's 0 or 1 in this case

    • Like 1

  8. I'll take an educated guess and say reading isn't one of your strengths.

     

    Cheers

     

    "And when I say running away, honestly, they just start running" - thats the part i didn't understand.

    If you disableAI "MOVE" they're not moving but still the idle animations are playing so it's not the same as disabling simulations. As i know grouped units will get into a formation> If you wan't to break the formation you can set a waypoint as dismissed, if they come upon enemies they will form a formation again.

     

    Also doStop is one way to do this.

     

    "I can't figure out a way to make it so they just don't run away and don't move at all" - That can be done simply with disableAI "MOVE", when you enableAI they will create formation again.

     

    We're all trying to help here and give multiple different solution and ideas, as some others than the thread starter might be reading this with a similiar problem.

    • Like 1
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