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Posts posted by Bnae
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ConnectTo[]= { "BasicDriverDead", 1 }; InterpolateTo[]= { "BasicDriverDead", 0.1 };Thanks Macser!
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Thats what i thought too
die = "DeadState"; InterpolateTo[]= { "DeadState", 0.1 }; connectTo[]= { "DeadState", 0.1 };Adding these didn't do the trick
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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; }; }; }; -
It's possible :)

Almost ready to release some attachments +1 weapon. Few details here and there and some testing
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Going to release some attachments some day soon
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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!
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... 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.
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Updated RK 95
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Oh but there is : http://www.armaholic.com/page.php?id=28954
Meant that there is no original framework in Arma 3. Using that means +2 required mods :)
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Not a bad idea at all. I have been creating some 19th century weapons also, would be awesome to see someone elses work too.
There is one down side tho, there is no framework for single-action weapon like shotguns and lever-action rifles in a3.
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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 :)
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30 October 2016
-Release of Lahti L-35
Go ahead and try out the Lahti L-35!
Be aware that it's just beta release and it might be heavily changed at some point. But i would like to hear what you think about the quality :)
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________________________________________________________________________________________________________________________________________________
Pictures






__________________________________________________
Join the discussion here and see more of the upcoming content.
__________________________________________________
Updated - January 31, 2017
Content
Spoiler3 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 - All in one v0.8-
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Are you sure that every point has a weight? And have you used mirror in some cases, seems like it's happenin in the middle of the object? Or maybe you have some doubles in the model
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Still seeking for an answer.
Only the reload sound is needed
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What size is the picture, i assume that it's in ^2. Is it RGBA ARGB8888.
Did you update the unbinarized version, or are you trying to update folder with already binarized files?
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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.

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.
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No hiddenSelections on rocks, atleast in \a3\rocks_f\config.cpp
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Name = autoCenter, Value = 0
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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
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Well you can be surprised sometimes when just try it instead of talk about it.
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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.
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Do you have AutoCenter = 0 on geometry?
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Project Infinite v1.0
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
2 November 2016
-Attachments release
-Sako RK 95 release
DOWNLOAD PAGE