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Everything posted by Bruce Conway
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Weapon Eventhandler Framework
Bruce Conway replied to Kerc Kasha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any way this could be reworked to change handanims for when a bipod is deployed/undeployed? -
Oh ok, maybe that's where I went wrong I just removed the constraint. I'll give that a go thanks! EDIT<> (note the new animation was made from the hand anim file where the chilof constraint wan't removed) I created a new animation just to test and i got this result: If I use the other method mentioned I still get the hand fixed to the gun but it also moves the gun with the right hand animation
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@Macser Is there any way to animate the right hand independent from the weapon position, like for animating a bolt for example.
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Arma Toolbox for Blender - Arma 2/3 exporter script
Bruce Conway replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
@AlwarrenIs there currently any way to export multiple objects within the same LOD? -
Weapon "Cannot Load Texture"
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I fixed the issue, I had to set the texture path in object builder (File>Options>Path for textures) -
Hi, I've been trying to publish my weapon addon to steam but I've recently come into trouble with the textures (rvmat works fine). specifically the error message is "Cannot Load Texture P:\Lewis\data\Lewis_MG_BaseColour_co.paa". I have my textures set in the .p3d file but it seem to be constantly referring to the texture file in my project file and not in the pbo. I know this because when I rename my project folder the texture doesn't work. I'm using pboProject to create my pbo.
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Hi, as the title suggest I can only move the position of the left hand along any part of the gun. The right hand, despite moving it, however keeps resetting to what I think would be an anchor point for an AK for example. I've tried exporting .rtm from blender and it works except for the right hand but if it do it in O2 the hands spaz out and have stretched out to the side of the character model but still in the same default AK position. Weirdly enough when i key frame the right hand to sit forward closer to the left hand the game resets the hand position back and also brings the left hand back the same amount of distance. the tutorials i have been following are: Photos of my issue: Blender .rtm export: https://drive.google.com/open?id=0B_99uyUK5lf6VV9abzFENTF0d0E O2 .rtm export: https://drive.google.com/open?id=0B_99uyUK5lf6TXNxN2NfcW5IMms Blender: https://drive.google.com/open?id=0B_99uyUK5lf6dHJ5NktfSkRjRDg I'm not sure what else to do
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Hi, I've been trying to find a way to change the hand positions and animations for the character when the weapon is prone/deployed. The current issue is that when reloading my gun in the prone position the hips rotate to accommodate the standing animation. I'm also trying to move the left hand into a supporting position on the stock. Any help would be great thanks
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prone/deployed animations
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks i'll look into it -
prone/deployed animations
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
How do I implement the prone animation? -
prone/deployed animations
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've already made a standing and prone animation but how do I implement the prone animation because at the moment when I reload in the prone position everything above the hips reloads to accommodate the standing reload animation. -
Gun metal black textures appear light grey
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - MODELLING - (O2)
Fixed it, had to do with my image editing software -
Hi, When I converted my .png textures to .paa they lost all their black colour and appear mostly light grey.
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Finding the bool value if bipod is deployed
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So by unit do you mean Rifleman, AT ect.? I've been trying to make a lewis machine gun as an addon for the IFa3 mod -
Finding the bool value if bipod is deployed
Bruce Conway posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, I was wanting to create two different hand anims one for holding the weapon for standing up and another one for when the weapon is deployed. I was thinking of using this if (bipoddeployed = 1 or weapondeployed = 1){ handanim = "deployed"; }; else{ handanim = "undeployed" }; -
Hi, I've been having trouble with the model.cfg where it won't work, for example on the reload animation the magazine doesn't translate or dissapear. I am new to modding in arma 3. I've basically stolen one of the tutorial examples
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model.cfg not working
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm not sure what i did to get it to work but i works now -
Finding the bool value if bipod is deployed
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ok so I found an answer for this, I can use either isWeaponDeployed or bipod_legs both of which return a boolean value. Is there any way to change an animation like in the model.cgf for example: class Change_Grip{ type = "animation"; source = "bipod_legs"; selection = "handanim"; target = "\folder\data\handanim_Deployed.rtm"; }; -
O2 eported matrices always deform in game
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - MODELLING - (O2)
I found a solution. I've used ArmaRig and exported it as .rtm straight from blender and its seems to be working. -
Hi, I've recently been having trouble exporting hand anims into arma. I've tried creating the hand anim in o2 alone but the result is the same, i've tried different skeletons and different platform to animate the on like blender and 3ds max. is this an issue with the latest update? this will be my first mod and it's quite disheartening hitting a hurdle like this. Thanks Edit: I only just thought of this but when i exported the .rtm from O2 i removed all current keyframes then re imported the .rtm and everything its jumble up so maybe it has something to do with how o2 is exporting the .rtm
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Bone overlap gives weighting issues.
Bruce Conway replied to Kuzuri's topic in ARMA 3 - MODELLING - (O2)
Just google "blender: painting weights", there's like a million videos -
Extracting Game Data: ERR: 0xFFFFFFF
Bruce Conway posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I can't seem to be able to fully extract the game data. When I first attempted, the program would crash midway through extracting with no error output then I reinstalled it but instead this time I receive the error "Mod directory missing: \Addons\". I've tried running in admin but no changes, all of the mentioned mission directories are where they should be in the Arma3 steam folder. Cheers, any help would be much appreciated -
Extracting Game Data: ERR: 0xFFFFFFF
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
How do I get the fix? -
Hi, I've made a Lewis machine gun mod and every time I try to equip it through the virtual arsenal I always get this message: '...ect,_barmax,_barmin]; _statMaxRange = |#|lineaConversion [_statsMin select 2, _st... Error Type Any, expected number File A3\functions_f_bootcamp\Invintory\fn_arsenal.sqf [BIS_fnc_arsenal], line 3363 I've messed around with the config.cpp and nothing seems to change it What I've done: made a model in blender imported fbx of model into object builder made the LODs; geometry, shadow volume, memory, & defult 1.00 saved it as .p3d made config.cpp made model.cpp made some UI elements when I run Arma3 I can see the gun in the armory it's just that i get this error with no change of weapon on the character. I can made the config into a static object and the models works fine
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My Addon wont equip
Bruce Conway replied to Bruce Conway's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It's basically a complete copy of Zach Gibson's tutorial file class CfgPatches { class tb_arifle_hkump45 { requiredaddons[] = {}; requiredversion = 0.1; units[] = {}; weapons[] = {"tb_arifle_hkump45"}; magazines[] = {"tb_30Rnd_556x45_B_Stanag", "tb_30Rnd_556x45_T_Stanag"}; }; }; /*external*/ class Mode_SemiAuto; /*external*/ class Mode_FullAuto; class CfgWeapons { class tb_arifle_hkump45_base { access = 3; afmax = 0; aidispersioncoefx = 4; aidispersioncoefy = 5; airateoffire = 0.5; airateoffiredistance = 500; ammo = ""; autofire = 1; autoreload = 0; backgroundreload = 0; ballisticscomputer = 0; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15}; candrop = 1; canlock = 0; canshootinwater = 0; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; count = 0; cursor = "arifle"; cursoraim = "CursorAim"; cursoraimon = ""; cursorsize = 1; cmimmunity = 1; descriptionshort = "Machinegun<br />Caliber: .303 Brittish"; detectrange = 0; dexterity = 1.64; discretedistance[] = {100, 300, 400, 600, 800}; discretedistanceinitindex = 1; dispersion = 0.0001; displayname = "Lewis MG"; disposableweapon = 0; distancezoommax = 300; distancezoommin = 300; drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1}; emptysound[] = {"", 1, 1}; enableattack = 1; ffcount = 3; fffrequency = 11; ffmagnitude = 0.5; fireanims[] = {}; firelightduration = 0.05; firelightintensity = 0.012; firespreadangle = "3.0f"; flash = "gunfire"; flashsize = 0.5; forceoptics = 0; handanim[] = {"OFP2_ManSkeleton","tb_arifle_hkump45\anim\Handanim_LewisMG.rtm"}; hiddenselections[] = {}; hiddenselectionstextures[] = {}; hiddenunderwaterselections[] = {}; hiddenunderwaterselectionstextures[] = {}; htmax = 600; htmin = 1; initspeed = 0; irdistance = 0; irdotintensity = 0.001; irlaserend = "laser dir"; irlaserpos = "laser pos"; laser = 0; lockacquire = 1; lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6}; lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2}; magazinereloadtime = 0; magazines[] = {"tb_30Rnd_556x45_B_Stanag", "tb_30Rnd_556x45_T_Stanag"}; maxleadspeed = 23; maxrange = 500; maxrangeprobab = 0.04; maxrecoilsway = 0.008; memorypointcamera = "projectilestart"; mfact = 1; mfmax = 0; midrange = 150; midrangeprobab = 0.58; minrange = 1; minrangeprobab = 0.3; model = "tb_arifle_hkump45\hkump45"; modelmagazine = ""; modeloptics = "-"; modelspecial = ""; modes[] = {"Single", "Burst"}; multiplier = 1; muzzleend = "projectilestart"; muzzlepos = "projectileend"; muzzles[] = {"this"}; namesound = "rifle"; optics = 0; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommax = 1.1; opticszoommin = 0.375; picture = "\tb_arifle_hkump45\UI\gear_tb_arifle_hkump45_x_ca"; primary = 10; recoil = "recoil_mx"; recoilprone = "assaultRifleBase"; reloadaction = "GestureReloadEBR"; reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30}; reloadsound[] = {"", 1, 1}; reloadtime = 1.0; scope = 2; selectionfireanim = "zasleh"; showaimcursorinternal = 1; showempty = 1; shownunderwaterselections[] = {}; showswitchaction = 0; showtoplayer = 1; simulation = "Weapon"; sound[] = {}; soundbegin[] = {"sound", 1}; soundbeginwater[] = {"sound", 1}; soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; soundburst = 1; soundclosure[] = {"sound", 1}; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {"sound", 1}; swaydecayspeed = 2; tbody = 100; texturetype = "default"; type = 1; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; useaction = 0; useactiontitle = ""; useasbinocular = 0; usemodeloptics = 1; value = 4; weaponinfotype = "RscWeaponZeroing"; weaponlockdelay = 0; weaponlocksystem = 0; weaponpoolavailable = 1; weaponsoundeffect = ""; weight = 0; class Library { libtextdesc = "The UMP has been adopted by various agencies such as the U.S. Customs and Border Protection. Heckler & Koch developed the UMP as a lighter and cheaper successor to the MP5, though both remain in production."; }; class GunClouds { access = 0; cloudletaccy = 0; cloudletalpha = 0.3; cloudletanimperiod = 1; cloudletcolor[] = {1, 1, 1, 0}; cloudletduration = 0.05; cloudletfadein = 0; cloudletfadeout = 0.1; cloudletgrowup = 0.05; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletClouds"; cloudletsize = 1; deltat = 0; initt = 0; interval = -0.02; size = 0.3; sourcesize = 0.02; timetolive = 0; class Table { class T0 { color[] = {1, 1, 1, 0}; maxt = 0; }; }; }; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot { access = 1; compatibleitems[] = {}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 2; }; class CowsSlot { access = 1; compatibleitems[] = {}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 2; }; class PointerSlot {}; }; class ItemInfo { priority = 1; RMBhint = "XMX"; onHoverText = "TODO XMX DSS"; }; class GunParticles { class FirstEffect { directionname = "Konec hlavne"; effectname = "RifleAssaultCloud"; positionname = "Usti hlavne"; }; }; class Single: Mode_SemiAuto { aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; begin1[] = {"tb_arifle_hkump45\sound\UMPfiring1.wav", 1.0, 1, 1200}; begin2[] = {"tb_arifle_hkump45\sound\UMPfiring2.wav", 1.0, 1, 1200}; burst = 1; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500}; dispersion = 0.00093; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_trg"; recoilprone = "recoil_single_prone_trg"; reloadtime = 0.065; requiredoptictype = -1; showtoplayer = 1; sound[] = {"", 10, 1}; soundbegin[] = {"begin1", 0.333, "begin2", 0.333}; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; class Burst: Mode_FullAuto { aidispersioncoefx = 2; aidispersioncoefy = 3; airateoffire = "1e-006"; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 1; begin1[] = {"tb_arifle_hkump45\sound\UMPfiring1.wav", 1.0, 1, 1200}; begin2[] = {"tb_arifle_hkump45\sound\UMPfiring2.wav", 1.0, 1, 1200}; burst = 1; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500}; dispersion = 0.00093; displayname = "Auto"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 30; maxrangeprobab = 0.05; midrange = 15; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.9; multiplier = 1; recoil = "recoil_auto_mx"; recoilprone = "recoil_auto_prone_mx"; reloadtime = 0.07; requiredoptictype = -1; showtoplayer = 1; sound[] = {"", 10, 1}; soundbegin[] = {"begin1", 0.333, "begin2", 0.333}; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {}; texturetype = "fullAuto"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; }; class tb_arifle_hkump45 : tb_arifle_hkump45_base { scope = 2; }; // class tb_arifle_hkump45_ops : tb_arifle_hkump45 { // scope = 0; // class LinkedItems { // class LinkedItemsOptic { // item = "optic_Holosight"; // slot = "CowsSlot"; // }; // class LinkedItemsMuzzle { // item = "muzzle_snds_L"; // slot = "MuzzleSlot"; // }; // }; }; //}; class CfgMagazines { /*external*/ class 30Rnd_556x45_Stanag; class tb_30Rnd_556x45_B_Stanag : 30Rnd_556x45_Stanag { ammo = "TB_556x45_Ball"; count = 47; descriptionshort = "Caliber: .303 Pan Mag<br />Rounds: 47<br />Used in: Lewis MG"; displayname = "45 ACP 30rnd UMP Mag (Ball)"; initspeed = 930; lastroundstracer = 0; picture = "\tb_arifle_hkump45\UI\gear_hkump45_mag_ca"; model = "tb_arifle_hkump45\hkump_mag"; scope = 2; tracersevery = 0; }; class tb_30Rnd_556x45_T_Stanag : tb_30Rnd_556x45_B_Stanag { ammo = "TB_556x45_Tracer"; descriptionshort = "Caliber: .303 Pan Mag<br />Rounds: 47<br />Used in: Lewis MG"; displayname = ".303 Pan Mag (Tracer)"; lastroundstracer = 0; scope = 2; tracersevery = 3; }; }; class CfgAmmo { /*external*/ class B_556x45_Ball; class TB_556x45_Ball : B_556x45_Ball { airfriction = -0.001425; caliber = 0.5; cost = 1; deflecting = 20; hit = 8; indirecthit = 0; indirecthitrange = 0; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; nvgonly = 1; tracerendtime = 1; tracerscale = 1; tracerstarttime = 0.05; }; class TB_556x45_Tracer : TB_556x45_Ball { airfriction = -0.001425; caliber = 0.4; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; nvgonly = 0; tracerendtime = 1.4; tracerscale = 1; tracerstarttime = 0.06; }; };