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Everything posted by b00ce
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Might I suggest that instead of removing the iron sight completely, you just flip it down? I've never seen a rifle without the backup sights still attached. :)
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"CM_M41a" "CM_VP70" "CM_M5_RPG" "CM_M5_HE", "CM_M5_HEAT" "95Rnd_PulseRifle", "4Rnd_M38_HE", "4Rnd_M60_SMK", "4Rnd_M60_SMK_Red", "4Rnd_M60_SMK_Green", "4Rnd_M108_Shot", "4Rnd_M72_White", "4Rnd_M72_Red", "4Rnd_M72_Green" "21Rnd_VP70" The ammo boxes are in the ammo section at the very bottom with USCM in the beginning of the name.
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Fixed. Buggered up the url.
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looks interesting. Maybe I could have a memory point on the helmet where the camera is. Maybe this way I can have the little flip down FLIR eye piece.
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I know I44 has a flamethrower. I'll have to ask how they do it once I have something presentable
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Ok, fixed it.
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I'm not seeing an option. However, it has been downloaded twice so far...
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It should work. I don't see where I can "enable" it. It was fun. lol And I want to have the MT stuff displayed on the tracker itself.
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80s, 90s, early 2000 US Military
b00ce replied to Delta Hawk's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Holy Jesus dude. That looks outstanding. Keep up the fantastic work. -
Advanced Combat Sound Environment WiP Thread
b00ce replied to tpM's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You ended the video too soon! You tease! -
Low quality on Oxygen's Bulldozer...
b00ce replied to Sakai's topic in ARMA 2 & OA : MODELLING - (O2)
Take the middle path young grasshopper. :p -
Counter measures in A3: Detailed how to
b00ce replied to mankyle's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What's the difference between 8 and 16? do you know? Is 8 less effective? -
Low quality on Oxygen's Bulldozer...
b00ce replied to Sakai's topic in ARMA 2 & OA : MODELLING - (O2)
Use + and - to zoom, the closer in you zoom the better the texture quality gets; however, it does make it a little difficult to navigate and if you move the camera too close the model it clips and looks weird. -
Landmine's G36 WIP thread
b00ce replied to Landmine's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
ArmA 3 quakity. ;) Stunning work. Are you just using O2? If so, kudos to you for all the detail. -
For some stupid reason, the wheels on my APC wobble when they spin and it looks like ass in game. Here's the issue. ppQDmIDIIXE Model.Cfg class Rotation; class CfgSkeletons { class Vehicle; class Car: Vehicle { skeletonInherit="Vehicle"; skeletonBones[]= { "volant", "", "levy predni tlumic", "", "pravy predni tlumic", "", "levy dalsi tlumic", "", "pravy dalsi tlumic", "", "levy predni zatoc", "levy predni tlumic", "pravy predni zatoc", "pravy predni tlumic", "levy dalsi zatoc", "levy dalsi tlumic", "pravy dalsi zatoc", "pravy dalsi tlumic", "levy prostredni tlumic", "", "pravy prostredni tlumic", "", "levy zadni tlumic", "", "pravy zadni tlumic", "", "levy predni", "levy predni zatoc", "pravy predni", "pravy predni zatoc", "levy dalsi", "levy dalsi zatoc", "pravy dalsi", "pravy dalsi zatoc", "levy prostredni", "levy prostredni tlumic", "pravy prostredni", "pravy prostredni tlumic", "levy zadni", "levy zadni tlumic", "pravy zadni", "pravy zadni tlumic", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "OtocVez", "", "OtocHlaven", "OtocVez", "fuel_01", "", "fuel_1", "", "prop_01", "", "prop_02", "", "prop_2", "", "prop_1", "", "damageHide", "", "damageVez", "OtocVez", "damageHlaven", "OtocHlaven" }; }; class BRDM2 { isDiscrete=1; skeletonInherit="car"; skeletonBones[]= { "volant", "", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "OtocVez", "", "OtocHlaven", "OtocVez", "OtocVez_cargo", "", "fuel_1", "", "prop_1", "", "prop_2", "", "prop_3", "", "prop_4", "", "poklopy01", "", "prop_5", "" }; }; }; class CfgModels { class Vehicle; class Car: Vehicle { sectionsInherit="Vehicle"; sections[]= { "ammo", "sklo predni p", "sklo predni l", "zadni svetlo", "brzdove svetlo", "spz", "karoserie", "motor", "zbran", "vez", "zbytek", "levy predni", "levy prostredni", "levy zadni", "pravy predni", "pravy prostredni", "pravy zadni", "clan", "clan_sign", "zasleh", "P svetlo", "L svetlo", "palivo" }; skeletonName="Car"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class IndicatorSpeed { animPeriod=0; type="rotation"; source="speed"; selection="ukaz_rychlo"; axis="osa_rychlo"; memory=0; minValue=0.000000; maxValue=16.670000; angle0=0.000000; angle1=2.879793; }; class IndicatorSpeed2 { type="rotation"; source="speed"; selection="ukaz_rychlo2"; axis="osa_rychlo2"; memory="false"; animPeriod=0; minValue=0; maxValue=16.670000; angle0=0; angle1="rad -240"; }; class IndicatorRPM { animPeriod=0; type="rotation"; source="rpm"; selection="ukaz_rpm"; axis="osa_rpm"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=2.967060; }; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="volant"; begin="osaVolantZac"; end="osaVolantKon"; memory="false"; animPeriod=0; minValue=-1; maxValue=1; angle0=-8; angle1=8; }; class TurnFrontWheelR { type="rotationY"; source="drivingWheel"; selection="pravy predni zatoc"; axis="pravy predni"; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFrontWheelL: TurnFrontWheelR { selection="levy predni zatoc"; axis="levy predni"; }; class TurnFrontWheelR2: TurnFrontWheelR { selection="pravy dalsi zatoc "; axis="pravy dalsi"; }; class TurnFrontWheelL2: TurnFrontWheelR { selection="levy dalsi zatoc "; axis="levy dalsi"; }; class FrontWheelR { type="rotationX"; source="wheel"; selection="pravy predni"; axis=""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class FrontWheel2R: FrontWheelR { selection="pravy dalsi"; }; class BackWheelR: FrontWheelR { selection="pravy zadni"; }; class BackWheel2R: FrontWheelR { selection="pravy prostredni"; }; class FrontWheelL: FrontWheelR { selection="levy predni"; }; class FrontWheel2L: FrontWheelR { selection="levy dalsi"; }; class BackWheelL: FrontWheelR { selection="levy zadni"; }; class BackWheel2L: FrontWheelR { selection="levy prostredni"; }; class FrontWheelDamperR { type="translationY"; source="damper"; selection="pravy predni tlumic"; axis=""; animPeriod=0; minValue=-1000; maxValue=1000; }; class FrontWheelDamper2R: FrontWheelDamperR { selection="pravy dalsi tlumic"; }; class BackWheelDamperR: FrontWheelDamperR { selection="pravy zadni tlumic"; }; class BackWheelDamper2R: FrontWheelDamperR { selection="pravy prostredni tlumic"; }; class FrontWheelDamperL: FrontWheelDamperR { selection="levy predni tlumic"; }; class FrontWheelDamper2L: FrontWheelDamperR { selection="levy dalsi tlumic"; }; class BackWheelDamperL: FrontWheelDamperR { selection="levy zadni tlumic"; }; class BackWheelDamper2L: FrontWheelDamperR { selection="levy prostredni tlumic"; }; class damageVez: damageHide { selection="damageVez"; }; class damageHlaven: damageHide { selection="damageHlaven"; }; }; }; class BRDM2: Car { skeletonName="BRDM2"; class Animations: Animations { class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="OsaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="OsaHlavne"; }; class TurnFrontWheelR: TurnFrontWheelR { angle0="rad +80"; angle1="rad -80"; }; class TurnFrontWheelL: TurnFrontWheelL { angle0="rad +80"; angle1="rad -80"; }; class IndicatorSpeed: IndicatorSpeed { type="rotation"; source="speed"; selection="ukaz_rychlo"; axis="osa_rychlo"; memory=0; minValue=0.000000; maxValue=38.799999; angle0=2.443461; angle1=-2.478368; }; class IndicatorSpeed2: IndicatorSpeed2 { type="rotation"; source="speed"; selection="ukaz_rychlo2"; axis="osa_rychlo2"; memory=0; minValue=0.000000; maxValue=10.000000; angle0=-2.268928; angle1=-1.396263; }; class IndicatorRPM: IndicatorRPM { type="rotation"; source="rpm"; selection="ukaz_rpm"; axis="osa_rpm"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=2.268928; angle1=-2.181662; }; class fuel { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=-0.436332; angle1=0.523599; }; class prop_1 { type="rotation"; source="fuel"; selection="prop_1"; axis="prop_1_axis"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=0.872665; angle1=-0.872665; }; class prop_5 { type="rotation"; source="rpm"; selection="prop_5"; axis="prop_5_axis"; memory=0; minValue=0.340000; maxValue=1.000000; angle0=0.645772; angle1=-0.645772; }; class prop_4 { type="rotation"; source="rpm"; selection="prop_4"; axis="prop_4_axis"; memory=0; minValue=0.300000; maxValue=0.840000; angle0=0.349066; angle1=-0.349066; }; class prop_2 { type="rotation"; source="rpm"; selection="prop_2"; axis="prop_2_axis"; memory=0; minValue=0.000000; maxValue=0.540000; angle0=0.610865; angle1=-0.174533; }; class prop_3 { type="rotation"; source="rpm"; selection="prop_3"; axis="prop_3_axis"; memory=0; minValue=0.000000; maxValue=0.260000; angle0=0.349066; angle1=-0.087266; }; class mainTurret_Cargo { type="rotationY"; source="mainTurret"; selection="OtocVez_cargo"; axis="OtocVez_cargo_axis"; memory=0; minValue=-6.283190; maxValue=6.283190; angle0=-6.283185; angle1=6.283185; }; class DrivingWheel: DrivingWheel { axis="volant_axis"; }; class poklopy01_1 { type="rotation"; source="rpm"; selection="poklopy01"; axis="poklopy01_axis"; memory=0; minValue=0.000000; maxValue=0.200000; angle0=0.000000; angle1=-0.785398; }; }; }; class m557 : BRDM2 { skeletonName="BRDM2"; class Animations: Animations { class TurnBackWheelR: TurnFrontWheelR { selection="pravy zadni"; axis="pravy zadni"; angle0="rad -80"; angle1="rad +80"; }; class TurnBackWheelL: TurnFrontWheelL { selection="levy zadni"; axis="levy zadni"; angle0="rad -80"; angle1="rad +80"; }; }; }; }; The wheel isn't lopsided and I'm not using memory points for the axis, so it must be a model.cfg thing...:confused:
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Thanks for stating the obvious. lol But what isn't centered? I use the wheel itself for the axis... :confused: I suppose this is kind of moot at this point. I won't be able to access the BI forums, Army internet filters and what not, let alone work on it before my shiny new laptop gets there.
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Military SciFi Projects Thread
b00ce replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Here's an update after a few hours of work. I'm quite happy how it turned out. This is the last you're going to hear from me in a while. Well maybe. I go back to AIT from leave tomorrow. I'll be able to work on the addons in my free time once I get my shiny new laptop, but I don't think I'll be able to access the BI forums due to filters. :butbut: I know I can get on ArmAholic and Yurapetrov's Blackhawk blog for some reason... Edit: Played with the rvmats today. Found out that you can see your changes as you tweak them (No Alt+Tabbing) in buldozer, greatly improving workflow and quality. :D -
Basic wasn't too horrible. I think it got it kind of light. Some of the other platoons got absolutely ROASTED on more than one occasion (Like having to low crawl through a mud puddle on an FTX for calling it a camping trip). None of our people were dumb enough to say something like that, at least not to the company commander's face. Also, I think this is the video Raptor was talking about. Its VBS2. BpCo9Zmieoc
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NodUnit and Franze have done superb jobs in making this beauty, the attention to detail is astounding. It flies like a dream and the MFCD pages & the FCR are incredibly useful. The IHADSS greatly aids in target engagement and the PNVS is really fun to use. All in all, despite being in alpha and knowing that they want to add even more, it's already a high quality addon and feels damn near done. (Click for larger)
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Island Panthera for ArmA 2
b00ce replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow, this update is a far cry from when it got ported to ArmA II. You've actually managed to make it better. :D -
Confirmed features now cancelled - your thoughts?
b00ce replied to shephart's topic in ARMA 3 - GENERAL
That and the NoiseControllers DLC. ;) -
BIS said that no feature in ArmA 2/OA will be removed, so it will still be there in ArmA 3. ;)
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That would kind of limit the scenarios, don't you think? I like knowing that the destruction/smoke is from things that have actually happened while I was playing, not faked like a corridor shooter. If you always had the destroyed buildings and smoke everywhere, you wouldn't be able to play those where-ever life role play things or have a mission where the crap hasn't hit the proverbial fan yet.
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Seahawk Addon By YuraPetrov
b00ce replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very nice work Yura, a shame I won't have time to play around with them. I'll be shipping off to Army basic training Tuesday. I'll probably be busy learning how to fix the UH-60 when you're starting to roll the newest stuff out. ;) -
Thank you very much RKSL Team, you got my model.cfg woes sorted. :D