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b00ce

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Everything posted by b00ce

  1. Thanks for the help. :) Looks awesome.
  2. Phenomenal work! I wish I could do half as good.
  3. b00ce

    Operation E3

    From the sounds of it, they got (Or are close to getting at the very least) underground structures working and are making Chernarus larger (Judging by what they said about getting "the data real cheap" and making it more realistic).
  4. Hopefully all of the buildings will be enterable? :pray:
  5. How do I do that? :confused:
  6. Ok, thanks for the info, good to know its just Buldozer. :) It works just fine in game. Weird, I wonder why O2 is messed up.
  7. You're missing "CfgWeapons". It should be formatted something like this. class CfgPatches { class M16a3 { Units[] = {}; weapons[] = {"M16a3"}; requiredVersion = 1.60; requiredAddons[] = {"CAWeapons"}; }; }; class CfgWeapons { class M16a2; class M16a3 : M16a2 { displayname = "My M16a3"; descriptionshort = "Full auto M16"; class Library { libtextdesc = "The full auto version of the M16a2."; }; class Semi : Mode_SemiAuto { AiRateOfFire = 1; ReloadTime=0.0667; AiRateOfFireDistance = 550; Dispersion = 0.00175; MaxRange = 500; MaxRangeProbab = 0.1; MidRange = 200; MidRangeProbab = 0.5; MinRange = 0; MinRangeProbab = 0.7; Recoil = "scar_lrecoil"; Recoilprone = "scar_lrecoilprone"; Begin1[] = {"\ca\weapons\sound\m16.wav",1.77828,1,1100}; SoundBegin[] = {"begin1",1}; }; class FullAuto : Mode_FullAuto { AiRateOfFire = 1; ReloadTime=0.0667; AiRateOfFireDistance = 550; Dispersion = 0.00175; MaxRange = 500; MaxRangeProbab = 0.1; MidRange = 200; MidRangeProbab = 0.5; MinRange = 0; MinRangeProbab = 0.7; Recoil = "scar_lrecoil"; Recoilprone = "scar_lrecoilprone"; Begin1[] = {"\ca\weapons\sound\m16.wav",1.77828,1,1100}; SoundBegin[] = {"begin1",1}; }; }; }; To answer your question, using this example, M16a2 is the base class (Which everything in my weapon is taken from, unless I give it different properties.). "M16a3" is my weapon's class, which the game uses to keep track of things. Display name is just a label so the end user knows what it is. Think of the class-name as the folder you have your Lua stuff in, only you can call on other folders and base your Lua files off of them.
  8. The MOAB has trouble in situations like that even without MMA. The tanks are blocking the blast from each other, the two took the brunt of it and the rest were shielded.
  9. b00ce

    Wr5 m14

    Very impressive! Great work dude.
  10. b00ce

    Development Blog & Reveals

    It was also a very bright moonlit night... Don't forget that bit.
  11. b00ce

    Too much muzzle flash and reload animations?

    ACE is far better. Realistic fire modes (Top and direct) AND realistic locking (Zoom + FLIR), unlike mando's TAB shoot.
  12. I got it working now, its just no longer an open bolt design, unfortunately. Also, got to work on the M5 RPG (Below) and a little on the SADAR. The Rocket goes mach 4.5, its CRAZY fast in game, almost instant inside 200m.
  13. b00ce

    F-14D Super Tomcat

    Looks GREAT! I'm glad you got your specular and RVMAT sorted, I didn't the glossy wax look. :)
  14. b00ce

    Arma ]|[ Development Tools

    How is the modifiable clothing/chest rigging/ helmet system implemented on the model/config side? I want to get a head start with my USCM mod. ;) Then again, when I get back, all the kinks will probably have been worked out.
  15. b00ce

    Arma 3 & TOH

    I think I've found myself a mod name. ;) On topic: Hopefully we'll see some improvements to fixed wing aircraft, like wind, airspeed generating lift (Not ground speed), working hydraulics, etc.
  16. b00ce

    Arma 3 Community Alpha - Announcement!

    Hopefully I get to play the Alpha before I ship off to basic. :p It would suck having to wait 26+ weeks to play ArmA3.
  17. So I decided to take a hiatus from the Model.cfg conundrum I've worked myself into, I can't for the life of me get the bolt or the trigger to move, and worked on this instead of pulling my hair out.
  18. Or maybe Booster was trolling, but BIS is really improving what he said they would. :p
  19. I wish it did. But alas, I have no clue how to make that work so its stuck at 95 and doesn't glow. Also, I'm having trouble with the bolt, trigger and magazine animations, I have absolutely NO clue what I'm doing in the model.cfg. :confused:
  20. Aaaaand Back on topic. ;) The only issue I have with it now is the grenade launcher canister rounds fire up at a 45 degree angle and I don't know why... The regular grenades work fine. :confused:
  21. Just performed the requested test, everything looks fine.
  22. Thanks, Max, works perfectly now! :D
  23. I just tried it out, it did seem to mitigate it a little bit. But it is still noticeable. Also tweaked the shadow volume so it doesn't cast shadows on the model and updated the normal map so some features are more prominent.
  24. But isn't _ca for textures with alpha channels?
  25. I plan on making everything in the Aliens Colonial Marines Technical Manual. Dropship APC varients Tanks Mobile Artillery VP-70 Pulse Rifle Smart Gun Flamethrower Sniper rifle Shot gun SADAR PIG HIMAT RPG And some others I can't think of off the top of my head. @Therussiandong http://i167.photobucket.com/albums/u125/booce/ArmA%20II/Aliens/M-41a/ArmA2OA2012-06-0423-00-40-47-1.jpg http://i167.photobucket.com/albums/u125/booce/ArmA%20II/Aliens/M-41a/ArmA2OA2012-06-0422-58-09-38.png Also, a new one.
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