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Everything posted by da12thMonkey
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That bug's been reported before (prior to the 1.64 patch). It's was an issue with one of the unit models, but affects several uniform classes since they're re-textures of that base model. The model has been fixed internally for quite a long time now, so the fix will be in the future 0.4.2 update.- 16577 replies
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Yes. Adacas made the the G3 Field Shirt/Pants set, not the G3 Combat Shirt/Pants set. Field uniform doesn't have pads. https://www.cryeprecision.com/apparel/field-apparel
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Firewill Standalone Series Release Thread
da12thMonkey replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seems BIS might have worked on fixing it for the next game update anyway. From yesterday's dev Branch changelog: https://forums.bistudio.com/topic/140837-development-branch-changelog/?p=3098075 -
Yes it was. https://dev.arma3.com/post/spotrep-00059listed under 'Engine' improvements But AFAIK the vanilla Arma 3 aircraft don't have configs that include the laser weapons and batteries necessary to self-lase, so you need to add those weapons manually (addweapon+addmagazine in the editor will do) or use an addon that utilises the new feature (Firewill already updated his F-16 etc. so that the LANTIRN/SNIPER/LITENING pods act as laser weapons that you can designate with)
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, you should ask in the TFAR thread, assuming that's where the radio is from. RHS doesn't contain the asset you're describing, so it's from some other mod.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow, the rail cant angle needed to put the optics on target at that distance, is ridiculous- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The M40 will go to 1000m but the scope will zero to 1500m if the weapon has a maxZeroing value high enough. Bear in mind M40 is 7.62mm and the scopes are 3-12/3-15 magnification; and the US military declares the effective range for these kinds of rifles as only 800m. Anything beyond that should rightly be a matter of skill+luck rather than easymode. There's a reason that most military around the world have progressed to using .338 rifle and a 5-25 magnification setup for shooting in excess of 1km.- 16577 replies
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weapon zeroing function - how does it actually work?
da12thMonkey replied to eggbeast's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Basically, the magazineReloadSwitchPhase parameter tells the game when to reset the revolving animation sources (used for things like MG belt depletion) back to the starting value when loading a new magazine. If you wanted the MG ammo belt to appear shorter when the magazine is almost empty you'd use the ammo or revolving source to hide the bullets in sequence. But by default they would no reappear until the magazine is fully reloaded because the bone is always controlled by the revolving animation until the phase is reset: Effectively magazineReloadSwitchPhase = 1; by default If you wanted the bullets to be visible again half way through the magazine reloading animation so that it looks like there is a full belt in the fresh magazine. You'd set magazineReloadSwitchPhase = 0.5; so that the phase resets half way through the mag change animation. On the RHS GP25 we have magazineReloadSwitchPhase = 0.36; so that it is timed to make the grenade reappear in sync with our GL reloading animation when the unit's hand is in front of the GP25 barrel. And in the weapon's model.cfg we also have a small translation anim starting at 0.3600001 in the reloadMagazine.1 source, that has the grenade sliding from outside the barrel so that ingame it looks like you can physically see the character drop the grenade in the barrel a fraction of a second after it becomes visible. class vog_start { type="translation"; source="reloadMagazine.1"; selection="vog"; axis="bolt_axis"; memory="false"; animPeriod=0; minValue = 0.36; maxValue = 0.3600001; offset0 = 0.0; offset1 = -1.10; }; class vog_end: vog_start { minValue = 0.3600001; maxValue = 0.505; offset1 = 1.10; }; vog_start (0.36 to 0.3600001) is a lightning fast anim that places the grenade in front of the barrel. Then you have the vog_end anim is the one you really see after the grenade is visible, pushing the grenade back in to place at a much slower speed since it runs from 0.3600001 to 0.505. If we didn't set magazineReloadSwitchPhase = 0.36; the grenade would not be visible at all until the magazine reload sequence was ended, and you'd just see the unit waving their hand in front of the barrel with nothing in there. -
weapon zeroing function - how does it actually work?
da12thMonkey replied to eggbeast's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I experienced this when we were trying to have the VOG grenade disappear from the barrel on RHS' GP-25 and the 40mm from our M203/M320 Grenade magazines and GL weapons seem to behave a bit strange compared to rifles. The reload.1 source didn't seem to do anything (maybe because they're single shot so do not reload?) and grenade simulation type magazines are removed totally from the weapon when it's launched so isEmpty.1 was not much use if you're trying to do two-part ammunition like I was for the 40mm. btw. the reload.N etc. sources I'm mentioning are new ones that can replace things like reloadMagazine2 with reloadMagazine.1 https://community.bistudio.com/wiki/Model_Config#Animations In the end we used the revolving.1 source for hiding the grenades and magazineReloadSwitchPhase = in the GP-25 muzzle's config.cpp to determine where the revolving anim resets and unhides the grenade rather than having it as part of a hide/unhide animation in reloadMagazine.1 class grenade_fired { type="hide"; source="revolving.1"; selection="vog"; minValue=0.0; maxValue=1.0; hideValue=-1.0; unhideValue=0.5; }; -
how to change the aiming point in a scope reticle?
da12thMonkey replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
You might be able to change the displayed range text by creating a custom weaponInfoType Resource class for that scope, instead of using the standard RscWeaponRangeZeroingFOV or RscWeaponRangeZeroing and their associated UI controls[]. But then you're in the realms of dialog scripting. -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No FA762SS suppressor model for it yet, but it's on the list of things to add in future. Even if it doesn't come with the rifle at first Will think about the PVS-27, but the M8541 and M8541A (which already has a PVS-27 variant) are functionally identical save for the latter having an additional 15x magnification setting.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Existing one in the mod is Sprut-SD, which used BMD-3 chassis. Sprut-SDM1 he posted about is a more modern variant that is based on BMD-4M chassis (different engine, road wheels etc.). The M1 version has a different gun (2A46 gun used on the T-72, T80 etc. instead of the 2A45) and better turret systems like the RWS and panoramic sight among other things- 16577 replies
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Removable Vehicles Camo Net
da12thMonkey replied to jaac's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Can do it simply by inverting the hide animation as well with hidevalue = 0; // makes the selection hidden from init at value of 0 unhidevalue = 0.5; // can be set to 1 but 0.5 basically means it'll unhide when the control value tends towards 1, since the animation is a binary on/off state Now that we have an "unhide" parameter for hide type animations. -
Yeah, they have the rail welded directly to the upper body as well, and a different gas block - IIRC there was talk of an "A3" version being trialled several years ago with a pic rail directly on the body like this. More pics from the MoD Keymod rail is similar in style to some of the recent G36 upgrades and civvy parts that HK did
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Why is the weapon bone (the rifle in the blender rig ) rotated like that? Rotation and translation of the weapon model should only be done in the weapon model itself (the .p3d file) or with a proper animation such as a gesture. Handanim does not perform any movement of the weapon bone - it merely creates IK based on the relative positions of the hand bones to the weapon bone, with the weapon bone's position being determined by the base character animation or gesture (such as a reload gesture or hand signal) Consequently, because you have rotated the weapon bone, the orientation of the hands relative to that bone are way off when you import the handanim .rtm in to Arma
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I discussed it with him on the Arma 3 discord last night. I think he went with my suggestion of remodelling the teeth and rail as one continuous piece in the low-poly for the sake of making the cage projection better and baking it like that. Then making the game-optimised version by detaching the teeth, and optimising the lower half of the rail by merging the verts where the holes were from detaching the teeth, followed by deleting the extra edges and these merged verts, so that the UVs disappeared and sewed together the gaps (or manually sewing the merged edges together in UV space first if you don't want to rely on the 3D software doing it automatically when the edge is deleted). So long as the "corner" Verts/UV-points along the border edges remain in place and the unwrapping was done properly in the first place to ensure consistent texel density, the UV map should relax within the same bounds when interior verts and edges are being deleted; and the overall UV projection should remain the same even with the reduced face count. Same way you would treat the UV borders when decimating the mesh to make resolution LODs really.
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Should BIS Implement A Player Stats Database?
da12thMonkey replied to infiltrator_2k's topic in ARMA 3 - GENERAL
There are leaderboards for the time trials and firing ranges. And as you can see, people just cheat to get to the top of them. Other stats would be no different in how people manipulate them. https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=3061405 So yeah, BIS know it'll be exploited and isn't really a worthwhile as a global ranking system. -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MSV are the regular motorised infantry. MVD are probably the interior troops you're thinking of.- 16577 replies
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F-16 Fighting Falcon Series Standalone
da12thMonkey replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Overcast weather -
ARMA 3 Addon Request Thread
da12thMonkey replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's extremely low poly (I'd estimate less than 1000 polys) and states that the average texture size is 512*512 pixels. So it will more than likely look awful in Arma where weapons are typically 5-10 times the poly count, and textures generally have 16 times the resolution (2048*2048 is the average for arma). Waste of money really. Even the Arma 2 Mk.48 is more detailed (though with some inaccuracies). Toadie's latest SAW/Minimi pack has a WIP Mk.48 with that SOPMOD rail. IIRC it's mostly just the barrel assembly that needs remodelling for a proper heavy one instead of the 5.56mm SAW barrel. It already has the STANAG magazine port deleted from the base M249, and conversion to feed 7.62x51mm. I wouldn't be surprised if a Mk.46 gets added to his pack in future since it's largely just reworking some parts of the Mk.48 back on to the base 5.56mm M249. If not, toadie's very generous with his source files (the initial M249 models are already released - not sure if they were updated with the Mk.48 stuff yet) and it would provide a better base mesh for someone to rework for Arma, than the one linked above. Really, you'd be better off pushing that $35 toadie's way via Patreon and see if it's enough to commission just the Mk.46 gas plug and barrel from him to add to the existing models he has :) -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's a bug in BIS' base shotgun ammunition class ShotgunBase where they have. hitVirtual = "hitArmor"; but hitArmor does not exist as an impact effect Pretty much every addon that has shotgun shells has the same problem because BIS haven't bothered to fix it in forever. While it is technically fixable at the modder's end by adding an intermediate class that redefines class HitEffects (or patching the BIS class - but that's usually not something that addon makers want to do), it's not really something modders should have to do when the problem stems from a core class that BIS could fix for everybody. However, I'll look in to it because I think at least some of the RHS buckshot rounds have redefined class HitEffects to try and fix it; though clearly not M576. Turns out reyhard has already fixed the M576, ready for 0.4.2 But please also go and complain about it to BIS with the same ferocity! :D- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They're not released yet- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's an AK-104 or AK-105. I didn't take the screenies - they're from Wilco (I could only dream of having Arma display at 3840×2160) But the brake currently attaches to pretty much all our current and upcoming AK-74, AK-103, AK-104, AK-105 and AKS-74U variants, in the muzzle slot You're better off appealing to Wilco and Soul_Assassin's generosity if the other picture he took of that particular rifle, gets posted- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, it happens with a particular Russian uniform model and the retexture variants of that model file. It has been fixed internally and will be part of 4.2.0 And thanks to all for the nice comments about the DTK-2 brake. I think dcBoolManager (Maya plugin), zBrush and nDo/dDo probably deserve more credit for it than I do really, given the workflow I used. But I'm glad it turned out well. :D- 16577 replies
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F-14 Tomcat Series Standalone
da12thMonkey replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Early version with just the ALQ-100 antenna and no AN/ALR-23 seeker?