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Everything posted by da12thMonkey
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What are the general goals of the simulator Arma 3?
da12thMonkey replied to rap36's topic in ARMA 3 - GENERAL
Do you get paid to mention "Ultimate Sniper by John Plaster" in every single post you make on this forum or something?- 13 replies
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Attaching items to hands properly - Need Help
da12thMonkey replied to Ranwer135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Those parameters determine whether binocular/laser-designator/rangefinder type object is shown during the animation - in the left hand or right hand. https://community.bistudio.com/wiki/CfgMoves_Config_Reference#showItemInHand https://community.bistudio.com/wiki/CfgMoves_Config_Reference#showItemInRightHand Almost certainly requires the item to have Type = 4096; to occupy the binoc inventory slot, or potentially simulation = "Binocular"; as well. -
Attaching items to hands properly - Need Help
da12thMonkey replied to Ranwer135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Those are probably handanim files, like we have for holding weapons in Arma. Looking at DayZ for a solution is probably pointless since it's a different engine and they've likely programmed the proxy positions in the character models so there are more objects types that can be held in hands beyond those in the rifle, launcher, binocular or handgun slots -
NATO/Russian AK SOPMOD Pack WIP
da12thMonkey replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The post of mine that you're replying to is nearly a 2 years old (Apr. 2014) SMA added it to their weapons following recent changes that BIS made to the engine to integrate GL reloads. A lot of shit has changed in 2 years. -
Gear animation not the same ingame as in bulldozer - help please
da12thMonkey replied to DSabre's topic in ARMA 3 - MODELLING - (O2)
Why are you using an animation source called gear_switch, instead of the actual gear source built in to the game engine exactly? It does genuinely look like the script or custom animation source is sending the 1 controller value when it should be sending 0, rather than a problem with the model.cfg itself. Are the selections you're using for the bones completely self-contained or do certain selections contain parts that are also part or another bone? - I've had a few anims break ingame because of that. -
Aye, it's been annoying me for years - I almost never use the units with that helmet if possible, because that shadow bug looks awful. I could understand it when the helmet was one of those hidden scope assets that were in the beta but not really there to be played with. But it's now been a long time in the game properly, and selectable from the arsenal for everyone; so it really should be brought up to visual-spec with everything else. Hell I'd offer to fix it for them myself without troubling their paid staff, if I had the MLOD.
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Absolutely. I'm particularly impressed that you can right-click the individual default crew members inside a crewed vehicle from the assets list, and use the Arsenal to change their loadouts as easily as any normal unit places on the map.
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Haven't tried making one myself, but this was my observations from the example flag models last time someone wanted to discuss making one: https://forums.bistudio.com/topic/183997-making-a-flag-with-new-shape/ Maybe granQ had some success?
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I'm not saying it's a good thing. Just recognising the reasons they might see for (mistakenly IMO) thinking that vehicleClass divisions could be made obsolete.
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There may be some logic in it now that we can directly use VhC to select different texture variants for a given vehicle, through Eden Attributes. So addon-makers can Scope = 1; and cut a lot of excess classes+displaynames out of the Tank, APC etc. lists for same factions and use Attributes to select different paint schemes. I suppose they may see the integrated Arsenal as a means to switch individual 'Rifleman' through woodland, desert etc. clothing variants, but agree it would be better to keep the separated vehicleClass categories for these rather than grouping everything by Type. Enhancing the attributes search/tags function could make things easier Think the Groups (Compositions) menu maintains the Class subcategories so can still have Desert groups and Woodland groups for fast-placing multiple units with the same camo. Would be helpful if we could save custom compositions though.
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The CSAT pants (trousers :P) are literally the same as the Arma 2 BAF models, much like how the NATO tops are the same BAF UBACS shirt models (difference being that the BAF ones had the Osprey vests welded to the torso). So I don't think they're intended as being baggy for having a cooling system, being an oversuit or whatever - they're just baggy
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12 Shades of Grey (aircraft retextures)
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay, I did an Israeli on in the end along with some other Middle-Eastern F-16s (I know some of these countries were already done by other people, but didn't fancy just having the Israeli one alone). Falcons of the Middle-East Pack: Contains textures for: Bahrain (F-16C) Egypt (F-16C inc. Block 52+ w/CFT) Iraq (F-16IQ) Israel (F-16C "Barak") Jordan (F-16AM) Oman (F-16C inc. Block 50+ w/CFT) Unlike the Greek & Turkish F-16s I did, the CFT and non-CFT textures for the Omani and Egyptian F-16s are the same since these airforces don't have distinctive squadron markings (not worth making a different texture just to change the airframe numbers). No texture for the UAE - I felt their F-16E Block 60s were too different from the F-16C base model because of the IRST, remodelled radome for AESA and reshaped fin-root. http://imgur.com/a/ViAy1 Downloads v1.0: Mirror 1 - @DropBox Mirrors will be added to the appropriate section of the first post -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MTVR looks super. Did you sculpt the canvas cover, or do cloth simulation or something?- 16577 replies
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I've tried to configure one a few times, and I know several other people have. The IR strobe, IR flares etc. (omnidirectional "MarkerLight" type sources) have a property onlyInNVG = 1; which doesn't seem to be configurable for flashlight and vehicle light (both are directional "reflector" type light sources IIRC).
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Apex free for Supporter Editon buyer?
da12thMonkey replied to clawhammer's topic in ARMA 3 - GENERAL
If it needed to be any clearer: http://dev.arma3.com/post/sitrep-00111 -
Same here actually. I got a lot more involved in modding in Arma 1 than I had been in OFP and I certainly played MP a heck of a lot more than I ever did in Arma 2/OA and later games. There were a lot of great people around in the community then. Arma 3 is the one I get most enjoyment out of though. The game's constantly evolving, adding new features and refinements that I always wished I could achieve in addons we were making for previous games. And since modding is where I've found most satisfaction in owning these games, I get a lot of enjoyment out of just figuring out how to implement new stuff and make the most out of what Arma 3 offers in depth of customisation.
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Weapon icon not showing
da12thMonkey replied to solviper's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I don't think you've handled your class inheritances properly if you're losing things like the weaponSlotsInfo Literally all you should have to do to retexture something like the RHS M4A1 is this: class rhs_weap_m4a1; //External Class Reference class my_rhs_weap_m4a1 : rhs_weap_m4a1 { scope = 2; author = "Me, RHS"; displayName = "My M4A1 Reskin"; picture = "inventory pic"; hiddenSelectionsTextures[] = {"\rhsusf\addons\rhsusf_weapons\m4\data\m4a1_actual_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\magazine_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\m4acc_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\kacrailcover_co.paa", "\rhsusf\addons\rhsusf_weapons\acc\grips\grippod\data\acc_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\magpulstock_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\m203_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\kacleaf_co.paa", "\rhsusf\addons\rhsusf_weapons\m320\data\m320_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\m4a1_actual_co.paa"}; hiddenSelectionsMaterials[] = {"\rhsusf\addons\rhsusf_weapons\m4\data\m4a1_actual.rvmat", "\rhsusf\addons\rhsusf_weapons\m4\data\magazine.rvmat", "\rhsusf\addons\rhsusf_weapons\m4\data\m4acc_co.rvmat", "\rhsusf\addons\rhsusf_weapons\m4\data\kacrailcover.rvmat", "\rhsusf\addons\rhsusf_weapons\acc\grips\grippod\data\acc_co.rvmat", "\rhsusf\addons\rhsusf_weapons\m4\data\magpulstock.rvmat", "\rhsusf\addons\rhsusf_weapons\m4\data\m203.rvmat", "\rhsusf\addons\rhsusf_weapons\m4\data\kacleaf.rvmat", "\rhsusf\addons\rhsusf_weapons\m320\data\M320.rvmat", "\rhsusf\addons\rhsusf_weapons\m4\data\m4a1_actual.rvmat"}; }; And swap the texture paths under hiddenSelectionsTextures and hiddenSelectionsMaterials for your own where you have made new ones. If you haven't made any new .rvmats then you don't need the hiddenSelectionsMaterials[] array. You can do the same for the other variants (UGL etc.) or set up your own class tree patterned after the one in the RHS config, but starting from class my_rhs_weap_m4a1 so that they inherit the changes hiddenSelections line. -
MRT Accessory Functions
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The keybind system is by CBA, not us. IIRC they explained in their thread why binding to mouse buttons isn't supported. In short; no it's not possible to do -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Realism: Yak-131 doesn't exist outside of design drawings. The HEMMT model in Arma 3 isn't particularly accurate; it's a mix of various Oshkosh variants and some artistic license. RHS' model is more accurate and allows them to make things like the up-armour kits as well as the standard cabin. If you want armed variants on the M-ATV then RHS need to make their own. Real ones tend to have a manned weapon station or a Kongsberg CROWS turret - not the fictional thing on BIS' model. I don't think any of the in-service ones have the canvas compartment on the back either. Changes like this cannot be made to BIS' model without the unbinarised .p3ds- 16577 replies
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Hint at new CSAT/OPFOR NVGs in Apex? https://store.bistudio.com/products/a3-opfor
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Tank physX, track bug
da12thMonkey replied to giallustio's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Does the selection name for your track match the name of your selectionRightOffset in the config? Default Czech name for the right track is usually PasOffsetP for when inheriting from BIS base classes. Pás = Track/Belt, P = Pravý = Right. And is there an .rvmat applied to the track? It's stated on the biki that tracks need one for some reason (probably to do with the fact the animation is done by moving the tracks in UV space) The moving track textures are handled by an engine simulation feature for the certain vehicle types under cfgVehicles (used to just be tanks but I think it might work on car class vehicles now, for the sake of making half-tracks, ATTCs etc.). The above config entry is what tells the game which selection has a texture that needs simulating as a moving track. They're not a model.cfg anim like you expect, but I believe the names do need including in the sections array. -
Yes you do. It was mentioned in a SITREP that Supporter Edition owners already own Apex (because it's not a standalone expansion)
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Absolutely gonna pre-order it, but I'll wait 'til next week since I'm already waiting on PayPal to restore my balance following the Christmas/New Year shopping binge. £19.99 at discount seems like a decent price point I bought Arma 3 on BI's store with a normal Visa Debit card.
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Yeah, that was what i thought looking at it just now - makes the some of the UI elements feel like they're at the wrong aspect ratio or something. But I'm sure it's just a matter of my brain getting used to how the new font looks after having Purista for so long. At least the new font is a lot more legible (numbers 5s, number 6s etc. are actually distinguishable from one another now). That makes it massively better than the old one in my book.
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MRT Accessory Functions
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Right, after a couple of days scratching heads and many PMs exchanged regardng m1n1d0u's problem with the missing keybinds; we were able to determine that it was probably caused by the CBA keybind registry getting corrupted in his User.vars.Arma3Profile, and resolved it by resetting those. The debug code on the CBA documentation page wasn't current, but after consulting with CBA staff we got a working solution for the updated keybinding system. So in case anybody has this issue in future where the keybinds disappear from the menu or otherwise seem to get fucked-up, please: Go in to the mission editor and place a playable unit down or something Press [Ctrl+D] in the editor to bring up the debug console* Type the following code accurately into the console and execute it Press the 'Preview' button to initialise the mission CBA keybinds menu should reset at mission start profileNamespace setVariable ["cba_keybinding_registryNew", nil]; saveProfileNamespace; * you can use the debug console that appears when you're on the pause screen in mission editor previews but the CBA keybinding menu will not reset until you exit back to the mission editor and then start a new instance of the mission (i.e. by hitting the 'Preview' button again). The above debug process has been added to the instructions on the first page. Many thanks to Robalo, for pointing me in the right direction for finding the reset command and noubernou for providing information on the updated command when the original didn't work. But, big thanks also go to m1n1d0u himself for answering all my questions and trying out all the little tests and fix attempts that I thought up in the absence of being able to reproduce the problem on my own machine. When it came to determining where to look for a solution, it was really helpful to have all that concise information to narrrow down where the problem probably lay. And more good news I guess: As-per gobi42's request, we reached a consensus about putting MRT Accessory Functions on the Steam Workshop. So as of a couple of days ago, you can now find it on there: http://steamcommunity.com/workshop/filedetails/?id=598721423