Jump to content

th3flyboy

Member
  • Content Count

    179
  • Joined

  • Last visited

  • Medals

Posts posted by th3flyboy


  1. Little random note, the M4A1 camo, on the back end of the gun, closest to the shoulder, there's the ironsight, on the left you can see 200 to 700m written down in steps.

    I understand that the possibility to animate that section is something that isn't worth it, but my real point is that the M4A1's zeroing (pageUp, pageDwn) goes 600m max.

    So on the model it shows the zeroing up to 700m while in reality, the m4a1 only zeroes to 600m in ArmA 3. Not that a sensible person would ever use a M4 beyond 600m, but still...it's a detail ;)

    Please make an issue for this on the tracker.


  2. It's defined in the model.cfg

    		class wheel_1_1_rot
    		{
    			type="rotationX";
    			source="wheel";
    			selection="wheel_1_1_hide";
    			axis="";
    			sourceAddress="loop";
    			minValue=0;
    			maxValue=1;
    			angle0=0;
    			angle1="rad -180";
    		};
    		class wheel_1_2_rot: wheel_1_1_rot
    		{
    			selection="wheel_1_2_hide";
    		};
    		class wheel_2_1_rot: wheel_1_1_rot
    		{
    			selection="wheel_2_1_hide";
    		};
    		class wheel_2_2_rot: wheel_1_1_rot
    		{
    			selection="wheel_2_2_hide";
    		};
    		class wheel_1_3_rot: wheel_1_1_rot
    		{
    			selection="wheel_1_3_hide";
    		};
    		class wheel_2_3_rot: wheel_1_1_rot
    		{
    			selection="wheel_2_3_hide";
    		};
    		class wheel_1_4_rot: wheel_1_1_rot
    		{
    			selection="wheel_1_4_hide";
    		};
    		class wheel_2_4_rot: wheel_1_1_rot
    		{
    			selection="wheel_2_4_hide";
    		};

    You also need to set the cfgskeleton part correctly otherwise they will just spin without dampers or steering.

    I've already tried that, with and without the selection having the _hide part at the end, as well as with and without having the axis defined in the cfg, and no joy. Were there any model modifications made to get it to work? Also, could you please post your full model.cfg, physx, and vehicle configs so I can look at them as a reference?


  3. Aoi here, I'm staying neutral on this. If Randy's next of kin give permission, then that's cleared in my book. I personally can not give permission or MLODs. If/when it gets released by CUP as APL-SA, then go from there, however as kju said, CUP is to be left out of this. This is not a CUP matter, or my prerogative, this is strictly based on if he can get permission from those who can give permission. Loki is right that Randy would have not given a fuck, but leave me out of it. I can not give permission or MLODS.


  4. •Added: Support for allowedLoadFileExtension parameter in dedicated server config file in order to make it impossible to read contents of files with unlisted extension (security improvement)

    Usage example:

    // Put this line somewhere in your arma3server.cfg

    allowedLoadFileExtensions[] = {"txt","hpp"} ; // only allow files with ".txt" and ".hpp" extension to be loaded via loadFile command

    •Added: Support for subfolders in multiplayer scenarios

    allows admins to use sub-folders in \MPMissions\ for mission pbo placement

    This doesn't feel like a good design idea. I could probably fake it out with a fake file extension and pop a meterpreter shell in the process. I would suggest at least detecting MIME types.


  5. No you can not take what you want. You bought a license to use the game, you do not own the content. Learn the difference, and learn it quick.

    Exactly, you only have purchased the ability to run the game. Ripping out content and using it it is still a crime if you do not have permission from the IP owner. Unless BIS releases the MLODS from A2/OA publicly, or gives you explicit permission, you are NOT legally allowed to rip and use content from the game, and the same applies to mods as well. Even if that does happen, you still have to obey the Terms of Use of those assets. If you were to violate that, you would get in really hot legal water really fast. That could very easily end in being in a prison cell with a big man named Bubba doing things to you that you probably won't enjoy against your will.

    In short, don't steal others work. It's not right, and it's illegal. Learn to make 3d models yourself. Just ripping things and taking it to use it elsewhere only pisses people off in the end, and can get you in serious trouble.


  6. The CO launch is borked on Steam since 3.1. I try to launch using common/ArmA2 and it gives a messed up splash screen, and it won't allow me to include ArmA 2/addons as a full path which prevents a CO launch (this is how I got it to work before).

    Also, I'd like to suggest the ability to select player profiles from the launcher. For instance if I have 3 profiles, Alpha, Bravo, and Charlie, I would like to be able to select for launch configuration 1 to set the profile to Alpha, configuration 2 gets profile Bravo, and configuration 3 has Charlie, or any mix thereof.


  7. that fixed that problem, but now when I try to boot OA in Combined Operations mode, it glitches out and acts as though it's not launching with the content from the Expansions folder of the OA install on Steam. When I manually add the expansion folder, it works fine, but without it, it glitches.


  8. Not sure if anyone saw this however

    - L85A2 Assault Rifle

    - L110A1 Light Machine Ggun

    - L7A2 General Purpose Machine Gun

    - AS50 50cal Sniper Rifle

    - LRR Sniper Rifles

    - FGM-148 Javelin Anti-tank Launcher

    - FIM-92F Stinger Anti-aircraft guided missile system

    - NLAW Anti-tank guided weapon system

    - L2A1 Heavy Machine Gun

    - L134A1 Automatic Grenade Launche

    There's two things on this list that should not be, care to guess?


  9. So finally the British/Scottish/Irish voice actors they hired to play Americans will not sound out of place. OA had too many "Americans" that didn't sound American at all, or let their native accents slide in accidentally in some lines. Some instances of that also happened in ArmA 1 and ArmA 2.

    Just a small hint BIS, from now on, get voice actors who are natives and grew up in the country you're trying to depict. It works better that way and makes me less likely to go "hey that doesn't sound right at all!".


  10. Well i will release what i have done soon ie the mods and stuff either complete and incomplete.

    But in terms of the future i will most likly not be doing any projects, as i have decided to join the British Army and will proberly begin my training for that sometime, as i have already began to start PT and have very little motivation to work on mods or games anymore. Having a holiday away changed me somewhat as i decided on a change of lifestyle to go places and do things. Thank you for all the support and will keep you guys updated on my current status. :)

    I wish you luck. I would like to request though that you make sure that your releases are signed with keys. This will assist in using them in multiplayer environments.

×