DarkGiver
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Everything posted by DarkGiver
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haha i already saw this code somewhere use this code for you glock and i will works fine (if you defined the zasleh selection in your model of course...) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Weapon: default {}; class glock:Weapon { sectionsInherit="weapon"; sections[]= { "zasleh" }; }; }; I added a sectioninherit part.. because some people had a bug with a message during game about sectioninherit not found bla bla bla.. that's works fine with this code.
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haha i already saw this code somewhere use this code for you glock and i will works fine (if you defined the zasleh selection in your model of course...) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Weapon: default {}; class glock:Weapon { sectionsInherit="weapon"; sections[]= { "zasleh" }; }; }; I added a sectioninherit part.. because some people had a bug with a message during game about sectioninherit not found bla bla bla.. that's works fine with this code.
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I also implemented the method to all the weapons of the Switzerland-mod.. but there is still the problem of the pistol slide not open when the gun is empty... i hope we will be able to find a solution. Else of course that's great and a lot better than before
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Because no one has vbs2 to check the files.. and no one know how to do that.. that's totally undocumented. We are forced by BIS to explore step by step the functionality without help.
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Every one do that about the pistol slide.. but that's certainly harder to do than to say... Check the config file.. you will understand
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SWM SWITZERLAND MOD RELEASED !!!
DarkGiver replied to DarkGiver's topic in ARMA - ADDONS & MODS: COMPLETE
Sniper scope in actual version are hard to use.. and need training and instruction.. because the reflex of max zoom is not the good one.. because it change the "zero point". On the 1.0 version the minimal zoom is zeroed (you hit with the center of the scope) at 300m.. and at maximum zoom the scope is zeroed at 800m... so.. you must adapt the zoom to set the zero-point. In the next version (1.1 soon available.. list of features will come..) the system will be easier.. because i fixed the minimal zoom to 10x.. zero-point at 300m.. and max zoom at 12x.. zero-point at 800m.. so it's easy to use 10x setting for medium range and 12x scope for long range. That's the goal. -
woooow.. that's really impressive.. exactly what the community need Thank you very very much I will try (hmm not try.... i will do) to implement this technology (the anims...) to the Switzerland mod immediatly hehe.
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SWM SWITZERLAND MOD RELEASED !!!
DarkGiver replied to DarkGiver's topic in ARMA - ADDONS & MODS: COMPLETE
Haha very nice video.. thank.. that's a superb mean to expose the issue and for the sounds... i think i've found why those particular sounds cause problems.... They are in stereo.. and there is certainly a problem with arma/your sound card/driver to play them. For the next release i will use the same format for all sound to avoid further problem... -
SWM SWITZERLAND MOD RELEASED !!!
DarkGiver replied to DarkGiver's topic in ARMA - ADDONS & MODS: COMPLETE
Hmmm strange no one in our team had similar problems with sound during our long test.. i will check if the sound format has something different for those sounds. Maybe something not handled by your soundcards or driver problem... thank anyway our goal is to have the mod working everywhere.. -
SWM SWITZERLAND MOD RELEASED !!!
DarkGiver replied to DarkGiver's topic in ARMA - ADDONS & MODS: COMPLETE
I'm sorry, but the reticle is the right one And the one used in our army... and the special curved gradiation is used to fire on a moving target : -
SWM SWITZERLAND MOD RELEASED !!!
DarkGiver replied to DarkGiver's topic in ARMA - ADDONS & MODS: COMPLETE
Hello, Simply use the included installer to extract the files, and if you want you can copy the .pbo manually in your ./arma/addons folder. Everything is explained in readme.txt Enjoy -
Here more details about the version 1.0 of Switzerland-mod. It includes 3 main addons in separate .pbo : - SWM_SwissArms (all the weapons, including the ammo/weapon box and a swiss flag) - SWM_Infantery (all the soldiers in 3 groups) - SWM_CamoFacePack (the 36 faces) SWM_SwissArms ---------------- Weapons : - sg550 - sg550_lg97 - sg550_sniper - sg551 - sg551_lg97 - sg551_acog - sg551_acog_lg97 - sg552 - sg552_reflex - sg552sd_reflex - sg552_commando - sg552_commando_sd - p220 - p226 - p226_sd - p226sf - p226sf_sd - mp5a5n - mp5a5_reflex - mp5sd6 - mp5sd6_reflex - trg42 - trg42_t8m - panzerfaust3 Ammo : - 20Rnd_56x45_GP90 - 30Rnd_56x45_GP90 - 30Rnd_56x45SD_GP90 - 9Rnd_9x19_LUGER - 9Rnd_9x19SD_LUGER - 15Rnd_9x19_LUGER - 15Rnd_9x19SD_LUGER - 30Rnd_9x19_LUGER - 30Rnd_9x19SD_LUGER - 10Rnd_86x70_LAPUA - 10Rnd_86x70SD_LAPUA Ammo LG97 (Granatwerfer) - FlareWhite_M203 - FlareGreen_M203 - FlareRed_M203 - FlareYellow_M203 - 1Rnd_HE_M203 Ammo Panzerfaust - PZF3_HLPAT_MAG Detailed list here : http://switzerland-mod.darkgiver.ch SWM_Infantery --------------- CH Fusiliers : - CH Fus Officer (p220) - CH Fus Sergeant (p220) - CH Fus (sg550) - CH Fus (sg550 LG97) - CH Fus Machinegunner (M240) - CH Fus AT (Panzerfaust) - CH Fus AA (Stinger) - CH Medic (p220) - CH Fus Sniper (sg550 sniper) - CH Crew (sg552) - CH Pilot (p220) CH Grenadiers : - CH Gren Officer (sg551 acog) - CH Gren Sergeant (sg551) - CH Gren (sg551) - CH Gren GL (sg551 LG97) - CH Gren AT (Panzerfaust) - CH Gren AA (Stinger) - CH Recon Day (sg552 reflex) - CH Recon Night (sg552 reflex sd) - CH Gren Sniper (TRG42) - CH Gren Miner (sg551 + Mine) - CH Gren MG (M249) - CH Gren Hvy MG (M240) CH Special Forces : - CH SF Officer (sg552 commando) - CH SF Assaut (sg551 acog lg97) - CH SF AT (Panzerfaust) - CH SF AA (stinger) - CH SF Day (sg552_commando) - CH SF Night (sg552_commando_sd) - CH SF Urban Day (mp5a5_reflex) - CH SF Urban Night (mp5sd6_reflex) - CH SF PARA (sg552 commando) - CH SF Sniper (TRG42 T8M) - CH SF BlackOps-D (sg552_commando_sd) - CH SF BlackOps-N (sg552_commando_sd) Groups are available too... SWM_CamoFacePack -------------------- It include 36 faces to use in arma.. and the jpeg version (~20k) are also included for multiplayer custom face. Missions -------- The mod also includes 3 bonus mission... But this part will be more developped in the nexts releases... And we of course hope a lots of feedbacks.. here or in our forum at http://switzerland-mod.ch Enjoy our first release of Arma Switzerland-mod
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Someone asked a silenced snipe rifle.. so.. here the SAKO TRG42 equiped with the T8M REFLEX suppressor from the Finnish firm BR-Tuote : And here the specs of the silencer : Manufacturer: BR-Tuote Oy - Finland Mounting: Muzzle Thread (standard and custom avail) Weight: 23.8 oz (675 g) Length: 12.0†(30.5 cm) Length past Muzzle: 4.2" (10.7 cm) Diameter: 1.96†(5.0 cm) Degree of Suppression: Approximately 20-25 dB depending on ammunition and climate conditions.
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I've planned to do a silenced version of the Sako TRG-42 chambered in .308 subsonic (the normal version used in SWM is in .338 Lapua Magnum)
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Hello, Yes of course.. no problem... i've no secret for the community Here the values : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class amberdot { ambient[] = {10.0, 10.0, 10.0, 10.0}; diffuse[] = {1.0, 1.0, 1.0, 10.0}; forcedDiffuse[] = {0.005, 0.005, 0.005, 10.0}; emmisive[] = {0.5, 0.5, 0.5, 1.0}; specular[] = {0.0, 0.0, 0.0, 0.0}; specularPower = 0.0; renderFlags[] = {"AddBlend"}; PixelShaderID = "Normal"; VertexShaderID = "Basic"; }; class tritium { ambient[] = {1.0, 1.0, 1.0, 5.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0}; emmisive[] = {0.5, 0.5, 0.5, 1.0}; specular[] = {0.0, 0.0, 0.0, 0.0}; specularPower = 0.0; renderFlags[] = {"AddBlend"}; PixelShaderID = "Normal"; VertexShaderID = "Basic"; }; class laser { ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {0.5, 0.5, 0.5, 0.5}; forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0}; emmisive[] = {0.5, 0.5, 0.5, 1.0}; specular[] = {0.0, 0.0, 0.0, 0.0}; specularPower = 0.0; renderFlags[] = {"AddBlend","NoAlphaWrite"}; PixelShaderID = "Normal"; VertexShaderID = "Basic"; }; The amberdot is used for Reflex reticle.. the tritium for p22x night sights.. and the laser is for the laser using an alpha red gradient. And useful to simulate the acog sight too :
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Semi-officially i can say we planned to release 3 addons for the end of this month : The new enhanced re-textured swiss infantry pack, the weapons addons, and an updated and enhanced version of the face pack. Our goal is to offer a maximum of features and quality.. that's why you must wait. The mod structure with new interface, missions, .. will come later... same for the vehicles (we will certainly wait the officials tools for the vehicle part) HD_Laeppli will communicate officially about that at the appropriate time Thank for your support
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And now.. the Sako TRG-42 ingame : The shadow lod is not yet finished...
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The works continue.. now.. the standard Swiss Army sniper rifle in .308 : And here.. my try to simulate the red-dot laser on the p226... the red dot is simulated using the aim-icon... not very very realistic.. but very useful and fun
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Getting ' No entry "bin\cinfog.bin/cfgModels....'
DarkGiver replied to tophe's topic in ARMA - ADDONS & MODS: DISCUSSION
Also.. how do I make it possible to put gear in it? I tried adding this: supplyRadius = 2.500000; transportMaxWeapons = 500; transportMaxMagazines = 2000; But it didn't work. Thx in advance! I had the same problems with my weapons with a few testers and i've found this solution : Try to add a CfgModels section like that : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; and after.. if needed... Class Thing: default(); class OOPSbox:Thing { sectionsInherit="Thing"; sections[] = {}; }; }; And for the gear on.. your must configurate you box using a Transportmagazine class and Transportweapon class.. check the original files for example...  it's easy I hope i helped  -
MehMan, you underestimate milkshape... making some nice render of highpoly model is one thing.. but having a working low poly textured model ingame is another thing... By the way.. the software used is not the most important... the skill you have with is the key
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I use milkshape for modelling and texturing... with the help of 3dsmax for boolean operations, pre-render and final exportation in .3ds and after of course.. o2 for the required operations. I find milkshape more pratical and lighter for low poly modelling than 3dsmax...
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Noticed the reloading animations?
DarkGiver replied to Tic-Tac's topic in ARMA - ADDONS & MODS: DISCUSSION
hooo yes very ingenious.. i will try it immediatly thank -
Noticed the reloading animations?
DarkGiver replied to Tic-Tac's topic in ARMA - ADDONS & MODS: DISCUSSION
Really ? Which weapon pack ? because actually i didn't find how to add animation in arma for a weapon.. the only working technic i know is the old ofp one.. with the invisible part that appear with the muzzle flash to simulate mechanic part activity of the weapon. And same problem with the magazine.. in arma during the reload sequence the magazine become invisible anyone know how to do that ? I think fireship4 is referring to the SJB Weapons Pack thread where I recently showed a video of the M4A1s, where the ejection port actually moved. However, it was simply the old "zasleh method" from OFP, combined with the "Alpha Ghosting" 'feature'. After some discussions with Kyle Sarnik, and close analysis of the Wiki we have both come to the conclusion animations on weapons could be possible, and he's 'persuaded' me to give a pistol slide animation a go at some point. If/when I get it working I'll let you all know, and give further info on how its done. Hmmm very very very interesting... if you have more details about the anim.. tell us as fast as you can please  And about the "alpha ghosting" feature.. can you explain briefly how to implemant that on the standard zasleh method ? Thank you in advance -
Noticed the reloading animations?
DarkGiver replied to Tic-Tac's topic in ARMA - ADDONS & MODS: DISCUSSION
Really ? Which weapon pack ? because actually i didn't find how to add animation in arma for a weapon.. the only working technic i know is the old ofp one.. with the invisible part that appear with the muzzle flash to simulate mechanic part activity of the weapon. And same problem with the magazine.. in arma during the reload sequence the magazine become invisible anyone know how to do that ? -
simply use the "setface" command... for example with the SWM Face pack installed : this setface "SWM_FACE4";