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icewindo

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Everything posted by icewindo

  1. So you change the players face by this setface "facename" ? Try doing it by defining a custom identity in the description.ext and set the identity with setIdentity in the init line of the player units. That should be the proper way (if it properly works in A3). http://community.bistudio.com/wiki/Description.ext#cfgIdentities http://community.bistudio.com/wiki/setIdentity Use Male01 - Male04 for the speakers. Dunno though if this properly works on respawn - you could fix it by adding a script executed by adding a eventhandler killed in each individual playable unit and make it reset the identity.
  2. icewindo

    Post Apocalyptic Units

    Thanks, yep at the moment it's abit unfair letting these dudes fight against normal forces, you need like 3 times the numbers for them to win lol. But that was my intention - give them really "crappy" and improvised weaponary as expected in a post-apocalyptic environment long time after factories stopped working.
  3. icewindo

    Terminator Rising (WIP)

    Np, yeah they're used in Dayz2017 and some other dayz variations. While some of those variations asked to include the units, some didn't and didn't bother to add in the full credits.
  4. icewindo

    Terminator Rising (WIP)

    Nice to see you created your own topic there :) If you're looking for resistance units, you could use my post apocalyptic units addon: http://www.armaholic.com/page.php?id=11840 I created them after watching Terminator Salvation so they're a good catch - they allready have the red armlets the resistance uses. I have the mlods somewhere released but they're not the latest so I wouldn't use them. They'd have to ported to ArmA3 but it's not that much work. Just need to switch out the hands + head etc. Woud like to port some myself when I find the time so if it doesn't turn you could always do it when you're bored/done with the terminator units.
  5. Thanks Scars, that worked great. Turret defs really give me the creeps :)
  6. Hi, I have a problem with properly referencing turrets of a static weapon. I want to create a new static weapon based on the OA M2 MG. I searched around abit and could only find threads on vehicles - I used this example by kju for my vehicles and it works great: ( http://www.ofpec.com/forum/index.php?topic=34666.0 ) But applied to the static weapon it won't work - I get errors about missing entries in the turret configuration. I'm using this config: class CfgVehicles { class StaticMGWeapon; class M2StaticMG_base: StaticMGWeapon { class Turrets; }; class M2StaticMG_US_EP1: M2StaticMG_base { class Turrets: Turrets { class MainTurret; }; } class new_weapon_static: M2StaticMG_US_EP1 { scope = 2; displayName = "New wep"; model = "\bla\bla.p3d"; faction = "some_faction"; crew = "some_dude"; typicalCargo[] = {"some_dude"}; class Turrets: Turrets { class MainTurret: MainTurret { minElev = -20; weapons[] = {"uberWeapon"}; magazines[] = {"UberAmmo","UberAmmo","UberAmmo","UberAmmo"}; gunnerAction = "M2_Gunner"; }; }; }; }; Any hints :) ?
  7. SQF still works in A3 and ToH. I used a large a2 sqf in A3 with no problems. So no worries on that side :)
  8. icewindo

    Shooting around corners

    Smookies SMK mod for A2OA allready had this - I wouldn't mind if this would be added too. @Chortles Ah good catch
  9. icewindo

    Hands of model out of shape

    The model is the same scale as the a2 sample model or mondkalbs a3 soldier addon now right? I'm thinking your weighting/selections might not be proper. Also, do you have all the proxy objects (rpg, ak...) so it's the same as the example soldier (excluding bysta proxy - this is the head proxy)? You could send me the model and I'll tell you what exactly is wrong - I've rigged several models from scratch and thus know the most likely errors.
  10. icewindo

    i want help

    Hi, sorry but I won't have the time to help you do this - read the tutorials and search the forums, a reskin ist not much work.
  11. SMAA looks good on still pictures, but once you start moving/turning it'll look pretty ugly and I notice the picture doesn't look so fluent anymore like with normal AA. Thanks for the suggestion, will try it out.
  12. icewindo

    Arma2 youtube tutorials

    Thanks about the first one, didn't know that :) . Yep for your second point I mostly paste the org model into the new one if i want all the selections so it's the other way around than your technique. I don't like switching around in the lods and prefer to see both new and org. model at the same screen so i opened up the 2 oxygen instances - this makes weighting easier as I can't remember the weighting I just saw that well. Maybe I'll expand the tut abit with the other selections/techniques.
  13. No, there is none. Size is controlled by the RTMs (animation files) only - and you'd need to rescale all rtms to achieve this effect - quite an endeavor and not possible with the arma2 animations as they're binarized.
  14. icewindo

    i want help

    Do you mean this mod or something else? http://www.armaholic.com/page.php?id=13575 If you want to to "just" add a retexture like the egyptian mod I linked, this would be pretty easy to do and may be good start. You don't need Oxygen 2 for this or other tools, just GIMP and BinPBO. You also don't need the egyptian mod for this (if you modify the egyptian mod you need to ask the original author for permission). Basicly you first create a new texture and then apply it to the original units via hidden selections in the config. Also see this: http://forums.bistudio.com/showthread.php?110549-Create-a-retexture-guide
  15. icewindo

    No gravity

    You may improve the behaviour abit by a script, but that's it. Another user seemed to have made progress with this when I back then released my BSG ships for Arma2 but he never released it. There is no way to change the gravity e.g. as a seperate island setting.
  16. The G36 has this since ArmA2 and yep, it's a nice detail. The model.cfg of the weapon itself looks pretty crazy. Every single bullet is animated, cluttering up the config.
  17. icewindo

    Blackop/Swat Units

    Thanks :) Thanks, on the swat units that depends - how would the units differ to you? I could add a SWAT text on the back of the vest - this was originally planned but I was too lazy to make the texture and add the proper configs. If you can do either and would like to help it'd speed up the process :) .
  18. icewindo

    Arma2 youtube tutorials

    Thanks, you videos were an inspiration - wish they existed when I started modding, I'm sure they all help people out well :) . Imo it's far more effective to learn by seeing a modder doing his thing rather than trying out hard for the fifth time for yourself guided by some unsatisfying forum posts and minimalistic BIKI entries. I added the videos again, though I didn't fix the aspect ratio (seems like i recorded at the wrong resolution) I hid some secret addon stuff that shouldn't be seen for now :don 16:.
  19. You can also use gamelogics ( crew = "Logic"; ) to pilot vehicles if you want sth. like a remote control and the vehicle still to be used by players when it's empty. The gamelogics will still get parachutes though (atleast in A2).
  20. icewindo

    i want help

    Do you have just Arma2 or do you have ArmA2 OA? tools for arma2 http://community.bistudio.com/wiki/BI_Tools_2 tools for arma2 oa / combined ops http://community.bistudio.com/wiki/BI_Tools_2.5 And yes, that would be the tools you need. You also need an image editing software like GIMP when you want to create custom textures for objects etc. There's extra tools available but it would help if we knew what exactly do you want to mod. I guess a custom egypt-terrain island? Or also infantry,objects etc?
  21. icewindo

    Arma2 youtube tutorials

    As I mainly profited from tutorials by other members and learned some stuff by doing, here's a two-part tutorial on how to rig a custom character - which is not very well documentated as far as I can see. It's not for the total O2 newbie - you should know about how to move objects, cycle throw the different selection modes etc. -T_uo4Xz-WI b2tL1FlCe4Q Covered in this: - adjusting scale + pose of the original model (if needed) - setting textures - adding custom weighting to selections (thanks to StalkerGB for original tut) - using an arma1 rtm to test the riggingin bulldozer - some explanations and general tips etc. In the tutorial I rigged just the spine, spine1 + spine2 selection, I may expand this if there's a request though. Also if you have other requests for infantry (which is my main "area of expertise") and maybe objects, please leave a comment. edit: just saw the ratio is all screwed up.. need to fix it damn
  22. icewindo

    Arma 3 bots, looting.

    Yeah the rearming thing is something that's been in the engine since OFP. Though it only works for magazines, they won't pick up another weapon even if there's no mags at all for the current weapon in the area.
  23. icewindo

    a few head scratchers, if you please

    Depending on the difficulty setting you can mark enemies also in MP with rightclick or rightclick hold (I always use rightclick hold so dunno if just rightclick is enough) while e.g. you see them in a scope or binocular. This has been around since Operation Flashpoint and will make them appear at the map - I use it to tell friend or foe on large distance sniping in MP when the server has the advanced map settings on. If it's not, some people may be unlucky ;) .
  24. Here's a tutorial I did on rigging+weighting a custom model in O2 for A2 - as it also applies to A3 it might be useful for somebody
  25. Well atleast you get two geo lods ? - all I get is that So you just entered that into the resolution as suggested by pettka? (link to the post in my earlier post)
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