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Jackal326

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Everything posted by Jackal326

  1. Yes. However, some cDLCs do have so-called "Compatibility Addons" available on the workshop with lower resolution textures that allow for people to "try before they buy". Assuming those are not also encrypted, you could potentially acquire the rough UV maps that way, upscale the texture and re-make it that way. It would be a lot of work. A quicker and much easier method would be to email the devs as they may allow you access to those particular textures - emphasis on "may"...
  2. You need a " to close the classname out, as it currently says vehicle = "O_OMexicpCartelCJNG_rifleman7_01; and should say: vehicle = "O_OMexicpCartelCJNG_rifleman7_01";
  3. Jackal326

    Arma 3 Launcher "Loading Data"

    Might be worth saving the mods to a collection through Steam (via the workshop you can filter by subscribed files and then add them all to a collection), unsubscribing from them all, verifying files again and then resubscribing to (and re-downloading) the collection.
  4. If you're running ACE (which your OP states you are) its not as simple as just having a first-aid kit in your inventory. You'll need to use the ACE Medical Interaction system (unless you've disabled ACE Medical). I'm about 8 years out from the last time I've used ACE for a mission so I'm not exactly the most qualified to talk you through it but I bet YouTube (or even the ACE Thread) will have some tutorials etc. I seem to remember it uses a combination of the left windows key, with a mix of CTRL and ALT/Shift for various sub menus... I still maintain that ACE is the most-likely root-cause of your Action Menu issues (and the requirement to hold down the space bar to override it)...
  5. Jackal326

    I want to buy VBS1 + Addons

    Its not. You might get lucky on EBAY but you wont find it "new" anywhere as BI only seem to sell VBS4 now. I have VBS1 knocking around somewhere and to be honest it was essentially Operation Flashpoint 1.5 and was a stepping stone between OFP and Arma - the graphics were an improvement on OFP and about on par with ArmA, but as it was designed as a "training aid" rather than a "game" the graphics were never really invested in...
  6. Options > Controls > Presets (down the bottom-left of the menu), then select which-ever you want to try. Experiment and see what works for you, but mine is set to 'Arma 3 APEX' and I have no issues. If you try these and your mouse-wheel still doesn't work for options its either a mod-conflict (ACE maybe?) or your mouse is FUBAR...
  7. Sounds like your control settings have been reset, the historical default controls changed around about the time APEX released and the new "default" is more "FPS-based" than it used to be. Anyway, [ and ] I think should scroll the actions too...
  8. Theoretically it would be easy IF the original author has given the area the texture is defined to a name selection. If they have not then you're SOL.
  9. That depends on how the mod maker has setup their named-selections seeing as how there aren't any UH-1H's in game by default (to my knowledge). My advice would be to either try and experiment by changing the number in the init line (0, 2, 3, 4, 5 etc.) to see the results, but keep in mind it may not even be possible depending on how it was made in the first place...
  10. No, because the way Arma works is it loads any addons/mods upon start-up. As such any downloaded addons/mods would require the game to be re-started to be loaded. Simply put: If they didn't implement this when they added the shitty launcher, then they wont add it now.
  11. Why not just download it from the GitHub page?
  12. Jackal326

    SJB UKSF L119A'X' Pack

    I'll look into it if/when I get around to updating the pack.
  13. SJB L119A'X' Rifles v1.01 ======================= After another few years out of the modding scene I am proud to present a pack of assault rifles used by UK Special Forces. Right now its only variants of the L119A1 and L119A2 rifles, but I may expand it to include other rifles in the future. This pack is an off-shoot of my SJB Rifle Pack v1.0 developed in tandem with the latest update as part of a series of addons made for private use with friends. However I've decided to make it available to the public to give something back to the community that has helped me through some tough times in my life. CONTENTS: The pack contains the following: - L119A1 (CQB and SFW variants with various furniture - 6 versions and 2 with UGL - 8 total). Each with 4 levels of camo (4 x 8 = 32) - L119A2 (CQB and SFW variants - 1 version of each and then an SFW with UGL - 3 total). Each one coming with just one camo version (3 x 2 = 6) - HK416 in two barrel lengths and one with UGL, all in gun-metal grey and tan/desert versions (3 x 2 = 6) - more to come...maybe... FUTURE PLANS: I might include other rifles in future versions including, but not limited to, HK416s, HK417s and maybe some other surprises....maybe... As I originally made this addon for private use it currently doesn't support/require SJB Weapons Core v1.0, but might in the future. At present the weapon makes use of default ammunition/magazines but is compatible with (and requires) CBA for Arma3's to make use of its 'Joint Ammo & Magazines (JAM)' functionality so the weapons function using magazines and optics/attachments (thanks to CBA's Joint Rails functionality) from other popular addons/mods that also use CBA (such as RHS for example). Throughout development I have been in two-minds as to whether or not to use custom sound files for the weapons firing sounds. I already use a few custom sounds for the bolt opening/closing and selector switches being used when switching firing modes. However, inheriting default weapon sounds from the base game's weapons allows users to use their own preferred sound mod and have this pack integrate seamlessly with other addons that do the same. If demand is high enough I may well implement custom sounds, or perhaps an alternate config to allow for choice but as of right now the weapons use sounds from the base-game's weapons. REQUIREMENTS: Arma3 with the latest update. This addon makes use of CBA's ASDG-JR (Joint Rails) and as a result requires CBA for Arma3 to function. CREDITS: Without the help, advice and permissions of the people listed below this pack would not have been possible, so a huge thank you needs to be extended to the following people: - Twinke Masta (Johan Santana) - (M4A1 base model/textures used to create the L119A1) - MrDucky - HK416 base-model and textures. - Stefan Engdahl - (M203 textures and base-model) - not currently used but may be included in the future as an alternative to the UGL. - Eddie Price - (Massive amount of work on the textures of most rifles and a lot of suggestions for model tweaks back in the day). VERSION HISTORY: v1.0 - Initital release v1.01 - This release - Fixed path error for L119A2 rvmats. - Added ACE config values for Advanced Ballistics etc. - Added HK416 10.5 and 14 inch barrel variants in gun-metal and tan. DOWNLOAD LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=3164450578
  14. Its possible to do, but you wont find the config entry in the missions PBO, or the launcher(?) You'll want to look in 'weapons_f.pbo' and then the 'Ammoboxes' sub-folder. There you'll find a config.cpp containing the entry (along with every other ammo box entry from the base game - minus addons/expansions). class B_AssaultPack_Kerry: B_AssaultPack_mcamo { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "B_AssaultPack_Kerry"; displayName = "$STR_A3_B_AssaultPack_Kerry0"; picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_AssaultPack_Kerry_ca.paa"; model = "\A3\Characters_F_EPA\BLUFOR\backpack_kerry"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"a3\weapons_f\ammoboxes\bags\data\backpack_compact_rgr_co.paa","a3\characters_f\blufor\data\vests_rgr_co.paa"}; maximumLoad = 160; // <<<<<< This is it! mass = 20; }; Though you'll want to create a replacement config as editing the base game files will (most likely) break your game if you don't know what you're doing - plus you'll flag up when joining any MP servers as having modified files and the game will think you're cheating...
  15. Yes. Its to try and prevent you from spamming 'nades like a crazy person. You can see the information I outlined above in the config file for the "Throw" weapon: class Throw: GrenadeLauncher { scope = 1; autoAimEnabled = 0; cursor = "EmptyCursor"; cursorAim = "throw"; value = 0; type = 0; displayName = "$STR_DN_THROW"; canDrop = 0; textureType = "semi"; magazineReloadTime = 0.0; reloadTime = 0.0; muzzles[] = {"HandGrenade_Stone","HandGrenadeMuzzle","MiniGrenadeMuzzle","SmokeShellMuzzle","SmokeShellYellowMuzzle","SmokeShellGreenMuzzle","SmokeShellRedMuzzle","SmokeShellPurpleMuzzle","SmokeShellOrangeMuzzle","SmokeShellBlueMuzzle","ChemlightGreenMuzzle","ChemlightRedMuzzle","ChemlightYellowMuzzle","ChemlightBlueMuzzle","IRGrenade"}; // this is what is switching and by-passing the "MagazineReloadTime" of 2.5 seconds... class ThrowMuzzle: GrenadeLauncher { cursor = "EmptyCursor"; cursorAim = "throw"; sound[] = {"",0.00031622776,1}; reloadSound[] = {"",0.00031622776,1}; aiDispersionCoefX = 6; aiDispersionCoefY = 6; reloadTime = 0; magazineReloadTime = 2.5; // this is what normally "delays" the throwing of a follow-up grenade within the same muzzle enableAttack = 0; showEmpty = 0; autoReload = 1; modelOptics = ""; minRange = 10; minRangeProbab = 0.2; midRange = 45; midRangeProbab = 0.9; maxRange = 60; maxRangeProbab = 0.03; keepInInventory = 1; }; class HandGrenadeMuzzle: ThrowMuzzle { magazines[] = {"HandGrenade"}; }; class MiniGrenadeMuzzle: ThrowMuzzle { magazines[] = {"MiniGrenade"}; }; class HandGrenade_Stone: ThrowMuzzle { magazines[] = {"HandGrenade_Stone"}; displayName = "$STR_DN_STONE"; minRange = 5; minRangeProbab = 0.01; midRange = 45; midRangeProbab = 0.1; maxRange = 80; maxRangeProbab = 0.01; }; class SmokeShellMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShell"}; }; class SmokeShellYellowMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellYellow"}; }; class SmokeShellRedMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellRed"}; }; class SmokeShellGreenMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellGreen"}; }; class SmokeShellPurpleMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellPurple"}; }; class SmokeShellBlueMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellBlue"}; }; class SmokeShellOrangeMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellOrange"}; }; class ChemlightGreenMuzzle: ThrowMuzzle { displayName = "$STR_cfgWeapons_Throw_ChemlightMuzzle0"; magazines[] = {"Chemlight_green"}; }; class ChemlightRedMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_red"}; }; class ChemlightYellowMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_yellow"}; }; class ChemlightBlueMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_blue"}; }; class IRGrenade: ThrowMuzzle { displayName = "$STR_A3_cfgWeapons_Throw_IRGrenade0"; magazines[] = {"B_IR_Grenade","O_IR_Grenade","I_IR_Grenade"}; cursorSize = 1; }; };
  16. Probably due to the "reloadTime" for that weapon muzzle (as most default grenades use the "Throw" weapon), and switching from grenade type negates the "reloadTime" due to the other grenade type being a different muzzle and as such being unaffected.
  17. Jackal326

    "Member already defined" Error.

    Why do you have two separate cfgPatches sections with the same class name and exact same contents? And your required addons seem a little....excessive.... The following should work:
  18. Jackal326

    "Member already defined" Error.

    Go to line 215 and see what is defined there. The fact it says cfgPatches makes me think you've not closed out your cfgPatches section properly. Post a link to the config (on codedump or something similar) and not the PBO (which is worthless if it doesn't work, and its just more steps for someone to have to download the pbo, unpack it and then check the config).
  19. Jackal326

    Can't get APC to stay on waypoint

    Place an empty tank/vehicle, add a commander and a gunner but leave the driver's seat empty...
  20. I only play the game to test that they work...If it compiles, ship it.
  21. Maybe they're waiting on an answer from Schrödinger's cat?
  22. Jackal326

    Mission Statistics gone from map menu

    Are we sure the visibility of this menu isn't tied to some sort of difficulty setting? I ask because no matter whether I run the game with no CDLCs or with several loaded I don't have that menu appear AT ALL, even with just CBA loaded...
  23. Jackal326

    Looking for a mod block

    Try here, it is what the thread is for...
  24. Jackal326

    Pistol model.cfg

    Could be at least two reasons: i) The proxy isn't correctly defined in the weapon's config: class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {}; }; class CowsSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; compatibleItems[] = {}; }; class PointerSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; // this part compatibleItems[] = {}; }; }; ii) If its a new custom-made attachment it could be that it *IS* showing, but the model's placement is drastically off so its floating around somewhere. If its a default attachment that isn't showing it might be that the proxy's position is misaligned. You can check this by re-pathing the 'SIDE' proxy in Object Builder to your custom attachment and then previewing in Bulldozer. Then repeat the process for the default attachment - If everything is aligned correctly (for BOTH) then its probably the first point that is the cause. If both attachments are misaligned then your proxy is in the wrong place and will need adjusting accordingly. If only the default attachment is misaligned then your proxy is in the wrong place AND your attachment's relative X,Y,Z positioning will need altering accordingly to re-align with the repositioned proxy. If only your custom attachment doesn't line up you'll just need to adjust its position accordingly (in its own model, don't just move the proxy else you'll break other attachment's positioning).
  25. Jackal326

    Pistol model.cfg

    I can only assume that the axis are correctly named in the memory LOD? I've always defined my handgun slide recoil differently: class slide { type="translation"; // The type of animation. source="reload"; // The controller that provides input. selection="slide"; // The name of the skeleton bone used. begin="slide_axis_begin"; // A memory point indicating the "start" of the movement end="slide_axis_end"; // A memory point that is where the "start" point moves too minValue=0; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="1"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. offset0="0"; offset1="1"; };
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