Spectre-63
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Everything posted by Spectre-63
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trigger an existing animation?
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: DISCUSSION
if by 'bolt anims' you mean the animation you see when you reload a magazine, yes. -
trigger an existing animation?
Spectre-63 replied to Spectre-63's topic in ARMA - ADDONS & MODS: DISCUSSION
c'mon now! There's gotta be somebody 'round these parts that knows if this is even possible! -
I saw a performance improvement of ~200 points in ArmA Mark. Better overall framerates by ~25-30%. I'd been seeing mostly 20-30 fps and am now seeing 30-40 fps averages.
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Yet another ArmA sound modification
Spectre-63 replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
can't say I agree with you there, sluggCDN - I just returned from a trip to the range tonight and fired more than 200 rounds thru several firearms at an indoor firing range and have no problems with hearing from that experience. Ear protection is designed to do just that - protect your ears and, more importantly, your hearing. I've fired quite a few of the weapons in the game, both while I was on active duty (US Army) and afterwards and have never come away from a trip to the range with degraded hearing. I was always able to distinguish the weapon by it's distinctive sound, regardless of how long we'd been at the range. If you are, as you put it, "litterly go[ing] deaf" you're not using your ear protection properly. -
Not true...As I stated in the original post, there is a delay of 3 seconds regardless of whether you're switching selected rounds (HE vs HEDP vs smoke) or reloading from the 'magazine'. I haven't been able to discover a way to get it to trigger the reload animation between rounds, but that's more of a nicety than a requirement.
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Really? Tell me what you think would make the mod more realistic. I thought it was pretty close. 456820: I haven't made a final decision on that yet. I can see benefits and drawbacks to doing it either way.
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Got it sorted: http://www.flashpoint1985.com/cgi-bin....t=64895
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Hi all - hoping for a little assistance here. I've been working on a mod that will (when it's finished) bring the ammo loadout for the M-203 into line with the Army and Marine Corps standard loadout for the grenadiers. Unfortunately, ArmA doesn't seem to want to accept the modification. I get no errors (with the exception of "Addon grenadierpack (entry M4GL) not found in the list of active addons." in ArmA.rpt but, despite all my attempts, the default loadout isn't changing. I'm certain that it's not a problem with the weapon or the ammo because it will quite happily allow me to add the magazines to the ammo crate and load it manually. What I want it to do is to spawn the grenadier with the ammo loadout already in place. Here's the relevant portion of my config.cpp: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { /*extern*/ class All; /*extern*/ class AllVehicles; /*extern*/ class Land; /*extern*/ class Man; /*extern*/ class CAManBase; /*extern*/ class SoldierWB; /*extern*/ class SoldierWSaboteur; /*extern*/ class SoldierWSaboteurPipe; /*extern*/ class SoldierGB; class SoldierWG: SoldierWB { displayName = "Hi-Cap Grenadier"; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; class SoldierWSaboteurAssault: SoldierWSaboteurPipe { displayName = "Hi-cap BlackOp Grenadier"; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203"}; }; class SoldierGG: SoldierGB { displayName = "Hi-Cap Resistance Grenadier"; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; }; I know that at least part of the config is being read, otherwise I wouldn't have the 5Rnd magazines available to me at all. When I go to select the unit, though, the modified description doesn't appear so I've gotta be missing something. Any help would be greatly appreciated!
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ASA_Oden: :waves: Â I tried changing the classnames but didn't have any luck there either. Planck - tried your suggestion as well...adding the CfgVehicleClasses didn't appear to make any difference. Â I still didn't get the class inside the mission editor. The part that really confuses me is that I've used another Config for an example (the HK_G11 package) and if I drop it's pbo into the addons folder, the "HK G11 soldier" appears in the list in the Men class. Mine, identically configured as far as I can tell, does not.
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Just to update any who might be interested: the Grenadier's Pack (as it has been dubbed) is well under way. The HEDP round is a reality and it eats UAZ's and trucks in one shot, BRDMs in two, and BMPs in three...the BRDMs and BMPs are disabled after one shot - they should be, they just took an anti-tank grenade to their hull. Smoke grenades are also functional, as are multi-round magazines. The only hitches at this point are changes to the default loadout for the grenadiers, and graphics for the modified magazines. I'll post here once it's ready for release!
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How do you come to that conclusion? How can people playing cooperatively bring about the "Death of ArmA"
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Hi all - I've just started working with Laza, which makes editing the .cpp files much easier I should add, and I had a question about the 'Is Virtual' checkbox. I'm interpreting the 'Virtual' as a reference to a Class which exists in one of the 'Required Addons' files. Is this basically correct? If so, how much can I trim things down with pointers to 'Virtual' classes? For example, if I only need to change the magazines list to include new types of magazines, do I need to create 'Is Virtual' entries for all the referenced magazines in the list, or can I just create the new entries? Do I need to create layers of Virtual entries (for example, one for the default, the Rifle (which references the default), the M16A2, and the GrenadeLauncher just to add magazines for the M16A2GL? Thanks in advance...I'm sure this is old hat for a lot of you guys but I'm just getting started and want to try and ensure that my first attempt is successful as possible.
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anyone? IF this is the wrong place to get such answers, can anyone suggest another forum that might be able to give me some ideas?
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I really don't understand where the problem is here...yes, there are a lot of servers running Evolution. A lot of people enjoy it, myself and my friends included. Let's face it: Evolution is something you can setup on a server, let it run and have little or no Administrative overhead. That said, if you're unhappy with the offerings on the servers out there now, do something about it! Don't just complain, go set up a server for yourself and you can run whatever missions or maps that suit your fancy. Simple!
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Hi all - I've taken on a project I may live to regret: bringing the M-203 in ArmA into reality There are a few things on my list: 1.) for the M-203 smoke grenade, try and compare the frag hand-grenade and the smoke hand-grenade and see if I can add another ammo type for the M-203 that creates a launchable smoke grenade. 2.) For HEDP rounds (the M-203's anti-armor round), compare the vehicle armor values along with the damage ratings of the tank guns to find a decent balance for the M-203 HEDP round...something that'll eat up BRDMs and UAZ's, damage BMP's (possibly take 'em out if things go just right), but cause nominal damage (if any) to tanks. 3.) One BIG item on my list is to try and address the grenadier loadout. US doctrine is to have the grenadier carrying 35-40 rounds of various types. To get around the slot limitation, I want to try and turn each 'slot' into a 'magazine' for the M-203. If I can get it to work right, the reload time will remain the same (similar to the way the M-24's bolt-action works), but the grenadier will be able to carry the right amount of rounds and be able to have a few different types to work with. I've gone thru and taken some baby-steps: unPBO'ing the Weapons and Weapons3 pbo files and I've identified the config.bin files for the weapon in question. In order to take the next step, I need to identify where the magazine and ammo is defined and begin to modify that to fit. I'm guessing I may need to go so far as to define a new Magazine classname (5Rnd_HEDP_M203 or 5Rnd_HE_M203, for example) in order to tackle part of this, but I'll be damned if I can figure out where the Magazines are defined. I've looked all over BIS' Wiki and searched the forums but no luck...can anyone help a n00b out?? THX!
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Help a n00b with a project??
Spectre-63 replied to Spectre-63's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Will do, GranQ! THX! One other thing I'm having trouble finding: the definitions for the $STR_DN_ entries. I'll obviously have to define the names for these new objects...for the moment, I'm using the existing names but that won't work for release. Can someone point me in the right direction? Thx again! -
Yet another ArmA sound modification
Spectre-63 replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Easy there....some might interpret that as trolling for an argument. -
Help a n00b with a project??
Spectre-63 replied to Spectre-63's topic in ARMA : CONFIGS AND SCRIPTING (addons)
I think I've found what I was looking for....now just to get it re-binned, re-PBO'ed and tested! -
Only problem with that is that it eliminates any flexibility in loadout....I actually think I may have found the solution. I'm working on it and will test over the weekend.
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Acog and I are old friends and I've told him I'm going to take a stab at the M-203 mods...only problem is that I have no background in OFP mod-making so I'm really starting from ground-zero here. I presume that the weapons configurations are within the weapons.pbo and weapons3.pbo files but, to be honest, I don't know where to look beyond that. I'm going to chase down a un/re-pbo utility...anyone got suggestions beyond that? My basic plan of action is: 1.) for the M-203 smoke grenade, try and compare the frag hand-grenade and the smoke hand-grenade and see if I can add another ammo type for the M-203 that creates a launchable smoke grenade. 2.) For HEDP rounds (the M-203's anti-armor round), compare the vehicle armor values along with the damage ratings of the tank guns to find a decent balance for the M-203 HEDP round...something that'll eat up BRDMs and UAZ's, damage BMP's (possibly take 'em out if things go just right), but cause nominal damage (if any) to tanks. 3.) One BIG item on my list is to try and address the grenadier loadout. US doctrine is to have the grenadier carrying 35-40 rounds of various types. To get around the slot limitation, I want to try and turn each 'slot' into a 'magazine' for the M-203. If I can get it to work right, the reload time will remain the same (similar to the way the M-24's bolt-action works), but the grenadier will be able to carry the right amount of rounds and be able to have a few different types to work with. It's going to be a lot of experimentation and research, but it should be a fun project! When it comes to making the .cfg file for it, I'll undoubtedly need some help but, from what I've seen so far, people are more than willing to offer it.
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Yet another ArmA sound modification
Spectre-63 replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
agreed on the echo, Chammy...I recognize that, short of visiting a live-fire exercise where you can setup recording equipment, it's going to be difficult to match things exactly. Keep in mind too that, since the firer's cheek is going to be against the weapon stock where in many cases the recoil spring is housed, you'll get some of that metallic sound during firing because you can hear the recoil spring transmitted through your cheek bone. That obviously wouldn't be the same sound if you heard it from a distance. All in all, I don't envy you the task you've taken on. You're obviously on a mission to get it right and may be somewhat hindered by the limitations of the engine. It's great that you're willing to take suggestions from the community...even a relative n00b like myself. -
Yet another ArmA sound modification
Spectre-63 replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Chammy - I agree with Mabes that the tanks need to be louder...more bass and a more distinctive 'CRACK!' as the round breaks the sound barrier. Shilka - I like the second one better..the only thing I'd add is that it is a quad-barreled weapon so you should be hearing all 4 barrels...is it possible to multiply the sound, adding multiple copies of the same sound with very slight delays? <edit> looks like I was wrong...from what I can tell, it sounds more like the vulcan cannons...very high rate-of-fire. Here's what I've found: http://videos.fansub.tv/tube.ph....unguska (about half-way through...unfortunately, the announcer is speaking over the top but you can get a sense of the type of sound) PK - v5 M249 - v1 M240 - v3 M24 - bolt action doesn't sound right M-16 - about right....the silenced version should have almost nothing besides the sound of the bolt and the crack of the round leaving the barrel. M-136 - with the exception of the 'clang' of the round dropping (which sounds like you got it from the M-203) right on the nose! M-203...VERY close, but needs more bass to it...as Mabes suggested, it may be due to the clip quality. Too bad I didn't know about your project a little over a month ago: I was at a full-auto shoot in Oregon and a lot of these showed up. <edit> did find this for you, though http://svd.s20.xrea.com/x/gallery.html lots of videos of all kinds there...the link here has a good clip for an M-249 -
Yet another ArmA sound modification
Spectre-63 replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Original post edited to remove out-of-line comments toward CanadianTerror. My apologies, CT...I misinterpreted what you were saying and went off the deep end with my reply. I don't agree that what's been going on in the thread is "spam", it's a great mod and a lot of people are interested in seeing it released...EvEnLeaSe and Chammy are both responding to questions and keeping everyone updated as progress is made. Not something that I would classify as 'spam' but your mileage may vary. -
Yet another ArmA sound modification
Spectre-63 replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Admittedly, I'm new to the forum and the definitions of 'trolling' and 'spamming' here may be somewhat different than the forums I've spent the better part of the last seven years frequenting, but I sincerely doubt it. Please feel free to point to the points in my posts where I'm 'trolling' or 'spamming' and I'll edit them to clarify my points and bring the posts in line with the posted forum rules. Â As for rule #12, where did I post in all capital letters?? -
Yet another ArmA sound modification
Spectre-63 replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Perhaps he should try acting the part? Â Respect is earned and, given the respect he's showing to Chammy and EvEnLeaSe, I don't see that he's earning any. At nearly 40,I'm quite certain I'm old enough to speak in whatever fashion I see fit, as long as it's within the rules set for the forum. Â As to what a child is to me, allow me to clarify: a child,to me, is someone that insists on hurting others because of his own issues. Â Let's review: because you take issue with how long it's taking for Chammy to release an update, you decided that it's simply better for them to not say anything at all....no, that's not childish! Â <!--emo& Well,please enlighten me as to what your point was...in the future, actually making the point rather than stamping your feet because you can't have what you want when you want it would go much further in getting said point across. Yes...it's your opinion and you're certainly entitled to it. Â All I'm questioning is the wisdom of insisting that the developer and his tester cut off communications with those interested in their product,simply because you can't wait any longer. It certainly does....most forums are designed around exchanging opinions....most of them also have rules against name-calling to keep the kiddies in line. Â Maybe a refresher is in order?? ahh...so, since I haven't hung around these forums for nearly as long as you have, my points are invalid....mmm'kay Â