Jump to content

TheRanger

Member
  • Content Count

    8
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About TheRanger

  • Rank
    Private
  1. TheRanger

    [Template ArmA 3] for file "squad.xml"

    Sent. Thank you very much for taking a time out of your holiday to help me with this!
  2. TheRanger

    [Template ArmA 3] for file "squad.xml"

    I'm having trouble getting the squad logo to display in game. I read through this thread and am using the files provided in the OP, modified to remove the player IDs. I see Dale mentioning that the logo must be a .paa file that was converted from .png using TexView 2. However, I also see others implying that they got .png images to work. I have tried both--a .paa file converted with TexView 2 from .png, and the original .png file, and I cannot get either to display in game, anywhere. In both cases, the images are 512 x 512. Here's a link to my squad.xml file, which is currently attempting to use a .paa image, if anyone has time to help me sort out the issue: http://formidable.guildportal.com/GuildFiles/349144/ArmA3/squad.xml Note: When using a .paa file, it doesn't display in a web browser. When I use a .png instead, then it does display in a web browser. And yes, I have also updated the .xsl file to refer to the .paa file: squad.xsl relevant content: <img id="logo" src="Cowboy_Crew.paa" alt="Squad Logo"/> squad.xml relevant content: <picture>Cowboy_Crew.paa</picture> Edit 1: I changed the squad.xsl file to refer to the .png instead of the .paa to get it to display in a Web browser. I also resized the images (both paa and png) to 256 x 256 to see if that made a difference. Now it displays in a browser, but it still doesn't display in-game. I wonder if it's because I'm hosting the files on guildportal that it's not working? Edit 2: I noticed that as I'm playing, the game creates a temporary folder with the name of my squad. For example, "Tmp2302\squads\Cowboy Crew". So, it seems that I have most of this correct. The game just isn't copying the .paa file to this temporary folder.
  3. TheRanger

    Sharper recoils

    Q1184, excellent addon! I hated the default recoil of the M4s (excluding the M4A1) and always picked up an AK-74 whenever I could. Now, I have a reason to keep my M4! Note: you should include a README file with your addon just so that people will know who made this great little addon. Miles Teg: The default game already has separate recoil values for prone vs. standing. The clearest examples of this are the M240 and PKM. Try firing them standing, and try while prone. You'll see a huge difference.
  4. TheRanger

    RH Pistol Pack v.1.0

    Hi RH, In one of my previous posts, I mentioned that the rates of fire (ROF) of the machine pistols weren't correct. Â The following values will give them the true-to-life ROFs: Beretta 93R (1,100 RPM) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadTime = 0.054545454; Glock 18 (1,300 RPM) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadTime = 0.046153846; Vz61 (850 RPM) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadTime = 0.070588235; Micro Uzi (1,250 RPM) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadTime = 0.048000000; Note that you need to set this same reloadTime value for both single fire and full-auto or burst fire. Â If you only set this value for full-auto or burst fire, then the weapon will only fire as fast as the the slower reloadTime, which is single fire in this case. Â That's why your pistols currently aren't firing as fast as they should. For some reason, this makes recoil in full-auto almost non-existent, so you might have to tweak the recoil values to make it more realistic. I also noticed that the dispersion values you have are about 1/10 of what the default pistols have, which makes your pistols about as accurate as the default rifles! Â Was this intentional? For example, the M9 has: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dispersion = 0.020000; whereas your Beretta 93R has: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dispersion=0.002000; These 2 pistols should be very close in accuracy, yet your 93R is 10 times more accurate. Even more interestingly, your Glock 18 has: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dispersion=0.0004; That's *50* times more accurate than the M9. Â I have a feeling that's a typo. Edit: For the 93R: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">autofire = 1; should be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">autofire = 0; The 93R fires 1 burst per pull of the trigger. Â Is is not full-auto capable. The magazines line should be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines[] = {"20Rnd_9x19_M93", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD"};
  5. TheRanger

    RH Pistol Pack v.1.0

    RH, Just noticed another thing: the Beretta 93R should be able to use M9 magazines as well as the 20-round 93R magazines. Â
  6. TheRanger

    RH Pistol Pack v.1.0

    RH, I found a few minor typos in the description of the Vz61 Scorpion: * korpion -> skorpion * 765 x 17 mm -> 7.65x17mm The decimal point is missing between the 7 and 6. * 32 ACP -> .32 ACP Missing decimal point. * 380 ACP -> .380 ACP Missing decimal point. Also, one suggestion for the Glock 18. I recommend that you name the magazines (in-game) "Glock 18 mag" instead of "Glock mag." I say this because you or another addon maker might make other Glock pistols in the future that won't necessary use the same magazines. Again, great work.
  7. TheRanger

    RH Pistol Pack v.1.0

    Great job on the weapons! Â They are well done and fun to use. Here's some feedback: - The description of the Glock 18 is too long such that the last few lines cannot be read. Â Perhaps you could remove the legal information and just leave the description of the pistol. - The Glock 18 should have 17-round magazines due to the magazine model you have in your addon. Â 19-round magazines do exist, but they have a thicker base plate than the ones you have with your pistol. Â If you could make 33-round magazines for them in the future, that would be awesome. - The rate of fire of the Glock 18, Beretta 93R, and Micro Uzi seem to be rather low. Â They all have ROFs around 1200 to 1300, so they should be firing about twice as fast as most of the other full-auto weapons in the game. Keep up the good work!
  8. There's *no way* that .50 AE does more damage than .50 BMG (the round fired by the M107). Â .50 AE has a muzzle energy of around 1,400 foot-pounds (1,900 joules) or more, depending on the load of the cartridge. Â Typical bullets weigh 325 grains. Â .50 BMG has a muzzle energy around 13,900 foot-pounds (19,000 J). Â An middle-ground bullet weight is perhaps 700 grains. .50 BMG therefore has about 10 times the energy and the bullet is about twice as heavy, despite both of them being the same diameter (half an inch, or 12.7mm). Â As far as the game is concerned, more energy means more damage. .50 AE should do maybe 11 damage at best.
×