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toadball

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Everything posted by toadball

  1. That could be easily accomplished by a mission maker using the currently available API functions. While some radios have a 'caller ID' esque function, having given the relevant manuals a look over, the radios currently in ACRE2 do not have this function in reality. The time spent implementing it where it shouldn't be could be better spent on other features. The easiest way to avoid confusion about who is talking, and to whom especially when there are unfamiliar voices on the net, is using good radio voice procedure. A very simple guide if you're not familiar with the concept.
  2. All plugins are affected by API version number changes. If the number differs between that used in the plugin and the teamspeak version, the plugin will not work. There is literally no way nou or anyone else can prevent API number changes having this effect. In short: Yes, it is still dependant on the TS3 API version number.
  3. Another feature already present in ACRE1 as part of the vehicle racks. While I doubt it will be in the initial release candidate, I expect it will make an appearance in a later version.
  4. toadball

    muzzleflash rotation

    Looking at your model config I'd try changing "memory = 1;" to "memory = 0;" in the zasleh rotation animation. At present you're defining the axis in your model config not the memory lod. Alternatively, create a selection in your memory LOD containing the points you want to use as your axis and name it. Reference that with "axis = "zasleh_axis";", or whatever you decide to name the relevant axis, in the appropriate animations. If you are not intending for the barrel/s to rotate, double check it is not part of the zasleh selection in any of the model LODs. However, given it's apparently meant to be a minigun the issue I mention above is likely the culprit and is likely solved using the same method.
  5. This entry on the biki has a brief description of the recoil configuration for weapons: https://community.bistudio.com/wiki/cfgRecoils
  6. The name of the selection will matter. The hiddenSelections array in the weapon or vehicle's config refers to selections in the model of vertices and faces. The hiddenselectionstextures array in the weapon/vehicle config, or setObjectTexture/setObjectTextureGlobal commands, define what texture to apply to which of the entries in the hiddenSelections array in the weapon or vehicle's config. As you are trying to retexture one of BI's models it may be worth trying: "camo", "camo1", or "camo2" in your hiddenSelections array as these appear to be the norm in other cases where hiddenSelections exist in weapons. Note that it may be the case that none of these selections are defined in the model and it will simply not be possible to retexture the weapon through hiddenSelections.
  7. However, if you know what you are doing, it is possible through configuring an object to have an externally accessible vehicle rack. Whether or not such an item is worth the time and effort of an addon I'll leave up to you.
  8. You should not need to edit the ACRE files at all to accomplish this. Attempting to do so is likely the cause of your error i.e certain files not being packed into the pbo / failure to recompile the addon in the same manner as it was originally . I have copied a config that will add racks to a number of new vehicles here. While the base class Car_F is not included it should take little effort to replicate the changes to the other vehicles in whatever classes you wish to use.
  9. Hello, I'm trying to wrap my head around doing an illuminated reticle, I have an RVMat that will produce the illuminated tip on the reticle however, my aim is for that to be only illuminated in the dark. Having had a gander over both the A2 and A3 editing sections I've found some good information but not what I'm looking for. If anybody could provide a layman's guide to setting them up, or point me in the direction of appropriate documentation I'd greatly appreciate the help.
  10. toadball

    Illuminated Reticle Query

    Thanks, this appears to have gotten close to what I was looking for: http://i.imgur.com/i90DaFL.png As the screenshot shows, working on a 2D optic at present, I may dabble with a 3D optic at some point in the future though.
  11. A couple of small external patches for the manpack radios: PRC-117F: Is now usable (yay). Can only be placed in rucksacks. Now no longer weighs 2g Link: http://jakal.mentalevidence.com/ofp_stuff/addons/updated/tb_sys_c_117patch.pbo PRC-119: Can only be placed in rucksacks. Now no longer weighs 2g Link: http://jakal.mentalevidence.com/ofp_stuff/addons/updated/tb_sys_c_119patch.pbo Tested and working with United Operations' Play WithSix ACRE repository.
  12. toadball

    ACE for OA 1.13

    This classlist would immediately suggest that all the entries you have causing rpt spam would be magazines. To use the medical supplies you will need the relevant ACE medical modules in your mission file. I recommend you read over this fully to get an understanding of the basics, in particular the notes for mission makers. I cannot comment on how it will interact with wasteland's scripting as I am neither familiar with, nor particularly interested in becoming familiar with, how it works in that specific mission.
  13. toadball

    ACE for OA 1.13

    Trying to use an addWeapon command for something that should use addMagazine will do that.
  14. I believe this: http://tracker.idi-systems.com/projects/acre/wiki/Class_Names_and_API#Retransmit-Functions would be what you require.
  15. A very impressive bit of work. Congratulations on completing it. Certainly an intimidating beast to get to grips with, look forward to getting a bit more in-depth now I've managed to get it of the ground hah.
  16. A couple of albums to whet your appetite http://imgur.com/a/bp3sF#0 http://imgur.com/a/K7Ji8#0
  17. toadball

    M16A4 Example

    At present I'm fairly busy away from ArmA and have most of my ArmA time invested in in-house addon and mission making at a community. As such any updates to this are likely to be postponed until ArmA 3 moves out of Alpha and into Beta or my current work queue is significantly reduced. As stated in the original post, the source files are there for those who want to work with them and develop their own version.
  18. toadball

    M16A4 Example

    A brief update on things. I have gotten the M16A4 with M203 UGL in game and done a very rough config for it. Currently working away at getting discrete eye points ligned up correctly for the leaf sight and animations for UGL reloading. Some screens for your perusal: I have begun work on a pair of hand animations for the weapons (images to follow testing) that I will include with the MLODs. Addressing some points: Alignment of points within the memory LOD on the latest version I'm working on is down to less than a mil (mm) horizontal and vertical alignment difference. The issue remains, this is due as has been mentioned before, a different eye point being defined in the optic model which with the BI stuff I have no control over (Provision of a MLOD for the new holographic sights could help with confirming/refuting this). This is less obvious due to the nature of the iron sights on most of the weapons provided with the alpha. I have been asked about providing a config entry for a weapons/ammo crate, in short I will not be, the config provided is simply to show how one can go about getting a weapon in to the game. Adding desired content to a crate via the editor is a 1 minute job using the class names provided in the OP.
  19. toadball

    M16A4 Example

    Thank you for the feedback, I currently have a splitting noggin and have been lumped with the dubious honour of running the office while the boss is out of town for the week so any updates to this will be slow. A brief response in general: Hand animations are dodgy as they are the ones for the MXM, I at present lack the time and or motivation to reacquaint myself with setting up custom hand anims or modeling a VFG/AFG. The sounds are the dulcet melodies of the TRG21 with the reload animation being given by the MX series, not following the bolt action sound you describe though I'll have a gander. Regarding off set on holographic sights, this is a recurring issue as has already been stated and all I can put it down to is the view point in the sight memory LOD not lining up with the front sight post. However, the point of aim when using these should be the reticle if you are unsure. Lacking official MLODs for reference proxy placement and scaling is very much trial and error at present and Getting a lot of this right will take time. The gear image error is an example as to why you should double check you packed everything... I will try to have an update to this within the next week or so likely with the addition of a M16A4 with the M203 UGL not far behind. Edit: Something Slatts may find interesting, shall likely also kick out a simple weapon sight example also Though being proxies there is not much to them unless you're working on holographic or red dot sights.
  20. toadball

    Can you customize magazine's like attachments?

    Yes, as da12thMonkey has pointed out they do now work on weapons, I've not poked around much with how it could be on the fly however, I will likely spend some time investigating this myself soon. My initial thoughts would be using the currentWeapon player/this combination to hook into the weapon being used by the player but obviously, as I've said I've not poked around with it either. A further consideration would be a system that works by replacing the weapon with an identical, in terms of config, equivalent with the correct magazine based upon CurrentMagazine player or similar. Again, talking purely of the top of my head with most of the above.
  21. toadball

    Can you customize magazine's like attachments?

    Just spitballing ideas here, but with hidden selections now being a thing with weapons would it not be possible then to with some extended event handler magic or otherwise script such a set up? Taking the M249/Minimi as the easiest example. You have a single model with two separate magazine selections. One for the magazine, one for the belt box. Event handler or other such script detects change in currentMagazine player and displays the correct selection.
  22. toadball

    SJB Weapons Pack

    Glad to see you back, look forward to seeing what's to come.
  23. Will you be including the original variants as well as the more current variants?
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