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gvse

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Everything posted by gvse

  1. Have you assigned the proxies to ALL lods in o2? I had the same problem as you until i took care of that. i didnt know what lod's were, and I learnt that they were "level of detail" and in o2 they come under names such as "1.000", "4.000", "view pilot" "shadow volume," etc. Just click on the proxy you have in your 1.000 lod press ctrl+c to copy, select LOD by double clicking on it in that small window to the right, and simply paste the proxy. continue pasting proxy to all LOD's. Chaps, I have a problem with my port. Let me explain. I am modding only one variant of many other weapon models that comprise this addon. So I have only one unbinarized p3d and cfg sitting among other binarized p3d. I worked on that one in o2 adding proxies. once im done I cannot binarize the whole addon (binpbo just crashes). I use Eliteness and allow an unbinarized p3d in the final pbo. The result is that my weapon is not aligned with hands (it's too far to the front). Let me highlight that all the other variants (the ones I have not touched and which are binarized) are all ok. Now, am I right thinking that the root of the problem is in the fact that my p3d is unbinarized? How can I rectify it? Please help as I am stuck. :(
  2. Ive run into the exact same problem. Any tips would be much appreciated!
  3. Good job man! After messing in o2 for the first time I managed to mess up the weapon: 1. the attachments do not show up on the weapon, but I do get the effect associated wiith them (light from flashlight and the beam from ir laser) 2. I cannot attach any muzzle attachments 3. the entire weapon got offset and its now too much to the front in relation to the character I did run into the problem with binpbo (it crashes each time I attempt to pbo the folder) so I used eliteness and I end up with an unbinarized p3d. Any idea what I am doing wrong? As far as the offset of your attachments is concerned, it looks to me like the matter of tinkering with the position of proxies in o2? ALSO: your proxies are a bit different from the ones posted in this tutorial by Alwarren: http://community.bistudio.com/wiki/Arma_2_Weapon_to_Arma_3
  4. Alwarren, thank you for making that page. It looks like it's exactly what we need. I am awaiting permission to do a port and the unbinarized files, and once I get these (hopefully), I'll sure be referring to that tutorial. Meanwhile I'll post your link in my first post.
  5. gvse

    FA_stance

    Using it now, and it's great. Thank you for sharing your work!
  6. Yes please! :) a step by step guide so that a noob like me can actually do something useful.
  7. I assume you know you should use the editor to test these weapons. 1. When inside the Editor, double-click anywhere on the map and place a Unit, for example "Rifleman". 2. Make sure the Unit is set as the "Player" and not "Playable" or "Non-Playable". 3. Double click on the map again and select Empty Units/Ammo 4. Now select ammo boxes (unfortunately many A2/OA ammo boxes will have no names here so you'll need to experiment) Alternatively (and that's what I do) use the crate filler script by Tonic: http://www.armaholic.com/page.php?id=18772 Hope this helps
  8. Thank you for the input guys! In the meantime I have figured out a quick and sloppy way to load those old addons into A3 (see updated first post). Keep sharing detailed instructions on how to port addons so that the community may benefit!
  9. I don't think so. The knowledge is already out there. Look at this test version which works just fine (reload animation works as well): http://www.armaholic.com/page.php?id=18741 Some popular weapon packs can already be loaded without major hassle: take RH smg for instance, and you'll get pistol versions of mp7, mp5k and one more. Sure, they lack reload animation but they CAN be loaded into the game. I bet there's something in config that prevents the other weapons from appearing, but I do not know what it is. :(
  10. Thanks, I did just now. The only useful thing there is Vespa's statement: This isn't specific enough though. Any other hints? Edit: hehe, you beat me to it topas. ;)
  11. Good to know! Perhaps you should place this explanation in the first post of this thread as it does clarify the situation with tpwlos.
  12. Thank you for the update! One quick question: why have you decided to switch off tpwlos by default? Was it too much of a resource hog?
  13. I really like the position of that acog, and the weapon itself looks great as well. wonderful job!
  14. Any plans to enable the civilian module in the upcoming release?
  15. Thank you kindly for the comprehensive answer! This is very helpful and precise, and I couldn't have asked for a better explanation. :)
  16. If you could answer one question for me, i'd be much obliged. I understand that you work with scripts, not with init fields of units in the editor. I don't do much via scripts and so init fields of units in editor get cluttered after a while. Now, how do you define which units will get chemlights and which won't? I guess there must be some code that complements the "_unit" parameter? And does this code go into init.sqf of a mission?
  17. gvse

    J.S.R.S. 1.5

    Thank you for sharing the results of your hard work. The mod sounds amazing. First thing I did was check the room ambiance and the weapon sounds in first person view, and it's all there as described in readme! Fantastic work.
  18. Hi, I've had a similar problem recently and found a solution in this thread: http://forums.bistudio.com/showthread.php?139569-Chemlight-on-Soldiers&highlight=attach+chemlight In particular, refer to Kylania's code for attaching chemlight to ai and replace the word "aiUnit" with the name you have assigned to the ai in the editor. If you want to attach it to the player just use the name "player" instead of "aiUnit". I have tested it and it works. While Im at it: should you want to place an IR strobe on a unit then place this code in the unit's init line in the Editor: ["ace_sys_irstrobe_aradd", [this]] call CBA_fnc_globalEvent; For some reason the strobe will be much brighter on AI than on the player.
  19. I think I had a similar problem on Thirsk, and the solution is very simple: just select a different day / year for your mission in the editor. Keep looking until proper textures show up in heat vision while using the addon.
  20. they should. after all the code is inserted in the addon's config so anyone using the same addon should see the same effect.
  21. Hi guys, Has anybody come up with parameters that change the color of flashlight light from white to red to reduce the blinding effect while using NV? I have searched the forum but no joy. I have also looked into the values myself but I don't even know in what system they are coded (cmyk, rgba?) Here's the default code: class FlashLight { color[] = {0.9, 0.9, 0.7, 0.9}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "flash dir"; direction = "flash"; angle = 30; scale[] = {1, 1, 0.5}; brightness = 0.1; }; If anybody has any ideas please share them. Thank you!
  22. Is it me or have AI stopped using flashlights when ordered to switch them on? I do have them in "danger" mode.
  23. Thank you for the feedback Harzach! Here's the code for the flashlight with red light. I don't know if it just me or if it's actually less blinding than white light while using NV (perhaps it's an engine limitation?). Definitely the red light is more subtle for night operations, and Ive been told that's what they use in the military. Do let me know if you see room for improvement! class FlashLight { color[] = {0.3, 0.1, 0.1, 0.7}; ambient[] = {0.1, 0.0, 0.0, 1.0}; position = "flash dir"; direction = "flash"; angle = 30; scale[] = {1, 1, 0.5}; brightness = 0.02; };
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