gvse
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Everything posted by gvse
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Thank you. :) Let me just remind you that neither the mp7 nor mp9 are my own addons: the mp7 is a port of Christian's and the mp9 is being done collectively with Alwarren.
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hey fluttershy, I remember you mentioning you guys were going to make an mp7, but is it still in the works, given you are focusing on rangers.
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The PDW2000 holding animation needs correction I think: as is, the weapon is held too high (right hand thumb clips through the weapon just above the pistol grip, left hand seems to holding the weapon too high, and as if there was no front grip) and too close to the body. As Gossamer pointed out, the class name is really confusing too.
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Thanks. Not a bad looking gun.
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It's gonna be still a while before I can download. Would anyone care to let me know what exactly is the PDW2000?
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Thanks scarecrow. Ill try that. @Railgun: priceless advice. Should you ever need anything ill give the same quality feedback.
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Hey guys, an update: we've corrected the width of the model and (thanks to da12thmonkey) squashed some bugs related to the bump map. We still need to replace the mp7 suppressor with the dedicated mp9 one, and that's gonna be it. Here, some underwater snaps from Altis:
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Can someone do a simple test and try and use the "team switch" option to switch to a playable AI teammate after you die in single player? my game ALWAYS crashes when I do that, and this has been happening only after yesterday's dev update. Here's the rpt in case the devs are lurking.
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Ive just had two game crashes when I die and use the "team switch" option to switch to my ai teammate. The cursor is responsive but the screen freezes and I need to kill the game via the task manager.
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seriously? are you demanding that the creator explain himself why he didnt spend a chunk of his free time to make something just to satisfy your needs?
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hey man, finally i had some time to have a longer playthrough and it seems like they still go out of "hold fire" mode too quickly. I usually set them to "stealth" and order to "hold fire," and I think that with vanilla game they maintain somewhat better discipline. Still, an indispensable mod!
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Hi folks, I thought this was a cool night snap of the weapon: camo versions are coming:
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aminating the bolt issue, can you help?
gvse replied to zachgibson22's topic in ARMA 3 - MODELLING - (O2)
ha! I have a similar issue but I am under the impression that the bolt moves when I am in 1st person but fails to move when in 3rd. Also the reload magazine action plays only in 1st person; not in 3rd. Heres my model.cfg: Btw, I do things mainly by looking at how others have done them before, and it may sound silly but I have no idea whether the 'skeletonName="AG_MP9";' actually has to have a corresponding name (i.e. "AG_MP9") in O2. If yes, where do I assign it? class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class AG_MP9 : Default { SkeletonBones[]= { "trigger","", "magazine","", "bolt","", "zasleh", "", }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class mp9 : Default { skeletonName="AG_MP9"; sections[]= { "zasleh", }; class Animations { class bolt_action { type="translationX"; offset0=0; offset1=0; axis=""; //unknown :( memory=0; minValue=0; maxValue=0.08; minPhase=0; maxPhase=0.08; source="reload"; sourceAddress=0; selection="bolt"; }; class bolt_empty { type="translationX"; offset0=0; offset1=0; axis=""; //unknown :( memory=0; minValue=0; maxValue=0.06; minPhase=0; maxPhase=0.06; source="isEmpty"; sourceAddress=0; selection="bolt"; }; class trigger { type="translationX"; offset0=0; offset1=0; axis=""; //unknown :( memory=0; minValue=0; maxValue=0.016; minPhase=0; maxPhase=0.016; source="reload"; sourceAddress=0; selection="trigger"; }; class magazine_hide { type="hide"; hideValue=0.1; minValue=0.2; maxValue=0.25; minPhase=0.2; maxPhase=0.25; source="reloadMagazine"; sourceAddress=0; selection="magazine"; }; class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; sourceAddress="loop"; memory=1; animPeriod=0; selection="zasleh"; axis="flash_axis"; minValue=0; maxValue=4; minPhase=0; maxPhase=4; angle0="rad 0"; angle1="rad 360"; }; }; }; class mp9_folded: mp9 {}; class mp9_wcam: mp9 {}; }; -
OK, so as advised by Bad Benson I have inverted the green channel of the normal map and then redid the texture (plus added some details). Here's the result (plus some snaps of the variant with folded stock). Is it better? Any other suggestions regarding the texture? Btw, Im gonna enable both 9mm rounds and .acp for this smg as there is a mp45 variant, which accepts .acp rounds, and which looks identical to mp9.
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I've just run a quick test which I hope is sufficient to figure out if the green channel is ok or not. I inverted the Green channel of the normalHQ map that goes in the rvmat (haven't touched the regular texture cause that's more work) and compared the results in bulldozer, and it appears that everything is fine and inverting the green channel results in sharper edges. Here is a comparison snap: Am I right or is the test insufficient? EDIT: 1. oh yeah, thanks for the kind words everyone! :) 2. camo variants: I think they are coming but perhaps some time after the initial release as I am still tinkering with the base (black) texture.
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Primary. There is a variant with folded stock so this might be secondary if I manage to get it configged. OK, both Al and I had some free time so we managed to get this thing in game for the first time. Here are some happy snaps (suppressor is a placeholder [from the mp7])
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Ive noticed that friendlies are happier on the trigger even when told to hold fire. It seems that without the mod they maintain a slightly better discipline ;) Bar that, a great mod. Thank you for your continuing support!
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thank you for the update! Gonna test it soon. :)
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Yeah, happened to me too, and so I had to eliminate the part throwing errors. I especially recommend theCBA taskdefend command as this will get the AI to patrol inside houses. Sadly lots of houses are bugged and you will see AI falling though walls of some buildings. Try and mix this with tpw LOS addon for greater AI responsiveness. Good luck!
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Example of working CBA patrol script (placed in a unit's init): and defend . Check that site I linked to for explanations of what each parameter defines.
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Suppressed Scorpion EVO-4 9mm no full-auto/ burst
gvse replied to asuseroako's topic in ARMA 3 - BETA DISCUSSION
They have rewritten suppressor configs and, since the scorpion takes the same 9mm suppressor as the pistol, it overrides firing modes of the smg. Clearly a bug. I have no way of checking it now, but isn't there a dedicated scorpion suppressor by any chance? -
It has probably been reported earlier, but it's something ive just noticed: the houses that in the Editor go by name Stone House (big, grey) have bugged balconies: walk to the left side of the balcony and your avatar goes into some kind of jumping loop. This happens both in Girna and Agia in that type of building.
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1. CBA explained here 2. ups: yes, they go immediately to combat mode. I guess the script needs an update. 3. bis_fnc: it is my understanding that if you put an actual number in the "number" part you should limit their range in relation to the place where you put them in the editor (which is recognized via "getPos this"). Try "[group this, getPos this, 40] call BIS_fnc_taskPatrol;" and they should not stray too far.
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you are right. this is perhaps something that should be reported to Kronzky in his thread. Try and use the "noslow" parameter and it might help a bit. I also recommend using: 1. the native command fnc_taskPatrol it really works and is even easier to set up cause you dont even designate the area with a marker. 2. sites module to populate bases and set up checkpoints super fast. In my experience these two give you a quick and easy way to populate the game world. With upsmon I would often use a detect trigger to set up reinforcements but you can do that with trigger and a seek and destroy waypoint.
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Ups by Kronzky actually works without any errors (look for it in the custom missions section of this forum). Upsmon has more bells and whistles so I hope someone knowledgeable can get it to work again.