Pvt.Kiwi
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Everything posted by Pvt.Kiwi
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http://www.filefront.com/14812789/XM117.pbo `````---------------````` ```/``__________`````` ```|`/````````````|`` ```|`|___________|`|```` ``/`/``.--.``.--.``````` `/`|``|``*`|`*``|``|``` `|`|```-__-`-__-```|`|`` ``/`````___`````//``` ````````````````/`````` ````/```-------```````` ``_/_`|/|`|``|/|`__``` `/```|__|`|` |__|/````` `__/______|_______/`` `````|_____|_____|`````` `````/____`/____`````` --------------------- XM117 Addon By pvt.kiwi --------------------- PURPOSE -------- To add the XM117 carbine to ARMA2 for the Black Hawk Down mod and to get me more clued up with addon making in arma [first addon] --------- Includes --------- XM117.p3d ------------- INSTALLLATION -------------- -mod folder -class name: XM117 -------------- USAGE -------------- - feel free to edit i hope people can learn from it - credit where credit is due. ----------- KNOWN BUGS ----------- - no muzzleflash - no reload animations ---------------------------- futue release ---------------------------- - add several skins - scoped and nonscoped versions Armaholic mirror: - Xm117
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WIP: Stuff you are working on 2!
Pvt.Kiwi replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Im workin on the Tango 51 with a 10 round mag and muzzle break, the point of this thread is to ask for help when it come to the UV mapping and tincturing, if anyone is willing to help me send me a PM or post. Also anyone who has use a Tango 51 can you post in this thread because i would like some feedback on the recoil of the weapon as i have only shot similar rifle Thanks in advance. :) -
USEC Aoraki/Mount Cook (New Zealand) Island
Pvt.Kiwi replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
fantastic, absolutely bloody fantastic mate, hope you get just the way yah want -
goes away the futher you are yes
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I have made this XM117 and now im trying to get it signed so it can be used online but i am running into a wall this the BinPBO i've made the bikey already but here is th log so you can see whats going wrong Convert model e:\game work\pvt_xm117\optika_aimpoint.p3d -> E:\temp\pvt_xm117\optika_aimpoint.p3d Convert model e:\game work\pvt_xm117\XM117.p3d -> E:\temp\pvt_xm117\XM117.p3d Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found <model = "e:\game work\pvt_xm117\optika_aimpoint.p3d"> Cannot load material file ca\data\data\default_flash.rvmat. Cannot load material file ca\data\data\default_flash.rvmat Cannot load material file ca\data\data\default.rvmat. Cannot load material file ca\data\data\default.rvmat </model> <model = "e:\game work\pvt_xm117\XM117.p3d"> Warning: UV coordinate on point 306 is too big UV(-107.642998, 16.345100) - the UV compression may produce inaccurate results Warning: UV coordinate on point 189 is too big UV(-108.525002, 23.579399) - the UV compression may produce inaccurate results Warning: UV coordinate on point 188 is too big UV(-108.525002, 32.356800) - the UV compression may produce inaccurate results Cannot load material file ca\weapons\data\m4.rvmat. Cannot load material file ca\weapons\data\m4.rvmat Cannot load material file ca\weapons\data\aimpoint.rvmat. Cannot load material file ca\weapons\data\aimpoint.rvmat Cannot load material file ca\data\data\default.rvmat. Cannot load material file ca\data\data\default.rvmat Warnings in e:\game work\pvt_xm117\xm117.p3d:2 Warning: UV coordinate on point 206 is too big UV(-107.642998, 16.345100) - the UV compression may produce inaccurate results Warning: UV coordinate on point 116 is too big UV(-108.525002, 23.579399) - the UV compression may produce inaccurate results Warning: UV coordinate on point 115 is too big UV(-108.525002, 32.356800) - the UV compression may produce inaccurate results Warning: UV coordinate on point 791 is too big UV(0.000000, 690.093994) - the UV compression may produce inaccurate results Warning: UV coordinate on point 791 is too big UV(0.000000, 690.093994) - the UV compression may produce inaccurate results Cannot load material file ca\weapons\data\m4attach_metal.rvmat. Cannot load material file ca\weapons\data\m4attach_metal.rvmat Warnings in e:\game work\pvt_xm117\xm117.p3d:3.5 Cannot load material file ca\weapons\data\m16_metal.rvmat. Cannot load material file ca\weapons\data\m16_metal.rvmat Cannot load material file ca\weapons\data\m16_ironsights.rvmat. Cannot load material file ca\weapons\data\m16_ironsights.rvmat Cannot load material file ca\weapons\data\kolimator.rvmat. Cannot load material file ca\weapons\data\kolimator.rvmat </model> here is my config if there is a problem there #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class XM117 { weapons[] = {"XM117, XM117_CAMO"}; requiredVersion = 0.100000; requiredAddons[] = {"CAData", "CAWeapons", "CAWeapons2"}; }; }; class CfgWeapons { /*extern*/ class M16A2; class XM117: M16A2 { displayName = "XM117"; model = "\PVT_XM117\XM117"; muzzles[] = {"this"}; picture = "\PVT_XM117\data\XM117pic.paa"; UiPicture = "\PVT_XM117\m4_co.paa"; modelOptics = "\XM117\optika_aimpoint"; opticsZoomMin=0.7; opticsZoomMax=0.4; distanceZoomMin=50; distanceZoomMax=50; opticsFlare = true; opticsDisablePeripherialVision = true; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\HKMP5.rtm"}; dexterity = 1.460000; modes[] = {"XM117_Single", "XM117_FullAuto"}; }; class XM117_CAMO: M16A2 { displayName = "XM117_CAMO"; model = "\PVT_XM117\XM117"; muzzles[] = {"this"}; picture = "\PVT_XM117\data\XM117pic.paa"; UiPicture = "\PVT_XM117\m4(des)_co.paa"; modelOptics = "\XM117\optika_aimpoint"; opticsZoomMin=0.7; opticsZoomMax=0.4; distanceZoomMin=50; distanceZoomMax=50; opticsFlare = true; opticsDisablePeripherialVision = true; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\HKMP5.rtm"}; dexterity = 1.460000; modes[] = {"XM117_Single", "XM117_FullAuto"}; /*extern*/ class Single; /*extern*/ class FullAuto; class XM117_Single: Single { displayName = "$STR_DN_MODE_SEMIAUTO"; begin1[] = {"ca\sounds\weapons\rifles\m16_single1", 1.778279, 1, 1000}; begin2[] = {"ca\sounds\weapons\rifles\m16_single2", 1.778279, 1, 1000}; soundBegin[] = {"begin1", 0.500000, "begin2", 0.500000}; reloadTime = 0.075000; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; dispersion = 0.001000; minRange = 2; minRangeProbab = 0.300000; midRange = 250; midRangeProbab = 0.700000; maxRange = 600; maxRangeProbab = 0.050000; }; class XM117_FullAuto: FullAuto { displayName = "$STR_DN_MODE_FULLAUTO"; begin1[] = {"ca\sounds\weapons\rifles\m16_single1", 1.778279, 1, 1000}; begin2[] = {"ca\sounds\weapons\rifles\m16_single2", 1.778279, 1, 1000}; soundBegin[] = {"begin1", 0.500000, "begin2", 0.500000}; reloadTime = 0.090000; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; dispersion = 0.001750; minRange = 0; minRangeProbab = 0.100000; midRange = 30; midRangeProbab = 0.700000; maxRange = 150; maxRangeProbab = 0.050000; }; class Library { libTextDesc = "XM117"; }; descriptionShort = "$STR_DSS_M16A2"; }; };
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every time i pack it when i put it ingame a massive matrix shows up in a 20m radius of the unit holding the weapon.
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@STALKERGB: Yeah i have
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@STGN yeah i would its a mix on my end mate said it was a 117 but more R&D (someone telling me) i have found out it is the Colt Commando
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yep as soon as i figure out how to do it
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Black Hawk Down units and map
Pvt.Kiwi replied to Black1ron's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
its also called the 733 -
Black Hawk Down units and map
Pvt.Kiwi replied to Black1ron's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Tobie: it is man i got the idea from this picture -
WIP British 4 Rifle Soldiers
Pvt.Kiwi replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
boss. -
WIP British 4 Rifle Soldiers
Pvt.Kiwi replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sorry dude took a while here those ref pics -
thanks man i'll give it a go
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hi i keep getting this error "Head:undifined base class 'head'" so could someone please tell me what the head base class is. Thanks in advance
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#define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgFactionClasses { access = ReadAndCreate; class men { displayName = Combat Engineer; priority = 10000; side = TWest; }; }; class CfgPatches { class NIXsoldier { units[] = {"SF.p3d"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class flag_vojak : Default { sections[] = {"latka"}; };} class Head: Head { sections[] = { "osobnost", "brejle" }; skeletonName = "Head"; }; class ArmaMan : Default { sections[] = { "osobnost","Head_Injury", "Body_Injury","l_leg_injury", "l_arm_injury","r_arm_injury", "r_leg_injury","clan" }; skeletonName = "OFP2_ManSkeleton"; }; class SF.p3d:ArmaMan{}; }; class CfgVehicleClasses { class men { displayName = "Combat engineer"; }; }; class CfgVehicles { class Man; // External class reference class CAManBase : Man { class TalkTopics; // External class reference class HitPoints { class HitHead; // External class reference class HitBody; // External class reference }; }; class SoldierEB : CAManBase { class TalkTopics : TalkTopics {}; }; class SoldierWB : CAManBase { class TalkTopics : TalkTopics {}; }; class SoldierGB : CAManBase { class TalkTopics : TalkTopics {}; }; class Civilian; // External class reference class FR_R; // External class reference class SF.p3d : FR_R { faction = Combat engineer; scope = public; model = "\combat_engieer\SF.p3d"; weapons[] = {"***WEAPON WHEN RESPAWNING***", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "HandGrenade_West", "HandGrenade_West", "SmokeShell"}; respawnweapons[] = {"***WEAPON WHEN RESPAWNING***", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnmagazines[] = {"30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "30Rnd_556x45_stanag", "HandGrenade_West", "HandGrenade_West", "SmokeShell"}; vehicleClass = ***YOURCLASSNAME***; class Wounds { tex[] = {}; mat[] = {"ca\characters2\Rus\DATA\soldier_flora_vsr_vest.RVmat", "ca\characters2\Rus\DATA\soldier_flora_vsr_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_flora_vsr_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_co_flora_vsr_vest.RVmat", "ca\characters2\Rus\DATA\soldier_co_flora_vsr_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_co_flora_vsr_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_mg_flora_vsr_vest.RVmat", "ca\characters2\Rus\DATA\soldier_mg_flora_vsr_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_mg_flora_vsr_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_at_flora_VSR_vest.RVmat", "ca\characters2\Rus\DATA\soldier_at_flora_VSR_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_at_flora_VSR_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_pilot_flora_vsr.RVmat", "ca\characters2\Rus\DATA\soldier_pilot_flora_vsr_w1.RVmat", "ca\characters2\Rus\DATA\soldier_pilot_flora_vsr_w2.RVmat", "ca\characters2\Rus\DATA\soldier_crew_flora_vsr.RVmat", "ca\characters2\Rus\DATA\soldier_crew_flora_vsr_w1.RVmat", "ca\characters2\Rus\DATA\soldier_crew_flora_vsr_w2.RVmat", "ca\characters2\Rus\DATA\Commander.rvmat", "ca\characters2\Rus\DATA\W1_Commander.rvmat", "ca\characters2\Rus\DATA\W2_Commander.rvmat"}; }; displayName = "Sapper"; identityTypes[] = {"LHD_glasses", "Head_USMC_Camo", "Head_USMC", "FR_Glasses", "USMC_Glasses"}; portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca"; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; icon = "\Ca\characters2\data\icon\i_soldier_CA.paa"; }; };
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GMJ Sight Adjustment for ArmA2
Pvt.Kiwi replied to noamles's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Im working on making a L118 howitzer for arma2 and i need a accurate way of moving the gun into position so when i saw the sight adjustment it thought that would be perfect so, Im wondering could the addon be reworked to show the direction of the gun and the elevation controlled by the arrow keys and the arrows would also move the gun -
Mornin all, im trying to model the L118 light field gun and the plant that tows it and subsequent help in this area when then the mod tools, are release would be greatly appreciated, but firstly i want to know if it is possible to make a script that like the GRJ Sight Adjustment allows the gunner to manually dial the direction and elevation of the gun by using the arrow keys; This would be attached to the M119 if that helps. Thanks for any help in advance
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L118 light gun HELP.
Pvt.Kiwi replied to Pvt.Kiwi's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Question should i wait for the new modding tools to just use the oxygen tool from arma 1. Btw i have no modeling experience at all -
L118 light gun HELP.
Pvt.Kiwi replied to Pvt.Kiwi's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
could you explain the digital gun-laying system im not up on that and any reference material relating to that would also be greatly appropriated.