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bwph4273

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Everything posted by bwph4273

  1. This is a idea i wanted to see put into arma .when i was at JBB Balad, Iraq (aka LSA Anaconda) to see the C-RAM in action is awsome. so i wanted to get it in the game. I know its not an exact of one but it would work for the game . please feel free to comment or make sugestions and if anyone wants to help i would welcome it thanx. Im new to addon making so it might take me a while to get it done as i am still learning alot of what it takes to make a completed addon. The C-RAM is a land based version of the Phalanx CIWS used by the Navy. IT is a 20 mm M61A1 Gatling gun firing 3,000 M-246 or 4,500 M-940 rounds per minute. It uses radar to track incoming rockets,artillery or mortars and shoot them down. UPDATE OK just wanted to post some updated pics and video of the c-ram and give some more news on it . the project is not dead it is very much alive and is still being worked on. right now another community member is doing some config and scripting on it and should have something to show soon. you can look at more pics HERE here is a short video of the c-ram doing a night fire by NouberNou mBSGhcr8gDs here is a short video of the c-ram doing a day fire by NouberNou -osT1Z4Ni8E
  2. C-RAM (Land based Phalanx Weapon System) This is the Alpha release of my c-ram addon . As so it is a wip and any input our suggestions are welcome. The model is based on the real C-RAM weapon system. As this is an early release MP compatibility has not been fully tested yet. This addon does not have a c-ram script (i suck at scripting) but there are several people working on them and one already released. View readme for full list of features and functionality. C-RAM (Land based Phalanx Weapon System) Alpha 1.01 download @BWPH_C-RAM.zip END USER LICENCE AGREEMENT DISCLAIMER You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author. This addon is released under: Creative Commons Licence Attribution-NonCommercial-NoDerivs for use in ARMA 3 version 1.04 or higher
  3. im sorry guys i don't have access to his source files we were working together on the projects but never shared our source files with each other. the only ones i have are for my own model but i don't have a working script. i would be willing to work with someone to make my addon work with their script.
  4. hello everyone i was working with alexboy and one other person to produce some nice c-rams but i have not had any contact with him and no replies from messages. i have also stopped working on mine as well because of shortage of time .
  5. welcome to my projects page. I have a few projects in the works. I will post updates as I have progress to report. here is a list of what I am currently working on. 1. BD-5J micro jet (my addon from A2 porting it A3 and updating it) 2. C-RAM ( counter rocket, artillery and mortar land based phalanx weapon system) 3. SR-71 Blackbird 4. M915 Truck (to pull the c-ram) 5. MAARS robot (ugv) 6. M114 CRC (Vietnam era Calvary recon carrier) here is a link to some pics click here
  6. Sorry for the double post but i found a bug with the camera shake function. After you get in the c-ram you veiw shakes as if you're in a mini earthquake lol. I will fix it in the next update. In the mean time you can disable the cam shake in the game options.
  7. Actually Alexboy and i are and have been working together along with a few others to hopefully someday have a complete c-ram addon covering most types as far as i know we are all releasing our own addons but we have been keeping in touch and sharing info on making this all work.
  8. yes at this time it does not target mortars, rockets ect. it is a Alpha release . a c-ram script is being worked on but is currently not working . ok i am in the works of making this happen. its far from finished and hopefully will be implemented in the near future. i am also making a m915 truck to pull it with(click here) . as far as the uber tank goes the AI will not target ground vehicles or persons only air but they will target laser targets. as for a player controlling the c-ram they could shoot whatever they want anyways.
  9. not yet that is something i am working on .
  10. hello i was wanting to make my c-ram rounds airburst but am not very good at scripting and was wondering if anyone would help with some examples please. i have looked on the forums and there is not much info on this.
  11. same here worked fine before the update and now its crap. and when it does get done its leaving out some folder,textures and rvmats
  12. bwph4273

    ARMA 3 Addon Request Thread

    just wanting to see if someone will model some SR-71 pilots. I am doing an sr-71 and it would be great to have some pilots to go with it.
  13. I have done that . it didn't work . EDIT. got it working thanks to alexboy
  14. I have tried everything I can think of to get it to work so any help would be appreciated . everything else works fine just the muzzle flash doesn't show. // config.bin by BWPH4273 // 9/21/2010 (uptated to A3 5/16/2014) C-RAM ver. 2.156 alpha // work in progress class CfgPatches { class BWPH_C_RAM { units[] = {"C_RAM"}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; #include "weapon.hpp" class CfgVehicles { class All; class Strategic; class Land; class LandVehicle: Land { class ViewPilot; class NewTurret; class Turrets; class Sounds; class AnimationSources; class EventHandlers; }; class StaticWeapon: LandVehicle { class Turrets { class MainTurret: NewTurret { class ViewOptics{}; }; }; }; class StaticMGWeapon: StaticWeapon { class Turrets: Turrets { class MainTurret: MainTurret { class ViewOptics; }; }; }; class StaticCannon: StaticWeapon { class ViewOptics; class NewTurret; }; class C_RAM: StaticCannon { hasDriver = 0; armor = 20; damageResistance = 0.01; displayName = "C-RAM"; icon = "\BWPH_C-RAM\data\ui\cram.paa"; scope = 2; accuracy = 1.5; crew = "B_soldier_F"; faction = "BLU_F"; side = 1; typicalCargo[] = {"B_Soldier_F","B_Soldier_F"}; hasGunner = 1; model = "\BWPH_C-RAM\BWPH_cram"; canLock = 2; laserScanner = "true"; gunnerCanSee = 31; castGunnerShadow = 0; class AnimationSources { class Gatling { source = "revolving"; weapon = "c_ram_autocannon"; animPeriod = 0.01; }; //class c_ram_autocannon_ammorandom //{ //source = "ammorandom"; //weapon = "c_ram_autocannon"; //}; class Trailerjack { type="translation"; source="user"; selection="t_jack"; memory=1; axis="t_jack_axis"; begin="t_jack_start"; end="t_jack_end"; minValue=0; maxValue="1"; offset0=0; offset1=0.7; animPeriod=2.5; }; }; class Turrets: Turrets { class MainTurret: MainTurret { gunnerCanSee = 31; radarType = 4; threat[] = {0.2,0.9,1}; minTurn = -360; maxTurn = 360; initTurn = 0; minElev = -25; maxElev = 100; gunnerName = "Gunner"; primary = 1; primaryGunner = 1; LockDetectionSystem = "2 + 8 + 4"; incomingMissileDetectionSystem = 16; startEngine = 0; maxHorizontalRotSpeed = 1; maxVerticalRotSpeed = 1; weapons[] = {"c_ram_autocannon"}; magazines[] = {"3000Rnd_20mm_HEISD","3000Rnd_20mm_HEISD","3000Rnd_20mm_HEISD"}; memoryPointGunnerOptics = "gunnerview"; memoryPointGun = "machinegun_1"; gunBeg = "gun_1_muzzle"; gunEnd = "gun_1_chamber"; selectionFireAnim = "zasleh"; memoryPointsGetInGunner = "pos_gunner_dir"; memoryPointsGetInGunnerDir = "pos_gunner"; body = "MainTurret"; gun = "MainGun"; turretInfoType = "RscOptics_Heli_Attack_01_gunner"; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000,2100,2200,2300,2400,2500}; discreteDistanceInitIndex = 5; // start at 600 meters gunnerOpticsEffect[] = {"TankCommanderOptics1","BWTV"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_best",1.4125376,1.0,40}; outGunnerMayFire = 1; inGunnerMayFire = 1; gunnerForceOptics = 1; showGunnerOptics = 1; castGunnerShadow = 0; gunnerOutForceOptics = 1; forceHideGunner = 1; stabilizedInAxes = "StabilizedInAxesBoth"; enableManualFire = 1; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.155; minFov = 0.037; maxFov = 0.155; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0, 1, 2, 3, 4, 5}; irScanRangeMin = 10; irScanRangeMax = 10000; irScanToEyeFactor = 5; }; class OpticsIn { class Wide: ViewOptics { opticsDisplayName = "1X"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.766; minFov = 0.766; maxFov = 0.766; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0, 1, 2, 3, 4, 5}; gunnerOpticsModel = "\A3\Weapons_F_beta\Reticle\Heli_Attack_01_Optics_Gunner_wide_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\A3\Weapons_F_beta\Reticle\Heli_Attack_01_Optics_Gunner_medium_F.p3d"; opticsDisplayName = "10X"; initFov = 0.093; minFov = 0.093; maxFov = 0.093; }; class Narrow: Wide { gunnerOpticsModel = "\A3\Weapons_F_beta\Reticle\Heli_Attack_01_Optics_Gunner_narrow_F.p3d"; opticsDisplayName = "50X"; initFov = 0.029; minFov = 0.029; maxFov = 0.029; }; }; }; }; class UserActions { class trailerjack_raise { displayName="raise jack"; position="jack"; radius= 0.5; condition="this animationPhase ""Trailerjack"" < 0.5"; statement="this animate[""Trailerjack"",1]"; onlyforplayer = false; }; class trailerjack_lower { displayName="lower_jack"; position="jack"; radius=0.5; condition="this animationPhase ""Trailerjack"" > 0.5"; statement="this animate[""Trailerjack"",0]"; onlyforplayer = false; }; }; }; }; class CfgAmmo { class B_35mm_AA_Tracer_Red; class B_20mm_HEISD: B_35mm_AA_Tracer_Red { model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; scope = 2; timeToLive = 5; tracerStartTime = 0.005; tracerEndTime = 4; hit = 100; indirectHit = 45; indirectHitRange = 15; visibleFire = 32; audibleFire = 32; visibleFireTime = 5; explosive = 0.55; airLock = 1; soundHit1[] = {"A3\Sounds_F\weapons\Explosion\gr_explosion_1",3.1622777,1,1800}; soundHit2[] = {"A3\Sounds_F\weapons\Explosion\gr_explosion_2",3.1622777,1,1800}; soundHit3[] = {"A3\Sounds_F\weapons\Explosion\gr_explosion_3",3.1622777,1,1800}; soundHit4[] = {"A3\Sounds_F\weapons\Explosion\gr_explosion_4",3.1622777,1,1800}; soundHit5[] = {"A3\Sounds_F\weapons\Explosion\gr_explosion_5",3.1622777,1,1800}; soundHit6[] = {"A3\Sounds_F\weapons\Explosion\gr_explosion_6",3.1622777,1,1800}; multiSoundHit[] = {"soundHit1",0.2,"soundHit2",0.2,"soundHit3",0.2,"soundHit4",0.1,"soundHit5",0.15,"soundHit6",0.15}; explosionSoundEffect = "DefaultExplosion"; cost = 50; CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; tracerScale = 1.55; airFriction = -0.0005; caliber = 2.33; trackLead = 2.5; typicalSpeed = 1548; class CamShakeExplode { power = "(18*0.2)"; duration = "((round (18^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((1 + 18^0.5)*8)"; }; class CamShakeHit { power = 19; duration = "((round (18^0.25))*0.2 max 0.2)"; frequency = 20; distance = 1; }; class CamShakeFire { power = 30; duration = "((round (5^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((5^0.5)*8)"; }; class CamShakePlayerFire { power = 2.0; duration = 0.1; frequency = 20; distance = 1; }; }; }; class CfgMagazines { class 680Rnd_35mm_AA_shells_tracer_red; class 3000Rnd_20mm_HEISD: 680Rnd_35mm_AA_shells_tracer_red { scope = 2; ammo = "B_20mm_HEISD"; count = 3000; tracersEvery = 1; displayName = "20mm HEISD"; initSpeed = 1590; maxLeadSpeed = 800; nameSound = "cannon"; }; }; class CfgWeapons { class CannonCore; class autocannon_35mm: CannonCore{}; class c_ram_autocannon: autocannon_35mm { magazines[] = {"3000Rnd_20mm_HEISD"}; reloadtime = 0.015; scope = 1; airLock = 1; laserLock = 1; irLock = 1; canLock = 2; aiDispersionCoefX = 1; ballisticsComputer = 1; displayName = "M61-A1"; shotFromTurret = 1; autoFire = 0; burst = 10; class GunParticles { class Effect { effectName = "MachineGun2"; positionName = "gun_1_muzzle"; directionName = "gun_1_chamber"; }; class link { positionName = "eject_point"; directionName = "eject_dir"; effectName = "MachineGunEject"; }; class Shell { positionName = "eject_point"; directionName = "eject_dir"; effectName = "MachineGunCartridge2"; }; }; class GroundEffect1 { intensity = 2; interval = 1; lifetime = 1; position[] = {0,0,2}; simulation = "particles"; type = "CircleDustTankSmall"; }; class manual: CannonCore { displayName = "M61-A1"; sound[] = {"A3\Sounds_F_EPC\Weapons\gau_03_burst",2.5118864,1,4500,{ 25704,32159 }}; weaponSoundEffect = "DefaultRifle"; soundContinuous = 1; autoFire = 1; flash = "gunfire"; reloadTime = 0.015; dispersion = 0.0001; showToPlayer = 1; multiplier = 10; burst = 10; soundBurst = 0; aiRateOfFire = 0.015; aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close: manual { showToPlayer = 0; burst = 15; aiRateOfFire = 0.015; aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.58; maxRange = 400; maxRangeProbab = 0.2; }; class short: close { reloadTime = 0.015; soundBurst = 0; aiRateOfFire = 1; aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.58; maxRange = 500; maxRangeProbab = 0.2; }; class medium: short { burst = 20; aiRateOfFire = 0.015; aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.58; maxRange = 900; maxRangeProbab = 0.2; }; class far: short { burst = 30; aiRateOfFire = 0.015; aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; }; class CfgSkeletons { class Default { skeletonInherit = ""; skeletonBones[] = {}; }; class BWPH_cramSkeleton:Default { skeletonInherit = ""; skeletonBones[]= { "wheel_1_1_damper", "", "wheel_1_2_damper", "", "wheel_2_1_damper", "", "wheel_2_2_damper", "", "wheel_1_1", "wheel_1_1_damper", "wheel_1_2", "wheel_1_2_damper", "wheel_2_1", "wheel_2_1_damper", "wheel_2_2", "wheel_2_2_damper", "t_jack", "", "mainturret", "", "maingun","mainturret", "gatling","maingun", "zasleh","maingun", "obs_turret", "", "obs_gun","obs_turret" }; }; }; class Rotation; class CfgModels { class Default { isDiscrete = 1; sections[] = {}; sectionsInherit=""; }; class BWPH_cram: Default { sectionsInherit=""; sections[]= { "zasleh" }; skeletonName="BWPH_cramSkeleton"; class Animations { class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis=""; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class Wheel_1_2: Wheel_1_1 { selection="wheel_1_2"; }; class Wheel_2_1: Wheel_1_1 { selection="wheel_2_1"; }; class Wheel_2_2: Wheel_1_1 { selection="wheel_2_2"; }; class Wheel_1_1_Damper { type="translationY"; source="damper"; selection="wheel_1_1_damper"; axis="wheel_1_damper_axis"; minValue=-1; maxValue=1; offset0= 0; offset1=0.02; memory=1; }; class Wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper"; axis="wheel_1_damper_axis"; }; class Wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper"; axis="wheel_2_damper_axis"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper"; axis="wheel_2_damper_axis"; }; class mainTurret { type="rotationY"; source="MainTurret"; selection="MainTurret"; axis="MainTurret_1_axis"; memory = 1; minValue = rad -360; maxValue = rad +360; angle0="rad -360"; angle1="rad +360"; }; class mainGun { type="rotationX"; source="mainGun"; selection="maingun"; axis="maingun_1_axis"; memory = 1; minValue = rad -360; maxValue = rad +360; angle0="rad -360"; angle1="rad +360"; }; class Obs_Turret { type="rotationY"; source="obs_Turret"; memory = 1; selection="obs_turret"; axis="obs_turret_axis"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Obs_Gun: Obs_Turret { type="rotationX"; source="obs_Gun"; selection="obs_gun"; axis="obs_gun_axis"; }; class Gatling { type="rotation"; source="Gatling"; selection="gatling"; axis="gatling_axis"; animPeriod = 0.001; minValue = 0; maxValue = 1; sourceAddress = 0; angle0 = 0.000000; angle1 = -1884.955688; memory = 1; }; ////class muzzleFlashROT //{ //type="rotation"; //source="c_ram_autocannon_ammorandom"; //sourceAddress="loop"; //selection="zasleh"; //axis="muzzleflash_axis"; //minValue=0; //maxValue=4; //angle0="rad 0"; //angle1="rad 360"; //}; class Trailerjack { type="translation"; source="user"; selection="t_jack"; memory=1; axis="t_jack_axis"; begin="t_jack_start"; end="t_jack_end"; minValue=0; maxValue="1"; offset0=0; offset1=0.7; animPeriod=2.5; }; }; }; };
  15. yes I put the "/" in front of it when I was trouble shooting it . with them out the rotation works fine. if I remove the selectionfireanimation and let the proxy just show it rotates and shows fine but doesn't go away its shown all the time but if I leave that in the config it goes away. and yes the zasleh is all correct and I have even tried it as muzzleflash but still doesn't work.
  16. well what is the problem with them. not animating? don't know how to set up for animation? ? also if the problem is in your model config it sometimes helps to post in here so people can look at it for you and point out problems and also it helps to post a screen shot of the actual problem.
  17. yep tried that and it doesn't work.
  18. I have an issue my bd-5j has wings that fold and the issue I have is the marker lights on the wings do not stay with the wings when they fold. I have tried everything I can think of to fix this in the model.cfg and it still doesn't work correctly. if anyone can help it would be appreciated here is the config. class BD5JSkeleton: Plane { isDiscrete=0; skeletonInherit="Plane"; skeletonBones[]= { "wing_fold", "", "r_body_mount", "wing_fold", "r_wing_mount", "r_body_mount", "wing_r", "r_wing_mount", "l_body_mount", "wing_fold", "l_wing_mount", "l_body_mount", "wing_l", "l_wing_mount", [color="#00FF00"]"green_positional"[/color],[color="#0000FF"]\\\\\ here is the bone and name of the marker memory point[/color] "wing_r", [color="#00FF00"]"red_positional", [/color][color="#0000FF"]\\\\\ here is the bone and name of the marker memory point[/color] "wing_l", "damagehide", "",
  19. I have tried that also and it doesn't work. can a dev please comment on if the points used for the class "MarkerLights" can be animated to move with the object or bone it is attached to in a model
  20. I have tried that. it doesn't work either. is it possible that the game engine does not allow the config " class MarkerLights" to move? every other part of that animation works great . I mean the class Reflectors for the front lights moves with the landing gear just fine. but im just lost on this with the markers
  21. ill give it a shot . thanks ---------- Post added at 10:40 AM ---------- Previous post was at 10:11 AM ---------- @WarLord554 thanks but it did not work. the lights still stay in the down position
  22. simply awesome myke!!!!!!!!
  23. bwph4273

    Mortar Ammo/IR Lights

    all u ask for is being developed and is a wip by NouberNou here is a link to his youtube channel http://www.youtube.com/user/Noubers
  24. downloading and will start on it soon thanks
  25. i say make it a single weapons pack it would just make thing easy i mean you know when u release your new f-16 everyone will download it and it needs the missilebox so u get the moab 2 and everyone wins . i mean if u worry about adding a few hundred megs of stuff to your hard drive then u probably should not play Arma2 anyways :D anyways keep up the awesome work.
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