-
Content Count
2365 -
Joined
-
Last visited
-
Medals
Everything posted by road runner
-
Private addons, linked to the glasses.
-
from the top of the page.
-
DireOne JSOC jeans retexture
road runner replied to direone's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd tone down the nohq a tad, it makes the jeans texture look a bit too rough- 15 replies
-
- 1
-
-
smallarms NIArms Release Thread
road runner replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you go to to Toadies Github ALL the source files are there, including the config.cpp's and model.cfg's. It will save you heaps of time, and they're error free. https://github.com/toadie2k/NIArms -
and this is also in the wrong section, should be in the general.
-
equipment [WIP]ORC's TIER1 Equipment Pack
road runner replied to Memura Takahashi's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks pretty good guys, although I'd scale up the multicam a bit more, looks a little on the small side. -
smallarms NIArms Release Thread
road runner replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe that to get your "request" noticed is that you need to join Toadie's Patreon, and there you will find a list of weapons, that are prioritised by the amount of donations that weapon receives, or in your case, it's probably better to have those weapons commissioned by Toadie. You have to bear in mind that Toadie is also working flat out on prior commissions, and weapons from the list. I believe he's working on some new HK416's commissioned by war_lord. The weapons you have requested would effectively go to the back of the queue, and be low priority, and could be months, maybe even longer away from ever being released. Check out the link to Toadies Patreon on the first page, it might offer more guidance and information for you. -
1stBN/160th SOAR Mod ArmA III WIP
road runner replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Take your time, all good things ... -
I wasn't a huge fan of this type of vest when it first started doing the rounds, the real one that is, but it's actually growing on me, and looking forwards to seeing it replicated in Arma3 . Good effort mate
-
Arma 3 VoiceAttack profile (with role designation feature)
road runner replied to woofer808's topic in ARMA 3 - GENERAL
Thanks, wasn't sure if you had created your own version.- 48 replies
-
Arma 3 VoiceAttack profile (with role designation feature)
road runner replied to woofer808's topic in ARMA 3 - GENERAL
Would you care to share the profile you use sir?- 48 replies
-
Here you go mate, you will get a perspective of the size, the plates are the same width as the distance between the nipples. The length will slightly vary depending on how that person wears his. Mine is from abut 1" below my Trachea, and a hands width ( four fingers) from the waist band of my trousers.
-
XL plates are 12 x 10" I believe, it's the one thing I've noticed on several vest addons, not just this one, even mine, the plates are too large.and the scaling is wrong. Other than that, it's a cracking looking vest model.
-
smallarms NIArms Release Thread
road runner replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
PuFu is a professional 3d artist, and an outstanding one at that. War_Lord is the PR guy for NIARM's which is hobby.. nothing really similar about their "jobs" at all. You do understand the role of "Public Relations" though right? One does it for a career/profession, and is totally hands on, and the other does it as part of a hobby, does not do any "creational" work and does not receive numeration for his work. PuFu chooses to be more vocal and opinionated within the RHS thread..amongst other's too. War_Lord mostly sticks to here. Apples and Oranges. -
smallarms NIArms Release Thread
road runner replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Actually I stand corrected, when I was training this morning, it is indeed the right flesh of the thumb over the left hand, so left thumb UNDER the right thumb, but the left hand forefinger still curls around the outside of the trigger guard. -
smallarms NIArms Release Thread
road runner replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've always held pistols the exact way Toadie has his set up, my left forefinger also curls around the OUTSIDE of the trigger guard, as if it's another trigger, the soft flesh of the thumb of the left hand, sitting on top of the dominant hands thumb, in my case my right hand. Definitely not a wrong way to hold it, several of the worlds top IPSC shooters also hold their pistols the same way, and at the same time, it's how I was taught to hold it by former SF guys from both sides of the Atlantic, as well as Asian countries. -
1stBN/160th SOAR Mod ArmA III WIP
road runner replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are we also seeing a wee sneak peak at SOCMOD 2 in these pics?? -
Weapon isn't showing up in Arsenal
road runner replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
now that's weird as .. -
Weapon isn't showing up in Arsenal
road runner replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Does it show up in the game ?? -
Weapon isn't showing up in Arsenal
road runner replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It's maybe down to having the same class name as the model, try renaming the model to _1 instead of _F, I've had an issue like this before, class name conflict ion. -
Weapon isn't showing up in Arsenal
road runner replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Okay, by the looks of it you're missing the key element, and that's the p3d model itself, you have the class name the same as the model, which might be the cause of your missing model. try this out. class CfgSkeletons { class Rifle_base_F; class XM25_F: Rifle_base_F { skeletonInherit = Rifle_base_F; isDiscrete = true; skeletonBones[] = { zasleh,"", bolt,"", magazine,"", safety,"" }; }; }; class CfgModels { class Default; class Rifle_base_F; class XM25M: Rifle_base_F { skeletonName = XM25_F; sections[] = {zasleh}; class Animations { class magazine_reloadMag_hide { type = hide; source = reloadMagazine; selection = magazine; minValue = 0; maxValue = 1; hideValue = 0.188; unhideValue = 0.55; }; class magazine_hasMag_hide { type = hide; source = hasMagazine; selection = magazine; minValue = 0; maxValue = 1; hideValue = 0.5; unhideValue = -1; }; class magazine_reloadMag_move_1 { type = translation; source = reloadMagazine; selection = magazine; axis = magazine_axis; minValue = 0.145; maxValue = 0.170; offset0 = 0; offset1 = 0.25; }; class magazine_reloadMag_move_2: magazine_reloadMag_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0; offset1 = -0.25; }; class trigger_reload_rot { type = rotation; source = reload; selection = trigger; axis = trigger_axis; minValue = 0.5; maxValue = 1; angle0 = 0; angle1 = (rad 40); }; class bolt_reload_move_1 { type = translation; source = reload; sourceAddress = clamp; selection = bolt; axis = bolt_axis; minValue = 0; maxValue = 0.1; offset0 = 0; offset1 = 0.4; }; class bolt_reload_move_2: bolt_reload_move_1 { minValue = 0.5; maxValue = 1; offset0 = 0; offset1 = -0.4; }; class bolt_empty_move: bolt_reload_move_1 { source = isEmptyNoReload; minValue = 0; maxValue = 0.5; offset0 = 0; offset1 = 0.4; }; class bolt_reloadMag_move_1: bolt_empty_move { source = reloadMagazine; minValue = 0; maxValue = 0.00001; }; class bolt_reloadMag_move_2: bolt_reloadMag_move_1 { source = reloadMagazine; minValue = 0.877; maxValue = 0.9; offset1 = -0.4; }; class zaslehROT { type = rotationX; source = ammoRandom; sourceAddress = loop; selection = zasleh; axis = ""; centerFirstVertex = true; minValue = 0; maxValue = 4; angle0 = (rad 0); angle1 = (rad 360); }; class safety_weaponMode_rot { type = rotation; source = weaponMode; selection = safety; axis = safety_axis; memory = true; minValue = 0; maxValue = 0.25; angle0 = 0; angle1 = (rad -52); }; }; }; }; class XM25_F: XM25M {}; }; personally I'd change the name of the p3d of the model to XM25_1 to avoid conflicts with the class name -
Weapon isn't showing up in Arsenal
road runner replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What's your model.cfg look like?? -
It's a shame that the new DLC in Dev Build appears to be a higher priority than sorting out the piss poor AI from walking off roofs, or being unable to climb up and down ladders.
- 5180 replies
-
- 3
-
-
- branch
- development
-
(and 1 more)
Tagged with:
-
I have this weird bug ongoing with the MK18MOD0 I released on steam, there's a ghost magazine that appears to the front/side during the unload, just a fleeting apparance, but it's enough to bug the shit out of me, and I really have no idea what caused it. The model.cfg is pretty much the same one I've used on numerous projects, without this "bug" The weapon model selection is called "Magazine" it dissapears on the unload as it should, but when it does, this ghost mag appears in front of the weapon. class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class M4CQBRSkeleton: Default { skeletonBones[]= { "zasleh", "", "Magazine", "Bolt", "", "camo", "camo1", "camo2", "camo3", "camo4" }; }; }; class CfgModels { class Default { selections[] = {}; selectionsInherit = ""; skeletonName = ""; }; class M4CQBRM: Default { sections[]= { "zasleh", "", "Magazine", "Bolt", "", "camo", "camo1", "camo2", "camo3", "camo4" }; skeletonName="M4CQBRSkeleton"; sectionsInherit=""; class Animations { class muzzleflash_hide { type="hide"; source="hasSuppressor"; selection="zasleh"; minValue = 0.0; maxvalue = 0.25; hideValue = 0.01; }; class muzzlebreak_hide { type="hide"; source="hasSuppressor"; selection="Break"; minValue = 0.0; maxvalue = 0.25; hideValue = 0.01; }; class unloaded_magazine_hide { type = "hide"; source = "hasMagazine"; selection = "Magazine"; hideValue = 0.1; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="Magazine"; minValue=0.0; maxValue=1; hideValue=0.15; unhideValue=0.59; }; class magazine_move1 { type = "translation"; source="reloadMagazine"; selection="Magazine"; axis = "Magazine_axis"; minValue = 0.12; maxValue = 0.15; //0.09; //"1"; offset0 = "0"; offset1 = "1"; }; class magazine_move2 { type = "translation"; source="reloadMagazine"; selection="Magazine"; axis = "Magazine_axis"; minValue = 0.59; maxValue = 0.63; //0.09; //"1"; offset0 = "0"; offset1 = "-1"; }; class magrelease_move1 { type = "translation"; source="reloadMagazine"; selection="Magrelease"; axis = "Magrelease_axis"; minValue = 0.1; maxValue = 0.11; //0.09; //"1"; offset0 = "0"; offset1 = "1"; }; class magrelease_move2 { type = "translation"; source="reloadMagazine"; selection="Magrelease"; axis = "Magrelease_axis"; minValue = 0.15; maxValue = 0.17; //0.09; //"1"; offset0 = "0"; offset1 = "-1"; }; class bolt { type = "translation"; source = "reload"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue = 0; maxValue = 0.5; //0.09; //"1"; offset0 = "0"; offset1 = "1"; }; class bolt2 { type = "translation"; source = "reload"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue = 0.5; maxValue = 1; //0.09; //"1"; offset0 = "0"; offset1 = "-1"; }; class bolt_reload1 { type = "translation"; source = "reloadmagazine"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue = 0; maxValue = 0.0001; //0.09; //"1"; offset0 = "0"; offset1 = "1"; }; class bolt2_reload { type = "translation"; source = "reloadmagazine"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue = 0.71; maxValue = 0.73; offset0 = "0"; offset1 = "-1"; }; class bolt_empty { type="translationx"; source = "isEmptyNoReload"; selection="Bolt"; axis=""; animPeriod=0; minValue=0; maxValue=0.09; //10; offset0 = "0"; offset1 = "1"; }; class boltlock_empty { type="rotation"; source="isEmpty"; selection="Boltcatch"; axis="boltcatch_axis"; animPeriod=0; minValue=0; maxValue=1; //10; angle1=rad 12; angle0=0; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0=0.000000; angle1=(rad -90); }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1=(rad -90); }; class FireModeSwitch { type="rotationZ"; source="weaponMode"; memory=1; selection="Selector"; animPeriod=0; axis="Selector_axis"; minValue=0.0; maxValue=0.1; minPhase=0.0; maxPhase=1.0; angle1=rad 90; angle0=0; }; class bullet30_hide { type="hide"; hideValue=0.03; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet30"; }; class bullet29_hide { type="hide"; hideValue=0.06; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet29"; }; class bullet28_hide { type="hide"; hideValue=0.09; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet28"; }; class bullet27_hide { type="hide"; hideValue=0.12; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet27"; }; class bullet26_hide { type="hide"; hideValue=0.15; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet26"; }; class bullet25_hide { type="hide"; source="revolving"; selection="Bullet25"; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; hideValue=0.18; }; class bullet24_hide { type="hide"; hideValue=0.21; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet24"; }; class bullet23_hide { type="hide"; hideValue=0.24; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet23"; }; class bullet22_hide { type="hide"; hideValue=0.27; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet22"; }; class bullet21_hide { type="hide"; hideValue=0.3; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet21"; }; class bullet20_hide { type="hide"; hideValue=0.33; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet20"; }; class bullet19_hide { type="hide"; hideValue=0.36; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet19"; }; class bullet18_hide { type="hide"; hideValue=0.39; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet18"; }; class bullet17_hide { type="hide"; hideValue=0.41; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet17"; }; class bullet16_hide { type="hide"; hideValue=0.44; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet16"; }; class bullet15_hide { type="hide"; hideValue=0.47; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet15"; }; class rounds_empty { type="hide"; source="isEmpty"; selection="topround"; axis="boltcatch_axis"; animPeriod=0; minValue=0; maxValue=1; //10; hideValue=0.1; }; }; }; class UKSF_C8: m4cqbrM {}; class UKSF_C8_2: m4cqbrM {}; class M4CQBR_3: m4cqbrM {}; };
-
http://steamcommunity.com/sharedfiles/filedetails/?id=1097590820&searchtext= possibly another upload??