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canis lupus

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Posts posted by canis lupus


  1. I've been making a pipebomb as a handgrenade and everything is working fine except it gets stuck where the grenade leaves the hand

     

    I found a number of configs but this one should work. I'm not sure if its a problem with the config or the model itself.

    class CfgPatches
    {
    	class Cl_pipebomb  
    	{
    		units[] = {};
    		weapons[] = {"Cl_pipebomb_throw"};
    		requiredAddons[] = { A3_characters_F};	
    	};
    };
    
    class CfgAmmo 
    {
    	class Default;	// External class reference
    	class Grenade : Default {};
    	class GrenadeHand : Grenade {};
    	class Cl_pipebomb_ammo  : GrenadeHand 
    	{
    		scope = 1;
    		hit = 10.001;
    		indirectHit = 0.001;
    		indirectHitRange = 0.01;
    		model = "\Cl_pipebomb\Cl_pipebomb.p3d";
    		visibleFire = 0.5;
    		audibleFire = 0.05;
    		visibleFireTime = 1;
    		fuseDistance = 8;
    	};
    };
    
    class cfgMagazines
    {
    	class Default;	// External class reference
    	class CA_Magazine : Default {};
    	class HandGrenade : CA_Magazine {};
    	class Cl_pipebomb :  HandGrenade
    	{
    	    model = "\Cl_pipebomb\Cl_pipebomb.p3d";
    		displayName = "Cl_pipebomb";
    		picture = "";
    		displayNameShort = "pipebomb";
    		ammo = "Cl_pipebomb_ammo";
    	};
    };
    
    
    class CfgWeapons 
    {
    	class Default;
    	class GrenadeLauncher : Default {};
    	class Throw : GrenadeLauncher {};
    	class Cl_pipebomb_Throw : Throw 
    	{
    		displayname = "Throw";
    		muzzles[] = {"Cl_pipebomb_Muzzle"};
    		class  ThrowMuzzle: GrenadeLauncher
    		{
    			aidispersioncoefx = 6;
    			aidispersioncoefy = 6;
    			autoreload = 1;
    			cursor = "EmptyCursor";
    			cursoraim = "throw";
    			enableattack = 0;
    			keepininventory = 1;
    			magazinereloadtime = 0;
    			maxrange = 60;
    			maxrangeprobab = 0.03;
    			midrange = 45;
    			midrangeprobab = 0.9;
    			minrange = 10;
    			minrangeprobab = 0.2;
    			modeloptics = "";
    			reloadsound[] = {"", 0.000316228, 1};
    			reloadtime = 0;
    			showempty = 0;
    			sound[] = {"", 0.000316228, 1};
    			
    		};
    		
    		class Cl_pipebomb_Muzzle: ThrowMuzzle
    		{
    			magazines[] = {"Cl_pipebomb"};
    		};
    	};
    };
    

  2. I'll try to adjust the model a bit. It might not be possible for it to look correct in all positions but I'll make sure they do in the most obvious positions, like the picture above.

     

    I'll also make sure to update with correct folders and keys.

     

     

     

    Download has been updated again.

    • Like 1

  3. So here is my first release for Arma3

     

     the addon contains armbands in 3 sizes and 3 colors
    They can be found in Virtual arsenal under either Facewear or NVGs

     

    They are sorted in sizes to make them usable with a variety of uniform models.
    As an example the small version fits the RHS Russian uniforms and the Medium fits the RHS Gorka uniforms and so on ...

     

     

    UPVbSsZ.jpg

     

    Should you request one for a specific uniform and these don't fit, let me know and I'll try to look into it.

     

    Also these are the first of many rather random items and objects I plan to release, all in a freedom fighter or post apocalyptic theme. Any suggestions are welcome ...

     

    Download

    https://www.dropbox.com/s/0zw09p0mavg8aqp/%40Cl_armbands.rar?dl=0

    • Like 13

  4. Thank you for all the help guys and thanks Jackal it worked perfectly. I edited the sample .cfg because it didn't work, it seems the bottom part with the classname was faulty somehow I'm not sure actually but copied yours over and it worked so thanks again everyone for the help.

     

    I had another question... when using the viewer the textures seems to be low quality unless I zoom in really close

    • Like 1

  5. I tried that as well I got an error about a missing model ... Do I need to create a soldier with the uniform, just to be able to choose it in the arsenal just as the other uniforms??

     

    I noticed that there isn't anywhere in the config that refer to the actual p3d model but I can't find any examples of that either


  6. I have been trying to make my first uniform for arma3 for an upcoming project. Its a lot different from A2 so I have watched all the tutorials and searched around quite a bit but haven't been able to solve my problem.

     

    I made a simple test model for the uniform just to get started and I have made at least a dozen config attempts but no luck so far. 

     

    I get the uniform in the game and can find it in the virtual arsenal just fine, but Theres no model, all I see is the underwear model. the uniform is there however when you look at the inventory and when put on the ground the standard model shows as its supposed to.

     

    I looked at other mods with custom model uniforms but can't seem to spot the difference.

     

    Any ideas?.

     

     


  7. I like them!

    Although, concerning the landing troops - will there be black soldiers? I thought, there were extra korps for black soldiers

    http://en.wikipedia.org/wiki/92nd_Infantry_Division_%28United_States%29

    Same for the Asian soldiers...

    I am not a racist but this cuts realism and I dislike the faces of the black soldiers BIS made for Arma 2 (at least the one which is in general use)

    I know, its simply a matter of changing the config, I just didn't notice before I made the screenshots and I didn't wan't to start all over again but it will be fixed.. and don't worry I'm sure everyone knows this wasn't a question of racism.. I think I'll add the 92nd infantry to my list though they seems to be forgotten, I guess we got the "special units" here guy's..

    ooh.. just got the joke:p

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