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Posts posted by canis lupus
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thanks granq it was the geolod mass I missed it works perfectly now, it even bounces different because of the cylinder shape
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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"}; }; }; };
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@ Itf
I'll look into it, might wait a while and see if there are more before I update
@Przemro
I don't really know how to do that, if anyone can tell me I will be happy to look into it.
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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.
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It should be fixed now I didn't get any errors on my end but I think I found it, its the path to the original texture that was changed, looks like I missed one of them. Let me know if its fixed now or not
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Don't know why I didn't think of that. I will update later today
Updated download link, addon now includes white armbands.
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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 NVGsThey 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 ...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
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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
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class cfgModels
{
class ArmaMan;
class Example_Soldier_F: ArmaMan{};
};
I figured it was the model.cfg it looks like this, still not working
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Looks like this
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Okay got it working ... almost, the model is now visible but hanging way below where its supposed to be
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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
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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?.
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Just tried it again. AI will suppress with everything but rifles. When I entered expansions I got this error message: No Entry 'config.bin/CfgMods/SAMOmod.action'.
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Love the possibilities this adds to the game. However only machinegun units will do the suppressive fire
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Hope you get back on it Icewindo, it really is a shame and a bit scary, my post apocalypse mod for Arma was lost the exact same way
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It's a real pleasure to see the mod is still alive ...
Rip I send you a PM, I'll be starring at my screen until you reply. I really hope I can support you guy's in some way or another, Kinda feel like I owe you ...
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yes there will.. but it will take a while before I get started on them
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Now I found something about the problem, with screenshots of one with the outlines and one without and as far as I can tell I need to disable interpolation on the alpha channel, anyone know how thats done?
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I still get those white outlines on the camo not as much as before but when sertain things are in the background they appear very clear.. Aqu was on the subject earlier, but can anyone explain a bit more as to why this happens?
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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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sog prairie fire ambient voices on custom made units
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
I really like the ambient voice system in s.o.g. prairie fire. Is there any way to get that into my custom units config? I can't seem to figure that out.