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canis lupus

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Everything posted by canis lupus

  1. 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.
  2. 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 ... 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
  3. canis lupus

    Grenade model stuck in the air

    thanks granq it was the geolod mass I missed it works perfectly now, it even bounces different because of the cylinder shape
  4. 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"}; }; }; };
  5. canis lupus

    Plastic Armbands/Markings

    @ 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.
  6. canis lupus

    Plastic Armbands/Markings

    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.
  7. canis lupus

    Plastic Armbands/Markings

    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
  8. canis lupus

    Plastic Armbands/Markings

    Don't know why I didn't think of that. I will update later today Updated download link, addon now includes white armbands.
  9. canis lupus

    Invisible uniform model

    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
  10. 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?.
  11. canis lupus

    Invisible uniform model

    I figured it was the model.cfg it looks like this, still not working
  12. canis lupus

    Invisible uniform model

    Looks like this
  13. canis lupus

    Invisible uniform model

    Okay got it working ... almost, the model is now visible but hanging way below where its supposed to be
  14. canis lupus

    Invisible uniform model

    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
  15. canis lupus

    SAMO Squad Action Menu Orders

    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'.
  16. canis lupus

    SAMO Squad Action Menu Orders

    Love the possibilities this adds to the game. However only machinegun units will do the suppressive fire
  17. canis lupus

    Post Apocalyptic Stuff

    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
  18. 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 ...
  19. Post-Apocalypse mod My very first modding project for arma1 was the post-apocalypse mod, and I was thinking it was time to move it to arma2 now. I started completely from scratch with the new mod, but it will basicly contain the same as the old one just new versions of them and ofcourse tons of new stuff I never got arround to do the last time. at the moment I'm working on the four main parts: Freedom Fighters, The new Order, Wasteland Warriors and objects later I'll start working on a map, civilians and vehicles. The Mod will be a semi-realistic post-apocalyptic world where men has destroyed the world and the survivours has turned on each other The new order has gained alot of power and restored alot of the old technology and is more or less a fully working military organisation, the freedom fighters are the resistance movement fighting the new orders expanding regime. in between them the wasteland warriors rule the large wastelands living as nomads and defend them selves against anyone they meet. I won't be making monsters aliens or zombies because as I said this should be a mostly realistic mod, but ofcourse it can be mixed with whatever addons or mods you like. I noticed my old freedom fighters were used in many different ways so I'll do everyone a favour by making all the addons, units, objects and so on stand-alone addons. Some screenshots of the work done so far: Freedom Fighters: The New Order: screenshots of I.E.D's objects and wasteland warriors are coming soon.
  20. yes there will.. but it will take a while before I get started on them
  21. 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?
  22. 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?
  23. I had another shot at the helmets and the camo.. so far it looks pretty good but I don't have time for an in-game test right now, but sure hope it works this time.. okay so I did have time for some testing.. Rip when I figure out what I did right this time I'll let you know
  24. 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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