Jump to content

giallustio

Member
  • Content Count

    1713
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by giallustio

  1. giallustio

    Iron Front in Arma 3

    Not tested, I'm working on it, but it will require a lot of time since i'm working alone
  2. Scracth that, it seems almost the same. I've still to figure out how to sync, but maybe it's not in there yet
  3. The 2D is way better to plan a mission too and it's way faster to get an idea of what you've created.
  4. @rowdied I think it's intended. The binocular is an optic of the tank, so you need to get inside to use it. I can remove it and leave the A3 system, binocular in FFV position
  5. giallustio

    MOD dev cycle

    What exactly are you developing? Assets, scripts, textures, terrains?
  6. giallustio

    Iron Front in Arma 3

    Do you have a link?
  7. giallustio

    Iron Front in Arma 3

    @msy Indeed what Gunter said, plus i didn't update it yet, so I don't really know if it works or not. Don't expect any update soon. I want to work a bit on how the mod works and it's set up. I want to include the latest cup updates and merge everything in one single mod (@IF / @LIB_DLC_1). It will be hard, it will require a lot of time and a lot of headaches and I could fail too, but I want to try it at least.
  8. giallustio

    Iron Front in Arma 3

    Awesome! ;)
  9. giallustio

    Iron Front as mod in Arma 3

    Let's continue here! https://forums.bistudio.com/topic/187490-iron-front-in-arma-3/
  10. giallustio

    Iron Front as mod in Arma 3

    https://gyazo.com/c40057a1fcd578bedfe11334933d2d83 Everything in A3 directory (exe, shortcut and mods).
  11. giallustio

    Iron Front in Arma 3

    In this moment I'm the only one working on this project, if you want to help contact me! GAME UPDATES 19-01-2016 Be sure to have the latest version available (IFA3 1.11, IF 1.14, optional: DLC 1.09). New IFA3 1.12 (remove the old one): https://dev.withsix.com/projects/lib-issue-tracker/files(2016-01-19) IF (1.15): https://mega.nz/#!pRkDEJSJ!yIf8qndX7sWtqfDUg4FS7bZNXxEKVzqT430rJpVv1t0 DLC (1.10): https://mega.nz/#!oQEF0LyD!8aN3pmrwjhaWaFkNLVftEGQV5VvvehtyUrG0bpmLRY8 IFA3SA (No changes) Changelog: Fixed MG42 sounds Fixed Thompson sounds Fixed rifles rebolting sound Fixed PPSH's closure sounds Fixed Muzzle flash on stuka guns Fixed Pz Kpfw IV Ausf.H textures. Fixed Fw 190 can't take off Fixed Opel trucks textures. Fixed M3 halftrack gunner animation Fixed tanks are too loud Fixed Mp40 single shot creates two shell casings Fixed US willys sounds Tweaked mass of bags and AT Added physx to the Tiger (still WIP) Added Pz Kpfw V hiddenSelections ("camo1","camo2") Improved performance for US weapons Improved bolting animation Know issues: Sherman engine sound Tiger wip physx and animation If the exe won't patch your game, try the follow: - be sure to have the mods in the A3 folder - unzip the exe - copy the unzipped exe inside the A3 folder - create a shortcut of the unzipped exe - right click on the shortcut -> property -> destination -> add at the end: -incurrentfolder
  12. Hi everyone! I've a problem reloading a deployed weapon. In A3 when you reload a deployed weapon with a bipod, the weapon stays deployed. In my custom weapon everytime i reload i've to deploy it again. Does anyone know how i could fix this?
  13. giallustio

    [MP] =BTC= Hearts and Minds

    Thank you very much! init.sqf it's fine, add if (isServer) then {}; maybe. Using the init.sqf is easier to update the mission to a new version.
  14. giallustio

    Tank physX, track bug

    Fixed! I set PasOffsetR, instead of PasOffsetP! Thank you very much! I was getting crazy!
  15. Does anyone know how to fix this? I'm kinda lost here, since one works and the other not. I've done the same for both, but i can't understand where i'm failing.
  16. giallustio

    Tank physX, track bug

    Okay, where it should be defined? Because i don't understand where's the problem. I've double checked the model's sections and the animations in the model.cfg
  17. giallustio

    Tank physX, track bug

    Indeed, but i can't understand why. This is my model.cfg: //PODKOLO class Wheel_podkoloL1 { type="translation"; source="damper"; selection="podkoloL1"; axis = "damper_axis"; // contains points [0,0,0] and [0,0,1] animPeriod = 1; minValue = 0; maxValue = 1; offset0 = -0.18; // = maxCompression offset1 = 0.18; // = maxDroop memory = 1; }; class Wheel_podkolol2: Wheel_podkolol1 { selection="podkoloL2"; }; class Wheel_podkolol3: Wheel_podkolol1 { selection="podkoloL3"; }; class Wheel_podkolol4: Wheel_podkolol1 { selection="podkoloL4"; }; class Wheel_podkolol5: Wheel_podkolol1 { selection="podkoloL5"; }; class Wheel_podkolol6: Wheel_podkolol1 { selection="podkoloL6"; }; class Wheel_podkolol7: Wheel_podkolol1 { selection="podkoloL7"; }; class Wheel_podkolol8: Wheel_podkolol1 { selection="podkoloL8"; }; class Wheel_podkolop1 : Wheel_podkoloL1 { selection="podkolop1"; }; class Wheel_podkolop2: Wheel_podkolop1 { selection="podkolop2"; }; class Wheel_podkolop3: Wheel_podkolop1 { selection="podkolop3"; }; class Wheel_podkolop4: Wheel_podkolop1 { selection="podkolop4"; }; class Wheel_podkolop5: Wheel_podkolop1 { selection="podkolop5"; }; class Wheel_podkolop6: Wheel_podkolop1 { selection="podkolop6"; }; class Wheel_podkolop7: Wheel_podkolop1 { selection="podkolop7"; }; class Wheel_podkolop8: Wheel_podkolop1 { selection="podkolop8"; };
  18. giallustio

    Mikero's Dos Tools

    You have to buy the tools
  19. Yeah, mines was the wrong word. I mean satchels and explosives Fixed M3 halftrack the machinegunner do not eject when he dies, only in m3 halftrack , in m3 scout works fine.
  20. I would like to know what you guys think about mines. I know that the old system is kinda cool, but it has some problems atm. The better idea is to convert it to A3 standard, the other is to try to fix the old scripted system. What do you think?
×