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npk

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Everything posted by npk

  1. Try adding the following in your config selectionFireAnim = "zasleh"; I do believe that should solve your problem
  2. This should be of assistance; The weapon config guidelines If you need any further assistance feel free to hit me up on here or via Steam
  3. Looking forward to see this plugin grow - I've really grown fond of Code in a very short amount of time and this just adds more reason to use it!
  4. Hello everyone. I have recently begun dwelling into the world of terrain creation - So far it's all new and exciting, but I have some strange issues while using Terrain Builder - I constantly get performance drops such as slow downs and periods where everything locks up, seems like my CPU is spiking pretty hard only running Terrain Builder, this is becoming a frustrating choice as I from one time to another lose the ability to recover from the slow downs and lock ups, forcing me to restart and potentially losing progress. Has anyone else experienced Terrain Builder behaving like this? It's annoying to get large lag spikes and lock ups in a steady stream, when you're trying to be creative. Cheers, Fiz
  5. I've just PM'ed Gobi42 the solution, so expect him to post the fix soon.
  6. Thanks for the answer mate, I fully understand your considerations regarding the performance when spawning furniture and it being a very hard job to do overall, as I said in my first post it's a small thing for me to use the logistics to move it out the way, especially when everything else seems to run just the way I want it and this is the only small "issue" annoying me slightly. :) So a big kudos to you and the rest of the team for all the effort and time spend on this project! KUTGW it's all appreciated.
  7. I've been playing around with the new Asymmetrical behaviour for the AI commander, but one thing I have noticed when using All In ArmA is that Recruitment HQ's are often blocked off one way or another by the furniture spawning. Sometimes the building itself might be completely be sealed off with furniture in the doorways or I'm able to enter the building but a staircase or room might be blocked by furniture, meaning I have to move it out of the way to get inside. It's a small thing to move it out the way, I just wondered if anyone else has this experience when using the Asymmetrical AI Commander with AiA?
  8. Hello all I've tried getting a GMG into the game and it seemed to have gone really well, until I tried firing it - The weapon itself bounces back and tumbles around in the air as soon as I shoot, with me still in the gunner position, only to have me land upside down or sideways, but still being able to be flipped over onto it's tripod via the Action Menu. Does anyone have any idea what might cause this, someone told me I should change the mass and so I did, but that has had no effect on the bouncing and it continues. Cheers
  9. Hello all I'm doing a Javelin Launcher for the people I play with and as I'm focusing on utilising teamwork through having the CLU being the main apperatus and having to add the tube, I've run into a small problem when it comes to 'holstering' the CLU. Basically it will do as any other secondary weapon system and stick to my back, only the CLU will flop around and block my vision at times, while also being a huge blop on the side of my person. So I would like to know if it was possible to hide the CLU when it is holstered and not having it shown in the regular proxy for secondary weapon system? I hope I made myself clear and that someone is able in assisting me hiding the model from plain sight, right now nothing I can think of seems to be working the way I'd like it to. Cheers
  10. I have recently gotten into using DAC and so far learning how to use it is going very well - I've dabbled in creating various 'presets' ranging from spawned units to behaviour. One thing I can't seem to wrap my head around is the behaviour of units when near buildings or in towns, they start crouching and searching all the buildings, which is pretty good if the town wasn't empty and the fact I would love them to setup positions and walk around in the streets, fortifying the city and stop them behaving like they're the ones attacking it and clearing through the buildings. I might have missed a vital step at some point, but if anyone has a solution to my little problem I would be a very happy man.
  11. npk

    turret config

    You're missing two base classes; Turrets and MainTurret. class Turrets; class Turrets: Turrets { class MainTurret; }; You have to reference the base classes like you did with class B_MRAP_01_gmg_F;
  12. The Rifles Gaming Unit [TRGU] Website: http://theriflesgu.com/ (Under Construction) Forums: http://www.theriflesgu.com/forums/index.php Teamspeak: 31.186.251.222 Steam Contact: PsychD Operational Times: Mondays and Thursdays 19:30GMT to 22:30GMT (At the latest) Requirements: Functioning Microphone, 50% Attendance Rate, 16 years or older, Humour. TRGU is a British ArmA 3 Casual MilSim unit based on The Rifles regiment, consisting of several battalions of infantry with each battalion configured for a specific role, allowing us to focus on the Light Infantry Platoon, while still having access to deploying as Mechanised, Light Protected Mobility and Armoured infantry. The Rifles pride themselves on their brotherhood shaped by a common ethos, while getting the greatest satisfaction from their excellence on the battlefield - We feel that this suits TRGU perfectly, as our gameplay is only half the story! We are a group of great friends who enjoy each others company as much as playing the game and don't want the hassle of calling each other "Sir" or by rank. Drawing from a wealth of experience within the ArmA community, this group aims to engage people in a highly realistic environment while still maintaining playability and enjoyment. Several of our members having been utilizing their skills and drills in other British MilSim groups, doing roles such as the Royal Marines and various other elements of the British Armed Forces. The Rifles is our infantry fighting force, our boots on the ground. Joining The Rifles means you will be doing a wide variety of tasks in a realistic environment and our training programme will ensure that you can handle the tasks that every Light Infantry Platoon might be expected to handle during deployments be it for example Close Target Recce, an ambush or a Platoon/Section level attack. Army Air Corps is our main support - Flying us to and from battle the AAC is a fundamental part of TRGU, as they support The Rifles in their endeavours on the ground, be it providing CAS, CASEVACS or basic transportation and logistics. Join Today! The process for joining is not long, nor is it complicated, but it allows us to take a look at you, and it certainly allows you to take a good look at us and decide if this is the GU for you! After applying to the unit you will be allowed to join our sessions straight away, but not long after there will be Recruit Training where you will learn all the proper trades of a virtual Rifleman or pilot and how to be an effective player in your chosen subunit. If this sounds like something you would want to be part of don’t hesitate to contact the GU either on the forums, our Teamspeak or contact me on Steam (PsychD).
  13. Does anyone have a template for the AAF Officer? I'll begin uploading some of my PSD's, most of which are already covered, but I guess it doesn't hurt having a few extras.
  14. Hello all I was in the midst of porting over some A2 assets when my HDD with all my work died, so I'm sitting here trying to rework the various assets. I had various helmets working, and now it seems like I'm doing something wrong as when I check the model ingame it's attached to the characters chest region instead of the head. I have the following selections in 1.000: 'Head' and '-Helmet'. Using the A3 template model.cfg as per below class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia" }; skeletonName = "OFP2_ManSkeleton"; }; class UN_Helmet: ArmaMan{}; };
  15. Good evening everyone I'm having some issues figuring out how to set the weight of my new static weapon, a port of the M119 from A2 - I've gotten slingloading working, but it's apparently so heavy that only the Huron can lift it. So my question is how does one go about modifying the weight of a static weapon? I've been unable to find out how, and I've been at this for the last few hours, now I hope someone here is able to help me out. I want the weight to go down to around 1800-2000kg so a Mohawk/Merlin would be able to tow it.
  16. npk

    Bornholm, Denmark [Terrain]

    I like it! Just flew, drove and walked abit around, I see the potential for many missions on this one. Good work Egil, the only complain I have as of now is that the grass is too light green, other than that nice work. And for all you dane lovers out there, I've juts squished out a quick retexture, with a few errors here and there, but it's Pletsløring 90 roughly as it should be! Use the Virtual Arsenal to export or use something like VAS to equip it for now. https://www.dropbox.com/s/deoaglkisrjfbet/RDA.pbo?dl=0 Hide in the danish woodland, I will go make a proper retexture of it soon as I merely spent 2 minutes retexturing this one, and it doesn't really look that good. (Sorry to hijack your thread)
  17. npk

    ArmA 2 Stryker Pack

    There are an issue with the sound as "Cannot load sound 'strykerpack\data\sound\servo3.wss'" is being spammed in the RPT, should be an easy fix! Besides that the MGS has a few animation errors, also relatively easy to fix. Also the 'classic' faulty missing bones stemming from the animations are there, as is the case with 99% of all A2 ports. But it's still easy to fix! That's all I caught up on so far, I would enjoy these if it wasn't for the low quality of them because they look horrible, and I hope you one day will look into bringing them new life in form of a beautification.
  18. I was the one who dug up the errors - Running Vanilla A3, no bone errors = Errors Running A3 with only the Harrier enabled = Errors I'll PM you the RPT's in a bit.
  19. I've been toying around with a script - Getting the position of my vehicle and then spawning another vehicle 5 or so meters in front of it, when a certain condition is met, but I can't seem to get the positioning to work correctly.. It either won't spawn at all or it spawns right behind the initial vehicle. The code I've been trying to use is as follows, but I think I'm doing something wrong. _2CPos = [(_rocketpos select 0) + _offset*cos, (_rocketpos select 1) + _offset*sin,0];
  20. Good evening everyone I have a simple question, would it be possible to somehow get the position of a particle effect after an explosion and use it as a base to spawn a rocket?
  21. So far I have a key that needs to be pressed to decide if my rocket is going to have a short or long delay, it's a matador. What I want is the ability to choose the long delay and then it spawns the rocket like 2 or so meters in front of the impact point of the initial explosion, causing serious damage to anything and anyone inside a structure. If you choose the short delay it's going to be a near instant secondary explosion to take out vehicles etc
  22. Hello all So I've created a tripwire from vanilla content with the function of only having the ability to be triggered or deactivated , but due to lack of knowledge instead of creating everything from scratch, I wanted to make use of the editor. Basically I wanted a trigger to detect if my tripwire had been triggered, and if so fire off a flare - I tried the "!Alive Mine" but if I deactivated the mine the trigger would still fire. I tried an "Hit" eventhandler but either I am a complete mong or it obviously wouldn't work when the mine is non damaging. So if anyone had a way to detect if a mine had been triggered, I would be a happy man. Cheers
  23. So I've made a small addon, basically a dummy tripwire. The purpose of this is a campaign for my GU, where tripwires will be a part of the "dangers" out there during night time. I want to use it in conjuction with the Effects Module, specifically the flare one as you might have guessed already. I've run into a problem though and that is that to fire of the trigger activating the module. I've tried using the 'mineActive' command and that isn't working as even if I disarm it ends up activating the trigger and thereby the module. I only want it to activate the trigger if someone activates the tripwire, not when they disarm it. EDIT: I fucked up the title, sorry for that!
  24. I just tried FATA and Napf - But both of them had the waterline bug even after editing the lighting for them, might have made a mistake so a more experienced bloke might do a lot better.
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