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About distractor2004

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  1. Thank you for this info. I'm going to apply these tips and report my findings as soon as possible. Update: It worked! Thank you so much for your advice. I do not have my own custom model to show yet, but once I do I will post screenshots to go along with these basic steps. Per your advice, here is how I was able to produce a secondary muzzle flash for an under-barrel weapon: 1. I pasted the physical model of a muzzle flash into the 0 LOD (to be clear: NOT a proxy) and named the selection "muzzleflash2". 2. I went to Geometry LOD and created a new Property named forceNotAlpha with a Value of 1. 3. In my model config, I added the "muzzleflash2" selection to "SkeltonBones[]" and "sections[]" and list it as a selection within a "class zasleh2_hide" Animation, as shown below: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class customPlasmaRifle_base : Default { SkeletonBones[]= { "trigger","", "magazine","", "zasleh","","muzzleflash2",""//muzzleflash2 model added as a bone }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class max_plasma_rifle3 : Default { skeletonName="customPlasmaRifle_base"; sections[] = {"zasleh","muzzleflash2","Camo"};//muzzleflash2 model added as section class Animations { class trigger { type="rotation"; angle0=0; angle1=-0.5235988; axis="zbran"; memory=1; minValue=0; maxValue=1; minPhase=0; maxPhase=1; source="reload"; sourceAddress=0; selection="trigger"; }; class zaslehrot { type="rotationX"; source="ammorandom.0"; selection="zasleh"; axis = ""; sourceAddress="loop"; centerFirstVertex=true; minPhase=0; maxPhase=4; minValue=0; maxValue=4; memory=0; angle0="rad 0"; angle1="rad 360"; }; /*class zasleh2rot //Hiding second muzzle's rotation for now. Will work on keeping it centered later. { type="rotationX"; source="ammorandom.1"; selection="muzzleflash2"; axis = ""; sourceAddress="loop"; centerFirstVertex=true; minPhase=0; maxPhase=6; minValue=0; maxValue=6; memory=0; angle0="rad 0"; angle1="rad 360"; };*/ class zasleh_hide { type="hide"; source="reload.0"; selection="zasleh"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0; unHideValue=0.5; }; class zasleh2_hide { type="hide"; source="reload.1"; selection="muzzleflash2";//muzzleflash2 model added as selection sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0; unHideValue=0.5; }; }; }; }; 4. After compiling, the secondary muzzle flash shows up in Arma 3, at least in 3rd person. I'll try to figure out proper rotation and viewing the muzzleflash in 1st person (maybe need to add another LOD?) and post further updates as I progress. Thanks again for all the info!
  2. Hello all, I have been trying to create a weapon with different muzzle flashes depending on which muzzle is selected but have been unsuccessful. A version of the Promet contains a underbarrel shotgun that illustrates what I'm trying to do: https://imgur.com/a/Q4OctaW However, I cannot seem to create a similar muzzle flash for the secondary muzzle. I have tried creating "zasleh" and "zasleh2" muzzle flash proxies and copying the ARX model.cfg using ammorandom.0 & ammorandom.1. I have used the exact same proxy/memory points in my model and the exact same code shown below: class CfgSkeletons { class Skeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]={"trigger", "", "zasleh", "", "zasleh2", ""}; }; }; class CfgModels { class customPlasmaRifle { htMin=0; htMax=0; afMax=0; mfMax=0; mFact=0; tBody=0; skeletonName="Skeleton"; sectionsInherit=""; sections[]={"zasleh", "zasleh2", "camo"}; class Animations { class zaslehrot { type="rotationx"; source="ammorandom.0"; selection="zasleh"; sourceAddress="loop"; minPhase=0; maxPhase=4; minValue=0; maxValue=4; memory=0; angle0=0; angle1=6.283185; }; class zasleh2rot { type="rotationx"; source="ammorandom.1"; selection="zasleh2"; sourceAddress="loop"; minPhase=0; maxPhase=6; minValue=0; maxValue=6; memory=0; angle0=0; angle1=6.283185; }; class zasleh_hide { type="hide"; source="reload.0"; selection="zasleh"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0; unHideValue=0.5; }; class zasleh2_hide { type="hide"; source="reload.1"; selection="zasleh2"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0; unHideValue=0.5; }; }; }; }; but my weapon only seems to only create the "zasleh" muzzleflash when using the primary muzzle but does not create a "zasleh2" muzzle flash when I switch to my secondary muzzle. Has anyone figured out how to show multiple muzzle flashes from different barrels for an infantry weapon? Thanks in advance!
  3. distractor2004

    Arma 3 Launcher Feature Request : Mod Notes

    I use Microsoft Sticky Notes myself in the same way, but it would be nice to have something that is more baked into the Launcher itself, and also something that could migrate to the Steam Cloud so it stays in sync if you ever forget to backup notes for a new system. That would be great as well, I would also propose that your feature be part of the Arma Tools as a sort of Mod Debugging tool. Maybe even expanded even further to be part of a specialized IDE for making Arma mods, with a built-in notepad similar to ones that can use extensions to highlight Arma syntax, and when it compiles it automatically goes to a .bin format. Basically combine 3 separate tools into one official tool. I remember a similar was mentioned a few months back called ArmA.Studio, but I don't think it was officially released.
  4. I would like to propose adding a section to the Mod Launcher that allows you to enter user notes for each mod entry, or a similar way to highlight mod incompatibility. The best use I would have for this feature is to help remember which mods are conflicting with other mods when running many different ones in the same session. Sometimes I will forget which mods do not work, and I have to go through the arduous process of elimination when using many mods at once just to find the one (or even worse, several) mod that doesn't want to play well with others. Multiplayer server Administrators may find this feature useful too as servers often run carefully vetted mods for maximum compatibility, so keeping track of which mods are acting up or which mods can be retested after being updated would be useful. I hope this type of feature is on the minds of many other players as well and thanks for reading.
  5. Ah I remember that one now, I'll give it a try and thanks. Update: That works! =) Thanks again for the hotfix.
  6. Here you go: http://pastebin.com/p1YMQPtd I don't post files to the forums too often, so if you need the info a different way, just let me know and thanks for the reply.
  7. Can the ammo count be hidden for Iron Front units? At the moment you cannot apply Ace UI settings with Iron Front units, like hiding the ammo count, or you will get a "cannot modify a forced user interface element" message. Thanks for reading and great work on getting two of my favorite mods to work together.
  8. distractor2004

    Apex Vehicles Feedback

    Would it be possible to add variations of the Y-32 in a future update? I have been brainstorming a few configurations for it: - A Taru-like variant that can attach and detach pods from the rear with the same pod types that the Taru has, plus a pod that can be used as a bomb bay. - A light strike/anti-air/scouting variant that ditches the rear passenger section altogether so it has a sleeker profile and more maneuverability - An anti-tank/ground suppression variant that also loses the rear passenger section, but has a single seat, extended pylons for more hard-points, and a fixed cannon like the A-10 Thanks for reading and I look forward to feedback on my feedback =)
  9. Thanks for the torrent link. I am downloading and seeding as well, at 50% so anyone below that at least should benefit. Could the mod developers post upload this to the Steam Workshop for easier access? Thanks and keep up the great work!
  10. distractor2004

    XENO - Taru Pod Mod

    The latest fixed version on Armaholic is now working perfectly for me =)
  11. distractor2004

    XENO - Taru Pod Mod

    I tried to use this mod v1.51 with different combinations (download from Play WithSix, download from Armaholic, combined with ACE, using non-beta and beta Arma III versions), but the action to attach the pod does not appear in the menu or ACE actions. Apologies as I don't have anything else to point out what might be going wrong, and I'm not using any other mods except when using ACE. Otherwise mod looks great. Thanks!
  12. I would also like to mention that I cannot lock onto any ground targets with the Vikhr missile. The ATGM for the A-10 works fine, but the Buzzard's missiles do not. When the AI flies the Buzzard, it can lock onto vehicles with no problem. Is this normal or is it a bug? Thanks!
  13. distractor2004

    Iron Front as mod in Arma 3

    I have tried the Arma 3 IF Lite and liked it enough to buy the full IF game =) I am encountering similar issues to other posts with the patches not working after the conversion. This same message appears whether I run the conversion through PWS or try the manual install methods for the 1.05_1.12 Community Patch (I have also cleared out any files or folders each time before trying again): "Please be patient. This update may appear to take a long time to complete. It is updating and installing very large data. Arma 3 Iron Front for Arma 3 Patch: Updating version 1.47 to version 1.99... Some error occurred during patch installation. Patch file is probably dammaged. You may need to download it again. Error in file cannot find xdelta3.exe, phase 5." If I am trying to convert through PWS, it will act like the patch worked and then apply all the other patches, which will then produce errors about missing assets and files. I like Gunter's suggestion about having the patch files in a .rar or 7zip format vs these .exe patches, but if that's not possible, is there anyway to trick the .exe into dumping its files into a folder to manually copy? Thanks for your time and effort to creating this great mod and I look forward to future updates.
  14. I would also like to request a feature that has a few 100% positive tickets in the Arma 3 feedback tracker but has not appeared in the game yet, and that would be for cars and MRAPS not to explode every time their health reaches 0. I remember when playing ACE2 that that the tanks would sometimes not blow up, just start smoking and become giant paperweights that could be used for cover by the surviving crew, and would really like to see that again in ACE3 along with light vehicles that may smoke or become inoperable but still make for safe cover. MRAPS are supposed to protect against IED's, not become one themselves =) On a final note, the tires of most cars in the vanilla game seem way too fragile for the terrain, could they be modified to be damaged by small arms but not small rocks? Thanks for reading and keep up the great work!