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AlexVestin

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Everything posted by AlexVestin

  1. AlexVestin

    M16a4

    I haven't really checked this thread in a long time. You've come far! The low-poly baked versions you have there are of top quality! I will definitely keep an eye on this thread :) Keep it up. As for a question. Do you have any plans after to make attachments? I'm mostly thinking about smaller things, like a foregrip. I also saw that you had a underslung benelli shotgun. Are you intending to finish one in the end?
  2. AlexVestin

    KEYS: No action menu

    In the video you mentioned stuff like opening doors before getting into a vehicle. I've always wanted something like that. I'd say holding down a key should open the door and make you enter the seat near that door. Just pressing the button normally would open the door only if you're looking at it.
  3. AlexVestin

    AV_IndUs (US Army inspired units)

    I can believe many of you downloading this are far from really enjoying the current rifle hand-animations. That'll change soon, though! I'm fixing the bad animations for the M4, M16A4 and Mk12 wich are suffering the most from it. Basically all the rifles wich the character wasn't holding the grip on :)
  4. AlexVestin

    AV_IndUs (US Army inspired units)

    Thank you :) And that's were AllInArma comes in. As of now all of that is possible. Yet, new content is always better since it'll be 100% supported instead. All that is missing are some resistance that would fit in with the setting instead of the iranians. Hopefully there'll be more normal looking civilians in A3 that could do the job with some gear added. I'd guess closed gaming groups playing co-op missions together would be the most common. I haven't looked into addon keys so they work on a server or how that even works. Noted. Not sure why that is, though. Maybe worth looking into in the future.
  5. AlexVestin

    AV_IndUs (US Army inspired units)

    I've been working more on the backpack textures (wich are horrible now) and they will get updated in the next run. I also have a nice surprise for headgear, with the help of fellow community members, wich will get much better. More on it soon :)
  6. AlexVestin

    AV_IndUs (US Army inspired units)

    It's from ArmA2:OA You need AllInArma to launch it. Here's the map: http://www.armaholic.com/page.php?id=14455 (I was really surprised by how awesome the map is. The Armaholic screenshots really did it no justice. Like at all)
  7. AlexVestin

    AV_IndUs (US Army inspired units)

    Thank you :) There was a minor mistake by me regarding the temporary weapon icons. They were missing. Dropbox link is updated with working icons. The armaholic link still has the small error. (Foxhound updated it) Just letting ya'll know tht you can redownload if you were quick to do it at first :)
  8. AlexVestin

    AV_IndUs (US Army inspired units)

    The rifles should be able to accept FHQ accessories and regular BIS ones when working correctly :)
  9. AlexVestin

    AV_IndUs (US Army inspired units)

    Are you using any other mods that could be conflicting? What does, for an example, the m4 look like? Standard carryhandle only?
  10. AlexVestin

    AV_IndUs (US Army inspired units)

    Me and Stiltman have worked on them. He's been of much help! He did most of the config work/animations while I cleaned up some models and textures. Still lots of stuff to fix, though :) It's BIS weapon sample models from ArmA1, so textures will probably change and get updated more later. The sounds are worth hearing! Thought they sounded pretty good. Especially the m249.
  11. AlexVestin

    AV_IndUs (US Army inspired units)

    I updated this to get new stuff out there and hopefully some positive feedback. Have been busy working and had little time to update these, but lots have been done since the last version. The weapons are probably the most noticable. Still much work in progress, and more fixes will be made. It's updated to 1.3: -Got rid of mod dependencies. -Fixed automatic rifleman crashing the game -Added new weapons (with FHQ support) -Added M9 -Added M4 -Added M16A4 -Added M249 -Added Mk12 -Added AT4 -All new weapons have custom sounds -Added AN/PVS-7 (NVG) -Added backpacks -Added temporary weaponbox -Removed EBR
  12. If you're trying to launch JSRS in ArmA3, why did you put it in ArmA2OA then? :rolleyes:
  13. AlexVestin

    Navel Warfare

    Thread name made me lol. Anyways. There's lots of stuff already in progress :)
  14. Has there been any progress on getting something into A3? I saw the pic of the guardsmen with armor + weaponry from A2. What is the starting point here? Guardsmen first? Or just very basic content from a faction or two?
  15. Weapons like vehicle-mounted bolters should all be resized to it's correct size, irrelevant to the vehicles own size. Unless the vehicle is supposed to be equipped with a larger caliber one.
  16. AlexVestin

    75th Ranger Regiment

    Actually a good thing only. BIS made their multicam way too light. It does not actually work if you try to hide in foliage =p
  17. He's doing an awesome job already. The models look great and seems to be able to fit together perfectly in the end. And to ease the thought of work needed to be done to finish it all. An island does not really need that many objects to feel like a real environment. I have no doubt that you can make something great with just a few models. 2-3 tree models, a few bushes and a rock here and there can probably go really far. Cities will take time to build up, no doubt, but the wildlife does not need the same amount of planning. Looking forward to your next blog-update :)
  18. AlexVestin

    AV_IndUs (US Army inspired units)

    All but the officers uniform. Using hiddenselections on that will only change their shirt, not their pants since the pants uses the texture from the standard independent combatunifrom. Well. I am using ACRE. Still only the automatic rifleman who crashes the game when killed, though.
  19. AlexVestin

    AV_IndUs (US Army inspired units)

    The most common uniforms are re-textured using hidden selections. It's just some things that are missing it. Sitrep. Working on quite alot of different things right now, but all to be included in this pack. Updates might be slow. Altough it'll be worth the wait.
  20. This is for a m9 beretta. The sound works like it should. class CfgWeapons { class Pistol_Base_F; class hgun_P07_F : Pistol_Base_F { class WeaponSlotsInfo; }; class sti_m9 : hgun_P07_F { scope = 2; displayname = "Beretta M9"; descriptionShort = "M9"; picture = "\sti_weapons\data\UI\w_m9_ca.paa"; model = "\sti_weapons\M9_Beretta.p3d"; magazines[] = {"16Rnd_9x21_Mag"}; reloadAction = "GestureReloadPistol"; begin1[] = {"STI_weapons\sound\m9\m9_fire1.wav", 1.0, 1, 700}; begin2[] = {"STI_weapons\sound\m9\m9_fire2.wav", 1.0, 1, 700}; begin3[] = {"STI_weapons\sound\m9\m9_fire3.wav", 1.0, 1, 700}; begin4[] = {"STI_weapons\sound\m9\m9_fire4.wav", 1.0, 1, 700}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34, "begin4", 0.34}; reloadtime = 0.12; dispersion = 0.004; dexterity = 2; class Library { libTextDesc = "Beretta M9, standard issue 9mm handgun."; }; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 7; class CowsSlot {}; }; class ItemInfo { priority = 2; RMBhint = M9; onHoverText = "TODO M9 DSS"; }; }; This is for a m249 lmg. The sound does not work. AI soldiers get's the mk200 firing sound. Players get no firing sound. class Rifle_Base_F; class LMG_Mk200_F : Rifle_Base_F { class WeaponSlotsInfo; }; class sti_m249 : LMG_Mk200_F { scope = 2; displayName = "M249"; descriptionShort = "M249"; picture = "\STI_weapons\data\UI\w_m249_ca.paa"; model = "\sti_weapons\m249.p3d"; magazines[] = {"sti_200Rnd_556x45"}; reloadAction = "GestureReloadM200"; handAnim[] = {}; aiDispersionCoefY = 20.0; aiDispersionCoefX = 18.0; dexterity = 105; class Library { libTextDesc = "The FN Mini."; }; class ItemInfo { priority = 1; RMBhint = "M249"; onHoverText = "TODO M249 DSS"; }; class manual: Mode_FullAuto { recoil = "recoil_auto_mk200"; recoilProne = "recoil_auto_prone_mk200"; begin1[] = {"STI_weapons\sound\m249\m249_fire1.wav", 1.0, 1, 700}; begin2[] = {"STI_weapons\sound\m249\m249_fire2.wav", 1.0, 1, 700}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33}; closure1[] = {"A3\sounds_f\weapons\closure\sfx7",1.4125376,1,40}; closure2[] = {"A3\sounds_f\weapons\closure\sfx8",1.4125376,1,40}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; reloadTime = 0.075; dispersion = 0.00093; weaponSoundEffect = "DefaultRifle"; soundContinuous = 0; soundBurst = 0; minRange = 0; minRangeProbab = 0.3; midRange = 5; midRangeProbab = 0.7; maxRange = 10; maxRangeProbab = 0.04; showToPlayer = 1; }; }; ---------- Post added at 08:03 PM ---------- Previous post was at 07:31 PM ---------- I noticed how I had renamed a folder. If anyone has any tips or anything, post 'em. Else I've might just resolved it myself.
  21. AlexVestin

    AV_IndUs (US Army inspired units)

    I noticed it too just recently on the Dev build that the game crashed. I don't really know what causes it, since I have not updated anything that could lead to that. Only crashed for me in the editor. Could play MP with a few buds for hours straight.
  22. AlexVestin

    AV_IndUs (US Army inspired units)

    I have not unbinarized anything as that would go against BIS rules. As of now it's just a temporary solution to change the textures untill I can get hiddenselections to work. Or untill there are custom vests to use.
  23. AlexVestin

    AV_IndUs (US Army inspired units)

    Officer unifrom was just to have something not really meant for combat. I do not know when I'll update that unifrom, but I sure don't feel like I've completed its texture. Might be able to release a 1.3 version later today. I noticed that the units actually do not respawn with gear in MP with my current config, so I fixed that.
  24. AlexVestin

    Arma3 Characters Modding Tutorial

    I imported a vest from ArmA1 into A3. It looks like this. http://imageshack.us/a/img6/4682/799e.png It's in the same spot as the A3 example vest. Where did it go wrong? I have a model.cfg that looks like this:
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