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Posts posted by Foxtrop

  1. usually double barrel guns arent possible(in A2), there is an script that someone made for fix the shilka, basically moves the fired bullet to the position of the other canon, for the muzzleflash you could use some particle, yet maybe you should wait to see if its some new way to do it in ARMA3 I saw picture of bohemia AA tank with twin cannons maybe they use a new solution or is the same as ARMA2

  2. Little updates

    I'm working in the Mirage IIIEA



    From this same base model later we will develop the Mirage Nesher (Dagger)

    Also working in the argentine aircraft carrier ARA 25 de Mayo, a colosus class carrier, it isnt really priority but it would be funny in multiplayer and useful for training missions


    We have finished the external body of the aermachi M339 trainer, as soon we finish with the cabin model it would be fast to introduce it in the game


    And finally we are trying to learn all the needed to introduce aircraft into ARMA3, we already made some test with weapons, helmets and vest without problem, yet we are wanting to model a basic Argentine Marine uniform and put it both in ARMA2 and ARMA3.... yet the ARMA3 beta comes this 25, so I will focus in A3 requeriments and later portit to A2, with the aircraft is quite diferent cause we think it would be easy make it for A2 and port it to A3

  3. I also cannot wait for final realease :) I am great fan of those times and and interested in the war.

    By the way, Foxtrop could you add hiddenSelection functionality to A4's config to allow people to use your addon in specific missions like in Vietnam just by making their own texture sets? Your A4's are great and nicely fit to Viet era.

    The a4 already uses the hiddenSelection method via script

    _plane setobjecttexture [0,"P82_skyhawk\data\skyhawkb_clear.paa"] ; the section 0 is the body, the only problem that you could have is with the fuel tanks cause those are "BOMBS" like, and about vietnam could be a surprise soon

  4. something go wrong in the exportation if things goes right it should be fulled of matrix numbers data, and texture paths.... IN MY METHOD I COMMIT AND ERROR YOU DONT NEED TO PUT SAVE, YOU SELECT THE OBJECT;P3dEXPORT;SAVEAS,"+"BUTTON; and EXPORT

    other think to mention that could or could not make any diference I edited the script cause the path of the O2Patch wasnt right(BEFORE KNOWING HOW TO EXPORT) so i change this line

    Local O2Path = "C:\\bis\\Oxygen\\O2Script.exe "

    with the correct path of the Oxygen tool, im not sure if that mades any diference but if nothing works could be that

  5. In your config.cpp

    class cfgVehicles
    class box_east_ammo_f; //ORIGINAL AMMO BOX
    class MyWeaponBox_FMK3  : box_east_ammo_f
    scope = 2;//show it on editor
    accuracy = 1000;
    displayName = "My  ammo Box";//AMMO BOX NAME IN EDITOR AND GAME
    model = "\A3\weapons_f\ammoboxes\ammobox_f";
    class TransportMagazines//MAGAZINES IN AMMO BOX
    class MY9mm_Mags//another classname
    magazine = "30Rnd_9x21_Mag";
    count = 200;
    class Test_fmk3 //class nane
    weapon = "ft_fmk3";//weapon class name
    count = 12;// amout of weapons in box

  6. My stuff seems the same as that dont know why it isnt working properly?

    I had the same problem with a vest, the solution is to copy your helmet over the example model, for some reason the example model has a diferent center of the model, I couldnt replicate it in my model so I just copy mine over the example and the remove all the related to the expample polygons model

  7. I find the solution to your problem and mine! In the exporter you put "save as" you add a name and touche the "+" button and then save, then export, it produces a non format file but you can import it to O2 as txt file!

    So basicaly import the nonformat file to O2 as Universal bistudio TXT

  8. Release of skyhawk A4B and A4C

    camo from grupo 4 de caza(fighting bombing group 4) for the skyhawk A4C and camo from grupo 5 de caza(fighting bombing group 5) for the skyhawk A4B


    A4B with 3xMK82 bombs

    A4B with 1xMK17 1000LB bomb

    A4C with 3xMK82 bombs


    https://unzcng.bay.livefilestore.com/y1peY7EgwvaYpM_CaVc7AcoXnZ5avbKWHLh6ptxOmeu3-8iU3uhDZsYrMRjtuiUYoCuuzSuxRMWJC4xnlk4YSlPYQNOp2Apb2nP/skyhawkingame.jpg?psid=1 (238 kB)



  9. Hi, people i am releasing the first public version of the IA58 pucara, i cant say that is finished but not sure of what direction will take the addon development, I have too much models to finish, and looking for put some things in ARMA3 while certanly it would be bad just left the ARMA2 models incomplete


    I dont remember if I added the "credits.txt" file in this version so here they are, sorry if i miss someone!

    This addon wouldnt be posible with out of the help of this awesome persons/groups:

    Bohemia Interactive Forums People

    Armaholic forum

    Proyect82 Team (Cimalex and Konyo)

    Cazadores de Monte(CM)(Loro and MarioX)

    RACS Proyect Team(wld427 help us with the guns!)

    Sudden Death(The multiple cannon script is based on his script for the tunguska)

    Myke(We learn a lot from his unbinarized F16 files)

    Bohemia Interactive( for such awesome expandible game)



  10. Everytime I import, lots of objects are not on the position they supposed to be is there a trick in it?

    here a picture: (@Max Power: model is a free licence for non commercial use)

    You should try diferent formats for exporting, *.3ds always turn and move things, *.Obj usually just mirror it but dont move the parts!

  11. That would be awesome, cause fast reloading is a matter of practice, not all the soldiers reload their weapons at the same speed, in a PvP should be important, I think it should be possible to do, but hard and definitly most people would hate it, also is not a priority.

    Mmm this goes to the request addon thread, but good idea.

  12. Weid is almost like the config I use, the only diference are skeletoninherit and sections inherits, if adding that doesnt work, it might not be the model.cfg the problem :S

    this config works but i dont know if that fix your problem, check the "inherit" lines

    class cfgSkeletons
       class Default
           isDiscrete = 1;
           skeletonInherit = "";
           skeletonBones[] = {};
    class ft_fnfal_ske: Default
    	isDiscrete = 0;
    	skeletonInherit = "Default";
    		"magazine",	"",
    		"bolt", ""
    class cfgModels
       class Default
           sections[] = {};
           skeletonName = "";
    class ft_fnfal_test : Default {
    	sections[]=	{ "zasleh" };
    	class Animations
    		class Test_Weapon_bolt_action
    		class Test_Weapon_bolt_empty
    		class Test_Weapon_magazine_hide
    				type = "hide";
    				source = "reloadMagazine";
    				selection = "magazine";
    				minValue = 0.000000;
    				maxValue = 1.00000;
    				hideValue = 0.220;
    				unhideValue = 0.550;
    			class MuzzleFlashROT
    				source="ammoRandom";            //use ammo count as phase for animation
    				sourceAddress="loop";     //loop when phase out of bounds
    				selection="zasleh";       //selection we want to rotate
    				axis="";                  //no own axis - center of rotation is computed from selection
    				centerFirstVertex=true;   //use first vertex of selection as center of rotation
    				maxValue=4;               //rotation angle will be 360/4 = 90 degrees
    				angle0="rad 0";
    				angle1="rad 360";
    class muzzleflash_hide
       minValue = 0.0;
       maxvalue = 0.25;
       hideValue = 0.01;
    class ft_fnfal : ft_fnfal_test{};
    class ft_fnfal_rail : ft_fnfal_test{};
    class ft_fnfal_para : ft_fnfal_test{};
    //class ft_fmk3_sil : ft_fmk3{};

  13. your model.p3d is called weapon? something that is easy to miss, the class defined in cfgmodels must have the same name that the p3d model.. so if your model is called MY_AK47.p3d the class name in cfgweapon should be class MY_AK47 thats how the engine link the model with the model.cfg.

    If that is ok it should work!