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About davids

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  1. Looks like the British are coming to Arma 3 with a vengeance! Looking forward to seeing what's going to come of this, looks promising so far!
  2. Good to see you're back on track with this! It's looking good so far, top quality work as per!
  3. Excellent work! Thanks for taking the time to bring these over! Will give them a try out asap.
  4. davids

    Sangin WIP

    Nice to see this for Arma3, had a lot of fun in Arma2 with this map! however I have a few points of constructive criticisms if you wish to hear them; The map seems very squashed at some points, if you made the same terrain data as a bigger size I personally thing it would feel more authentic. The MOB/FOB/VCP/PBs in my opinion would be better if they were not built into the map, by all means build a template for them that people can use. Sometimes when planning a scenario it's quite hard because of hard structures on the map indicate other wise and it breaks immersion. (This isn't just your map, this is all maps btw!) Nice to see this again, will be good to see the engine and environmental updates ArmA3 has to offer on the map!
  5. davids

    STALKERGB's British Infantry

    Even better than I thought they would be! Fit in really well with the environment and I'd say are well on par with the content already in game, I'm glad the British have these guys to play with on release day! keep up the good work, hope to see more of it in the future.
  6. davids

    Full screen NV

    Excellent! I'll update my original post, or feel free to make a new thread, up to your self!
  7. davids

    WIP British Infantry

    Absolute top work Stalker! Models are looking excellent and the textures are looking fantastic as well, great job all round! I can safely say this will be my British infantry mod of choice, really looking forward to using this in the future!
  8. Does anyone have any ideas on getting TankX to work properly?
  9. davids

    Scorch's Inventory Items

    More miscellaneous items are always good! I'd suggest using shortened classnames however, Instead of 'scorch_whiskey' it would be 'sc_whiskey' or something like that, just makes it quicker for people trying to use them! I can't seem to see the download link on this page though :(? Did you forget to add it? To change the mass values of items, you must add this to your base class, or to what ever class you want to be different mass = 8; to give you an idea of what BI uses, hand grenades have 4 and watches/items have 1. If your things are items however (based off Itemcore) Then I think you may need to change the mass by adding this to the class class ItemInfo { mass = 1; }; Anyway, will be interesting to see where this goes in future!
  10. davids

    Weapon Aiming Sway

    I suspect the aim sway is controlled by a core function, and may be determined by the skill setting of the player? Again, that is just guess work but off the top of my head I don't ever remember seeing a number etc in the actual weapon cfgs that hint at controlling that. Been working on both the Scimitar and the Warthog over the past few weeks, so expect to see a wee thread being posted!
  11. davids

    Weapon Aiming Sway

    Do you mean as you get fatigued? Or as you aim? Or just the overall dispersion of the weapon?
  12. This is 100% untested and I'm just basing it off what the cfg has, however... add the following into your weapon cfg and it should work. class tw_gl_launcher: UGL_F { displayName = "$STR_A3_cfgweapons_3gl0"; descriptionShort = "$STR_A3_cfgweapons_3gl1"; useModelOptics = 0; useExternalOptic = 0; magazines[] = {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","3Rnd_HE_Grenade_shell","3Rnd_UGL_FlareWhite_F","3Rnd_UGL_FlareGreen_F","3Rnd_UGL_FlareRed_F","3Rnd_UGL_FlareYellow_F","3Rnd_UGL_FlareCIR_F","3Rnd_Smoke_Grenade_shell","3Rnd_SmokeRed_Grenade_shell","3Rnd_SmokeGreen_Grenade_shell","3Rnd_SmokeYellow_Grenade_shell","3Rnd_SmokePurple_Grenade_shell","3Rnd_SmokeBlue_Grenade_shell","3Rnd_SmokeOrange_Grenade_shell"}; cameraDir = "OP_look"; discreteDistance[] = {100,200,300,400}; discreteDistanceCameraPoint[] = {"OP_eye","OP_eye2","OP_eye3","OP_eye4"}; discreteDistanceInitIndex = 1; }; Don't forget to add your magazine/ammo to the list! That is added in your weapon class near the bottom, where you defined the fire rates. EXAMPLE class single_medium_optics1: Single { Lines of code etc }; class single_far_optics2: single_medium_optics1 { Lines of code etc }; class fullauto_medium: FullAuto { Lines of code etc }; class tw_gl_launcher: UGL_F {obviously more code here}; Hopefully that is of some help to you.
  13. davids

    NVG Config?

    Try contacting ADOGMC He had a similar question : http://forums.bistudio.com/showthread.php?153269-radio-headset Hope that helps!
  14. Don't quote me on this, but I think you must define hidden selection as a selection in the model as well as defining it in the model.cfg, so unless both of them have already been done you will not be able to add new ones to existing models.
  15. For the small ammo pouch, the class name is 'CA_Magazine' class CA_Magazine: Default { scope = 1; value = 1; displayName = ""; model = "\A3\weapons_F\ammo\mag_univ.p3d"; picture = ""; modelSpecial = ""; useAction = 0; useActionTitle = ""; reloadAction = ""; ammo = ""; count = 30; type = 256; initSpeed = 900; selectionFireAnim = "zasleh"; nameSound = "magazine"; maxLeadSpeed = 23; weaponpoolavailable = 1; mass = 8; };