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Everything posted by davids

  1. Hello everyone, this is just a simple addon that makes your NVGs full screen. Enjoy!
  2. 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!
  3. Good to see you're back on track with this! It's looking good so far, top quality work as per!
  4. Introduction Hello everyone. This will be be the WIP thread for the addon I am going to put together with some help from a few people. As my group has a Formation Reconnaissance element to it, I noticed a distinct lack of up-to-date modern British reconnaissance vehicles that we could use in operations and missions. So my plan is quite simple, I want to bring some of the modern upgraded vehicles from the CVR(T) family into ArmA 2. My outlined plan for the mod is as follows Scimitar (FV107) With new upgraded optics With Hull and Turret RPG cage With new ECM kit Add another vehicle which is the Mk2 variant of the Scimitar, which was upgraded by BAE (Information here) Spartan (FV103) With hull RPG cage With new ECM kit WIP pictures Full picture Full picture Full picture Full picture Full picture Full picture Full picture Full picture Please feel free to post constructive criticisms, reference materials etc if you wish! David Website - BRF-ARMA Teamspeak - Credits Vilas - Original Scimitar model. Wld427/PRACS - Modified Scimitar model and files relating to it. Ali - Various bits of the model, from from RPG cages to tea trays.
  5. Excellent work! Thanks for taking the time to bring these over! Will give them a try out asap.
  6. 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!
  7. 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.
  8. davids

    Full screen NV

    Excellent! I'll update my original post, or feel free to make a new thread, up to your self!
  9. 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!
  10. Does anyone have any ideas on getting TankX to work properly?
  11. 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!
  12. 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!
  13. davids

    Weapon Aiming Sway

    Do you mean as you get fatigued? Or as you aim? Or just the overall dispersion of the weapon?
  14. 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.
  15. davids

    NVG Config?

    Try contacting ADOGMC He had a similar question : http://forums.bistudio.com/showthread.php?153269-radio-headset Hope that helps!
  16. 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.
  17. 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; };
  18. davids

    Arma 3 cars config guidelines

    Is there any chance of this being updated to include 'rigging' PhysX for the tracked vehicles, I noticed they use the simulation 'TankX' and would obviously like to get the befits of this new simulation! Thanks!
  19. davids

    Full screen NV

    I included the Bikey and Bisign in the rar, what else is needed?
  20. davids

    Shemagh attach to?

    Do you mind posting a picture of two of this? Quite interested in seeing it!
  21. davids

    No texture for friend?

    Is your path to the texture directing to the P drive? for example; P:\modfolder\data\texture.paa
  22. Played about with these a bit and looking excellent so far! Cannot wait to get these properly used in a mission! I have one suggestion however, and that is to increase the hit-points of the fuel tank on the vehicle. The reason being is that after driving over, or near a land mine the vehicle would come out in a bad condition (i.e. the wheels nearest the blast are blown off, and the hull is dark orange) but the fuel tank would be bright red causing the vehicle to turn black (not really blowing up considering there is no fire or smoke!) after a few seconds and for everyone to get killed. So it seems that if you made the fuel tank a bit stronger then we could actually get some mobility kills in game.
  23. davids

    Tracked Vehichels

    It would be nice if the base 'Tank'/'Tracked' cfg classes were released at least, or even better an example on how to get tracked vehicles working for now. Only reason we are pressing now is the Alpha was released way back at the start of March and there are a lot of projects halted in ArmA3 due to not having the base classes, animations, and weapons available to base things from!
  24. Hello everyone! I'd like to introduce my work in progress thread for the UKAF from A3. Obviously being set in the future, I'd like to make this about current kit/ kit coming into service in the near future. I'd like to briefly outline my plan with this mod, and then post WIP and other goodies! This is a range of kit I am hoping to include into the mod; Headgear Mk7 Para helmet [*]Vest Osprey Assault body armour Jump-able Plate carrier Modular belt-kit/webbing (maybe one over of a plate carrier?) [*]Goggles/NVGs HMNVS [*]Attachments/Optics ELCAN Specter ACOG 6x magnification (mounted on the L129A1) VIPIR-2 Susat(for old times sake!) [*]Uniform PCS [*]Backpacks Patrol pack - Picture New bergen - Picture WIP pictures Full Resolution Full Resolution If you feel you might be able to help in some way with this, please don't hesitate to put idea's forward, or get in touch! David Website - BRF-ARMA Teamspeak - Credits BIS for the base models, uniforms, and the mod-ability Sabre for the MTP sample StalkerGB for the Mk7 Ali for his usual bits and bobs Colonel Stagler for his knowledge of the game Cross888 for various references and feedback
  25. davids

    3ds max and reverse faces in O2

    We had a similar problem with Blender, I think it was because the model being exported was not converted into 'triangles'. Which results in O2 making a guess as to which was it was supposed to face? I could be wrong, but it's worth a look!