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davids

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Posts posted by davids


  1. 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!


  2. 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!


  3. 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!


  4. 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.


  5. 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;
    };


  6. 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.


  7. 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!


  8. Do you know what affect this has if you're running peripheral monitors in eyefinity? I run 5760x1920 so will this make all three screens clear? Currently I literally lose 2 monitors entirely when I use NV.

    Yes, it will make all three screen clear.. well, green rather!

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