matt_baker1942
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Everything posted by matt_baker1942
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Hi everyone, now before I begin I just want to state that what I'm trying to achieve is specifically for local use mainly because 1. I don't play online in Arma 2. I can see how this script I'm attempting can be exploited online. With that being said I'm messing around with making some sort of super hero type mod for myself that would allow me to play as some fun characters from the movies. Two good examples I want to try to achieve is the character Deadshot from Suicide Squad and Hawkeye from basically any marvel movie. As many of you know these two characters in particular have a superhuman ability in marksmanship and I wanted to emulate that in game somehow. My idea is basically a watered down aim bot, something not nearly as cheap or devastating as an aim bot, but a little more than an aim assist you'd see on a console game. What I want to achieve is that any enemy within a certain range of the character and is being aimed at by the player (with some relative accuracy) will automatically get hit when the player shoots. The shot doesn't have to be a head shot, but instead it just has to make contact with any part of the enemy's body. As a result, in a situation where a lot of enemies are present, the player will feel a sense of superhuman ability when being considerably outnumbered while still being vulnerable. Again I can see how a script like this would be taboo to talk about on here, but I'm certainly not looking to use it in multiplayer and if I had the knowledge to even get a script like this into multiplayer without anti-cheat detecting it, I probably wouldn't need any help writing it.
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I'm trying to create a little script for some units im making that will randomize weapon selection. I already have an idea on how to randomly select weapons from a pool, but I want to know if its possible to have the weapons in the pool based on the mods in use. For example. The base mod I wanna use is RHS. So I want to have a pool of weapons from RHS (Basically some M4 Block IIs). But I also want the script to detect other mods like CUP or Specialist Military Arms, and add appropriate weapons from those mods into that pool, without overwriting the original RHS weapons in the pool. Does anybody know if this is possible? or will I have to make a whole bunch of different weapon pools that get activated based on mods?
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Weapon Pool Based on Mods
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ohhh this looks perfect, I'm gonna play around with this thank you! -
Hey guys, I just wanted to take a moment to share a little mod I've been working on for not too long, my Greek Armed Forces. Now I wouldn't say this is a very accurate version of the modern day Greek Forces, but I had originally set out to create a present day AAF faction and wanted to pull from the real world location for inspiration. As a result, I essentially made some Greek forces. Using references photos from the websites below, I re-textured some of Delta Hawk's U.S. Military units and outfitted them with some of Robert Hammer's M16s and NIArms weapons. I'm fairly pleased with the result but I will add that this is far from a finished product and that its mainly a config file that makes a new faction from existing addons. In the addons folder are some extra .PBOs for optional mods to add their content into the Greek Faction. References: http://greekmilitary.net/greektroops.htm https://en.wikipedia.org/wiki/List_of_equipment_of_the_Hellenic_Army Required Addons: http://www.armaholic.com/page.php?id=30004 https://forums.bistudio.com/topic/183435-rhs-escalation-afrf-and-usaf/ http://www.armaholic.com/page.php?id=23277 http://credmo.updatedtuesdays.com/tier1/ (M60, MP5, G3, M14, FAL, MG3, AR15, Minimi LMGs) Optional Addons: http://www.armaholic.com/page.php?id=26067 (T-6 Texan II) http://www.armaholic.com/page.php?id=27766 (F16) http://cup-arma3.org/ (MTVR, UH-1 Huey) Crappy Photos: http://imgur.com/a/qX5bj Download: EDIT: sorry, didn't receive permission from Delta Hawk, was under the impression I could release an addon that builds on his. I tried to keep the faction nomenclature consistent with RHS, and I made the groups using ALiVE's Orbat creator, so they should be ALiVE compatible. I appreciate any feedback you guys can give me, this is the first addon I've ever released please keep that in mind. And lets just call it an alpha? Yeah sure lets go with that. Version: 0.1 Alpha
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Greek Armed Forces mod
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No that won't be necessary, I'll see what I can do with the AAF vest and some sort of BDU replacement. In the meantime I can try to upload the file again this time without any custom textures on the unforms right? that way it doesn't break any of Delta Hawk's wishes and people can still get a look at the structure of the units minus the cosmetic stuff. I'll leave that up to you guys. -
Greek Armed Forces mod
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah player models are tough, Ive only done it the quick and dirty way using the skin modifier in 3ds max, I could give it a try, but I'm usually slammed in time and I'll be honest, i don't know how far I'd get haha. I would, but RHS and CUP already have most of the vehicles you'd need. I'd stick with them because their stuff is pretty high quality. Leaving only me retexturing them to screw it up haha So is it possible at this point to close the thread or maybe have it moved out of the complete area? Again my apologies for screwing this whole thing up -
Greek Armed Forces mod
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah I think I just went with Delta Hawks gear because I was mainly shooting to use the harnesses insteam of actual body armor since it's what I saw in the photos. If they fit on another type of BDU model, it shouldn't be a problem because I didn't touch the texture on that at all. I also didn't mind the fact that it said "U.S." on it because I'm sure they'd be given to them that way. Yeah I'm gonna have to pull back and re-think how I can do this. My "skills" (if you want to call it that) really reside in configuration editing and less photoshop or any 3D software. And I was shooting for making this look somewhat high quality. I just saw the materials there to make the faction, and wanted to put them together. I have put models into the game before, but they were always from sources that weren't me and therefore I could never release them anywhere. -
Greek Armed Forces mod
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was under the impression that as long as I made it so my mod requires downloading his mod, it's completely okay. I'll remove the download link, my apologies because I did not get permission from him or anybody. -
Hey guys, Im trying to make a replacement config for myself that will essentially create an organized German army utilizing an assortment of mods in the community that feature certain equipment. Clearly one of these mods is the BWmod. My plan is to make a replacement config for this mod that will remove the units of it from the editor so I can later remake a faction from scratch. It was easy to remove the units from the editor by making the scope on them 0. My only issue is I cant seem to remove the groups from the editor. I've put "scope=0;" in almost every line of the cfggroups and it will always show up in the editor. Anybody have any idea what im doing wrong? This code here shows the old Bundeswher in the groups but when you spawn the group doesnt actually spawn and whatever unit you make the player will spawn the blufor equivalent. Example: spawn the mechanized squad and make APC the player. I'll spawn as the NATO apc commander and not in a puma //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.88 //Fri Aug 21 19:13:21 2015 : Source 'file' date Fri Aug 21 19:13:21 2015 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class bwa3_units_config : config.bin{ class CfgPatches { class BWA3_Units_clear { units[] = {}; requiredVersion = 0.1; requiredAddons[] = {"BWA3_Units"}; }; }; class UniformSlotInfo; class CfgVehicles { class B_Soldier_base_F; class B_Soldier_02_f: B_Soldier_base_F{}; class B_Soldier_03_f: B_Soldier_base_F{}; class B_Soldier_sniper_base_F: B_Soldier_base_F{}; class BWA3_Rifleman_base: B_Soldier_base_F { scope=0; }; class BWA3_Rifleman_02_base: B_Soldier_02_f { scope=0; }; class BWA3_Rifleman_03_base: B_Soldier_03_f { scope=0; }; class BWA3_Sniper_base: B_Soldier_sniper_base_F { scope=0; }; class BWA3_Crew_base: B_Soldier_base_F { scope=0; hiddenSelectionsMaterials[] = {}; }; class BWA3_Rifleman_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_Rifleman_Tropen: BWA3_Rifleman_Fleck { scope=0; }; class BWA3_RiflemanG27_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_RiflemanG27_Tropen: BWA3_RiflemanG27_Fleck { scope=0; }; class BWA3_Grenadier_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_Grenadier_Tropen: BWA3_Grenadier_Fleck { scope=0; }; class BWA3_GrenadierG27_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_GrenadierG27_Tropen: BWA3_GrenadierG27_Fleck { scope=0; }; class BWA3_Autorifleman_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_Autorifleman_Tropen: BWA3_Autorifleman_Fleck { scope=0; }; class BWA3_AutoriflemanMG5_Fleck: BWA3_Rifleman_02_base { scope=0; }; class BWA3_AutoriflemanMG5_Tropen: BWA3_AutoriflemanMG5_Fleck { scope=0; }; class BWA3_CombatLifeSaver_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_CombatLifeSaver_Tropen: BWA3_CombatLifeSaver_Fleck { scope=0; }; class BWA3_Marksman_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_Marksman_Tropen: BWA3_Marksman_Fleck { scope=0; }; class BWA3_RiflemanG28_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_RiflemanG28_Tropen: BWA3_RiflemanG28_Fleck { scope=0; }; class BWA3_SniperG82_Fleck: BWA3_Sniper_base { scope=0; }; class BWA3_SniperG82_Tropen: BWA3_SniperG82_Fleck { scope=0; }; class BWA3_Spotter_Fleck: BWA3_Sniper_base { scope=0; }; class BWA3_Spotter_Tropen: BWA3_Spotter_Fleck { scope=0; }; class BWA3_RiflemanAT_RGW90_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_RiflemanAT_RGW90_Tropen: BWA3_RiflemanAT_RGW90_Fleck { scope=0; }; class BWA3_RiflemanAT_Pzf3_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_RiflemanAT_Pzf3_Tropen: BWA3_RiflemanAT_Pzf3_Fleck { scope=0; }; class BWA3_RiflemanAA_Fliegerfaust_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_RiflemanAA_Fliegerfaust_Tropen: BWA3_RiflemanAA_Fliegerfaust_Fleck { scope=0; }; class BWA3_Engineer_Fleck: BWA3_Rifleman_02_base { scope=0; }; class BWA3_Engineer_Tropen: BWA3_Engineer_Fleck { scope=0; }; class BWA3_TL_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_TL_Tropen: BWA3_TL_Fleck { scope=0; }; class BWA3_SL_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_SL_Tropen: BWA3_SL_Fleck { scope=0; }; class BWA3_Crew_Fleck: BWA3_Crew_base { scope=0; }; class BWA3_Crew_Tropen: BWA3_Crew_Fleck { scope=0; }; class I_Soldier_base_F; class I_Soldier_02_F: I_Soldier_base_F{}; class I_Soldier_sniper_base_F: I_Soldier_base_F{}; class BWA3_Rifleman_04_base: I_Soldier_base_F { scope=0; }; class BWA3_Rifleman_04_Tropen: BWA3_Rifleman_04_base { scope=0; }; class BWA3_Rifleman_05_base: I_Soldier_02_F { scope=0; }; class BWA3_Rifleman_05_Tropen: BWA3_Rifleman_05_base { scope=0; }; class BWA3_Sniper_02_base: I_Soldier_sniper_base_F { scope=0; }; class BWA3_Sniper_02_Tropen: BWA3_Sniper_02_base { scope=0; }; }; class CfgGroups { class West { scope=0; class Bundeswehr { scope=0; name = "$STR_BWA3_FactionClassBundeswehrName"; class Infantry_Fleck { name = "$STR_BWA3_GroupClassInfFleckName"; scope=0; class Jaegertrupp { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassJaegerFleckName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "SERGEANT"; side = 1; vehicle = "BWA3_TL_Fleck"; }; class Unit1: Unit0 { position[] = {5,-5,0}; rank = "PRIVATE"; vehicle = "BWA3_Autorifleman_Fleck"; }; class Unit2: Unit1 { position[] = {10,-5,0}; vehicle = "BWA3_AutoriflemanMG5_Fleck"; }; class Unit3: Unit1 { position[] = {15,-5,0}; vehicle = "BWA3_Grenadier_Fleck"; }; class Unit4: Unit1 { position[] = {20,-5,0}; vehicle = "BWA3_RiflemanAT_Pzf3_Fleck"; }; class Unit5: Unit1 { position[] = {25,-5,0}; vehicle = "BWA3_RiflemanAT_RGW90_Fleck"; }; class Unit6: Unit1 { position[] = {30,-5,0}; vehicle = "BWA3_CombatLifeSaver_Fleck"; }; class Unit7: Unit1 { position[] = {35,-5,0}; vehicle = "BWA3_Marksman_Fleck"; }; }; class Panzerabwehrtrupp { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassATFleckName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "CORPORAL"; side = 1; vehicle = "BWA3_RiflemanAT_Pzf3_Fleck"; }; class Unit1 { position[] = {5,0,0}; rank = "PRIVATE"; side = 1; vehicle = "BWA3_RiflemanAT_RGW90_Fleck"; }; }; }; class Infantry_Tropen { name = "$STR_BWA3_GroupClassInfTropenName"; scope=0; class Jaegertrupp { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassJaegerTropenName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "SERGEANT"; side = 1; vehicle = "BWA3_TL_Tropen"; }; class Unit1: Unit0 { position[] = {5,-5,0}; rank = "PRIVATE"; vehicle = "BWA3_Autorifleman_Tropen"; }; class Unit2: Unit1 { position[] = {10,-5,0}; vehicle = "BWA3_AutoriflemanMG5_Tropen"; }; class Unit3: Unit1 { position[] = {15,-5,0}; vehicle = "BWA3_Grenadier_Tropen"; }; class Unit4: Unit1 { position[] = {20,-5,0}; vehicle = "BWA3_RiflemanAT_Pzf3_Tropen"; }; class Unit5: Unit1 { position[] = {25,-5,0}; vehicle = "BWA3_RiflemanAT_RGW90_Tropen"; }; class Unit6: Unit1 { position[] = {30,-5,0}; vehicle = "BWA3_CombatLifeSaver_Tropen"; }; class Unit7: Unit1 { position[] = {35,-5,0}; vehicle = "BWA3_Marksman_Tropen"; }; }; class Panzerabwehrtrupp { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassATFleckName"; scope=0; side = 1; class Unit0 { position[] = {0,0,0}; rank = "CORPORAL"; side = 1; vehicle = "BWA3_RiflemanAT_Pzf3_Tropen"; }; class Unit1 { position[] = {5,0,0}; rank = "PRIVATE"; side = 1; vehicle = "BWA3_RiflemanAT_RGW90_Tropen"; }; }; }; class Mechanized_Fleck { name = "$STR_BWA3_GroupClassMechFleckName"; scope=0; class Panzergrenadiergruppe { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassPzGrenFleckName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "LIEUTENANT"; side = 1; vehicle = "BWA3_Puma_Fleck"; }; class Unit1: Unit0 { position[] = {0,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_TL_Fleck"; }; class Unit2: Unit1 { position[] = {5,-15,0}; rank = "PRIVATE"; vehicle = "BWA3_Autorifleman_Fleck"; }; class Unit3: Unit2 { position[] = {10,-15,0}; vehicle = "BWA3_Grenadier_Fleck"; }; class Unit4: Unit2 { position[] = {15,-15,0}; vehicle = "BWA3_RiflemanAT_Pzf3_Fleck"; }; class Unit5: Unit2 { position[] = {20,-15,0}; vehicle = "BWA3_CombatLifeSaver_Fleck"; }; class Unit6: Unit2 { position[] = {25,-15,0}; vehicle = "BWA3_Marksman_Fleck"; }; }; class Panzerzug { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassPanzerFleckName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "LIEUTENANT"; side = 1; vehicle = "BWA3_Leopard2A6M_Fleck"; }; class Unit1: Unit0 { position[] = {10,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Fleck"; }; class Unit2: Unit1 { position[] = {20,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Fleck"; }; class Unit3: Unit2 { position[] = {30,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Fleck"; }; }; }; class Mechanized_Tropen { name = "$STR_BWA3_GroupClassMechTropenName"; scope=0; class Panzergrenadiergruppe { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassPzGrenTropenName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "LIEUTENANT"; side = 1; vehicle = "BWA3_Puma_Tropen"; }; class Unit1: Unit0 { position[] = {0,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_TL_Tropen"; }; class Unit2: Unit1 { position[] = {5,-15,0}; rank = "PRIVATE"; vehicle = "BWA3_Autorifleman_Tropen"; }; class Unit3: Unit2 { position[] = {10,-15,0}; vehicle = "BWA3_Grenadier_Tropen"; }; class Unit4: Unit2 { position[] = {15,-15,0}; vehicle = "BWA3_RiflemanAT_Pzf3_Tropen"; }; class Unit5: Unit2 { position[] = {20,-15,0}; vehicle = "BWA3_CombatLifeSaver_Tropen"; }; class Unit6: Unit2 { position[] = {25,-15,0}; vehicle = "BWA3_Marksman_Tropen"; }; }; class Panzerzug { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassPanzerTropenName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "LIEUTENANT"; side = 1; vehicle = "BWA3_Leopard2A6M_Tropen"; }; class Unit1: Unit0 { position[] = {10,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Tropen"; }; class Unit2: Unit1 { position[] = {20,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Tropen"; }; class Unit3: Unit2 { position[] = {30,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Tropen"; }; }; }; }; }; };
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Hiding groups from editor
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Has anybody attempted anything like this? -
Model Config, Flip Sights for Ranging
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - MODELLING - (O2)
Its discreteDistance[]={50, 50, 100, 200, 300, 400, 500, 600} so 8 of them. I have two 50m distances so you can choose to have the sights down or up at 50m. I'll make a video and post anyway, kinda proud of how it turned out. Edit: Here's a little video -
Hey I was wondering if it was possible/ if anybody had any ideas on how to make a flip up sight for ranging. For example, this sight from a M1928 Thompson When the sights are ranged at their closest, the assembly is flipped down and uses a standard sight like so Then when shooting furthur, the assembly flips up and the circular sight is used. I was wondering how I'd be able to do this in a model.cfg (assuming thats the best or only way). I figured the zeroing controller was the best bet, but what would need to be added to the model in order to make it work and ensure the sights are always aligned. Any feedback would be great thanks.
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Model Config, Flip Sights for Ranging
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - MODELLING - (O2)
I fixed it! I changed the max and min values. class LadderROT { type="rotationZ"; memory = true; source = "zeroing1"; sourceAddress = "clamp"; selection = "IRN_Ladder"; axis = "IRN_ROT_axis"; minValue= 0; maxValue= 0.125; angle0 = "0"; angle1 = "rad 90"; }; class ApertureSLIDE { type="translation"; memory = true; source="zeroing1"; sourceAddress="clamp"; selection="IRN_Aperture"; axis = "IRN_SLIDE_axis"; minValue = 0.125; maxValue = 1.00; offset0=0; offset1=1.75; }; For some reason I thought screw it and made the max value it reaches as 1 instead of 8. so for the sights to flip up when it goes to the next range, its the first of 8 values so the max is 1/8th. Then the sliding part activates the next 7/8th so its from 1/8th to 1. And it works! I could try and post a video if anybody wants to see it, but the model isn't mine and although I don't intend to release it, I don't wanna break any forum rules. -
Model Config, Flip Sights for Ranging
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - MODELLING - (O2)
I'm Working on this right now, I'll let you know if I get any success and maybe post a picture or two of it working (If it works :p) Edit: okay initial results are ehh so far the whole assembly just rotates incrementally. Config: cameraDir = "IRN_look"; discreteDistance[] = {50, 100, 200, 300, 400, 500, 600}; discreteDistanceCameraPoint[] = {"eye", "IRN_eye2", "IRN_eye3", "IRN_eye4", "IRN_eye5", "IRN_eye6", "IRN_eye7"}; /// the angle of gun changes with zeroing discreteDistanceInitIndex = 0; /// 50 is the default zero Model Cfg: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class thompson_M1928_skeleton: Default { skeletonInherit=""; skeletonBones[]= { "magazine","", "trigger","", "bolt","", "IRN_ladder","", "IRN_SLIDE_axis", "IRN_ladder", "IRN_aperture","IRN_ladder" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class thompson_M1928: Default { sections[]= { "zasleh" }; skeletonName="thompson_M1928_skeleton"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.2; maxValue=0.25; hideValue=0.1; }; class trigger { type="translationX"; source="reload"; selection="trigger"; axis=""; animPeriod=0; memory="false"; minValue=0; maxValue=0.016; }; class bolt_action { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; begin="bolt_axis_begin"; end="bolt_axis_end"; sourceAddress = "loop"; animPeriod=0.08571; minValue=0; maxValue=0.09; offset0="0"; offset1="1"; }; class bolt_empty { type="translation"; source="isempty"; selection="bolt"; axis="bolt_axis"; begin="bolt_axis_begin"; end="bolt_axis_end"; animPeriod=0; minValue=0; maxValue=0.09; offset0="0"; offset1="1"; }; class LadderROT { type="rotation"; memory = 1; source="zeroing1"; sourceAddress="clamp"; selection="IRN_ladder"; axis = "IRN_ROT_axis"; minValue = "0"; maxValue = "1"; angle0 = "0"; angle1 = "rad -90"; }; class ApertureSLIDE { type="translation"; memory = 1; source="zeroing1"; sourceAddress="clamp"; selection="IRN_aperture"; axis = "IRN_SLIDE_axis"; minValue = "1"; maxValue = "6"; offset0=0; offset1=0.1; animperiod=1; }; }; }; }; don't know what could be wrong. Although I found out apparently there's no 50m configuration for sights :/ even though that's what I want the sights folded down at and then flipped up for 100 - 600. EDIT: Nevermind I fixed the ranges, but the problem is still the same, the whole sight rotates little by little for each distance until it reaches 90 degrees. I think it has something to do with the source, or the min/max values. Even though I set the values to what should be correct, it doesnt seem to following anything resembling what it should. -
Dark part of texture once material is applied
matt_baker1942 posted a topic in ARMA 3 - MODELLING - (O2)
Hey guys, Im having trouble applying a material to a player model. it seems that everytime I apply the material in O2, even with just a normal map applied the left arm seems to become really dark, as if theres a constant shadown on it. I've tried remove the shadow lod but that doesnt seem to help. Idk how exactly this was happening and I wanted to see if anybody here had any ideas. http://imgur.com/6xCgHWB As you can see the left arm is just dark. And when I go into a shadow it seems to get brighter, but it is all part of the same texture/material. Any ideas? EDIT: So apparently its my normal map, I white out that sleeve on the normal map and the color seemed alot better. Im not exactly sure how the normal map is doing this, alls I did was take the Nvidia filter to the diffuse. -
[Tutorial] - Importing ArmA2 vehicles to ArmA3
matt_baker1942 replied to Αplion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Nice tutorial man, sorted out all my problems that I had been struggling with, thanks! -
Hey guys, I was wondering if anybody could give me a detailed way of importing Arma 2 Vehicles from the A2 Samples to Arma 3. I've read all the current materials and tutorials but something is wrong with the model config. My HMMWV in game wont turn its wheels and the headlights/backlights are always on and I know this is because of the model config. I use the model configs that came with the A2 Samples, but it clearly doesnt work, and I dont wanna rewrite a whole new one when the one that came with the Samples should work. If theres anybody thats successfully done this and could help me that'd be great, thank you.
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Yes I have, I'm so lost with what I could be doing wrong. I even looked at the HAMF HMMWVs that were release not too long ago and took the model.cfg from them out of eliteness but that didnt even work. There must be some disconnect with what needs to be done in the model and the model.cfg Edit: I'm just gonna have to start from scratch and really make sure I'm getting everything right
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No I've got no animations, wheels don't spin or anything which makes no sense to me given that with regards to that, nothing has changed from arma 2 to 3 so at least tires should be able to work. Edit: how did you get aircraft working because tried that too and I still didnt get any animations. I assume Im doing one universal thing wrong so if you tell me what you changed from A2_Samples to A3 then maybe itll be the same problem I have with cars.
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If I posted in the wrong section I apologize, but I've tried almost everything, I used a model.cfg I extracted from the MRAP and Ive used the stock model.cfg provided in the A2_samples download yet none work. I'll either have a working car with no physics and no animations and all hidden sections (headlights etc) are unhidden, or I'll get a car that bounces like on hydraulics, with no tires and working headlights/ tail lights. but the steering wheel wont work. I'm completely lost. I've looked at the car config guidelines and did some of the things there but most of that shouldnt apply to a standard car working in game.
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Arma 2 Russian Soldier model crashing game
matt_baker1942 posted a topic in ARMA 3 - MODELLING - (O2)
Hey guys, lately I've been running All in Arma, and had been replacing some of the standard Arma 3 models with that of Marines and Army from other addons. (i.e. Instead of regular Blue units for Marines I use Sabre's Marine retextures). But sadly there is no addon out there yet that creates a realistic modern day Russian soldier, so I tried to import the Arma 2 BIS sample model of the russian soldier. I followed a tutorial on transferring A2 units to A3 but unfortunately the game crashed ONLY when I was a marine/Blufor against the russians. The game has yet to crash with me as a Russian. Next, I did the process from scratch and this time I didnt remove the hands of the Arma 2 model (Since the tutorial said replace all parts of skin with the sample Arma 3 model). Unfortunately, its still crashing and idk how to find out whats wrong. I looked at the dump file (or what I think is the dump file) and its not lending me any hints at to what could be wrong. EDIT: I feel like an Idiot. Its my second time making a pointless thread, I swear I'm done making threads for awhile. turns out its a bug with the SVD in All In Arma. Whenever the Marksman dies (or anybody with an SVD) the game crashes. My apologies guys, this thead can be closed. -
Can you customize magazine's like attachments?
matt_baker1942 posted a topic in ARMA 3 - MODELLING - (O2)
Hey guys, I've been working on adding an M4 to the game and with the new system of attachments, I was wondering if maybe there was a way to set up magazine's like attachments? I noticed in game the magazine is basically in the same area as other weapon attachments, and I was wondering if maybe it could be set up so when I put a 20 round mag in my M4, it shows a shorter, 20 round mag instead of my 30 round Stanag, or any other combo of magazine's. Im not sure how people even learned how to set up attachments in O2 (since everything is binarized), so maybe this is something nobody has discovered yet, but is still possible? Edit: After looking a little bit more I don't think its possible. I put a 100rnd mag into one of BIS's stock guns instead of it's regular 30Rnd and it didnt seem to change. I'm gonna go kick myself for making a pointless thread, my apologies.:( -
Can you customize magazine's like attachments?
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - MODELLING - (O2)
If I had any idea how to do that I'd surely try haha -
Can you customize magazine's like attachments?
matt_baker1942 replied to matt_baker1942's topic in ARMA 3 - MODELLING - (O2)
Yeah it threw me off in game looking at where the mag was in my inventory. Would be cool if somebody found a way to do it. -
New to Editing, would like some help with config editing
matt_baker1942 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hey guys, I'm new to the forums and new to the Arma editing scene. I've played Arma for about a year or so now and switched over to it from BF2. Once I discovered the extensive modding for Arma 2 as with BF2, I was instantly hooked and loved to mix and match the different mods out there. Now, I'd like to dip my fingers in and try some of it for myself. I used to do some small modding with BF2, nothing public just private minimods. But now that i've switched to Arma 2 id like to see what I can do. ANYWAY! I wanted to start by organizing my ingame editor. With all the extra addons ive put in, whenever I use the mission editor in Arma, its just cluttered and hard to find stuff. For example, an F/A-18 will be found under USMC-->2nd Marine Aircraft wing---> F/A-18, when in my preference, it could just follow the same set up as the rest of the marine aircraft and be under USMC-->Air-->F/A-18. Now this is just one case, theres a bunch of scattered around factions and vehicles that id like to organize. Its my understanding that in order to do this, I'd need to edit the config.cpp for them and replace some stuff in order to get them into the right places. But my knowledge of what to change is limited and confusing so I've come here. Basically, I've wanted to know how to change where certain vehicles and units show up in the editor. Does anybody think they can help? Second question, I've looked at some tutorials for replacing skins in Arma and it looks simple enough for me to make new skins. Anyway, with all the addons ive put in my game, I have not come across and Force Recon reskin that puts them in a desert camo that is to my liking (picky I know). Anyway, I'm able to reskin the force recon to easily give them all new desert camo, but what I want to do is not replace it, but to make another section under USMC that says Men (FR Desert). Again this comes back to configs (I think) and I wanted to know what would be required for me to duplicate the force recon units and rename them. Any help is appreciated guys, I apologize if these were brought up before, and if so just tell me where to go and I'll go. Thanks