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giorox

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About giorox

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  1. So I am working on a FAL rifle grenade and I modeled both the rifle grenade and the grenade ladder sight into the normal rifle p3d. I've gotten the ladder sight to animate correctly when switching muzzles (it folds up and down). My problem is having the rifle grenade hidden when the muzzle is not selected and its not loaded, and then IF it is loaded and on the grenade launcher muzzle, to make it unhide. Any help on how to do this? I tried using the weaponMuzzle source to hinde/unhide the grenade without worrying about it being loaded or not and I wasnt able to get it to work.. Here's my model.cfg entry for the rifle: class GIX_FALGL { skeletonName="GIX_RifleBase"; sections[]={"zasleh"}; sectionsInherit=""; class Animations { class trigger //Animate trigger pull { type="rotationZ"; source="reload"; selection="trigger"; axis="trigger_axis"; minValue=0; maxValue="1"; angle0="0"; angle1="-0.5"; }; class safety_mode_rot { type = "rotationZ"; source = "weaponMode"; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0.25; angle0 = 0; angle1 = (rad 240); }; class muzzleflash_hide //Remove muzzle flash if supressor is equipped { type="hide"; source="hasSuppressor"; selection="zasleh"; minValue = 0.0; maxvalue = 0.25; hideValue = 0.01; }; class magazine_hide { type="hide"; source="reloadMagazine"; sourceAddress="mirror"; selection="magazine"; minValue=0.0; maxValue=0.4; hideValue=0.5; }; class bolt_empty //Animate bolt when weapon runs dry { type="translation"; source="isEmpty"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.000000; maxValue=0.500000; offset0=0; offset1=0.5; }; class bolt_catch { type="rotationZ"; //The type of animation. source="isEmpty"; //The controller that provides input. selection="bolt_catch"; //The name of the skeleton bone used. axis="bolt_catch_axis"; //The name of the axis in the model. minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="1"; //The maximum value of the motion range. i.e. The controller input when animation phase is 1. angle0="0"; //The starting angle of this animation, where the animation phase is 0. angle1="rad -2.5"; //The ending angle of this animation, where the animation phase is 1. }; class bolt_fire_begin { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.000000; maxValue=0.300000; offset0=0; offset1=0.5; }; class bolt_fire_end:bolt_fire_begin { minValue=0.500000; maxValue=1.000000; offset0=0; offset1=-0.5; }; class bolt_reload_begin { type="translation"; source="reloadMagazine"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.1; maxValue=0.15; offset0=0; offset1=0.5; }; class bolt_reload_end:bolt_reload_begin { minValue=0.980000; maxValue=1.000000; offset0=0; offset1=-0.5; }; class zaslehROT { type="rotationX"; source="ammoRandom"; sourceAddress="loop"; selection="zasleh"; axis=""; centerFirstVertex=1; minValue=0; maxValue=4; angle0="rad 0"; angle1="rad 360"; }; class recoil { type="rotation"; source="reload"; selection="frame"; axis="recoil_axis"; sourceAddress = clamp; minValue = 0.05; maxValue = 0.75; angle0 = 0.0; angle1 = -0.10471976; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=2; angle0="rad 0"; angle1="rad 65"; }; class GLSight_ROT { type="rotationZ"; source="weaponMuzzle"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=1; angle0="rad 0"; angle1="rad 90"; }; class gl_tube_hide //Reveal the rifle grenade when muzzle = 1. Hide them when its is = 0. { type="hide"; source="weaponMuzzle"; selection="RifleGrenade"; minValue = 0; maxvalue = 1; hideValue = 0.00; unhideValue = 0.01; }; }; };
  2. So I am working on a mod and want to make it compatible with ACRE2 but not have it be necessary to have ACRE2. So I have 2 soldiers defined in my normal config and giving them the "ItemRadio" item, like so: class GIX_EB_RegInf_F: B_Soldier_base_F { _generalMacro="B_Soldier_F"; scope=2; displayName="Rifleman"; nakedUniform="U_BasicBody"; uniformClass="GIX_CombatUniform_EB_LZP"; class Wounds { tex[]={}; mat[]= { "GIX_BAMequipment\Data\noPatch.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; backpack="GIX_B_LZP_AP"; weapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; respawnweapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; magazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; respawnmagazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "\GIX_BAMequipment\Data\C_EB_LZP.paa" }; linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; faction="GIX_Units_BLU"; vehicleClass="GIX_EB_INF"; author="BrAF Team"; }; class GIX_EB_PQD_F: B_Soldier_base_F { _generalMacro="B_Soldier_F"; scope=2; displayName="Rifleman (Paratrooper)"; nakedUniform="U_BasicBody"; uniformClass="GIX_CombatUniform_EB_LZP_PQD"; class Wounds { tex[]={}; mat[]= { "GIX_BAMequipment\Data\noPatch.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; backpack="GIX_B_LZP_AP"; weapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; respawnweapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; magazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; respawnmagazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "\GIX_BAMequipment\Data\C_EB_LZP_PQD.paa" }; linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; faction="GIX_Units_BLU"; vehicleClass="GIX_EB_INF"; author="BrAF Team"; }; And then I made a different pbo entirely with the edited config with how I thought it was supposed to be (replacing ItemRadio with ACRE_PRC343), like so: class CfgPatches { class GIX_compat_acre { units[]= { "GIX_EB_RegInf_F", "GIX_EB_PQD_F" }; requiredVersion=0.1; requiredAddons[]= { "A3_Characters_F_BLUFOR", "A3_Characters_F_OPFOR", "A3_Characters_F_Common", "A3_Characters_F", "acre_main", "acre_api", "acre_ace_interact", "acre_sys_antenna", "acre_sys_attenuate", "acre_sys_components", "acre_sys_core", "acre_sys_data", "acre_sys_fonts", "acre_sys_gui", "acre_sys_io", "acre_sys_list", "acre_sys_modes", "acre_sys_oe303", "acre_sys_prc77", "acre_sys_prc117f", "acre_sys_prc148", "acre_sys_prc152", "acre_sys_prc343", "acre_sys_radio", "acre_sys_rpc", "acre_sys_sem52sl", "acre_sys_sem70", "acre_sys_server", "acre_sys_signal", "acre_sys_signalmap", "acre_sys_sounds", "acre_tanoa" }; magazines[]={}; ammo[]={}; }; }; class CfgVehicles { class B_Soldier_base_F; class GIX_EB_RegInf_F: B_Soldier_base_F { linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; }; class GIX_EB_PQD_F: B_Soldier_base_F { linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; }; }; The problem is that with ACRE and the compatibility pbo in the mod folder, it disables all Radios completely, meaning I can't even access the normal Radio item that comes with vanilla A3 through the VA or by spawning the unit.. Any help on what I'm missing?
  3. WELL SHIT ME. Alright, I found the reference. Turns out I had made 3 models for a 10rnd, 20rnd and 30rnd mag for the FAL, and coincidentally, that had the texture on it, and the problem wasnt with the gun, but the mags that it was putting on the characters gear in the Virtual Arsenal. Thanks so much guys for trying to help.
  4. No hidden selections on it. And the "Clear Temp Folder" is marked on the AddonBuilder
  5. As you can see, even ObjectBuilder says that the model is complettely un-mapped and that there are no dependencies, but when I go in-game, it acts like there is a mapped face still There is not even a missing texture according to ObjectBuilder:
  6. Well I know it is, that's not the problem. The problem is, there is no reference in any of the models faces to any of the textures (When looking at it through the face properties window), because I removed them voluntarily. So in theory, when I pull it out ingame, it should be a white weapon, which is what I want, but it gives off the error..
  7. The BIS Sample came with rvmats and p3ds, but no textures, either way, the p3d was still mapped with the textures it was supposed to have.
  8. I know they woud, fact of the matter is I didn't have them as they didnt come with the BIS MLODs, hence why I removed them.
  9. The original model from the Arma 2 Samples had the rvmats and paa and tgas mapped. What I did was remove them all in the Face Properties Window
  10. I made a new model.cfg and config.cpp from scratch pretty much. When it comes to remapping, you mean the "Mass texture and material renaming.."? If so, there are no textures or materials there I removed all textures from the model using the face properties window.
  11. I was messing with the BIS Arma 2 MLODs and I came across the FAL and wanted to experiment with it to learn how to mod weapons. It was working fine before, but now, everytime I pull it out it will give me the following error: When I go to object builder and click "Check Textures" it says there are no missing textures though, all UV maps are clean for all guns, no RVMATs, nothing... Any idea?
  12. I was working on bringing my own version of a FN FAL to Arma 3 and I almost succeeded first try. Although I have 4 problems which I don`t seem to understand what is hapenning: 1. Bullets are leaving the wrong position of the gun even though the zasleh name selection and muzzlefire proxy are in their proper place. EDIT: FIxed this by moving the Konec hlavne and Usti hlavne memory points down. 2. No recoil is being applied to my weapon. EDIT: Fixed this, I had recoil and recoilProne setup on both my firemod classes but was missing a recoil parameter on my weapon's base class 3. Deploying a bipod prone makes my character sink below the ground. EDIT: Fixed this by rotating the UNDERBARREL proxy 180 degrees 4. Getting a missing entry error, detailed in the image below: EDIT: FIXED by removing the declaration of WeaponSlotsInfo from cfgWeapons class and leaving them in the rifle_Base_f and pistol_base_F https://forums.bistudio.com/forums/topic/192259-config-errors-displaying/?hl=iteminfo#entry3056311 config.cpp
  13. Could a mod close this topic? I solved it by using the model.cfg from this topic:
  14. So I'm pretty new to modding and decided to endeavour a bit. I got 3 models and the respective materials and textures for 3 pistols. Now while I got them ingame with textures and shooting and stuff, there are 2 pressing matters: 1. There is no animation when shooting, or when the gun goes dry. 2. The muzzleflash on all pistols is constatly on, instead of flashing when I shoot. Could anyone help me out with this? EDIT: Figured out I was missing the model.cfg, now the muzzle flash works properly although, I keep getting that the hammer rotates on the wrong axis and the slides neither rock back neither do they lock back when the gun is empty and I cant figure it out for the life of me. Model.cfg #define BULLET_HIDE(x,from,count) class Bullet##x\ {\ type="hide";\ source="revolving";\ sourceAddress="mirror";\ selection=bullet##x;\ minValue=-1.000000;\ maxValue= 0.000000;\ hideValue=((count+x-from-2)/count)+0.00001;\ }; class CfgSkeletons { class Default; class Weapon: Default { isDiscrete=1; skeletonInherit="Default"; skeletonBones[]= { "magazine","", "trigger","", }; }; class Pistol: Weapon { skeletonInherit="Weapon"; skeletonBones[]= { "slide","", "hammer","" }; }; }; class CfgModels { class Default; class Optic: Default { sections[]= { "zasleh" }; }; class Weapon: Default { sections[]= { "zasleh" }; skeletonName="Weapon"; class Animations { class zaslehROT { type="rotation"; source="clockMinute"; sourceAddress="loop"; selection="test"; begin="usti hlavne"; end="konec hlavne"; memory=1; minValue=0.0166665; maxValue=0.016666666666666666666666666666667; angle0="rad 0"; angle1="rad 360"; }; class magazine_hide { type="hide"; source="reloadMagazine"; sourceAddress="mirror"; selection="magazine"; minValue=0.0; maxValue=0.4; hideValue=0.5; }; class reload_ammobelt_hide: magazine_hide { selection="ammo_belt"; }; class reload_ammobelt_bottom_hide: magazine_hide { selection="ammo_belt_bottom"; }; class ammobelt_hide: magazine_hide { source="isEmpty"; selection="ammo_belt"; minValue=0.000000; maxValue=1.000000; hideValue=1.000000; }; class ammobelt_bottom_hide: ammobelt_hide { selection="ammo_belt_bottom"; }; }; }; class Pistol: Weapon { skeletonName="Pistol"; class Animations: Animations { class magazine_hide:magazine_hide { sourceAddress="mirror"; minValue=0.0; maxValue=0.56; hideValue=0.36; }; class slide_fire_begin { type="translation"; source="reload"; selection="slide"; axis="slide_axis"; minValue=0.000000; maxValue=0.500000; offset0=0; offset1=-0.200000; }; class slide_fire_end:slide_fire_begin { minValue=0.600000; maxValue=1.000000; offset0=0; offset1=0.200000; }; class hammer_fire_begin { type="rotationX"; source="reload"; selection="hammer"; axis=""; memory=1; minValue=0.000000; maxValue=0.500000; angle0=0.000000; angle1=1.221730; }; class hammer_fire_end:hammer_fire_begin { minValue=0.600000; maxValue=1.000000; angle0=0.000000; angle1=-1.221730; }; class slide_empty { type="translation"; source="isEmpty"; selection="slide"; axis="slide_axis"; minValue=0.990000; maxValue=1.000000; offset0=0; offset1=-0.200000; }; class hammer_empty { type="rotation"; source="isEmpty"; selection="hammer"; axis="hammer_axis"; memory=1; minValue=0.990000; maxValue=1.000000; angle0=0.000000; angle1=1.221730; }; }; }; // PISTOLS START class GIX_M973: Pistol {}; class GIX_M9: Pistol {}; class GIX_G17: Pistol {}; // PISTOLS END }; EDIT2: I also keep getting this error
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