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giorox

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Everything posted by giorox

  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. 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?
  5. No hidden selections on it. And the "Clear Temp Folder" is marked on the AddonBuilder
  6. 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:
  7. 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..
  8. 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.
  9. 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.
  10. 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
  11. 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.
  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. 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
  14. Could a mod close this topic? I solved it by using the model.cfg from this topic:
  15. Awwww, kinda half expected them to be able to launch Tomahawks :P
  16. Yeah, might not have been all direct hits :P Anyways, let me bother you once more, any plans on making the VLS tubes working? Launching Tomahawks maybe? :3
  17. Damn, I dropped 3 Mk82s straight to the side of it and it didn't die. Good to know how to make arty computer work. I was locking a assault boat and, yeah, I know about men and moving vehicles, but i half expected it to be enabled (I think it needs a roadway lod no?) so that you could have players walk when the ship is static and use some scripting to attach them to the ship, when it wants to move. Either way, thanks for the fast response :P and for clearing up my questions.
  18. Are you guys going to take a look at the config of the ANZAC Frigate, because some things seem to be off: The direct fire method of the 127mm cannon is off, the shells fall way short of the actual sighting (something like having to put 2500m to hit a target at 800) Artillery computer doesn't aim the gun in the angle and direction it needs to hit the target from a higher fire solution, it simply keeps the weapon where it is. When aimed with the cannon, if you press "Numpad +" 3 times, you get taken to a random screencap of another game o--O Muzzle position for the AGM-84 is slightly wrong on the model AGM-84 missile drops way too far before starting to climb when locked to targets, meaning you have to aim considerably higher than the target to make the missile not hit the water CIWS can shoot through the ship at targets (This is more of a LOD issue I presume) Ship seems to be indestructible Helicopters can land on the back pad, although men will fall straight through it (LOD issue I guess aswell) EDIT: Actually, the sighting doesn't affect the cannon at all, the only way to hit the targets is to aim higher...(Bug or feature?)
  19. I still can't get the CRAM to engange Artillery/mortars, no matter what I do, it simply wont intercept artillery and mortar, it does it's job just fine as an AA though
  20. giorox

    A-10C for Arma 3

    I used to be able to turn on the A10C following the procedures on the Pilot's Manual, but since I came back, even by following the PDF i can't turn it on, it simply refuses to spool the engines
  21. ROCKWELL B-1B LANCER SUPERSONIC BOMBER by Giorox The Rockwell (now part of Boeing) B-1 Lancer is a four-engine supersonic variable-sweep wing, jet-powered strategic bomber used by the United States Air Force (USAF). It was first envisioned in the 1960s as a supersonic bomber with Mach 2 speed, and sufficient range and payload to replace the Boeing B-52 Stratofortress. It was developed into the B-1B, primarily a low-level penetrator with long-range and Mach 1.25 speed capability at high altitude. Crew: four (aircraft commander, copilot, offensive systems officer and defensive systems officer) Payload: 125,000 lb (56,700 kg) ; internal and external ordnance combined Maximum speed: At altitude: Mach 1.25 (721 knots, 830 mph, 1,340 km/h at 50,000 ft/15,000 m altitude) At low level: Mach 0.92 (700 mph (1,100 km/h) at 200–500 ft (61–152 m) altitude) Range: 6,478 nmi (7,456 mi (11,999 km)) Combat radius: 2,993 nmi (3,445 mi (5,544 km)) Service ceiling: 60,000 ft (18,000 m) PICTURES: Imgur This addon adds the B-1B Lancer Supersonic Bomber to your game. It comes in 6 different base versions: B-1B lancer (Mk82) B-1B lancer (Mk84) B-1B lancer (GBU-24 Paveway III) B-1B lancer (SBD) B-1B lancer (GBU-32) B-1B lancer (JSOW) And many different camouflaged versions of the Mk82 version. Addon Dependencies: >ACE and it's dependencies >CBA >GLT_MissileBox All of the weapons are GLT_MissileBox. The Mk82 and Mk84 versions are unguided bombs. The GBU-24 is laser guided. the GBU-32, SDB and JSOW all use the GPS/INS System from GLT_MissileBox (EXPLANATION ON USAGE BELOW) USAGE OF WEAPON SYSTEMS: -Arm Weapons -Mark GPS Position (If GPS guided) -Tell gunner to drop bomb if you have a gunner or use Manual Fire to drop them manually GPS/INS SYSTEM: On the JSOW, GBU-32 and SDB Versions you will have to use the GPS/INS guidance system to get bombs on target precisely. -Click GPS/INS System options under the Addaction (scrollwheel) menu -Find the spot you want the bomb to hit on the map and click it once. -Click the "Mark" button on the top left side of the UI -Point towards target and tab lock -Drop the weapon when you have your plane facing the general area of the target and haven't gone past it yet. You don't have to dive bomb, after you tab-lock it, you can pull up to your preferred altitude,speed and dsitance and then drop it. WING SWEEP VARIATION: The wings sweep just like in real life, you can have it be 2 different ways: Automatic control Semi-automatic control The automatic control lets the aircraft do all of the work, once it reaches a certain speed it will start to sweep the wings by itself and vice-versa In the semi-automatic control version, it gives you the ability to manually sweep the wings whenever you want, even on the ground at 0 speed. You have to bind User Action 16 (Opens the wings) and User Action 17 (Closes the wings). You have to hold the appropriate buttons until you are happy with the wing sweep or until they reach full sweep (either negative or positive sweep) KNOWN PROBLEMS: -Some versions has bombs/missiles slightly clipping through bomb bay -When getting out of aircraft you have to walk towards the back of the aircraft to actually go back to the ground -Wing Sweep does not work for now. Currently fixing, will be fixed in next installment (100% sure for SP but not sure on MP) CREDITS: -Original Author: Alphasim/Virtavia -Website: http://virtavia.com/ -Adaptation/Conversion: Mukcep -Editing/Improvements/Releaser: Giorox [AAG] Asked Permission to Mukcep to release it as a single addon, here's a transcript of my text and his answer: DOWNLOADS: Mediafire Link [AAG] - Amphibious Assault Group http://aagace.enjin.com/ Giorox [AAG]
  22. I've been trying to figure this out, for a while. If you don't know what i mean, imagine a model composed of 3 sections, now each section is it's own texture since i want textures 1024x1024 so it becomes a crystal clear texture and so it looks nice. How would said thing work? This is how i imagine it: "You UV mapped the parts into different sheets but in the same UV set, then you export as a emf three times the size you want for each sheet, so if you want 1024x1024, export as 3072x3072 then turn into jpg, divide it into 3 separate files with photoshop and make them individually. Once done, save as 3 different tga files (tex1_co, tex2_co, tex3_co) and use the properties button (E) on Oxygen to map them individually and then make adjustments in the UV set." Though, I'm not sure if that would be the way to go. Thus i'd like to ask if this is correct and if not how would one do it? Best Regards.
  23. giorox

    ASR AI Skills

    Quick question since I am a total noob when it comes to AI mods. Do these only have to run server-sided on a dedicated server? Or do the players need to have it aswell?
  24. giorox

    SQB ship

    It has no interiors, but what you're going to have to do is make a static object, more like the JDG_Nimitz, so talk to Gnat for a start model and JDog for help on building big ships with interiors
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