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liukang168

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Everything posted by liukang168

  1. liukang168

    ArmA2Net and ArmA2MySQL

    Yeah I think that guy stoped development for arma2 as he works now for the arma3 implementation ...
  2. There is no official Skeleton available as far as I know ... you need to inherit your weapon from one which comes closest to your gun. If it is this what you after ...
  3. liukang168

    Terminator Rising (WIP)

    Here a picture of the T-600 "Skinny" (WIP) As I am still working on the details, such as weighting and texturing this is still a prototype. Cloth was used from mondkalbs tutorial soldier such as the boots aswell. The backpack shoulder straps are from Kiorys Alice Pack. (hope you guys didnt mind using these as placeholders) But here is a picture at daylight.... Joining links need lots of fixing, hope this will get solved by either using the mlods declarations, the memory positions or the weighting ... we will see
  4. liukang168

    Terminator Rising (WIP)

    Once formed share your idea ...
  5. liukang168

    Alice Pack

    Good work! Now people can built their own backpacks ... thanks for the job.
  6. Dear community, I am working on another project a gatling gun. How can one make the turning animation for a new self made model? Implementing into oxygen works fine, but which parameters needs to be set for: Resolution lod - Barrels that turn Memory lod - for the axis Config.cpp Does anyone know how to get it done? Or give me a hint where to look at? I checked several forums, looked into other older gatling guns, etc. Of course I couldnt look into the binarized models.
  7. Hi I was wondering if it would be possible to create different layers of a model/skin to indicate damage. What I have in mind is this: http://i146.photobucket.com/albums/r262/retskoow/album%202/t600heads.jpg (146 kB) To clear out the goal of this thread: The model is a Terminator, which should get some kind of skin layer, which then degrades after certain ammount of damage, either slow or fast. Following solutions are in the theory: * Create a skin model above the "endoskelet" which then gets a skin change (invisible texturation to simulate the wound), which could be a problem as the engine doesnt allways recognize a hit when the unit has to much armor. With the setup of the Terminator unit it has high armor rating. * make a head skin instead of a helmet, which might be possible with a removeitem script on hit, again a problem if engine doesnt count a hit * further options need to be gathered .... tbc
  8. Noted down on my never ending list of to do ... cheers!
  9. liukang168

    Multiple skin layers via injury?

    It is possible with other vehicle that they get a visual damage, was just wondering if this is also possible with an infantrie unit ... dont know how that works tbh.
  10. Can a model use both kind of animations? E.g. Throttle + = Rotor UP / nose forward = elevators / down left and right move alierons instead of accelerating the tail rotor? Is it only depending on the animations that I declare in the model.cfg? Or is it based on the vehicle class where I inheritated it from? In that case i need to have in the config.cpp instead of class A10; class my unit : A10, to use class vehicle; class my_unit : vehicle; in order to make it only depended on the model.cfg functions?
  11. liukang168

    Help with gatling gun

    Dear Mesiah, the SKY_minigun_base was already correct. The other animations work with that already. Such as magzine hide, etc. What I just cant get to work is the right animation code. So I reworked it and what is esssential: Mlod visual 1 = labeled only the barrels = barrel_all // renamed in the skeleton definition aswell!, I even made the barrels not touch the model (dont know if this is important for a animated part of an model) Mlod memmory = created an axis for the barrel = barrel_axis // tried also without an axis but what goes wrong is the animation its self. Nothing happens. class barrel_spin { type="rotationX"; // tried rotation,rotationY;rotationZ (X seems to be logic) source="revolving"; selection="barrel_all"; (tried to rename it maybe barrel is already defined within the engine for something else) axis="barrel_axis"; // also tried without a labeled axis memory = true; // o / 1 sourceAddress = "loop"; ??? minValue=0; maxValue="1"; angle0 = 0; angle1 = "rad 360"; ??? };
  12. liukang168

    Help with gatling gun

    Ok i give a try. So like this? class SKY_minigun : SKY_minigun_base { class Animations : Animations { class trigger { type = "rotationZ"; //The type of animation. source = "revolving"; //The controller that provides input. selection = "barrel"; //The name of the skeleton bone used. axis = "trigger_axis"; //The name of the axis in the model. memory = true; //Is the axis defined in the memory level of the //model or not? sourceAddress = "loop"; //Does the animation loop or not? 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 -360"; //The ending angle of this animation, }; //where the animation}; };
  13. liukang168

    Help with gatling gun

    I wasnt succesful in getting the animation to work: I added the following animation to the model.cfg, does it also need to be implemented to the config.cpp? Can some please be so kind to have a detailed look into it? I didnt add anything to the config.cpp as it wasnt realy clear what to put in. class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class SKY_minigun_base: Default { skeletonBones[]= { "magazine", "", "bolt", "", "", "siderail", "barrel", <--------- the barrel (added in p3d visual mlod) "" }; }; }; class Rotation; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class SKY_minigun_base: Default { sections[]= { "zasleh","magazine","bolt","barrel" }; skeletonName="SKY_minigun_base"; class Animations { class reload_magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=-0.40000001; maxValue=0.40000001; minPhase=-0.40000001; maxPhase=0.40000001; hideValue=0.75; sourceAddress="mirror"; }; class bolt { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; memory = 1; minValue=0; maxValue="1"; offset0="0"; offset1="1"; }; class backsight_hide { type="hide"; source="hasOptics"; selection="ironsights"; animPeriod=0; minValue=0.0; maxValue=0.3; minPhase=0.0; maxPhase=0.3; hideValue=0.1; sourceAddress="mirror"; }; class siderails_hide { type="hide"; source="hasAccessory"; selection="siderail"; animPeriod=0; minValue=0.0; maxValue=0.3; minPhase=0.0; maxPhase=0.3; hideValue=0.1; sourceAddress="mirror"; }; class unloaded_magazine_hide { type = "hide"; source = "hasMagazine"; selection = "magazine"; hideValue = 0.1; }; class trigger <---------------------------------------- THE ANIMATION { type = "rotationZ"; //The type of animation. source = "revolving"; //The controller that provides input. selection = "barrel"; //The name of the skeleton bone used. axis = "trigger_axis"; //The name of the axis in the model. memory = true; //Is the axis defined in the memory level of the //model or not? sourceAddress = "loop"; //Does the animation loop or not? 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 -360"; //The ending angle of this animation, }; //where the animation }; }; class SKY_minigun : SKY_minigun_base { class Animations : Animations {}; }; }; AND here the config.cpp class CfgPatches { class SKY_minigun { requiredaddons[] = {"A3_Weapons_F","A3_Weapons_F","A3_Weapons_F_Acc"}; requiredversion = 0.1; units[] = {}; weapons[] = {"SKY_minigun","SKY_minigun_rco"}; magazines[] = {SKY_minigun_4000Rnd}; }; }; /*external*/ class Mode_FullAuto; class Rifle_Long_Base_F; class LMG_Mk200_F : Rifle_Long_Base_F {}; class CfgWeapons { class SKY_minigun_base : LMG_MK200_F { access = 3; afmax = 0; aidispersioncoefx = 8; aidispersioncoefy = 10; airateoffire = 0.5; airateoffiredistance = 500; ammo = ""; artillerycharge = 1; artillerydispersion = 1; autofire = 1; autoreload = 0; backgroundreload = 0; ballisticscomputer = 0; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15}; candrop = 1; canlock = 0; canshootinwater = 0; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; cmimmunity = 1; count = 0; cursor = "arifle"; cursoraim = "CursorAim"; cursoraimon = ""; cursorsize = 1; descriptionshort = "Assault Rifle<br />Caliber: 5.56x45 mm"; detectrange = 0; dexterity = 1.64; discretedistance[] = {100, 300, 400, 600, 800}; discretedistanceinitindex = 1; dispersion = 0.0001; displayname = "M16A4"; disposableweapon = 0; distancezoommax = 300; distancezoommin = 300; drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1}; emptysound[] = {"", 1, 1}; enableattack = 1; ffcount = 3; fffrequency = 11; ffmagnitude = 0.5; fireanims[] = {}; firelightduration = 0.05; firelightintensity = 0.012; firespreadangle = "3.0f"; flash = "gunfire"; flashsize = 0.5; forceoptics = 0; handanim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_dmr.rtm"}; hiddenselections[] = {}; hiddenselectionstextures[] = {}; hiddenunderwaterselections[] = {}; hiddenunderwaterselectionstextures[] = {}; htmax = 600; htmin = 1; initspeed = 0; irdistance = 0; irdotintensity = 0.001; irlaserend = "laser dir"; irlaserpos = "laser pos"; laser = 0; lockacquire = 1; lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6}; lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2}; magazinereloadtime = 0; magazines[] = {"SKY_minigun_4000Rnd", "SKY_minigun_4000Rnd"}; maxleadspeed = 200; maxrange = 500; maxrangeprobab = 0.04; maxrecoilsway = 0.008; memorypointcamera = "eye"; mfact = 1; mfmax = 0; midrange = 150; midrangeprobab = 0.58; minrange = 1; minrangeprobab = 0.3; model = "\SKY_weapons\SKY_minigun\Sky_minigun"; modelmagazine = ""; modeloptics = "-"; modelspecial = ""; modes[] = {"manual"}; multiplier = 1; muzzleend = "konec hlavne"; muzzlepos = "usti hlavne"; muzzles[] = {"this"}; namesound = "rifle"; optics = 0; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommax = 1.1; opticszoommin = 0.375; picture = "\SKY_weapons\\SKY_minigun\data\minigun_inventory_ca"; primary = 10; recoil = "assaultRifleBase"; recoilprone = "assaultRifleBase"; reloadaction = "GestureReloadEBR"; reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30}; reloadsound[] = {"", 1, 1}; reloadtime = 0.15; scope = 0; selectionfireanim = "zasleh"; showaimcursorinternal = 1; showempty = 1; shownunderwaterselections[] = {}; showswitchaction = 0; showtoplayer = 1; simulation = "Weapon"; sound[] = {}; soundbegin[] = {"sound", 1}; soundbeginwater[] = {"sound", 1}; soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; soundburst = 1; soundclosure[] = {"sound", 1}; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {"sound", 1}; swaydecayspeed = 2; tbody = 100; texturetype = "default"; type = 1; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; useaction = 0; useactiontitle = ""; useasbinocular = 0; usemodeloptics = 1; value = 4; weaponinfotype = "RscWeaponZeroing"; weaponlockdelay = 0; weaponlocksystem = 0; weaponpoolavailable = 1; weaponsoundeffect = ""; weight = 0; class Library { libtextdesc = "The M16 assault rifle entered service in 1965 at the onset of the Vietnam War. It answered the army's need to replace the ill-suited M14 with a lightweight rifle capable of effective automatic fire.<br/>The M16 uses a small, high velocity round with low recoil and good armor penetration, effective to about 500m. After numerous improvements and upgrades throughout its lifespan, the M16A2 remains in service today as the army's basic service rifle."; }; class GunFire { access = 0; cloudletaccy = 0; cloudletalpha = 1; cloudletanimperiod = 1; cloudletcolor[] = {1, 1, 1, 0}; cloudletdensitycoef = -1; cloudletduration = 0.2; cloudletfadein = 0.01; cloudletfadeout = 0.5; cloudletgrowup = 0.2; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletFire"; cloudletsize = 1; deltat = -3000; initt = 4500; interval = -0.01; size = 3; sourcesize = 0.5; timetolive = 0; class Table { class T0 { color[] = {0.82, 0.95, 0.93, 0}; maxt = 0; }; class T1 { color[] = {0.75, 0.77, 0.9, 0}; maxt = 200; }; class T2 { color[] = {0.56, 0.62, 0.67, 0}; maxt = 400; }; class T3 { color[] = {0.39, 0.46, 0.47, 0}; maxt = 600; }; class T4 { color[] = {0.24, 0.31, 0.31, 0}; maxt = 800; }; class T5 { color[] = {0.23, 0.31, 0.29, 0}; maxt = 1000; }; class T6 { color[] = {0.21, 0.29, 0.27, 0}; maxt = 1500; }; class T7 { color[] = {0.19, 0.23, 0.21, 0}; maxt = 2000; }; class T8 { color[] = {0.22, 0.19, 0.1, 0}; maxt = 2300; }; class T9 { color[] = {0.35, 0.2, 0.02, 0}; maxt = 2500; }; class T10 { color[] = {0.62, 0.29, 0.03, 0}; maxt = 2600; }; class T11 { color[] = {0.59, 0.35, 0.05, 0}; maxt = 2650; }; class T12 { color[] = {0.75, 0.37, 0.03, 0}; maxt = 2700; }; class T13 { color[] = {0.88, 0.34, 0.03, 0}; maxt = 2750; }; class T14 { color[] = {0.91, 0.5, 0.17, 0}; maxt = 2800; }; class T15 { color[] = {1, 0.6, 0.2, 0}; maxt = 2850; }; class T16 { color[] = {1, 0.71, 0.3, 0}; maxt = 2900; }; class T17 { color[] = {0.98, 0.83, 0.41, 0}; maxt = 2950; }; class T18 { color[] = {0.98, 0.91, 0.54, 0}; maxt = 3000; }; class T19 { color[] = {0.98, 0.99, 0.6, 0}; maxt = 3100; }; class T20 { color[] = {0.96, 0.99, 0.72, 0}; maxt = 3300; }; class T21 { color[] = {1, 0.98, 0.91, 0}; maxt = 3600; }; class T22 { color[] = {1, 1, 1, 0}; maxt = 4200; }; }; }; class GunClouds { access = 0; cloudletaccy = 0; cloudletalpha = 0.3; cloudletanimperiod = 1; cloudletcolor[] = {1, 1, 1, 0}; cloudletduration = 0.05; cloudletfadein = 0; cloudletfadeout = 0.1; cloudletgrowup = 0.05; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletClouds"; cloudletsize = 1; deltat = 0; initt = 0; interval = -0.02; size = 0.3; sourcesize = 0.02; timetolive = 0; class Table { class T0 { color[] = {1, 1, 1, 0}; maxt = 0; }; }; }; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot {}; class CowsSlot { access = 1; compatibleitems[] = {}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 0; }; class PointerSlot { access = 1; compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 0; }; }; class GunParticles { class FirstEffect { directionname = "Konec hlavne"; effectname = "RifleAssaultCloud"; positionname = "Usti hlavne"; }; }; class manual: Mode_FullAuto { begin1[]= { "A3\sounds_f\weapons\hmg\hmg_gun", 3.1622777, 1, 1100 }; soundBegin[]= { "begin1", 0.5 }; recoil="recoil_auto_machinegun_8outof10"; recoilProne="recoil_auto_machinegun_prone_5outof10"; dispersion=0.00079999998; soundContinuous=0; soundBurst=0; minRange=0; minRangeProbab=0.30000001; midRange=5; midRangeProbab=0.57999998; maxRange=10; maxRangeProbab=0.039999999; showToPlayer=1; reloadTime=0.070876203; }; /*class Single: Mode_SemiAuto { aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1.wav", 2.51189, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2.wav", 2.51189, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3.wav", 2.51189, 1, 1200}; burst = 1; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500}; dispersion = 0.00093; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_trg"; recoilprone = "recoil_single_prone_trg"; reloadtime = 0.065; requiredoptictype = -1; showtoplayer = 1; sound[] = {"", 10, 1}; soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; class Burst: Mode_Burst { aidispersioncoefx = 2; aidispersioncoefy = 3; airateoffire = "1e-006"; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1.wav", 2.51189, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2.wav", 2.51189, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3.wav", 2.51189, 1, 1200}; burst = 3; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500}; dispersion = 0.00093; displayname = "Burst"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 30; maxrangeprobab = 0.05; midrange = 15; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.9; multiplier = 1; recoil = "recoil_auto_trg"; recoilprone = "recoil_auto_prone_trg"; reloadtime = 0.07; requiredoptictype = -1; showtoplayer = 1; sound[] = {"", 10, 1}; soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {}; texturetype = "burst"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; };*/ }; class SKY_minigun : SKY_minigun_base { scope = 2; }; class SKY_minigun_las : SKY_minigun { scope = 2; class LinkedItems { class LinkedItemsOptic { item = "acc_pointer_IR"; slot = "PointerSlot"; }; }; }; }; class CfgMagazines { class CA_Magazine; class SKY_minigun_4000Rnd: CA_Magazine { displayname="Minigun 4000 rnd mag"; scope=2; ammo="TB_556x45_Ball"; count=4000; maxLeadSpeed=200; tracersEvery=5; nameSound="mgun"; picture="\SKY_minigun\data\minigun_inventory_ca.paa"; }; }; class CfgAmmo { /*external*/ class B_556x45_Ball; class TB_556x45_Ball : B_556x45_Ball { airfriction = -0.001425; caliber = 0.5; cost = 1; deflecting = 20; hit = 8; indirecthit = 0; indirecthitrange = 0; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; nvgonly = 1; tracerendtime = 1; tracerscale = 1; tracerstarttime = 0.05; }; class TB_556x45_Tracer : TB_556x45_Ball { airfriction = -0.001425; caliber = 0.4; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; nvgonly = 0; tracerendtime = 1.4; tracerscale = 1; tracerstarttime = 0.06; }; };
  14. Hi, first of all welcome to the modding community. I also started just a week ago here are some helpful links: Its quite a complex task for the new ones. But if you are patient and read, test and shout. You will eventually get there :) Basicly you are right, for asking but some links are already 5 threads below your question. I understand that you just dont know where to look at. In order to get you familiar with the Oxygen programm I recommend using this more then 10 year old tutorial lessons: http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm A tutorial: http://forums.bistudio.com/showthread.php?152748-Modelling-tutorials! Another collection here: (if the op would have labeled his thread not in german, people would actually find it easier) http://forums.bistudio.com/showthread.php?152775-Nordkindchens-Sammelsurium In here are some links to example weapons for arma3: http://forums.bistudio.com/showthread.php?152925-Custom-weapon-attachments-don-t-work and last not least the guidelines: http://forums.bistudio.com/showthread.php?149341-Arma-3-weapons-config-guidelines Happy reading!
  15. I am trying to get my unit to work. Which it basicly does. I tried to meet the proportions of the example soldier, but the hands keep looking like this, even the unit is scaled down ... Is there a reason why they look so enlarged?
  16. http://community.bistudio.com/wiki/BI_Tools_2.5 Here mate
  17. Hello, I am having trouble creating a new weapon. The gun works in the game, shoots etc. but for some reasons I cant get the attachments to work. Sorry for asking but I am a bit new in all this development. I made some pictures: LOD1 MEMORY LOD Here is the config.cpp /* M95 PlasmaRifle for TR T-Series 101, 600 and 800 */ #define _ARMA_ class CfgPatches { class SKY_m95 { units[] = {}; weapons[] = {"SKY_m95_irn","SKY_m95_ns","SKY_m95_holo","SKY_m95_holo_laser","SKY_m95_arco_laser","SKY_m95_arco","SKY_m95_arco_flash","SKY_m95_holo_flash","SKY_m95_aco","SKY_m95_aco_laser","SKY_m95_aco_flash","SKY_m95_ns_flash","SKY_m95_ns_laser","SKY_m95_acog_laser","SKY_m95_acog_flash","SKY_m95_acog","SKY_m95_hamr","SKY_m95_hamr_flash","SKY_m95_hamr_laser"}; requiredVersion = 0.52; requiredAddons[] = {"A3_Data_F"}; }; }; class CfgAmmo { /*extern*/ class default; /*extern*/ class BulletBase; class SKY_m95150: BulletBase { /*hit = 50; indirectHit = 15; indirectHitRange = 1.000000; visibleFire = 100; audibleFire = 100; visibleFireTime = 10; cost = 2; airLock = 1; explosive = 0.001; caliber=0.8; model="\A3\Weapons_f\Data\bullettracer\tracer_yellow"; tracerScale=1; tracerStartTime=0.000000001; tracerEndTime=5; }; */ hit=25; indirectHit=15; indirectHitRange=1.0; cartridge="SKY_m95150"; visibleFire=100; audibleFire=100; visibleFireTime=10; cost=2; airLock=1; explosive = 0.00001; typicalSpeed=9000; caliber=1.80000001; model="\A3\Weapons_f\Data\bullettracer\tracer_red"; tracerScale=2.5; tracerStartTime=0.000000001; tracerEndTime=5; airFriction=-0.0; class CamShakeFire { power=0; duration=0; frequency=0; distance=0; }; class CamShakePlayerFire { power=0; duration=0; frequency=0; distance=0; }; }; }; class CfgMagazines { class CA_Magazine; class SKY_m95150: CA_Magazine { scope = 2; displayName = M95x150; ammo = SKY_m95150; count=150; initSpeed = 9000; picture="\A3\weapons_F\data\UI\m_30stanag_CA.paa"; tracersEvery=1; lastRoundsTracer=4; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class SlotInfo; class CowsSlot : SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; // display name displayName = $STR_A3_CowsSlot0; // class names with items supported by weapon compatibleItems[] = {"optic_Arco","optic_aco", "optic_ACO_grn","optic_hamr","optic_Holosight", "optic_Nightstalker"}; }; class PointerSlot : SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; // display name displayName = $STR_A3_PointerSlot0; // class names with items supported by weapon compatibleItems[] = {"acc_flashlight","acc_pointer_IR"}; }; class CfgWeapons { class Rifle; class Rifle_Base_F: Rifle { class WeaponSlotsInfo; class GunParticles; }; class UGL_F; class SKY_m95_Base: Rifle_Base_F { magazines[] = {"SKY_m95150"}; reloadAction = "GestureReloadKhaybar"; handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar.rtm"}; class WeaponSlotsInfo: WeaponSlotsInfo { class WeaponSlotsInfo { mass = 4; /// default mass of a weapon class MuzzleSlot: SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; // display name displayName = "Muzzle Slot"; // class names with items supported by weapon compatibleItems[] = {}; // moved to each weapon }; class CowsSlot: CowsSlot {}; class PointerSlot: PointerSlot {}; allowedSlots[] = {901}; // you simply cannot put this into your pants }; }; class GunParticles: GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; }; }; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; distanceZoomMin = 300; distanceZoomMax = 300; bullet1[] = {"\A3\sounds_f\weapons\shells\5_56\metal_556_01.wav",0.1,1,15}; bullet2[] = {"A3\sounds_f\weapons\shells\5_56\metal_556_02.wav",0.1,1,15}; bullet3[] = {"A3\sounds_f\weapons\shells\5_56\metal_556_03.wav",0.17782794,1,15}; bullet4[] = {"A3\sounds_f\weapons\shells\5_56\metal_556_04.wav",0.17782794,1,15}; bullet5[] = {"A3\sounds_f\weapons\shells\5_56\asphlat_556_01.wav",0.1,1,15}; bullet6[] = {"A3\sounds_f\weapons\shells\5_56\asphlat_556_02.wav",0.1,1,15}; bullet7[] = {"A3\sounds_f\weapons\shells\5_56\asphlat_556_03.wav",0.1,1,15}; bullet8[] = {"A3\sounds_f\weapons\shells\5_56\asphlat_556_04.wav",0.1,1,15}; bullet9[] = {"A3\sounds_f\weapons\shells\5_56\grass_556_01.wav",0.01,1,15}; bullet10[] = {"A3\sounds_f\weapons\shells\5_56\grass_556_02.wav",0.01,1,15}; bullet11[] = {"A3\sounds_f\weapons\shells\5_56\grass_556_03.wav",0.01,1,15}; bullet12[] = {"A3\sounds_f\weapons\shells\5_56\grass_556_04.wav",0.01,1,15}; soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083}; modes[] = {"Single","Burst","FullAuto","single_medium_optics1","single_far_optics2","fullauto_medium"}; class Single: Mode_SemiAuto { begin1[] = {"\SKY_weapons\SKY_m95\sounds\PlasmaRifle.wss",1.0,1,900}; begin2[] = {"\SKY_weapons\SKY_m95\sounds\PlasmaRifle.wss",1.0,1,900}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.065; recoil = "recoil_single_trg"; recoilProne = "recoil_single_prone_trg"; dispersion = 0.00093; minRange = 2; minRangeProbab = 0.3; midRange = 250; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class Burst: Mode_Burst { begin1[]= { "\SKY_weapons\SKY_m95\sounds\PlasmaRifle.wss", 1.7782794, 1, 900 }; begin2[]= { "\SKY_weapons\SKY_m95\sounds\PlasmaRifle.wss", 1.7782794, 1, 900 }; begin3[]= { "\SKY_weapons\SKY_m95\sounds\PlasmaRifle.wss", 1.7782794, 1, 900 }; soundBegin[]= { "begin1", 0.33000001, "begin2", 0.33000001, "begin3", 0.34 }; soundBurst=0; burst=3; reloadTime=0.090000004; recoil="recoil_burst_sdar"; recoilProne="recoil_burst_prone_sdar"; dispersion=0.015; minRange=1; minRangeProbab=0.30000001; midRange=10; midRangeProbab=0.69999999; maxRange=30; maxRangeProbab=0.050000001; aiRateOfFire=1; aiRateOfFireDistance=10; }; class FullAuto: Mode_FullAuto { begin1[] = {"\SKY_weapons\SKY_m95\sounds\PlasmaRifle.wss",1.0,1,900}; begin2[] = {"\SKY_weapons\SKY_m95\sounds\PlasmaRifle.wss",1.0,1,900}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.07; recoil = "recoil_auto_trg"; recoilProne = "recoil_auto_prone_trg"; dispersion = 0.00093; minRange = 0; minRangeProbab = 0.9; midRange = 15; midRangeProbab = 0.7; maxRange = 30; maxRangeProbab = 0.1; aiRateOfFire = 1e-006; }; class single_medium_optics1: Single { requiredOpticType = 1; showToPlayer = 0; minRange = 2; minRangeProbab = 0.2; midRange = 550; midRangeProbab = 0.7; maxRange = 700; maxRangeProbab = 0.1; aiRateOfFire = 6; aiRateOfFireDistance = 600; }; class single_far_optics2: single_medium_optics1 { requiredOpticType = 2; }; class fullauto_medium: FullAuto { showToPlayer = 0; burst = 3; minRange = 2; minRangeProbab = 0.5; midRange = 75; midRangeProbab = 0.7; maxRange = 150; maxRangeProbab = 0.05; aiRateOfFire = 2.0; }; class EGLM: UGL_F { useModelOptics = 0; useExternalOptic = 0; cameraDir = "OP_look"; discreteDistance[] = {100,200,300,400}; discreteDistanceCameraPoint[] = {"OP_eye","OP_eye2","OP_eye3","OP_eye4"}; discreteDistanceInitIndex = 1; }; aiDispersionCoefY = 10; aiDispersionCoefX = 8; drySound[] = {"A3\sounds_f\weapons\Other\dry_1.wav",0.01,1,10}; reloadMagazineSound[] = {"A3\Sounds_F\weapons\Khaybar\reload_khaibar.wav",1.0,1,50}; }; class SKY_m95_irn: SKY_m95_Base { scope = 2; displayName = "M95 Plasma Rifle"; descriptionShort = "Skynet M95 Plasma Rifle - Bulky, Heavy and not usable by humans"; class Library { libTextDesc = "The M95 is fully automatic, but is usually used by Terminators in short, controlled bursts, due to the high amount of recoil and heat it generates."; }; model = "\SKY_weapons\SKY_m95\SKY_m95.p3d"; picture = "\SKY_weapons\SKY_m95\Ico\PlasmaRifleIco.paa"; UiPicture = "\SKY_weapons\SKY_m95\Ico\PlasmaRifleIco.paa"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 4; }; }; class SKY_m95_ns_laser: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Nightstalker"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class SKY_m95_ns_flash: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Nightstalker"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class SKY_m95_ns: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Nightstalker"; }; }; }; class SKY_m95_holo: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_HoloSight"; }; }; }; class SKY_m95_holo_laser: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_HoloSight"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class SKY_m95_holo_flash: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_HoloSight"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class SKY_m95_arco_laser: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_arco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class SKY_m95_arco_flash: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_arco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class SKY_m95_arco: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_arco"; }; }; }; class SKY_m95_aco_laser: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class SKY_m95_aco_flash: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class SKY_m95_aco: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; }; }; class SKY_m95_acog: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco_grn"; }; }; }; class SKY_m95_acog_flash: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class SKY_m95_acog_laser: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class SKY_m95_hamr_laser: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_hamr"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class SKY_m95_hamr_flash: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_hamr"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class SKY_m95_hamr: SKY_m95_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_hamr"; }; }; }; }; and here the model.cfg class CfgModels { class Default { sections[]={}; sectionsInherit=""; skeletonName=""; }; class Weapon: Default { sections[]= { "zasleh" }; skeletonName="Weapon"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0; maxValue=1; hideValue=0.22; unhideValue=0.55000001; }; }; }; class SKY_m95: Weapon { skeletonName="SKY_m95Skeleton"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0; maxValue=1; hideValue=0.22; unhideValue=0.55000001; }; }; }; }; class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class Weapon: Default { isDiscrete = 0; skeletonInherit = "Default"; skeletonBones[]= { "magazine", "", "ammo_belt", "", "ammo_belt_bottom", "" }; }; class SKY_m95Skeleton: Weapon { skeletonInherit="Weapon"; skeletonBones[]= { "magazine", "" }; sections[] = {"magazine"}; }; }; I just can't see the error. Well thanks to anyone taking his time into helping me.
  18. Yeah boy, back in business. Thank you for helping me out.
  19. Well if there was an arma3 sample weapon, that I can reverse engineer myself ...
  20. They do not appear in game. As I lack of knowledge how to create a weapon, it might be that a wrong lod setup is responsible.
  21. If you use "logic" as crew you can steer it. Somehow you cant look around in the model. Does anyone know if there is an open dual unit such as the MV22 or the F-35, which kind of use both types of aviation systems? I really need to figure out how to make the model can be animated and used as stated. 1.) Basic helicopter movement are done already but 2.) The rudder and wing movements, in order to animate the movement the rotors/motors. Very much appreciated is any kind of tip. P.S. Couldnt find any unbinarized ARMA 1 model that has these specifications.
  22. Yeah I am sometimes confused where to post. :/
  23. liukang168

    Arma 3 weapons config guidelines

    Just asking, cause for some reasons the attachments just dont want to show up. I post some pics in a new thread later, my ftp is currently busy. Link will follow: As promised: http://forums.bistudio.com/showthread.php?152925-Custom-weapon-attachments-don-t-work&p=2371213#post2371213
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