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About j0nes

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  1. still working on a solution. but the reason youre encountering problems with "screentoworld" is the horizon. if theres no terrain to project the coordinates on it doesnt return proper values
  2. sounds like a cool concept, best of luck! dont add the menu to the scroll wheel if you dont have to. this seems something much more suited to using the inventory screen. this is all extremely untested, just spitballing.. but in theory https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#InventoryOpened use inventory Opened EH. player opens vanilla inventory when inventory is open find the inventory display and controls get mouse right click if mouse right clicks on an applicable weapon, create a small drop down menu over the mouse click position player then selects "Modify Weapon" from the drop down tab your custom modification UI is overlayed over the vanilla inventory screen options for the selected weapon pop up player modifies weapon player closes your custom modification UI and the vanilla inventory screen is revealed underneath player closes vanilla inventory
  3. if memory serves the captured enemy units already do this. if youre wanting to transfer it over to civilians, I would start there, because the animating of them doesnt interfere with ACE or any other function.
  4. to make sure im understanding this correctly you want to place something on the players mouse position, but projected, for example, 2 meters in front of the players face? floating in mid air?
  5. j0nes

    Teleport Module with Trigger

    Type: None Activation: Any Player Activation Condition: Present Condition: this On Activation: yourZombieModuleName setPos (thisTrigger call BIS_fnc_randomPosTrigger); untested. let me know if it works! this should put the module at a randomly selected location within the boundaries of your trigger. welcome to A3 scripting! and remember. good code is 90% other peoples code
  6. j0nes

    Project True Viking

    Thank you everyone for the overwhelming support this early in the project, and we hope to continue inspiring the same support as we more forward! From the vehicle department Im pleased to be able to release a small WIP of an upcoming asset. This is a capture of the completed mid-poly model. Not optimized for in-game use, but with enough detailing to split into the low-poly and high-poly models needed to bring you the same high fidelity assets that you've now no doubt come to expect! While work on both the high and low poly iterations have progressed substantially, they aren't quite ready for debut. The military designation for this vehicle is yet to be determined, so for now it will remain nameless. However, we are planning on having several variants, each with unique offerings to gameplay and lore. More details on these will be released as their corresponding modules are completed, but with recent improvements to multiple aspects of Arma 3, it should allow groups and individuals of multiple play-styles to make the most of this family of vehicles.
  7. L2A4 and several variants to be disclosed at a later date :)
  8. @Rossmore its been so long since someone asked about vehicles, im honored to answer this. Though its changed a couple of times, the current versions are set as CV9030s on the MkII chassis. Weve taken some cues from the norwegian cv9030s, and ours will be designated as CV9030AST to meet our specifications. Aside from the standard variant, we are also planning one with a 12.7mm RWS mounted on the main turret.
  9. this might sound stupid, but just thought id check. when you load in game, have you checked in the config viewer to make sure that the config of the superhornet actually reflects the 500,500,500 values youve put into it, and that for some reason its not still using the default values?
  10. from the Test_Heli_01 sample model in the BIS tools this will do some of the simulation work for you, however, a good portion of the handling of any vehicle is also done through the weight distribution in the geometry of the model itself.
  11. check out the config for any of the helicopters in A2 or A3 with twin forward fixed miniguns, like the littlebird.
  12. I was fooling around with this a couple of months ago. although i never was able to complete it. this would be a script added to whatever unit(s) you wanted this to work on, as far as im aware, theres no built in model config or config.cpp support for it 1. add WeaponDeployed eventhandler to unit 2. make sure the unit has a bipod (either attachment or integrated), because the eventhandler will trigger when the weapon is "rested" without a bipod as well 3. switch hand to new gesture
  13. as far as changing the default NVG, i dont think theres any way to change the color. BIS offers several vision modes, but other than NVG they are all various thermal vision types, which wouldnt be what you wanted. I would have a look here, https://community.bistudio.com/wiki/Post_process_effects#ColorCorrections depending on how much experience you have you could make this via mod or script for him, and use color corrections to see if that would change the night vision color by compounding it with another color. I have no idea if this will work, its nothing ive ever tried before, but in theory it should. the easiest way would be to turn it into an mouse scroll action, "Red shift", "Blue shift", or whatever color you want to name it. and have your player trigger it manually when they need to, rather than linking it strictly to the night vision toggling. I hope this can give you the direction you were searching for!
  14. j0nes

    Trip Flare

    Id definitely go the route of modding. if you wanted to script it, you could either use the FiredNear or Explosion event handler I would think, let the trip mine trigger naturally, catch the damage and dont allow it, spawn projectile and launch it skywards. but then you still get the explosion effect and sound, so it would be very clunky. if you dont care if the player sees the actual tripwire model or not, could just use a map trigger and spawn the flare and launch it when they enter the area