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SpaceNavy

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Everything posted by SpaceNavy

  1. These are so perfect for something I have in mind relating to our mod.
  2. SpaceNavy

    =BTC= Chessab River

    Looks interesting can't wait to try it I'm especially interested in the river though. What was the trick to getting it right? Just make it sea level?
  3. McChaffee! Also welcome to the forums! McChaffee does our music work. If you want to hear his work, visit his SoundCloud: https://soundcloud.com/mcchaffe
  4. Thats the mod I was thinking about. We aren't going to make it a dependency though. The way we have it now will work just fine. Because the Zamak and Tempest look nearly identical. The Zamak is what the Innies will be using. A truck is a truck. Its a not a priority for us to waste time modelling one when we could be working on something more iconic.
  5. Yeah, what Zero said. Additional sights may be possible but we'll have to see which ones work best other than ours. With the proprietary attachments though, we will have a flashlight and a laser point so there wont be a need to use the vanilla attachments. I see this is your first post so welcome to the forums Zero! For anyone who doesn't know, Zero is our other texture artist other than Strils. He did the textures for M6G, MA5B, and Rocket launcher and other models.
  6. Well what we plan to do is have two attachments, laser and flashlight. They will use the same model and placement which will appear on the barrel but the actual attachment proxy will be on the receiver. This way you can pick and choose which version to use. I wish BI allowed for more than one attachment or the ability to switch between modes on the attachment. Just like in one of the mods I've seen. A list? Yeah sure. It wasn't really a secret I just don't recall anyone asking. Factions: -BLUFOR --UNSCDF ---UNSC Army (Woodland) ---UNSC Army (Desert) ---UNSC Marines ---UNSC ODST -OPFOR --Insurrectionists ---United Rebel Front (conventional) ---Eridanus Rebels (insurgents) Vehicles: D77TC Pelican M12 Warthog -Flat Bed -LAAG HMG -Gauss -Troop Transport -Innie APC ODST SOEIV Human Entry Vehicle M1087 Stallion (retex HEMTT) M1015 Mule (retex Zamak) MAKO Drone (retex Greyhawk UAV) Weapons: MA5B Assault Rifle MA5B GL BR55HB Battle Rifle M45 Tactical Shotgun M41 SSR Rocket Launcher M6G Magnum M7 SMG
  7. Map updates? Hmm.. Well I can tell you now L3DT and TerrainBuilder (formerly Vistor) are pains in my ass. Maybe I'll message Bushlurker for some help later on. But we have a lot of work done on the actual buildings to be included in the maps. ;) Yeah but its just not a priority RIGHT at this minute. I'd prefer to get this alpha out ASAP for you guys.
  8. Yes, they will. We'll have a template where you can spawn inside the static frigate high up in the air and it will have a number of different features. No, in H3 ODST they had 48 rounds.
  9. I don't recall what it was. Maybe 500m? It can be changed easily though.
  10. Ah. Well don't hold your breath. We aren't very fond of the custom camo types of guns. Helmets and armor? Sure a little bit never hurt anyone.
  11. Why would that be necessary at all? They are the same weapons with the same ammo just the odst SMG has a suppressor, sight and laser sight on it. These will be attachments on the SMG rather than a separate model.
  12. Currently the only attachment of the Hog to the Pelican is done via sling hooking.
  13. Glad you like it! About the FFV from the back, yes. I should've demo'd it in the video but I forgot to. A machine gun in the rear; yes of course! This is a fairly earlier version of the Pelican so of course it isn't final. But after the first release, there will be a machine gun on the back.
  14. Movie time, gather around children. Note: The Gauss hog's recoil was meant to be a joke in the video, but it seems serious combined with the music. It will be lowered, I promise. Fire from vehicles in the back of the Pelican is also present right now.
  15. Yeah sure, feel free to use the logo. ...Greaaat. 9gag. Lol. Any publicity is good I guess.
  16. Absolutely! I actually want you to, more than anything. Make videos, make missions, make anything! (Except money off our work :P)
  17. The weapons are going to be realistic as possible. As such, the Assault Rifle behaves as just that, an assault rifle.
  18. Yes, they are all wearing Army uniforms. The only real difference between the Army and Marine uniforms are the shoulder pads and colors.
  19. Both the Pelican cockpit and the Recon "scout" helmet are messed up right now. The Pelican cockpit will be fixed in time but after the first release. We have a better, higher quality cockpit that still needs textured but all in due time.
  20. Searched the forums and couldn't find anything that answers this recently and clearly. Previously on the borders of some Arma 2 maps, Takistan and Chernarus come to mind, the engine would procedurally generate an infinite terrain that looked very natural. Compared to all the other A3 mod maps and ports I've seen where at the borders of the map the elevation continues on in a straight line to infinite: http://puu.sh/fDcWj/16530cc298.png This used to be such a beloved and immersive feature that I enjoyed in Arma 2 and I would be very disappointed to learn if this had been removed from Arma 3 for some reason. Please make me happy by telling me how one would make this work :D
  21. SpaceNavy

    ASDG Joint Rails

    I notice it happens with only these two: class Mode_SemiAuto; // External class reference class Mode_Burst; // External class reference class Mode_FullAuto; // External class reference class asdg_FrontSideRail; class asdg_OpticRail1913; class CfgWeapons { class WeaponSlotsInfo; class SlotInfo; class ItemCore; class InventoryOpticsItem_Base_F; class GunParticles; //ATTACHMENTS class TEI_MA5B_AmmoCounter: ItemCore { scope = 2; displayName = "MA5B Ammo Counter"; picture = "\A3\weapons_F\Data\UI\gear_acco_Sniper_CA.paa"; model = "\TEI_Weapons\AR\AR_AmmoCount.p3d"; descriptionShort = "MA5B Ammunition Counter and Direction Finder"; weaponInfoType = "RscWeaponZeroing"; class ItemInfo: InventoryOpticsItem_Base_F { mass = 10; opticType = 1; optics = 1; modelOptics = "\TEI_Weapons\AR\AR_AmmoCount.p3d"; class OpticsModes { class MA5B_BUIS { opticsID = 1; useModelOptics = 0; opticsPPEffects[] = {""}; opticsFlare = 0; opticsDisablePeripherialVision = 0; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "opticView"; visionMode[] = {"Normal"}; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; class MA5B_AC_IS_Scope: MA5B_BUIS { opticsID = 2; useModelOptics = 1; opticsZoomMin = 0.075; opticsZoomMax = 0.75; opticsZoomInit = 0.75; memoryPointCamera = "opticView2"; modelOptics[] = {"\A3\Weapons_F\acc\reticle_arco_F"/*,"\A3\Weapons_F\acc\reticle_sniper_z_F"*/}; visionMode[] = {"Normal"}; }; }; }; inertia = 0.1; }; //WEAPONS class Rifle_Long_Base_F; class EBR_Base_F: Rifle_Long_Base_F { class WeaponSlotsInfo { class SlotInfo; }; class GunParticles; }; class UGL_F; class TEI_MA5B: EBR_Base_F { scope = 2; handAnim[] = {"OFP2_ManSkeleton", "\TEI_Weapons\AR\data\anim\hand_anim_ma5c.rtm"}; model = "\TEI_Weapons\AR\AR.p3d"; displayName = "MA5B ICWS Assault Rifle"; descriptionShort = "UNSC Assault Rifle"; picture = ""; magazines[] = {"TEI_60Rnd_762x51_Mag","TEI_60Rnd_762x51_Mag_Tracer","TEI_32Rnd_762x51_Mag","TEI_32Rnd_762x51_Mag_Tracer"}; modelOptics = "-"; dexterity = 3.25; muzzlePos = "usti hlavne"; muzzleEnd = "konec hlavne"; reloadAction = "GestureReloadKatiba"; inertia = 0.6; class GunParticles: GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; modes[] = {"Single","FullAuto"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {}; closure2[] = {}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { /*begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4",1.0,1,2000}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5",1.0,1,2000}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6",1.0,1,2000};*/ begin1[] = {"\TEI_Weapons\AR\Data\sounds\AssaultRifle_1.wss",1.0,1,2000}; begin2[] = {"\TEI_Weapons\AR\Data\sounds\AssaultRifle_2.wss",1.0,1,2000}; soundBegin[] = {"begin1",0.34,"begin2",0.33}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",1.0,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",1.0,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; reloadTime = 0.092; //was 0.065 dispersion = 0.00075; recoil = "recoil_single_ebr"; recoilProne = "recoil_single_prone_ebr"; minRange = 2; minRangeProbab = 0.3; midRange = 300; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.05; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {}; closure2[] = {}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"\TEI_Weapons\AR\Data\sounds\AssaultRifle_1.wss",1.0,1,2000}; begin2[] = {"\TEI_Weapons\AR\Data\sounds\AssaultRifle_2.wss",1.0,1,2000}; soundBegin[] = {"begin1",0.34,"begin2",0.33}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",1.0,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",1.0,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; reloadTime = 0.092; //was 0.065 dispersion = 0.00085; recoil = "recoil_single_ebr"; recoilProne = "recoil_single_prone_ebr"; minRange = 2; minRangeProbab = 0.3; midRange = 300; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.05; soundBurst = 0; burst = 1; }; class WeaponSlotsInfo : WeaponSlotsInfo //Defines attachment slots { class MuzzleSlot: SlotInfo { access = 1; compatibleitems[] = {"muzzle_snds_B"}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 2; }; class CowsSlot: SlotInfo { access = 1; compatibleitems[] = {"TEI_MA5B_AmmoCounter", "optic_Holosight", "optic_Hamr", "optic_Aco", "optic_Aco_grn", "optic_Arco", "optic_mrco", "optic_nightstalker", "optic_tws", "optic_mrd"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 2; }; class PointerSlot: SlotInfo { access = 1; compatibleitems[] = {"acc_pointer_IR", "acc_flashlight"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 2; }; }; }; class TEI_MA5BGL: TEI_MA5B { scope = 2; handAnim[] = {"OFP2_ManSkeleton", "\TEI_Weapons\AR\data\anim\hand_anim_ma5c.rtm"}; model = "\TEI_Weapons\AR\ARGL.p3d"; displayName = "MA5B + M309 Assault Rifle"; descriptionShort = "UNSC Assault Rifle + GL"; picture = ""; magazines[] = {"TEI_60Rnd_762x51_Mag","TEI_60Rnd_762x51_Mag_Tracer","TEI_32Rnd_762x51_Mag","TEI_32Rnd_762x51_Mag_Tracer"}; modelOptics = "-"; dexterity = 3.25; muzzlePos = "usti hlavne"; muzzleEnd = "konec hlavne"; reloadAction = "GestureReloadKatiba"; muzzles[] = {"this", "M309GL"}; // this was the missing inertia = 0.6; class GunParticles: GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; modes[] = {"Single","FullAuto"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {}; closure2[] = {}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4",1.0,1,2000}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5",1.0,1,2000}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6",1.0,1,2000}; soundBegin[] = {"begin1",0.34,"begin2",0.33,"begin3",0.33}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",1.0,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",1.0,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; reloadTime = 0.065; dispersion = 0.00075; recoil = "recoil_single_ebr"; recoilProne = "recoil_single_prone_ebr"; minRange = 2; minRangeProbab = 0.3; midRange = 300; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.05; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {}; closure2[] = {}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4",1.0,1,2000}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5",1.0,1,2000}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6",1.0,1,2000}; soundBegin[] = {"begin1",0.34,"begin2",0.33,"begin3",0.33}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",1.0,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",1.0,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; reloadTime = 0.065; dispersion = 0.00085; recoil = "recoil_single_ebr"; recoilProne = "recoil_single_prone_ebr"; minRange = 2; minRangeProbab = 0.3; midRange = 300; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.05; soundBurst = 0; burst = 1; }; class M309GL: UGL_F /// Some grenade launcher to have some more fun { displayName = "M309 Grenade Launcher"; descriptionShort = "M309 GL"; useModelOptics = false; useExternalOptic = false; /// Doesn't use optics from the attachment, has it's own magazines[] = {"1Rnd_HE_Grenade_shell", "UGL_FlareWhite_F", "UGL_FlareGreen_F", "UGL_FlareRed_F", "UGL_FlareYellow_F", "UGL_FlareCIR_F", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell"}; cameraDir = "OP_look"; discreteDistance[] = {100, 200, 300, 400}; discreteDistanceCameraPoint[] = {"OP_eye", "OP_eye2", "OP_eye3", "OP_eye4"}; /// the angle of gun changes with zeroing discreteDistanceInitIndex = 1; /// 200 is the default zero }; class TEI_WeaponSlotsInfo : WeaponSlotsInfo //Defines attachment slots { class MuzzleSlot: SlotInfo { access = 1; compatibleitems[] = {"muzzle_snds_B"}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 2; }; class CowsSlot: SlotInfo { access = 1; compatibleitems[] = {"TEI_MA5B_AmmoCounter", "optic_Holosight", "optic_Hamr", "optic_Aco", "optic_Aco_grn", "optic_Arco", "optic_mrco", "optic_nightstalker", "optic_tws", "optic_mrd"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 2; }; class PointerSlot: SlotInfo { access = 1; compatibleitems[] = {"acc_pointer_IR", "acc_flashlight"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 2; }; }; }; }; class Mode_SemiAuto; // External class reference class Mode_Burst; // External class reference class Mode_FullAuto; // External class reference class asdg_FrontSideRail; class asdg_OpticRail1913; class CfgWeapons { class WeaponSlotsInfo; class SlotInfo; class ItemCore; class InventoryOpticsItem_Base_F; class GunParticles; //ATTACHMENTS class TEI_BR55HB_Scope: ItemCore { scope = 2; displayName = "BR55 A2 Scope"; picture = "\A3\weapons_F\Data\UI\gear_acco_Sniper_CA.paa"; model = "\TEI_Weapons\BR\BR_Scope.p3d"; descriptionShort = "2-4x Scope for BR55HB Service Rifle"; weaponInfoType = "RscWeaponZeroing"; class ItemInfo: InventoryOpticsItem_Base_F { mass = 6; opticType = 1; optics = 1; modelOptics = "\TEI_Weapons\BR\BR_Scope.p3d"; class OpticsModes { class BR55HB_BUIS { opticsID = 1; useModelOptics = 0; opticsPPEffects[] = {""}; opticsFlare = 0; opticsDisablePeripherialVision = 0; opticsZoomMin = 0.375; opticsZoomMax = 0.375; opticsZoomInit = 0.375; memoryPointCamera = "opticView2"; visionMode[] = {}; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; class BR55HB_Scope: BR55HB_BUIS { opticsID = 2; useModelOptics = 1; opticsZoomMin = 0.0623; opticsZoomMax = 0.0623; opticsZoomInit = 0.0623; memoryPointCamera = "opticView"; modelOptics[] = {"\A3\Weapons_F\acc\reticle_HAMR"}; visionMode[] = {"Normal"}; }; }; }; inertia = 0.1; }; //WEAPONS class Rifle_Long_Base_F; class EBR_Base_F: Rifle_Long_Base_F { class WeaponSlotsInfo { class SlotInfo; }; class GunParticles; }; class TEI_BR55HB: EBR_Base_F { scope = 2; handAnim[] = {"OFP2_ManSkeleton", "\TEI_Weapons\BR\data\anim\BR.rtm"}; model = "\TEI_Weapons\BR\BR.p3d"; displayName = "BR55HB Battle Rifle"; descriptionShort = "UNSC Battle Rifle"; picture = "\TEI_Weapons\BR\data\BRIFLE.paa"; magazines[] = {"TEI_36Rnd_95x40_Mag","TEI_36Rnd_95x40_Mag_Tracer"}; modelOptics = "-"; dexterity = 3.25; muzzlePos = "usti hlavne"; muzzleEnd = "konec hlavne"; reloadAction = "GestureReloadKatiba"; inertia = 0.6; class GunParticles: GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; modes[] = {"Single","Burst"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {}; closure2[] = {}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"\TEI_Weapons\BR\Data\sounds\BattleRifle_1.wss",1.0,1,2000}; begin2[] = {"\TEI_Weapons\BR\Data\sounds\BattleRifle_2.wss",1.0,1,2000}; soundBegin[] = {"begin1",0.34,"begin2",0.33}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",1.0,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",1.0,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; reloadTime = 0.066; dispersion = 0.00075; recoil = "recoil_single_ebr"; recoilProne = "recoil_single_prone_ebr"; minRange = 2; minRangeProbab = 0.3; midRange = 300; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.05; }; class Burst: Mode_Burst { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {}; closure2[] = {}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"\TEI_Weapons\BR\Data\sounds\BattleRifle_1.wss",1.0,1,2000}; begin2[] = {"\TEI_Weapons\BR\Data\sounds\BattleRifle_2.wss",1.0,1,2000}; soundBegin[] = {"begin1",0.34,"begin2",0.33}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",1.0,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",1.0,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; reloadTime = 0.06; dispersion = 0.00085; recoil = "recoil_single_ebr"; recoilProne = "recoil_single_prone_ebr"; minRange = 2; minRangeProbab = 0.3; midRange = 300; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.05; soundBurst = 0; burst = 3; }; class WeaponSlotsInfo : WeaponSlotsInfo //Defines attachment slots { class MuzzleSlot: SlotInfo { access = 1; compatibleitems[] = {"muzzle_snds_B"}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 2; }; class CowsSlot: SlotInfo { access = 1; compatibleitems[] = {"TEI_BR55HB_Scope", "optic_Holosight", "optic_Hamr", "optic_Aco", "optic_Aco_grn", "optic_Arco", "optic_mrco", "optic_nightstalker", "optic_tws", "optic_mrd"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 2; }; class PointerSlot: SlotInfo { access = 1; compatibleitems[] = {"acc_pointer_IR", "acc_flashlight"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 2; }; }; }; };
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