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Mickyleitor

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Everything posted by Mickyleitor

  1. It takes some time, however update your browser by pressing F5.
  2. Mickyleitor

    Custom HandAnim problem

    Ahm.. well I'm talking about AB, then i've no idea what it can be.
  3. Mickyleitor

    Custom HandAnim problem

    Hi, Probably you are doing the animation process correctly. The issue is addon builder is broken since previous 1.24 patch (aprox when the new GUI for tools was released), see the topic i have started months ago on this forum. The issue has been reported on their feedback tracker.
  4. Damnnn That's my mistake!! I forgot add the "A3_Weapons_F" on the required Addons parameter! :p :p Now it works well!! Thank all of you guys, you have helped me a lot :D:D
  5. Doing some researches ... It unfortunately doesn't work for me.. Can someone from BI developer confirm this??
  6. No, the only screens we have for now are the screens you see on this thread.. I've this or this photo about the cockpit of the cougar but nothing more, that's all we can show for now. Regarding to the LMV, it's on our "workshop" in constant development so I can't show you nothing more. The new sling load system is in a very early state for now ... This means the new system probably will be changed many times and we will not take risks about that (with MANW contest involved on October ), when sling load system is ok then we will start develop with the new stuff. So answering your question yes, we plans (but not soon) implement the new system load and also the new RotorLib on our content. Anyway, for who cannot wait to transport vehicles or do fast rope it's possible right now on 6.0.2 version with the Chinnok through scripts.
  7. Please report that on our feedback tracker. If some of you found a bug then don't post here, report directly on our feedback tracker as our development team might not read this.
  8. You are correct. As much as we can do it's an attach script to avoid the poor of funcionality Arma 3 engine have regarding on the ships and his physics... Currently It's on development but I can assure it won't have "cruise missiles" like Tomhawk or other stuff, if it will have then it will be AA missile against air threats but I can't assure too much.
  9. Yes, those are the ported vehicles (BMR in this case) from Arma 2 but as you've noticed the low res and detail model don't fit well with our present content..
  10. Not at this time as we are working forward to get the BAM full working for the MANW contest. The fact is this mod practically will be in constant update (Considering the roadmap we have it will..) so at certain point it will never be complete ... But we will consider create a NEW thread (not moving this topic but creating a new) for the mayor updates like 6.0.1, 6.0.2 and here the updates like roadmap, some random photos...
  11. Wouuu! The best feedback we have received for now! Okay, first at all we are very happy to know you like it. We have noted the things you've listed, It's very useful for us find post like you do. Concerning at the trademarks, In fact some of the vehicles have been done by photos they sent us!! BAE, Tiger... That weird shadows it's on the textures source, not in models, right? Yes, you are right but we have focused on the content available (BRILAT, GOE and FAMET)... It's really too easy to add insignias to the game so we will add more in the next update. Can you please report it on our feedback tracker? Yes, actually I can suppose he didn't see the "hidden" spoiler on the previous post jajaja To be more clear what's going on.... ;) As Chortles stated, the BAM will have an helicopter dock (as you see on the images) for aerial ops and aerial supplies, also it will be drivable and walkable (at certain point) as it doesn't exceed too much the geometric limits.
  12. Mickyleitor

    Arma3 Videos

    Hi, This is the video showing the new version of FFAA MOD, nice cinematics mix with a great free music (HD recommended) :D
  13. Mickyleitor

    FFAA MOD (Spanish Army Mod)

    Hi guys, We have just released the 6.0.2 version, all information available on our development topic :) If you only want to download it, you can do it by visiting our website. Enjoy it!!
  14. Hi guys, We are pleased to present you our next update, the 6.0.2 version is available now on our download page. As it has been stated before on our Roadmap and on the previous posts, this version bring to the game more new content like almost all VAMTAC series, the Santana Anibal car, the VCI Pizarro, improved weapons and new uniforms like BRILAT and MOE. Also, a total of 5 new detailed vests models with woodland and desert camo (we will do the pixelated in the future) and equipments. As most of you know, we are participating on the Make Arma Not War contest and with this version we expect to get more support of the community with this news!! Maybe before MANW contest ends we get a new updated for the contest as we are working very hard to get some new (big and relevant) vehicles :rolleyes::rolleyes: You can support us by voting HERE, this will help us a lot to get more content in the future. Here is a detailed list I've done on the MANW section with all content available for the 6.0.2: - Weapons and Accessories pack, with more than 50 models, featuring a bunch of G36 Variants, the MG4, the Ameli and much more. - All Static weapons of Spanish FFAA - A detailed Units pack, featuring BRILAT, MOE and FAMET, all with desert and woodland camo. - Santana Aníbal 4x4 car - The known RG-31 MRAP. - URO Vamtac S3 vehicles (Vehículo de Alta Movilidad Táctica) with 7 different models. - Our first Armored vehicle VCI (ASCOD) Pizarro with detailed interior and exterior model. - CH47D Troops transport helicopter with Desert and Woodland camo (rapel and cargo functions) On the other hand, we expect to get more content on the community related to the missions (right now there are a very low amount of missions published for the mod) so to help the community to develop more missions with our mod, we have published a very comfortable table with all classnames, if you have any suggestion about this table let us know!! There are some missing things but we expect to finish that soon. Also, we have created new boxes (Weapons, Launchers, Special Purpose, Grenades, Ammunition, Support, Vehicle Ammo, Supply crate, Vests and Backpacks boxes). You can visit the classnames by clicking here. Remember we have a feedback tracker to report any bug on the mod, we will fix it as soon as possible. Enjoy the new 6.0.2 update!! Follow us on our twitter and facebook page to know minor updates.
  15. Hello MistyRonin, No, the new stuff available in the next update it's exactly the same as it has been planned on our Roadmap (which will be available VERY soon). Also take in mind these videos contain the content on a very early state, just to let the community know we don't stop working on all this stuff. As a proof, on this spoiler you can check the whole new BAM model and textures.. which really looks great! See you soon ;)
  16. Hello, and what's about if I want to add a group defined on the CfgGroups of my addon? It shows me the units on the Zeus units menu but not the groups of the units itself.
  17. Mickyleitor

    Help with custom HandAnimation

    Guy, I've said you before you can NOT pack an addon with animations (.rtm) without binarize option. (Correct me another developer if I'm wrong..)
  18. A group of URO Vamtac S3 somewhere on Stratis. Click here to view with full resolution @FFAA MOD
  19. Mickyleitor

    NVG's in Vests

    Just add the NVG item on "Items[]" and "RespawnItems[]" arrays instead of "linkedItems[]" and "respawnLinkedItems[]". Example: Items[] = {"FirstAidKit", "nvgoggles_INDEP"}; RespawnItems[] = {"FirstAidKit", "nvgoggles_INDEP"};
  20. Just check the Weapon Config guidelines and see how they have implemented the new weapon sound system below "Muzzle accessories" point: Arma 3 Weapon Config Guidelines
  21. Mickyleitor

    Help with custom HandAnimation

    As far as I know it's the Addon builder which it's broken.
  22. Mickyleitor

    Help with custom HandAnimation

    No, by checking "binarize" option you are converting the .pbo and .rtm files for fast loading by the game engine (and consequently is not a reversible process so these are unreadable files) .. The signature file is for signing and check if the client have the .pbo file correctly and hasn't been tweaked and compare it with the addons of the server side. That's the problem you are having.... I think the .rtm needs to be binarized in order to display properly on Arma 3... It's a bit hard to do an animation on O2 but enough to do pose animations, there are some tutorial so I recommend you follow this very useful tutorial: Zach Gibsons A3 Custom Weapon Guide
  23. Mickyleitor

    Help with custom HandAnimation

    @alleycat Jeje I know I'm not especially good explaining so I'm going to try it as best as I can. We know now the problem comes by Addon builder (newer versions) binarizing .rtm so..... Why not binarize the rtm with an older version of AB and later extract them with a PBO manager (or another)? Indeed, that was I did. 1. Put your handanimation with model.cfg (get them on A3 Character example) on the same folder (for example, WEAPON_FOLDER\data\anim). 2. Pack the pbo with the version has provided @Fennek. This will binarize correctly the .rtm 3. Open the .pbo with PBO Manager or ExtractPbo by Mikero and extract the .rtm you have done. 4. Put the .rtm extracted on the same folder as before (data\anim) and delete the model.cfg (As It's not needed now because It's a binarized rtm) 5. You will be able to pack properly with the newer versions of Addon Builder ... Hope this will help you :)
  24. Mickyleitor

    Help with custom HandAnimation

    Reported, vote up so developers can fix this issue as soon as possible http://feedback.arma3.com/view.php?id=20094
  25. Mickyleitor

    Help with custom HandAnimation

    Guys, Finally I've got the solution for my problem. The issue comes definitively on the new BI Tools binarizing .rtm. As I've tested with the version has provided @Fennek and It works but It seems the entirely pbo is corrupted BUT the rtm is correctly binarized so I've extracted the .rtm binarized and put it on "\WEAPON_FOLDER\data\anim" and yes, packing with the new BI tools I can now see the handanim properly (because the new BI Tools don't need binarize the .rtm now). http://i.gyazo.com/c220852fb5f7bad7ad5b07c26c926195.png (3539 kB) :D:D:D @mladjaSRB @sebj Note I'm not trying to import/export to Autodesk, I'm working directly on Object builder with A3 Character example so That's why I was very confused ... An easy task as binarizing a simple handanimation by and made on Object Builder cannot be done now. Summarizing, I think (as I've checked) the problem comes by the new BI Tools trying to binarize the .rtm ... I will report this into the feedback (if it isn't it now).
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