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Mickyleitor

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Posts posted by Mickyleitor


  1. hello i downloaded the mod and when i try to play with BAM i didn't find it and when i checked if they are error with config ... and when i open the config it turned blanc 

     

    - AS A TEMPORARY WORKAROUND TO 3D MISSION EDITIOR, you can spawn the B.A.M into 3D Editor by manually changing the classname in mission.sqm. How? Well, good editors don't need explanations but It's pretty simple.

    Create an empty unit (no matter what is it) with desired heading and position. Save as user mission. Open mission.sqf and change the entity to "ffaa_ar_bam" (type="ffaa_ar_bam" ;). Open 3D Editor and your mission. B.A.M will be ready to be edited in 3D Mission Editor.

    Note: B.A.M is a complex object, this means it's not a simple object and If you try to move to other position/heading then It will literally be splitted in 3 parts (don't be afraid, just reload your own mission)

    No, hopefully a hotfix will be available after APEX release ......... (Be aware, expect some error log in your A3 after APEX release)

    • Like 1

  2. I don't see the shadows prob so show stopper... It might be possible to tweak later on. (and hello from another spaniard)

     

    Buenas!

     

    Just a quick question guys, is the B.A.M now available in the 3D editor? the version of the addon that i have doesn't show it when i am in the eden editor :/ 

     

    Great work anyway!! :D

     

    No, hopefully a hotfix will be available after APEX release as we're right now doing some tweaks to introduce new "low level changes" (A lot of new commands/new config structure have been introduced in APEX/EDEN), giving all units a 3D editor Preview image and fixing some config errors (Be aware, expect some error log in your A3 after APEX release)

     

    does or will your mod include Spanish voice profiles?

     

    Including spanish voices implies doing more than 3000 (¿?) individual records at a reasonable quality and we cannot afford that right now, first because it will require extra human resource we do not have and definitely we haven't enough money to request such work to a profesional studio.

    • Like 3

  3. Hi srbknight,
    I'm seeing you writting in this forums about Naval stuff in the last few month. I'm very suprised how fast you are doing all those naval stuff! Congratulations, you are an expert modelling in blender (As I see in your images)!!

    However, let me give you some feedback. I don't know what are your needs or what you intend but I'm seeing that modelling and finishing your ships in a "industrial" way (I mean, a repetitive task fast again and again) bring your addons not to be "unique" in arma community.. Ok yes, It's unique because no group have modelled or have your amazing (and large) roadmap but I think if you put "some more love" at your stuff and giving them more time in development phase, redoing the interiors (this is a personal "feature" and It's a point to discuss depending on your needs), "playing" with multi-material techniques (titles available in english) which have been created in RV engine for this purpose, giving the chance to developer use not only 1 texture per UV Map, putting a better textures mixing with proper normal/specular materials (and multimaterial).... etc.. These are the "little" things that holds in player's mind and make your addons to be "memorable" and if someone see your addon they for sure will re-play again mission with your naval stuff.

    Big things take times, maybe some more than others but for sure if you want a "high"(est) level addon then It will cost resources in time and in human resources.
    I will relate my own experience, in FFAAMOD, we had a ship ported from Arma 2 which was using a very poor UV Map/texture/materials (but hey, it was fine as it was unique in A2, no matter how poor it's because it was the only! jaja)... So, the "challenge" for us was make a ship using arma engine tech (Multi-material)/putting the proper textures (walls, floors etc) and bringing the "same" ship to the next level. Ok, development time was aproximately 1 year because we had a tons of addons in development phase running at the same time which could be reduced drastically if we focus only in this.

    See two videos showing the "before" and "after", got the differences?
     

    If you need some help/explains on "how to", I'm available since July (I'm now in exams).
    And, if your needs are releasing the content as you are doing (a standard ships moveable which cannot be entered, wasting time developing interiors/material as It will not be in "eye's player" very often) then forgot all I've wrotten you!! Just thinking how you can improve your addons!

    Keep standing up and good development time !

    • Like 5

  4. Hi,
    Try setting up your Stage7 to use TexGen 2 insted of 7 (TexGen 7 is using UV Map Set 1 which I'm surely it's not intended).

    Also, use this template to make your rvmat more clearly for your eyes, you will be benefited :P (Well for me it's)
    PS: Forum editor make it a terrible code view :angry:

    diffuse[]={0.57500011,0.57500011,0.57500011,1};
    forcedDiffuse[]={0,0,0,0};
    emmisive[]={0,0,0,1};
    specular[]={0.31700015,0.31700015,0.31700015,1};
    specularPower=35.5;
    PixelShaderID="Multi";
    VertexShaderID="Multi";
    
    class TexGen5 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
    class TexGen6 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
    class TexGen7 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
    
    // BLACK
    
    class TexGen0 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
    class Stage0	{texture="2017\map_data_2017\textures\concrete_dirty_slabs_co.paa";							texGen="0";};
    class Stage5	{texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";											texGen="0";};
    class Stage11	{texture="a3\structures_f\data\concrete\concrete_old_nohq.paa";								texGen="0";};
    
    // RED
    
    class TexGen1 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
    class Stage1	{texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_co.paa";			texGen="1";};
    class Stage6	{texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_smdi.paa";			texGen="1";};
    class Stage12	{texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_nohq.paa";			texGen="1";};
    
    // GREEN
    
    class TexGen2 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
    class Stage2	{texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_brick_co.paa";			texGen="2";};
    class Stage7	{texture="2017\map_data_2017\textures\terraced_house_brick_dtsmdi.paa";						texGen="2";};
    class Stage13	{texture="texture="2017\map_data_2017\textures\terraced_house_brick_nohq.paa";				texGen="2";};
    
    // BLUE
    
    class TexGen3 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
    class Stage3	{texture="texture="a3\structures_f\data\metal\metal05_co.paa";								texGen="3";};
    class Stage8	{texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";											texGen="3";};
    class Stage14	{texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";											texGen="3";};
    
    // MASK, MC, AS/ADS
    
    class TexGen4 	{uvSource="tex1";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
    class Stage4	{texture="2017\buildings2_2017\ind_estate\data\ind_unit_ext_mask.paa";						texGen="4";};
    class Stage9	{texture="2017\buildings2_2017\ind_estate\data\ind_unit_ext_mc.paa";						texGen="4";};
    class Stage10	{texture="2017\buildings2_2017\ind_estate\data\ind_est_as.paa";								texGen="4";};
    

  5. Just seen the video I can only say that it's breathtaking. Really good job, if you need more testers I could be one  ;) One question: The UH-60 is from the mod?

     

    No, It was for showcase purpose only, in fact it's not operative in A3.

     

    Great work on all aspect. I dont want to bug anyone.... but i musk ask. Is there anyplan for StandAlone release of the BAM + RHIB? 

     

    No. And this apply to all vehicles as the name describes well "Spanish Armed Forces Modification".   :)


  6. Is that ship(s) still in the making?

     

    What's on roadmap plans it's actually what we will do or working on in spite of we aren't showing anything. Actually as I said before B.A.M is nearly completed and It's being tested by our testers. The reason we aren't giving any news about L61, L51 ..... is because it's actually on stand-by or temporarily stopped, our human resources cannot cover a large amount of addons at the same time (we are nearly 5 active members) and we are doing our best, surely.

     

    PS: That video is outdated, B.A.M looks much better right now  :D  :D


  7. are you joking?... its only 1pm here, so i never go above 2 an hr when i am working.  (everyone thinks i'm drinking coffee)

     

    Ah, that's okay I suppose...
    Well.. Talking seriously , none of those information have been announced officially so all the information you read are speculations only.

  8. Hi,

    I've tested this when I was in his stand at HOMSEC. The overall idea is good but there is some things can be improved ..

    First, the first impression is weird because you have to get used to it, the gamepad under the weapon looks like a little joystick (similar to jone_kone) which its vertically positioned and the movements for this joystick are for horizontal displacements of the soldier so in some cases can be a bit confusing.

    When you are get used to the gamepad another "issue" (or a thing potentially fixed in the future) is the response time in the rotational movements which limit you a lot in the battlespace. Maybe it wasn't calibrated well but when I was doing some quick moves, it's delayed in game at least 0.2-0.4 seconds (?), a TrackIR has a better response time (from what I saw). I think this is due to the latency introduced by the communication process between the PC and the devices via wireless/bluetooth.

    The VR Google was good but the field of view this headset give you is limited at the point you can see under the "glasscreen" (not so much but maybe a 10% of your FoV), seeing what its happening around you (I mean, the real world). So the oculus is more inmersive than this (which I think its normal because the main focus of this VR Headset isn't the same as the Oculus).

     

    Okay, the good point of this is the fast deployment in all kind of scenarios, allowing you distribute this in classroom with VBS3 already installed and the totally free movements without the need of wires because having more than 5 soldiers into the same classroom with wires is not a good idea.
    All feedback I wrote before can be fixed, technically speaking except for the joystick... I told them an idea which it's already under developing in my university, the interaction between the human and a device via brainwaves, here is the Thesis (I think when I finish my degree in electronic system I will investigate more in deep about this).
    The last but not least, is the overall cost production of this, which I think it's a low price product and this is good to be competitive.
     
    Regarding to Arma 3.. I don't know but I remember one of them was in an A2 clan in the past and eventually they check some pages about A3 community, maybe he's still in a clan.

    Congratulations to this spanish young entrepreneurs which have been able to bring an idea to reality in spite of the situation in Spain.

    • Like 2

  9. Hi guys,

    I'm doing a custom bipod for the G36 weapon, but It seems im doing something wrong but unable to locate the problem...

    The 3D model is very simple, just a base and two legs ... two axis on the memory point LOD to animate the legs when the bipod is deployed and so on... In the Buldozer all goes well, when source bipod_legs is 0 the bipod is undeployed and deployed when bipod_legs is 1.

     

    Here is a screenshot:

    https://i.gyazo.com/e0d22d162be914484e4957cb6c8e98ac.png

     

    And the 3D model is so simple:

    https://i.gyazo.com/7399c3aa14364809d0508bb614028d3e.png

     

    Well, the issue i've is when I'm in the game and the player deploy the bipod, the axis of the legs is NOT where I've in the memory LOD, It seems has been translated or rotate the axis itself to another place.... In my model.cfg im not animation or moving the axis..

     

    Here is the model.cfg:

    class CfgSkeletons
    {
    	class ffaa_bipod_G36_Skeleton
    	{
    		pivotsModel="";
    		isDiscrete = 0;
    		skeletonInherit = "";
    		skeletonBones[] =
    		{
    			"bipod_legs",		"",
    			"bipod_leg_L",		"bipod_legs",
    			"bipod_leg_R",		"bipod_legs"
    		};
    	};	
    };
    class CfgModels
    {	
    	class ffaa_bipod_G36
    	{
    		skeletonName	= "ffaa_bipod_G36_Skeleton";
    		sectionsInherit = "";
    		sections[] 		= {"camo"};
    
    		class Animations
    		{
    			class leg_L
    			{
    				type			= rotation;
    				source			= bipod_legs;
    				sourceAddress	= clamp;
    				selection		= "bipod_leg_L";
    				axis			= "bipod_leg_L_axis";
    				minValue		= 0;
    				maxValue		= 1;
    				angle0			= (rad 0);
    				angle1			= (rad -90);
    			};
    
    			class leg_R: leg_L
    			{
    				selection		= "bipod_leg_R";
    				axis			= "bipod_leg_R_axis";
    				angle1			= (rad 90);
    			};	
    		};
    	};	
    };
    

    Here this is the bipod deployed in the A3 (See the legs are in the cannon and not under underbarrel slot..):

    https://i.gyazo.com/838d9c010b1522a41f3dada6de6196e1.png

     

    For more info, here is the config:

    class ffaa_bipod_G36: ItemCore
    {
         dlc = "FFAAMOD";
         scope = 2;
         displayName = "$STR_FFAA_BIPODE_G36";
         picture = "\ffaa_armas\bipods\G36\UI\icon_bipod_G36_ca.paa";
         model = "\ffaa_armas\bipods\G36\ffaa_bipod_G36.p3d";
         class ItemInfo: InventoryUnderItem_Base_F
         {
                deployedPivot = "bipod";
                hasBipod = true;
                mass = 10;
                soundBipodDown[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_BLU_down",db-3, 1, 20};
                soundBipodUp[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_BLU_up",db-3, 1, 20};
         };
         inertia = 0.1;
    };
    

  10. As others have said, awesome mod, especially the show-stealing Tigre!

     

    That said, some AFM feedback for the tiger:

     

    -She feels drastically under engined/over stressed, and seems overly sensitive to Vortext ring state.  As per Wikipedia: Amongst the Tiger's notable qualities, it possesses very high levels of agility, much of which is attributed to the design of its 13-meter four-bladed hingeless main rotor; the Tiger can perform full loops and negative g manoeuvres.[37] Power is provided by a pair ofFADEC-controlled MTU Turbomeca Rolls-Royce MTR390 turboshaft engines

     

    Currently, she handles more like an overloaded transport.

     

     

    EDIT: I've been tweaking the Rotorlib file a bit, and I found bringing back the weight from 4000kg to 3000 (matching the empty weight of the Tigre) and doubling the engine torque makes for a much better feeling aircraft.  It doesn't (to me) feel like it's overpowered (keeping in mind that Attack helos are supposed to have a pretty high Power:Weight ratio) and I can pull off more attack-helo esq maneuvers now.

     

    OP/Mod team:

    If you'd like me to share my rotorlib file, or the PBO itself, PM me.  I'd PM you myself, but from previous comments it looks like your inbox fills up pretty fast :)

     

     

    Hi,

    I'm working on a workaround fix for the Tiger now, I've sent you a PM (but It seem your last connection was on 21 august :( ) ;)


  11. Master classes has to be defined outside any class..
    Why are you using scope=0; on the muzzleslot class?, On the LinkedItemsOptics there is a slot which it doesn't exist (Crowslot).
    You haven't to add a weapon on the weapon[] array on CfgPatches which it already exist! You have to add the new weapon you have created in the CfgWeapons.
    As ASDG don't use arrays for add new items you have to work with clases as well.. Here is your config which I think it will work better...
     
     
    //NATO Special Operators Pack
    //by DirtyNorf
    
    
    class CfgPatches
    {
        class ddrf_nsop
        {
            units[]={};
            weapons[]=
            {
                    "scarl_EO_AN15_HA"            
            };
            requiredVersion=0.1;
            requiredAddons[]=
            {
                "A3_Characters_F",
                "rhsusf_weapons",
                "rhsusf_c_weapons",
                "rhsusf_weapons2",
                "essgoggles",
                "hrp",
                "kio_balaclava",
                "shemagh",
                "tryk_backpack",
                "tryk_uniforms",
                "tryk_unit",
                "zabb",
                "zabb2",
                "zara",
                "asdg_jointrails"
            };
        };
    };
    
    
    class CfgFactionClasses
    {
        class ddrf_nsop
        {
                displayName = "NATO Special Operations"
                priority = 1;
                side = 1;
        };
    };
    
    
    class CfgVehicleClasses
    {
        class ddrf_nsop_green_scar
        {
            displayName="Green (SCAR)";
            priority = 2;
        };
        
        class ddrf_nsop_green_m4
        {
            displayName="Green (M4)";
            priority = 3;
        };
        
    };
    class CfgVehicles
    {
        class B_Soldier_F;
        class ddrf_green_scar_operator: B_Soldier_F
        {
            side = 1;
            faction = "ddrf_nsop";
            vehicleClass = "ddrf_nsop_green_scar";
            scope=2;
            displayName="Operator (Green)";
            uniformAccessories[]={};
            nakedUniform="U_BasicBody";
            uniformClass="TRYK_U_B_OD_BLK_2";
            model="\A3\Characters_F\BLUFOR\b_soldier_01.p3d";
            weapons[]=
            {
                "scarl_EO_AN15_HA",
                "hgun_P07_F",
                "Throw",
                "Put",
                "Binocular"
            };
            respawnWeapons[]=
            {
                "scarl_EO_AN15_HA",
                "hgun_P07_F",
                "Throw",
                "Put",
                "Binocular"
            };
            linkedItems[]=
            {
                "FirstAidKit",
                "FirstAidKit",
                "FirstAidKit",
                "FirstAidKit",
                "rhsusf_acc_anpeq15",
                "rhsusf_acc_eotech_552",
                "HarrisDLC"
            };
            RespawnItems[]=
            {
                "FirstAidKit",
                "FirstAidKit",
                "FirstAidKit",
                "FirstAidKit",
                "rhsusf_acc_anpeq15",
                "rhsusf_acc_eotech_552",
                "HarrisDLC"
            };
            magazines[]=
            {
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "16Rnd_9x21_Mag",
                "16Rnd_9x21_Mag",
                "SmokeShell",
                "SmokeShell",
                "HandGrenade",
                "HandGrenade"
            };
            respawnMagazines[]=
            {
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "16Rnd_9x21_Mag",
                "16Rnd_9x21_Mag",
                "SmokeShell",
                "SmokeShell",
                "HandGrenade",
                "HandGrenade"
            };
        };
    };
    class SlotInfo;
    
    
    class asdg_OpticRail1913_long;
    class asdg_FrontSideRail;
    class asdg_UnderSlot;
    class asdg_MuzzleSlot_556;
    class CfgWeapons
    {
        class rhsusf_acc_anpeq15;
        class rhsusf_acc_eotech_552;
        class HarrisDLC;
        class ej_scarstandard;
        class scarl_EO_AN15_HA: ej_scarstandard
    {
    scope = 2;
    displayName = "SCAR L (EOTECH)";
    class LinkedItems
    {
                class LinkedItemsOptic
                {
                    slot = "CowsSlot";
                    item = "rhsusf_acc_eotech_552";
                };
                class LinkedItemsUnder
                {
                    slot = "UnderBarrelSlot";
                    item = "HarrisDLC";
                };
                class LinkedItemsAcc
                {
                    slot = "PointerSlot";
                    item = "rhsusf_acc_anpeq15";
                };
    };
            class WeaponSlotsInfo
            {
                allowedslots[]={901};
                mass=60;
                class MuzzleSlot: asdg_MuzzleSlot_556
                {
                    compatibleitems : compatibleitems 
                    {
                        muzzle_snds_M = 1;
                        SF556_ej = 1;
                        SF556blk_ej = 1;
                        SFLMGMini_ej = 1;
                        SFLMGTMini_ej = 1;
                        ej_mzls_M = 1;
                        SFSOCOM_ej = 1;
                        SFSOCOMT_ej = 1;
                    };
                };
                class CowsSlot : asdg_OpticRail1913_long
                {
                    compatibleitems : compatibleitems
                    {
                          rhsusf_acc_eotech_552 = 1;
                    };
                };
                class PointerSlot : asdg_FrontSideRail
                {
                    compatibleitems : compatibleitems
                    {
                          rhsusf_acc_anpeq15 = 1;
                    };
                };
                class UnderBarrelSlot: asdg_UnderSlot
                {
                    compatibleitems : compatibleitems
                    {
                          HarrisDLC = 1;
                    };
                };
            };
    };
    };

    Anyway I haven't here the RHS config (with ASDG extra pbo added) but It won't be required in order to work adding those attachments here, just inherit those slot from asdg_OpticRail1913_long / asdg_UnderSlot / asdg_FrontSideRail / asdg_MuzzleSlot_556 and ASDG+RHS+RHS_ASDG_extra will do the job...

     

    Hope it helps


  12. Hi,

    Are there no moderators / admins here? I'm unable to contact them since 3 weeks ago...

     

     

     

    This go to moderators/admins only as I can't get answer from some of them via PM 

    Is it possible merge this and this threads? (The first thread should be the first post of the main thread and you can delete as well the first post published by tisor of the second thread).
    This is due to the left of the author of the thread from the FFAA MOD team, we decided to create a user to manage all the FFAA MOD related thread. Tisor own the second thread and is fully agreed to do that (if you aren't secure then ask them for the merge.)

    The same happens to the release thread, in this case you only need to delete the old whole thread (As it has only 3 answers) and we have created a new for that. (We want to delete this whole thread)

    Also if you have done that then delete my own post from here.

    Thanks in advance,

    Greetings. 

     

    Thanks Gunny, your detailed feedback will be highly appreciated and studied.

    BagPiperGuy, your issue have been reported on our feedback (next time report there directly ;) )

    Hi GamerOnkel, I don't understand your problem.. Can you be more detailed on your issue directly on our feedback tracker?

    Zriel, For me it has recoil.. maybe increasing it will be okay for you (I've noticed right now in the last patch of A3 it thrown a new error ..  :mellow:  )

     

    Please guys, if you are sure your issue come from our mod AND it's not a suggestion or discussion about the mod then report them directly on our feedback tracker! Otherwise these issues will never be fixed as we can't check every forum, pages and messages ! :rolleyes:  :rolleyes:

     


  13. This go to moderators/admins only as I can't get answer from some of them via PM (No worries, I don't check PM very often :rolleyes:):

    Is it possible merge this and this threads? (The first thread should be the first post of the main thread and you can delete as well the first post published by tisor of the second thread).

    This is due to the left of the author of the thread from the FFAA MOD team, we decided to create a user to manage all the FFAA MOD related thread. Tisor own the second thread and is fully agreed to do that (if you aren't secure then ask them for the merge.)

    The same happens to the release thread, in this case you only need to delete the old whole thread (As it has only 3 answers) and we have created a new for that. (We want to delete this whole thread)

    Also if you have done that then delete my own post from here.

    Thanks in advance,

    Greetings.


  14. Hi Robalo!

    Can you give me a little help trying to get a working config for FFAA MOD? I think the ASDG JR config is alright but for some reason it doesn't work at all... I mean, i can attach on other weapons (with ASDG JR) our attachments but I cannot attach on my weapons a non-vanilla attachment (with ASDG JR integrated)..

    Here is the config of the FFAA Weapons:

    http://pastebin.com/T03p4ZBq

    And here is the config of the ASDG JR for FFAA Weapons:

    class CfgPatches
    {
    class ffaa_comp_asdg_weapons
    {
    	units[] = {};
    	weapons[]= 
    	{
    		"ffaa_armas_hkg36e_normal",
    		"ffaa_armas_usp",
    		"ffaa_armas_uspsl",
    		"ffaa_armas_p226",
    		"ffaa_armas_fnp9",
    		"ffaa_armas_fnp9L",
    		"ffaa_armas_hkmp5a5",
    		"ffaa_armas_hkmp5pdw",
    		"ffaa_armas_hkmp510a3",
    		"ffaa_armas_ump",
    		"ffaa_armas_aw",
    		"ffaa_armas_aw50",
    		"ffaa_armas_m95",
    		"ffaa_armas_cetme_l",
    		"ffaa_armas_cetme_c",
    		"ffaa_armas_cetme_e",
    		"ffaa_armas_mg3",
    		"ffaa_armas_ameli",
    		"ffaa_armas_mg4",
    		"ffaa_armas_sdass",
    		"ffaa_armas_sdassc",		
    		"ffaa_armas_p90"
    	};
    	requiredVersion = 1.0;
    	version = "2.0";
    	versionStr = "2.0";
    	versionAr[] = {2,0};
    	requiredAddons[] = {"asdg_jointrails","ffaa_armas"};
    	author[] = {"Kavinsky","FFAA Mod"};
    	authorUrl = "http://www.ffaamod.es";
    };
    };
    // Opticas
    class asdg_OpticRail;
    class asdg_OpticRail1913: asdg_OpticRail
    {
    class compatibleItems
    {
    	ffaa_optic_acog = 1;
    	ffaa_optic_holografico = 1;
    	ffaa_optic_leopol = 1;
    	ffaa_optic_northern = 1;
    	ffaa_optic_aw50 = 1;
    	ffaa_optic_susat = 1;
    	ffaa_optic_g36_holo = 1;
    	ffaa_optic_mg4_g36 = 1;
    	ffaa_optic_enasa = 1;
    	ffaa_optic_lv = 1;
    	ffaa_optic_long_leupold = 1;
    };
    };
    class asdg_OpticRail1913_short: asdg_OpticRail1913{
    class compatibleItems : compatibleItems
    {
    	ffaa_optic_leopol = 0;
    	ffaa_optic_northern = 0;
    	ffaa_optic_aw50 = 0;
    	ffaa_optic_susat = 0;
    	ffaa_optic_enasa = 0;
    	ffaa_optic_lv = 0;
    	ffaa_optic_long_leupold = 0;
    };
    };
    class asdg_OpticRail1913_long : asdg_OpticRail1913 {
    class compatibleItems : compatibleItems
    {
    	ffaa_optic_acog = 0;
    	ffaa_optic_holografico = 0;
    	ffaa_optic_g36_holo = 0;
    	ffaa_optic_mg4_g36 = 0;
    };
    };
    // Accesorios en el lado
    class asdg_SlotInfo;
    class asdg_FrontSideRail: asdg_SlotInfo
    {
    class compatibleItems
    {
    	ffaa_acc_puntero_ir = 1;
    };
    };
    // Muzzles
    class asdg_MuzzleSlot_556;
    class asdg_MuzzleSlot_762;
    class asdg_MuzzleSlot_9MM;
    class CfgWeapons
    {
    class Pistol;
    class Pistol_Base_F: Pistol
    {
    	class WeaponSlotsInfo;
    };
    class rifle;
    class Rifle_Base_F: rifle
    {
    	class WeaponSlotsInfo;
    };
    class ffaa_armas_hkg36e_normal: Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{		
    		class MuzzleSlot : asdg_MuzzleSlot_556
    		{
    			iconPosition[] = {0.08, 0.41};
                   iconScale = 0.2;
                   iconPinpoint = "right";
    		};
    		class PointerSlot: asdg_FrontSideRail
    		{
    			iconPosition[] = {0.32, 0.41};
                   iconScale = 0.2; 
                   iconPinpoint = "Center";
    		};
    		class CowsSlot: asdg_OpticRail1913
    		{
    			iconPosition[] = {0.6, 0.22};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    	};
    };
    class ffaa_armas_cetme_l : Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{		
    		class MuzzleSlot : asdg_MuzzleSlot_556
    		{
    			iconPosition[] = {0.18, 0.52};
                   iconScale = 0.2; 
                   iconPinpoint = "right";
    		};
    		class PointerSlot: asdg_FrontSideRail
    		{
    			iconPosition[] = {0.32, 0.52};
                   iconScale = 0.2; 
                   iconPinpoint = "Center";
    		};
    		class CowsSlot: asdg_OpticRail1913
    		{
    			iconPosition[] = {0.50, 0.45};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    	};
    };
    class ffaa_armas_cetme_c : Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{		
    		class MuzzleSlot : asdg_MuzzleSlot_762
    		{
    			iconPosition[] = {0.09, 0.48};
                   iconScale = 0.2; 
                   iconPinpoint = "right";
    		};
    		class PointerSlot: asdg_FrontSideRail
    		{
    			iconPosition[] = {0.26, 0.48};
                   iconScale = 0.2; 
                   iconPinpoint = "Center";
    		};
    		class CowsSlot: asdg_OpticRail1913
    		{
    			iconPosition[] = {0.60, 0.41};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    	};
    };	
    class ffaa_armas_aw : Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{		
    		class MuzzleSlot : asdg_MuzzleSlot_762
    		{
    			iconPosition[] = {0.12, 0.42};
                   iconScale = 0.2; 
                   iconPinpoint = "right";
    		};
    		class CowsSlot: asdg_OpticRail1913_long
    		{
    			iconPosition[] = {0.62, 0.39};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    	};
    };
    class ffaa_armas_m95 : ffaa_armas_aw
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{
    		class CowsSlot: asdg_OpticRail1913_long
    		{
    			iconPosition[] = {0.54, 0.36};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    	};
    };
    class ffaa_armas_aw50 : ffaa_armas_m95
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{
    		class CowsSlot: asdg_OpticRail1913_long
    		{
    			iconPosition[] = {0.63, 0.39};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    	};
    };
    class ffaa_armas_hkmp510a3 : Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{		
    		class MuzzleSlot : asdg_MuzzleSlot_9MM
    		{
    			iconPosition[] = {0.26, 0.43};
                   iconScale = 0.2; 
                   iconPinpoint = "right";
    		};
    		class CowsSlot: asdg_OpticRail1913_short
    		{
    			iconPosition[] = {0.55, 0.34};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    		class PointerSlot : asdg_FrontSideRail
    		{
    			iconPosition[] = {0.32, 0.43};
                   iconScale = 0.2;
                   iconPinpoint = "Center";
    		};
    
    	};
    };
    class ffaa_armas_ump : Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{		
    		class MuzzleSlot : asdg_MuzzleSlot_9MM
    		{
    			iconPosition[] = {0.20, 0.41};
                   iconScale = 0.2; 
                   iconPinpoint = "right";
    		};
    		class CowsSlot: asdg_OpticRail1913_short
    		{
    			iconPosition[] = {0.50, 0.29};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    		class PointerSlot : asdg_FrontSideRail
    		{
    			iconPosition[] = {0.29, 0.41};
                   iconScale = 0.2; 
                   iconPinpoint = "Center";
    		};
    	};
    };
    class ffaa_armas_p90 : Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{		
    		class MuzzleSlot : asdg_MuzzleSlot_9MM
    		{
    			iconPosition[] = {0.28, 0.56};
                   iconScale = 0.2; 
                   iconPinpoint = "right";
    		};
    		class CowsSlot: asdg_OpticRail1913_short
    		{
    			iconPosition[] = {0.43, 0.32};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    		class PointerSlot : asdg_FrontSideRail
    		{
    			iconPosition[] = {0.40, 0.56};
                   iconScale = 0.2; 
                   iconPinpoint = "Center";
    		};
    	};
    };
    class ffaa_armas_mg4: Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{
    		class PointerSlot: asdg_FrontSideRail
    		{				
    			iconPosition[] = {0.41, 0.49};
                   iconScale = 0.2; 
                   iconPinpoint = "Center";
    		};
    		class CowsSlot: asdg_OpticRail1913
    		{
    			iconPosition[] = {0.65, 0.38};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    	};
    };
    class ffaa_armas_mg3: Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{
    		class CowsSlot: asdg_OpticRail1913
    		{
    			iconPosition[] = {0.52, 0.37};
                   iconScale = 0.2;
                   iconPinpoint = "bottom";
    		};
    	};
    };
    class ffaa_armas_ameli : Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{
    		class CowsSlot: asdg_OpticRail1913
    		{
    			iconPosition[] = {0.58, 0.47};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    		class PointerSlot : asdg_FrontSideRail
    		{
    			iconPosition[] = {0.27, 0.54};
                   iconScale = 0.2;
                   iconPinpoint = "Center";
    		};
    	};
    };
    class ffaa_armas_usp : Pistol_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{		
    		class MuzzleSlot : asdg_MuzzleSlot_9MM
    		{
    			iconPosition[] = {0.38, 0.22};
                   iconScale = 0.4; 
                   iconPinpoint = "right";
    		};
    	};
    };
    // Escopeta
    class ffaa_armas_sdass: Rifle_Base_F
    {
    	class WeaponSlotsInfo: WeaponSlotsInfo
    	{
    		class CowsSlot: asdg_OpticRail1913_short
    		{
    			iconPosition[] = {0.62, 0.47};
                   iconScale = 0.2; 
                   iconPinpoint = "bottom";
    		};
    	};
    };
    };

    Any idea what's going on?


  15. something look weired in the nose area of the tiger looks like the porpotions are not correct..

    the MG42 modell suffers also from porpotion problems.

    and can you please adjust the wepons on the tiger, so that the SNEB´s can be fired by the pilot? makes more sense gameplay wise because they are not guided

    We will take a look on the nose of the Tiger, anyway it looks good even with that deformation! (Just kidding, we will take a look).

    I will personally ask to a real Tiger pilot if IRL that procedure is real then we will leave the pilot to fire the SNED rockets.

    Excellent mod for ARMA 3, Thanks FFAA... This mod is compatible with ACE3? :confused:

    Compatible? Yes. Integrated with ACE3? No. This means you can play with the FFAAMOD with no errors but you will see that ACE3 have no effect over FFAA weapons or vehicles. For example, we have to make a especific configs telling arma 3 what's the barrel length with the ACE3 code ( ACE_barrelTwist and ACE_barrelLength ) and all the WHOLE functionalities ACE3 bring to the A3. We are trying to make the mod compatible with Joint Rails and TFAR (with custom radios) and in the future make the mod fully integrated with ACE3 but really, we are always under busy work and If any of you want to contribute to the FFAA MOD then you can help by making it fully integrated with ACE3.

    Amazing work on the mod, guys!

    A question: Are you gonna integrate a similar updater to RHS' variant? So that you launch a script, it checks for updated files in the designated directories, and downloads new content automatically.

    We, in the past, thought about it and in the first version we almost release with the mod a launcher/updater but finally that project was take down. We had hopes that steam workshop will bring us a "fully working" updater for mods but finally we have decided to not put it in steam workshop... What's now? well, It's true that our releases have an average period of 6 month so it's not a "real" problem at all but in the future it's interesting have some plans about it.

    Guys, can you get some of the soldiers to use the F2000, Spain uses it

    Yes but not in the units we have right now in the mod (BRILAT, MOE or FAMET).

    Is there any chance we will ever see the Tiger as a standalone?

    Answered in armaholic forums :)

    Thanks all you guys, this is being done with the maximum love for you and this is all we have by the return, your support and happiness enjoying the mod.


  16. Hey guys, apologies for the necro, but I am having quite the similar issue. On the very same FFAA mod, I'm trying to get the Fabarm SDASS and SDASS Compact to show up on the Arsenal, but I've had zero success.

    Hi, I don't know why you are trying to fix the Fabarm of the FFAA MOD, the FFAA MOD Team have fixed that in our development version. Any way here is the code of the fabarm fixed in case you want learn how it is done.

    class ffaa_armas_sdass : Rifle_Base_F

    {

    class WeaponSlotsInfo {

    mass = 75;

    class CowsSlot : SlotInfo

    {

    linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";

    displayName = "$STR_A3_CowsSlot0";

    compatibleItems[] = { "optic_Arco", "ffaa_optic_holografico"};

    iconPosition[] = {0.62, 0.47};

    iconScale = 0.2;

    iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";

    iconPinpoint = "bottom";

    };

    };

    class GunParticles/// : GunParticles

    {

    class SecondEffect

    {

    positionName = "Nabojnicestart";

    directionName = "Nabojniceend";

    effectName = "CaselessAmmoCloud";

    };

    };

    scope = 2;

    model = "\ffaa_armas\fabarm\ffaa_armas_sdass.p3d";

    picture = "\ffaa_armas\data\equip\gear_fabarm_ca.paa";

    UiPicture = "\A3\weapons_f\data\UI\icon_scuba_ca.paa";

    displayName = "Fabarm SDASS";

    opticsZoomMin = 0.25;

    opticsZoomMax = 0.40;

    author="$STR_FFAA_AUTOR_FFAAMOD";

    distanceZoomMin = 200;

    distanceZoomMax = 200;

    soundContinuous = 0;

    sounds[] = {"StandardSound"};

    class BaseSoundModeType

    {

    weaponSoundEffect = "DefaultRifle";

    };

    class StandardSound: BaseSoundModeType

    {

    begin1[] = {"\ffaa_armas\Fabarm\sound\shotgun12gauge.ogg",1.0, 1, 800};

    soundBegin[] = {"begin1",1};

    };

    reloadMagazineSound[] = {"\ffaa_armas\Fabarm\sound\shotgun12gauge-reload.ogg", 0.354813, 1, 20};

    minRange = 0;

    minRangeProbab = 0.5;

    midRange = 60;

    midRangeProbab = 0.2;

    maxRange = 100;

    maxRangeProbab = 0.03;

    dispersion = 0.003;

    magazines[] = {"ffaa_cal12_escopeta"};

    reloadTime = 0.9;

    backgroundReload = 1;

    value = 1000;

    aiRateOfFire = 0.50;

    aiRateOfFireDistance = 50;

    magazineReloadTime = 10;

    class Library

    {

    libTextDesc = "$STR_FFAA_FABARM_LIB_DEFINICION";

    };

    descriptionShort = "$STR_FFAA_FABARM_DEFINICION";

    };

    class ffaa_armas_sdass_eo: ffaa_armas_sdass

    {

    displayName = "Fabarm SDASS";

    author="$STR_FFAA_AUTOR_FFAAMOD";

    _generalMacro = "ffaa_armas_sdass_holo";

    class LinkedItems

    {

    class LinkedItemsOptic {

    slot = "CowsSlot";

    item = "ffaa_optic_holografico";

    };

    };

    };

    class ffaa_armas_sdassc : ffaa_armas_sdass

    {

    model = "\ffaa_armas\fabarm\ffaa_armas_sdassc.p3d";

    displayName = "Fabarm SDASS Compact";

    author="$STR_FFAA_AUTOR_FFAAMOD";

    _generalMacro = "ffaa_armas_sdassc";

    picture = "\ffaa_armas\data\equip\gear_fabarmc_ca.paa";

    class WeaponSlotsInfo{

    mass = 62;

    };

    };


  17. have to say I love the attention to detail that you all have put into my favorite is the LCM but im just a naval and aviation junky have you considered incorpertating the av-8b by chairborne into your mod pack I had noticed it was on your roadmap and chairbornes av-8b team has a amazing quality product with consistent improvments and updates and Kazimierz had made jaw dropping skins for the models

    Hi Biohazard, thanks for your proposal however the AV8B harrier we will release in the following version its just a port from A2, we will reconsider re-do or colaborate with some other team when we start to work in ARMADA pack.

    Sorry letting you uninformed but we are right now under hard-testing (the 6.0.3 has been tested 3 times for now so we are polishing some non-visible issues). On the other hand there is a surprise where an addon "ON SIGHT" in the Roadmap has been finished and we will pull it in the 6.0.3 version.... :rolleyes: :rolleyes:

    Stay tuned soon.


  18. Hi! Thanks for answering,

    Checked the topology and all well closed, the name properties are as heli sample model has.. The "lodnoshadow=1" in resolution and shadow LOD and "style=machinery,prefershadowvolume=1,buoyancy=1" in Geo LOD...

    Also I've just checked the following:

    Move the face which are having the issue to the Bottom and to the Top (Select the faces, Faces->Move Bottom) but no success

    Removed the .rvmat of those faces by simply selecting those faces, pressing E and erasing the "material" box but no success. Also tested with the textures linking...

    Regarding on the texture.. no, It hasn't alpha channel.

    After some hours (in fact all the last day :mad: ) of research I've found a solution... After changing and deleting some parts of the helicopter I've discovered if I have the 4 blades then the issue will appear BUT if I leave only 3 blades OR if I remove the link to the texture of those blades by face properties then the issue disappear!!?? :confused: :confused: The 4 blades share the same _ca.paa texture with alpha channel ... It's kind of having too much faces with alpha channel in the same .P3D, I really can't give other conclusion than that :confused:

    So the solution has been easy, sending all blurred blades to a proxy and now it works fine (I did this in the past but I was having some troubles with the transparency like seeing through the blurred blades at the sea etc..)

    Thanks all again for answering and I hope this helps others (well i really hope this doesn't happen to others :rolleyes:)

    • Like 1
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