kaelies
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Everything posted by kaelies
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Kaelies' South Zagorian Army Mod
kaelies replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update 0.2.2 is now officially out, including the previous UAZ Sound Hotfix and also new sounds for the weapons from LAxemann! There are four variants of the sound, being normal and compressed (_comp) variants, as well as JSRS compatibility configurations for each. The default versions are present by default, and you can switch out the kae_sz_weapons_snds.pbo with any of the four versions in the "sound_variants" folder as to your own taste. If you'd like to download just the fixes (The full download may take a while to upload to dropbox), these two links should allow you to do so: <Old download, I've since deleted it> ------------ What do you mean exactly by "i cant make it pass one firefight cause there no recoil on no weapons"? I will look into the recoil settings for next update, but the RPK and AK-74sz type weapons are probably going to have it similar to what it is now; both variants are equipped with bipods and are heavier than the standard weapons, while having a small-caliber round (in the case of the 5.45, the rifle is well-known for being low recoil thanks to the muzzle brake and low recoil of the round itself.). If anyone who's fired a Russian military AK-74 or RPK-74 could let me know if I'm wrong on this, please let me know. -
Kaelies' South Zagorian Army Mod
kaelies replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll see what I can do, I might have the chest holster be used by the Takistani officers if I'm able to make it without issue. I should give them the new ArmA 3 Zubr revolver. -
Kaelies' South Zagorian Army Mod
kaelies replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I haven't ever seen one that I particularly like, but feel free to send an image if you have one. I might do something vest-based if I add in some more western vests at some point for a westernized CDF faction. -
Kaelies' South Zagorian Army Mod
kaelies replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks like I know what to throw in next update! (More vehicles) I'm thinking I'll try to do the BMP-2 and Mi-24 next, since both are used in some variation by each of the three factions. I will also try to fix the UAZ and it's sound issues. Officers and a few other infantry types should be easy enough to add in. Special Forces, Scouts, and Snipers are all planned for further down the line, but if anyone has any other suggestions I'll see what I can do. Sure thing! I will probably make a belt similar to that of the ArmA 2 Crewman and one similar to the General's. Do you have any sort of requests for some different arrangement? -
Kaelies' South Zagorian Army Mod
kaelies replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well hey, you can always fight them if you wish! Plus, if its the old leadership that's part of the problem, you need not worry; a certain special forces team normally tasked with shaving beards has taken care of most of them (Lopatev, etc). :rolleyes: -
ALiVE - Advanced Light Infantry Virtual Environment
kaelies replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wonderful work, especially with the profiles system; being able to use hundreds of units while on my laptop is awesome! I was wondering, what sorts of things do I need to define in a custom units addon to be able to use the ALiVE framework properly? I have CfgGroups set up, but it does not work for all factions and spawns the wrong type of groups for the factions it does work on. All of these factions are currently unreleased because I'm still working on them, would be nice to get ALiVE working properly before I release. Also, is there any possibility to custom define locations/objectives by placing down a marker? It would be especially helpful if custom bases or such were placed in the editor, for defining locations on a map which isn't publicly supported yet, or for defining special areas in the maps that already are supported (i.e. a military post at the chokepoint to the SW island on Altis, or to put an HQ down at a castle). I remember working with MSO; the difference in performance is amazing! -
Turret body not found while initializing the model
kaelies posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hello, I am trying to define a separate gun turret onto the back of a BMP-2, as a means to eventually set up firing ports on the vehicle. So far, I have tried to define it similar to the BMP-3s secondary turrets, but I am having an issue with the turret rotating horizontally; the exact error shown is: For some reason, the Elevation part (Elev06Gun) works just fine. The following is what I have in the model.cfg for the vehicle, under the Animations subclass: class Elev06Gun: ObsGun { source="elev06Gun"; selection="cargo06gun"; axis="cargo06gun_axis"; }; class Turn06Gun//turn06Gun { source="turn06gun"; selection="cargo06gun_otec"; axis="cargo06gun_vez_axis"; type="rotationY"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; Here's the CfgSkeletons portion (The class it inherits from is explicitly defined as well, copied from one of the Sample Models) class BMP2Skeleton: Tank { skeletonInherit="Tank"; skeletonBones[]= { "Launcher","damageVez", "damageVez","OtocVez", "RecoilHlaven","otocHlaven", "cargo06gun", "cargo06gun_otec", "Turn06Gun", "Elev06Gun" }; }; It does not seem to work when I make turn06Gun inherit from ObsTurret instead, either. The following is how I have it defined in the config.cpp: class Left6Turret: NewTurret { animationsourcebody = "turn06gun"; //turn06gun animationsourcegun = "Elev06Gun"; animationsourcehatch = "cargo06hatch"; body = "Turn06Gun"; forcehidegunner = 1; gun = "elev06Gun"; gunbeg = "usti hlavne 06"; gunend = "konec hlavne 06"; gunneraction = "Stryker_Cargo01"; gunnergetinaction = "GetInLow"; gunnergetoutaction = "GetOutLow"; gunnerinaction = "Stryker_Cargo01"; gunnername = "Passenger 6"; gunneropticseffect[] = {"TankGunnerOptics2", "OpticsBlur1", "OpticsCHAbera1"}; gunneropticsmodel = "\ca\wheeled2\LAV25\Optics_Driver"; gunneropticsshowcursor = 1; gunneroutforceoptics = 1; gunneroutopticsmodel = "\ca\wheeled2\LAV25\Optics_Driver"; gunneroutopticsshowcursor = 1; initelev = 0; initturn = 0; magazines[] = {"kae_100Rnd_545x39_T_AK", "kae_100Rnd_545x39_T_AK"}; maxelev = 15; maxturn = 15; memorypointgun = "usti hlavne 06"; memorypointgunneroptics = "cargo06view"; memorypointgunneroutoptics = "cargo06view"; memorypointsgetingunner = "pos cargo"; memorypointsgetingunnerdir = "pos cargo dir"; minelev = -5; minturn = -5; outgunnermayfire = 1; proxyindex = 2; selectionfireanim = "zasleh_06"; soundservo[] = {"", 0.01, 1}; startengine = 0; weapons[] = {"Kae_AKT_74sz"}; class ViewOptics { initanglex = 0; initangley = 0; initfov = 0.466; maxanglex = 30; maxangley = 100; maxfov = 0.466; minanglex = -30; minangley = -100; minfov = 0.466; }; }; I'm also having an issue in that the optics face forwards, rather than to the side; I have a "cargo06view dir" point defined, but the view does not look in that direction. -
Been waiting for a PSO-style scope by default, thank you BIS! Would be nice to see a more classical-styled iron sight on it, however, more along the lines of an AK-style back leaf rather than the circular cutout we current have, perhaps that should be added to the Katiba too; as well as an eye reference point slightly to the back. Currently it's a little too close to the face. Is the inability of the two new pistol optics to be interchangeable, or the magazines of the 4-five and the AAF 1911, intentional?
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RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
kaelies replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello. My group uses uniforms which are supposed to be similar to Russian ones, but have our own insignia and camouflage patterns, as we are a fictional country set in Chernarus. We all agree that your units are the best Eastern soldiers we have seen, therefore we were wondering whether it would be possible for us to create a re-texture of the RHS infantry units for us to use, and if we may do so, how we would implement them into the game (hiddenSelections?). It is not any issue with the textures you guys have already made, it is simply that we are separate from Russia and we need our in-game units to reflect that :D Finally, good luck with the Arma 3 version! -
Good to hear that there are plans for an AKMN and maybe even AKS-74 (Would be amazing if there was an AK-74 as well)! In regards to optics, will some of the other ones from arma 2 also be present? I would especially hope that the 1p78 could make an appearance as well :) Thanks again for the continued updates, by the way.
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Might we get an AKML variant which would have the side-rail? :rolleyes: By the way, the reload on the SVD is rather awkward, as it seems to just be using the SVU's animation. One other bug, the KSVK doesn't take either the 1p29 or the Krechet optics, though maybe that's intentional. Otherwise, great to see the newest version of the mod, I like the classic PSO-scopes especially!
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Kaelies' SVD mod/port This is an SVD mod. By default, it uses some textures that are playable, not great, but will use the proper Arma 2 textures if "weapons.pbo" and "Ca.pbo" are activated. Download: http://www.mediafire.com/?fejfcao6ey87aak It is capable of using exchangeable optics, and has both 10 round magazines and 20 round magazines as used in the SVU-A. All weapons. It includes an PSO-1 optic, and an ARCO optic with the reticle of a PSO. The latter can be used on any gun, while the normal PSO can only be used on the SVD. An imagined selective fire SVD, also based on the SVU-A, is also included. There is an included sample mission which gives you the gun, 10 of every magazine, and every optic available, for testing, as well as some other weapons to test the ARCO pso on. Tracer rounds will only ignite after a delay, so as to avoid giving away your position (especially vs other players). Installation guide, known bugs, and classlists are in the readme. Source files are included in the .zip, if anyone wants to learn from this. An almost working implementation of animated, adjustable iron sights is included in the model.cfg and the config.cpp. The camera and animation don't line up properly yet, but once I have that working I will release an update. If anyone could make better texures/RVmats/normal maps/etc, please let me know. Case ejection, comparison (more images in the download): View through optics, comparison: View through iron sights, comparison (links): Current default textures (links): Readme: Changelog: Version 0.3: -Fixed issues with optics and Virtual Ammobox -Added information about SVU-A, and why 20 round magazines and selective-fire SVDs are possible -Changed some classnames -Fixed Zeroing on PSO-1 optic Version 0.2: Version 0.1:
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What I was thinking here... ----------------------------------------- On the subject of empty magazines... Sorry for the rather long post, but hopefully it helps make what I mean more understandable :D
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I haven't looked into what way you have them done, but perhaps it would be possible to add some definition for something like "time_per_bullet" or "time_to_connect" into magazines, which would, if defined, override the default values? Would be good for allowing people to make loose bullet, commercial ammo box, or stripper clip "magazines", whose only purpose would be to be reloaded into a weapon. What else would be good would be to allow the player to set a keybinding for unloading the current weapon of the player (I think currentMuzzle might allow for it to function for the GL as well). Furthermore, its a niche idea since there isn't anything that would use the functionality in the base game, but perhaps have yet another keybinding that might be set for reloading a stripper clip or loose ammo into a gun that would accept it? (Would work well for loading shotguns one-shell-at-a-time, or using a stripper clip to top off a rifle like the SVT-40). I think it would need another possible setting in the configuration of a weapon. I definitely think that it would be necessary to have empty magazines stored after a reload, and to have it possible to reload them, for the mod to live up to its full potential. ---edit--- Perhaps it would be possible to define empty magazines as their own item, with a definition in a normal magazine which defines what empty magazine it would become once empty; then, the empty magazine could contain some value defining the possible magazines it could then become, and when it was reloaded, it would become the normal magazine again?
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NATO SF and Russian Spetsnaz WEAPONS for A3
kaelies replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I agree with this. I think all you would need to do is make sure all of the variants with optics on them have the same displayname as their parent. -
Amazing update, the GUI and new features make this a mod almost a must-have. Very good to know I can unpack rounds from a belt and put them into my main rifle's magazines.
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NATO SF and Russian Spetsnaz WEAPONS for A3
kaelies replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, I remember posting the following in another thread, I would love to see this in effect for the G3s and MP5s (and other guns too, perhaps): Also, I believe the 100 range setting on the G3 has a different type of opening than a hole, as you can see in the following image: Which is why I would like this to be possible :rolleyes: Otherwise, great to see my reticle is being used in the mod! -
Virtual Ammobox System (VAS)
kaelies replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would suggest that for the easiest way to make it work with AI, would be to have a dropdown with the player at the top, and all the AI units he controls below; one could then select which unit they would want to have the gear added to, and VAS would add to that unit instead of the player. Sounds like both a very user-friendly way to do it, and a relatively easy way to go about it instead of checking which unit initiated using VAS. -
Bohemia Games Trading Card Promotion Suggestion
kaelies replied to Jokubas's topic in BOHEMIA INTERACTIVE - GENERAL
Considering these seem to all be "series 1", is there any possibility that a second, CSAT-themed series might be released at some point? -
NATO SF and Russian Spetsnaz WEAPONS for A3
kaelies replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great mod, very good to have such a variety of modern weapons to pick from! Might it be possible to add an AK-74, standard, to this pack? I know you already have the AKS-74, and the AK-74m, but I think it would be good to have an AK-74 with a standard, wooden stock for countries that are on the technological level of say, the CDF in arma 2. -
Hey, I'm getting a situation where its possible to hard-rest a weapon, but putting a bipod on it causes it to be unable to either hard-rest or deploy a bipod in that position. Would it be possible to either allow the bipod to be deployed in those situations, or allow a weapon whose bipod-resting check fails to also check if it may be hard-rested in the area?
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I think this would be a pretty great idea, especially for missions where the TMR bipod attachment is not available.
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When you have the free time, might it be possible to add recoil values for certain weapons from modern times, such as the AK47, AK74, AK107, M4, M16? It would be possible to use the MK20's recoil values for most of them since the caliber is the same, but as far as I'm aware each of those has some form of mechanism for further reducing recoil; would be good as a modder's resource if someone wanted to have compatibility with TMR. Looking forward to see what you do with the new optics, though, if there's anything planned! I like the idea of a built-in rangefinder, if that might be extended to anything besides the new optics.
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It looks like there's a "GestureReloadM4SSAS" defined, and made by BIS, which could be used for the reload animation; would probably look better, as it seems to be meant as a reload of some shotgun.
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Virtual Ammobox System (VAS)
kaelies replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I believe it is because the BIS system for saving data to a profile is held in a file called "Profilename.vars.Arma3Profile", in your C:\Users\(Usernamehere)\Documents\Arma 3 folder. Renaming the first part should transfer the old loadouts to the new profile name; you can also copy the file and paste it into other profiles. Just note, that any other data saved to that profile via a mod or mission will be transferred as well.