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kaelies

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Everything posted by kaelies

  1. Kaelies' Weapon List Shortener This is a very simple mod that makes the list of usable weapons returned by a config search much shorter. As an example of what this means, other mods or scripts such as AmmoBox fillers, that use that functionality to be compatible with mods, won't show up all of the duplicate guns. http://www.mediafire.com/download.php?i38azyc3i21a4b5 By default, the config classes in Arma include a lot of duplicate weapons with the only change being optics, silencers, or lasers attached by default. This is most likely used for optics being usable with weapons held by units placed in the editor, but this in turn makes a large amount of almost duplicate entries in the config files that will be returned when using a script, with no special tags to differentiate them from other weapons. What this modification does is it sets the "scope" of these weapons to 1 (The weapon is usable, but it's icon not visible. Typically used for vehicle weapons). This makes it so they won't show up in a config search for guns that are usable by human players, so a script that would fill up an ammocrate, would simulate one, or might do something else, will not end up listing those guns. This significantly reduces the list from being between 50-100 guns, to a bit under 20 (with no mods). Warning! The original intent of this mod was for use with ammobox scripts. A known bug is that the icon of most weapons that units placed in the editor hold will not show up in your inventory, and this is fully intentional. Furthermore, you will be unable to drop a weapon that is affected by this. However, if used with an ammobox script, it will not matter, as only fully working guns will show up. Finally, I have not undergone enough testing with AI as of yet, but it appears to work perfectly fine with no bugs on AI, except for the aforementioned bug when picking up one of their weapons.
  2. kaelies

    Kaelies' SVD mod/port

    Updated to version 0.3, fixing incompatibility with Virtual Ammobox/Virtual Ammo Supply and lack of zeroing in the scope. Neither will appear to anyone else unless they too are using the mod; everyone has to have it in MP for everyone to see it, otherwise it will appear as if they are holding an invisible gun. It's advised that you make sure the admins know whats going on, or that the server itself is using the mod, because otherwise it may seem that you are hacking. I don't think it is compatible with any other mod that adds optics atm, at least the PSO portion of it. Hope to see your PM about textures soon, J_Thompson. Finally, I have a prototype for the iron sights to be fully adjustable in the source code, commented out, and I hope to be able to make it working properly soon.
  3. kaelies

    Kaelies' SVD mod/port

    Yep, I'll probably release v0.3 when I have enough significant changes over the current release. What kind of error is there with the PSO optic? Probably won't be able to test it out myself until the weekends. One thing I noticed was that it won't work properly if there is another mod that adds any sort of optics to the base rifles, such as the Canadian Armed Forced with the ELCAN, I want to see what I can do but so far the only thing I can think of is making a compatibility patch.
  4. kaelies

    M16A4 Example

    For the off-axis sights: One thing I've found when working on something else was that some of the BI models are offcenter, i.e. if you look at it from the front or back (relative to the gun), the red vertical line at 0 doesn't cross the barrel/sight. I think you might have it working fine as long as you make sure the memory points for the barrel, the eye, and the proxy for the optical sight are all along that center line. Is there a sample pack with the BI textures that modders can use, or is it just the m16 that's free?
  5. kaelies

    Russians

    Unfortunately I do not know much about binarizing, but couldn't you leave in an unbinarized portion with just the new animations, and have that run alongside the binarized files, at least until the proper tools come out?
  6. This is very old, and meant for ofp modding, but this helped me out a lot, mostly with configurations and such, particularly lesson 3 (gun making). http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm This is for making a wall mod, much of the information inside can probably help you out. http://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial The only change I know of in arma 2 that needs to be added is the addition of an "eye" point in the memory LoD, as a requirement for iron sights to work properly. The changes for arma 3, which mostly include compatibility with the new features and aren't necessary to implement (especially for an older weapon), are outlined here: http://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines That site also has more information on various things, if you wish to search for them. Finally, you can look at the configs for pre-existing weapons and such by using the config viewer in the map editor in-game; or by previewing a map in the map editor, pressing esc, pressing f1, then selecting "config viewer"; or by using this site: http://browser.six-projects.net/cfg_weapons/classlist The last link also contains configurations for arma 2 and arma 2 with ACE configurations, which could also be helpful to look at.
  7. kaelies

    [GSC] Green Sea Conflict - WIP

    Excellent, good to see the Arma 2 fictional factions make a return. Will there be a green/woodlands texture as well, for glorious multicolored Stratis? And, if it isn't asking too much, would there be a possibility of ChDKZ/Chedaki, maybe as a reskin of the CDF troops? Thank you for making this in either case, it's looking great so far.
  8. In reference to the blinking screen issue, I have been getting the same issue, and it only occurs in the load screen. Clicking "editor" to get to map selection, while still on the intro screen, works perfectly fine, as it does when anything else obscures the "CBA" logo in the bottom left corner; I think that might be causing the issue. I also ran into an error regarding a file not found when enabling CBA without the CBA mod loaded: Not running dev version. --- I don't think so, my mod doesn't have any sort of camo or camo netting on it.
  9. kaelies

    Kaelies' SVD mod/port

    Updated the mod to version 0.2, with a new texture, improved animations, bug fixes, and a small bit of variance on the weapon. Still uses the Arma 2 textures if they're installed, but there shouldn't be much dependency anymore. I came across three issues working on this I couldn't find a solution to, so I'd appreciate it if anyone could help: 1) I'm not all that great at texturing, so if someone could point me to a good tutorial or could make a good texture, if would help. 2) When trying to animate the iron sights, using "zeroing" as the animation controller causes them to just rotate repeatedly, without syncing with the weapon's zeroing.
  10. kaelies

    Russians

    The clamp is a quick-detach, you just flip a lever and you can take it off, assuming its properly attached in the first place. If you don't get any other solutions, you could make the old-type iron sighted variant either not accept any optics, or make them accept optics on the standard dust cover. Won't look proper or pretty, but it could be an easy workaround until someone comes up with something else.
  11. kaelies

    Kaelies' SVD mod/port

    They can be brought in, in a working form, so long as they were included in the released sample packs. I can see PSO (as in this pack), 6x zoom PSO (as on the ksvk), acog, aimpoint, g36 optic, and some of the sniper scopes (m24, m107) being brought in from that pack. Other ones would need to have models made for them that are separate from the gun to work properly (The reason these work is because you can just delete the rest of the gun). After that, its all config work, and I have a readme inside the source inside the download that explains how to add exchangeable optics.
  12. kaelies

    Kaelies' SVD mod/port

    :D Introducing the placebo tanker hat, the latest in tactical technology! It features built-in headphones, microphone, and softness for those bumpy roads and mines. The camo is designed to look disarming and cute, preventing those mean ol' bullets from hitting its wearer. Still waiting to see if we can declassify the possible hi-tech things in the nose.
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