BadHabitz
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Everything posted by BadHabitz
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
BadHabitz replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Major_Shepard, I just wanted to chime in and say 'Thank You' for this amazing resource for Arma 3. The amount of time and effort saved with this launcher is more time that people can actually enjoy the game together. The repositories system just makes administering clan mod lists easy. Awesome stuff. -
Two reasons... First, when inside the Arsenal I now have it setup to display the PG logo, so you know where the item comes from. Second, I've already shortened most of the display names compared to what they were in the past, but in many situations the far right portion of the names were being cut off. Reducing the extra characters at the beginning of the name helps ensure all of the PG items are distinguishable by name in the Arsenal. It could be done either way, but I decided that seeing the entire display name of the item was more important than having the items grouped together.
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UPDATE - Submitted to Armaholic and Pw6. Thanks to 'Npk' for solving bone errors in the weapons pbo Revision 22JUL15 Removed references to UnderbarrelSlot that was causing rpt errors. First attempt to eliminate animation bone errors. Fixed 'safety.wss' error. Attempted to fix 'Updating base class' errors. Fixed a glitch with passenger placement in the Offroad trucks. Added "_this call SLX_XEH_EH_Init" to EventHandlers to comply with Opportunistic XEH. Changed most item names to add '(PG)' to the end of the title instead of the beginning. Class names were not changed. Added icons for PG Services items viewable in the Virtual Arsenal screen. Reworked CfgMods to properly display icons as intended. Removed 'camo3' as a selection in hiddenSelections across all t-shirt uniforms. ---------- Post added at 03:48 ---------- Previous post was at 03:32 ---------- The Tactical Pilot is not meant to be affected by the randomization script, but it is. I've fixed it, but it will have to wait for the next update.
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US Naval Warfare Pack [WIP]
BadHabitz replied to Foxone's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are you going to try to implement AGM-88 for Growler/Prowler? With the EW ability you're going to implement and the inclusion of HARM missiles, it would allow people to run SEAD missions, which account for 25% of modern sorties.- 744 replies
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I'll look into it. The pilot is not configured to be subjected to the randomization script.---------- Post added at 15:55 ---------- Previous post was at 15:53 ---------- That's good news. The next update is about to crest the hill.
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Config code for executing a script
BadHabitz posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm trying to determine where certain items are going in specific units. I figured a script would be the best way of filling vests, since backpacks are easy, but adding items and magazines by default fills your uniform before it starts putting items into the vest. Seeing the code from a loadout exported from the Virtual Arsenal, I had the idea of accomplishing my goal by using a script. My problem is I don't understand the whole Eventhandler setup, and I'm unsure how the unit should call the script so it can do what I want. I've also thought about handling the entire loadout using a script for each soldier, but they have to be soldiers in a faction that can be added through the mission editor... not adding code to the Init box of a soldier. If anyone knows a better way to specifically load a vest, please share. Ultimately, I think I just need to know the proper code for the 'init=' in Eventhandlers to get it to work. Note: I do have a proper unit filled out, but removed unneeded code for the example below to keep it clean. config.cpp class CfgVehicles { class B_Soldier_base_F; class B_Soldier_F: B_Soldier_base_F { class Eventhandlers; }; class Base_Soldier: B_Soldier_F { _generalMacro = "B_Soldier_f"; scope = 2; side = 1; author = "BadHabitz"; displayName = "Base Soldier"; class EventHandlers: EventHandlers { init = "(_this select 0) execVM ""\Mod\soldiers\base_vest_items.sqf"""; }; }; 'base_vest_items.sqf' this addItemToVest "random_magazine"; -
Use of the arsenal is supposed to be for us to see and use all aspects of the game. Seems silly for you to restrict options anywhere. If it was a part of the campaign, something official, then I expect you to control all aspects of the experience. But in other areas where it's up to our imaginations, you have no idea what we intend to do with it, so restricting it in any way is counter-productive.
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US Naval Warfare Pack [WIP]
BadHabitz replied to Foxone's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Quite an ambitious list. I hope to see some screenshots soon.- 744 replies
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https://drive.google.com/file/d/0B-cL7wGSKMCqRnN3RE5RRUhIMzg/view?usp=sharing Updated 'pg_services_pmc_weapons.pbo' Please do not upload to Armaholic or PlayWithSix, as this is for testing purposes only. If you've seen the bone errors that were previously mentioned then I'd ask you to please test this version for me. Thanks. ---------- Post added at 11:24 ---------- Previous post was at 11:11 ---------- Ok, I couldn't reproduce this, and have no idea why this one uniform was having a problem. I've made a small tweak with hiddenSelections across all of the t-shirt/jeans uniforms, so we'll see if that makes a difference.
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Yes. It is a low priority though. Behind bug fixes, config changes, and actually playing Arma once in a while.---------- Post added at 16:25 ---------- Previous post was at 16:23 ---------- I think the XEH thing was discussed before, and I'll do that. I'll look into the uniform/insignia issue after I get done screaming and pulling my hair out.
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If there's something I need to do to make things compatible with ACE or other mods (without creating a dependency) then please let me know in a PM. I'm more than willing to make this mod friendly with other mods, but creating a dependency is not in the plan. So, other than inheritance/base class issues, the RTM/skeleton/bones errors are the only issues left outstanding. As previously indicated, the Offroad passenger placement and safety.wss issues are fixed but not yet released.
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I'm also getting 'bin\config.bin/CfgVehicles/ViewOptics.scope' Besides that, I'd ask for an option in the options menu that enables the GUI elements such as speed, altitude, weapons, etc. Also, the aircraft feels way too nimble as it is. Feels like flying an air superiority fighter instead of a plane with the nickname 'warthog'.
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Yeah, we don't know what's a placeholder or supposedly a finished item.
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RKSL 3 - A new start... Discussion
BadHabitz replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So... is this a teaser, or is it an indication of a near release? Either way, great job, as always. -
You're right. I searched the directory and the bones references are from the animation files for the weapons. The weapons in this mod were graciously and generously donated by EricJ. I'll learn to fix them or get corrected versions, but it might take some time.
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Your thread asking if there will be a beta for Tanoa was pretty useless as well. Someone from BI will give us info when they're ready to. At this point anything regarding that issue would be mere speculation and guessing, and we don't need multiple threads of gossip.
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The base class errors for the vehicles should be gone... or switched. I changed the inheritance structure for my vehicle reskins to fix a reported error.So I'm guessing that the error will go away, or switch to a different error. As for the others, I plan to add an insulating 'scope=1' base class between the inherited class and the inheritor. Other than that I need to figure out the pattern as to why errors happen for those entries and not others.
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It seems easy enough to do. The problem is that it then creates a CBA dependency. The only option then is to create an optional config, which I'm not entirely sure I want to maintain. It might be something I do eventually, but not in the next update.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
BadHabitz replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can confirm that I've seen that happen, but I can't provide any evidence past that. -
Because that can be discussed here too. No reason to have multiple threads on the topic.
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This is the model from the A2 Samples. I couldn't get a good model.cfg that could get the tires spinning, wheels steering and suspension moving. I took the model.cfg from the test car in the BI Tools sample and just changed it to work with the SUV model. Success! The animations are working, but now the vehicle is bouncing. I'm also working on the ArmoredSUV, and I use the same model.cfg and get the same results. Since they have the same model.cfg and different config.cpp files I am suspecting it's the commonality that is the issue, but I can't figure out what's going on. Any help would be great class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide", }; }; class suv: Car { skeletonInherit="Car"; skeletonBones[]= { "reverse_light","", "daylights","damageHide", "door1","", "door2","", "glass5","damageHide", }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Car: Vehicle { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 180; // Maximum half-cooling time (in seconds) afMax = 100; // Maximum temperature in case the model is alive (in celsius) mfMax = 8; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 150; // Metabolism temperature of the model (in celsius) sections[]= { "ammo", "zadni svetlo", "brzdove svetlo", "spz", "motor", "body", "clan", "clan_sign", "zasleh", "Light_R", "Light_L", "podsvit pristroju", "glass1", "glass2", "glass3", "glass4", "glass5", "glass6", }; skeletonName="Car"; class Animations { // destruct START class damageHide { type="hide"; source="damage"; selection="damageHide"; hideValue=1.0; }; class damageHideVez:damageHide { selection="OtocVez"; }; class damageHideHlaven:damageHide { selection="OtocHlaven"; }; // Wheels START // Wheels Complete Destruct START class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99999; }; class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";}; class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";}; class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";}; class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";}; class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";}; class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";}; class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";}; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0.00000; UnHidevalue = 1.00000; }; class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhid e {source="HitLBWheel";selection="wheel_1_2_unhide";}; class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhid e {source="HitRFWheel";selection="wheel_2_1_unhide";}; class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhid e {source="HitRBWheel";selection="wheel_2_2_unhide";}; // Wheels Complete Destruct END #define DamageOffset 0.2 // Wheels Damage START class wheel_1_1_Damage:wheel_1_1_destruct { type="translation"; axis="Basic_Damper_Destruct_Axis"; memory=1; selection="wheel_1_1_damper"; source="HitLFWheel"; minValue = 0.0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;}; class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_ Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_ Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_ Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";}; // Wheels Damage END // Wheels END //Glass Damage START class Glass1_destruct { type="hide"; selection="glass1"; source="HitGlass1"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";}; class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";}; class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";}; //Glass Damage END // destruct END class Fuel: Rotation { source="fuel"; selection="fuel"; axis="fuel_axis"; maxValue=1; memory=1; angle0="rad -110"; angle1=0; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=38.900002; angle1="rad 265"; }; class IndicatorFuel: Rotation { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class IndicatorRPM: Rotation { source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; angle1="rad 80"; }; class DrivingWheel: Rotation { source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=(rad 80); angle1=(rad -80); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue= -1; maxValue= 1; angle0=1.047198; angle1=-1.047198; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; }; class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_2_1: Wheel_1_1 { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_1_2: Wheel_1_1 { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class Wheel_2_2: Wheel_1_1 { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; }; }; class suv: Car { skeletonName = "suv"; sectionsInherit = "Car"; sections[]= { "camo", "Camo1", "Camo2", "Camo3", "body", "karoserie", "palivo", }; class Animations: Animations { class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;}; class wheel_1_2_Damage: wheel_1_2_Damage{offset1=0.18000001;}; class wheel_2_1_Damage: wheel_2_1_Damage{offset1=0.18000001;}; class wheel_2_2_Damage: wheel_2_2_Damage{offset1=0.18000001;}; class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_1_2_Damper_Damage_BackAnim: wheel_1_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_1_Damper_Damage_BackAnim: wheel_2_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_2_Damper_Damage_BackAnim: wheel_2_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue=-1; maxValue=1; angle0=(rad 70); angle1=(rad -70); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.0471981; angle1=-1.0471981; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; angle0=1.0471981; angle1=-1.0471981; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=28; angle0=0.17453299; angle1=-3.141593; }; class IndicatorRPM: Rotation { type="rotation"; source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; minValue=0; maxValue=7500; angle0=(rad 0); angle1=(rad 250); }; class fuel { type="rotation"; source="fuel"; selection="fuel"; axis="fuel_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad +55"; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_1"; axis="prop_1_axis"; memory=1; minValue=1000; maxValue=7000; angle0="rad 30"; angle1="rad 35"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class Wheel_1_1_Damper: Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 0; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; }; }; };
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Not sure where you're getting that from.
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NATO SF and Russian Spetsnaz WEAPONS for A3
BadHabitz replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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It would be nice to see a 'Beta' or early release for those that pre-order. Not sure where you're getting 7 months from. I'd put my money around April-May 2016.
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I think this sentiment suffers from Chicken Little Syndrome. The majority of the terrain may not be plains and fields, but that doesn't mean there won't be a place for tanks and other armor.