BadHabitz
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Everything posted by BadHabitz
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Do it because you enjoy the work and you'll enjoy the feedback (and most likely the adulation that goes with it). Don't concern yourself too much about what happens with your work once it's out in the open.I thought about closing shop for good, but after a while it just felt like pouting, like I was just trying to show my middle finger to BI. I'm already operating under the APL-SA license, which carries restrictions. In the end, I know that unscrupulous parties are going to do whatever they're going to do, with or without my permission. You just have to ask yourself what you're really doing it for in the first place. Think about the 'innocent' guy or group that's browsing sites like Armaholic and they give your mod a twirl, and think it's the bomb. Think of the fun that they'll get out of it. I'm co-developing a more expansive mod for my own crew, and some of those creations happen to make it into the PG Services mod (if they seem PMC appropriate). I recently added 18 new uniforms that would not have been made if it wasn't for that cross-pollination. Out of my interest of sharing, and thinking the community might enjoy it, I make the new content available. I know that PG stuff has crept into the modpacks of communities that I'd rather not share with, but that's the reality of putting stuff on the internet. "Taking your ball and going home" only punishes the good people you're developing for anyway. The shady individuals are going to make their money with or without you, so you might as well try to do right by the 'good' people.
- 297 replies
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- arma
- monetization
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(and 1 more)
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Toadie's SmallArms and Animations for Arma3
BadHabitz replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
:dancehead: Thanks! -
Been messing with this and noticed armor values are off. The CSAT uniforms have a higher armor value, because their vests have almost no armor. NATO has almost no armor in their uniforms but have armor in their vests. Your Russian troops have armor in their uniforms AND armor in their vests, which makes them really tough to kill in many instances. CSAT CSAT generally sacrifice solid chest protection for lesser weight and thus higher mobility. For protection they rely mostly on more advanced uniforms, which offer better protection to their extremities, such as more advanced helmets. Their harnesses provide the best ratio between weight and capacity in-game. GL variant of harness provides certain degree of protection against explosives, but is quite heavy. Tactical Vest used by few units offers limited capacity and only the most basic bullet protection, but is quite light and in concordance with their advanced uniforms it actually offers reasonably mediocre protection level.
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Changed to license APL-SA. Please respect it.
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Toadie's SmallArms and Animations for Arma3
BadHabitz replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any plans to share resources for weapons other than ARs and AKs? -
Look right above the first video http://www.armaholic.com/page.php?id=20128&d=30
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You should be able to do so by running both mods and using ASDG Joint Rails for both mods as well.
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I'm looking for a script, hopefully simple, that would make a mod only work in singleplayer. If used in multiplayer it should error out the client, or in some other way restrict you from using the mod. Any ideas?
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Singleplayer only script needed
BadHabitz replied to BadHabitz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks. I'll give that a try. -
Heavy Lift Helo addon
BadHabitz replied to irfanahmed1979's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
http://forums.bistudio.com/showthread.php?148719-ARMA-3-Addon-Request-Thread -
You should start with a model and config that you didn't rip from a shitty Life server's modpack.
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Sold? I'm assuming they're handing out pirated copies.
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What makes a Sidearm? What makes a Launcher?
BadHabitz posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've been experimenting with some weapon things and I want to make certain weapons work as a sidearm, or as a launcher. I've added type=2 and type=4 to turn weapons into sidearms and launchers, often with hilarious spaghetti monster like results. So I don't know if this is something to do with model.cfg, or with the model itself, or maybe that the entire idea is not possible. So that's why I'm starting a thread on the forums, trying to get some insight as to how this can get done. What makes a Sidearm? What makes a Launcher? -
What makes a Sidearm? What makes a Launcher?
BadHabitz replied to BadHabitz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ok, the updated rtm fixed the spaghetti monster graphics problem, but did nothing else to get towards my final goal. If I create a class name that inherits from the working parent, but add type=2 (for sidearm), it works, but with a stretched arm that's not going to be acceptable. When I use type=4 (for launcher) the weapon shows in the primary weapon list in VA. When selected it does show on the back of the soldier, but is then not able to be selected or used. A second use of VA makes it disappear. Switching Rifle and Rifle_base_F to Launcher and Launcher_base_F (with or without type=4) creates a product that shows in VA, shows on the left of the soldier's back, shows in the inventory, is an option to switch to using the mouse wheel... but even when selected the soldier never brings it around to hold it. All of this is why I'm wondering if I'm missing something. edit: Funny results. The item just sits on the soldier's back, but when I sprint I'm able to shoot, but only straight up from the soldier's back. Then the reloading animation is a bit wonky. It leads me to believe there's a whole host of animation work to be done to get this to work, but I don't know. -
My car model will not show up ingame?
BadHabitz replied to curtac123's topic in ARMA 3 - MODELLING - (O2)
model= P:\Custom Car\Mustang; Don't leave spaces. You don't need the drive letter. In the case you've presented, Custom_Car would need to be the name of the pbo. Your class CfgPatches > class firstCar usually is the same name as the pbo. Crew needs to be a class name of a unit. cfgModels should be in the model.cfg file, and that's a whole different mountain to climb. class CfgPatches { class Custom_Car { units[] = {"firstCar"}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgVehicles { class All; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle {}; class Jeep: Car {}; class firstcar: Jeep { displayName="My First Car"; // Displayname in editor model= "Custom_Car\Mustang"; // our p3d model path side=3; // Its on the civilian side crew="C_man_1"; // The default driver are civilians maxSpeed=300; // Max speed transportSoldier=0; // Right now just driver, no cargo }; }; -
Try the Trijicon Accupoint.
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Just tested this myself. Only had joint rails and RH_Acc loaded up. Opened my VA mission in the editor, and picked the M320 plus the Trijicon Accupoint, then hit "Close"... instant CTD. Tried it a second time and got a CTD at the exact same point.
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Don't want to pile on, but I wanted to add my own bug report... RH_Acc + RH_M4_1.2 + ADSG_JR (1/21/2015)= crash while accessing VA in Editor. RH_Acc + ADSG_JR (1/21/2015) + Vanilla = crash in Editor Not sure what it is, but I'd be looking at the accessories for the crash issue.
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This is assuming they're not just being kind to you.Also, keep in mind what you've actually created. Some people might prefer a large land mass over an atoll, so they're not inclined to check out your work.
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Help with model.cfg for a weapon
BadHabitz replied to BadHabitz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yes. The trigger is also not moving. All of these are animation problems, so they should have a common problem source. -
I'm fairly confident my issues are caused by the model.cfg; 1) forward and rear sight do not animate once an optic is attached, and the magazine does not disappear when removed, 2) weapon looks fine, but when a suppressor is attached you can see a persistent flash, and when it is then removed you see a full persistent flash. My first instinct is that it is an issue with the Skeleton Name, but none of my fixes work. The model is BH_M110.p3d. I've looked through previous threads and have tried the few fixes that were given, but no luck. Any help would be appreciated. edit: Problem fixed. I wish I could say what the problem was. What I did was go back and start from scratch, and eventually it worked. Arma happens I guess.
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Thanks. It took a few attempts, but I finally managed to get a key.
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If a community can't survive by way of donations then it's either too small to even need a server, or it's not a community worth being a part of. If a community is worthy enough then the members will value it enough to contribute. If the members don't have enough money to make donations, how are they going to survive when payment is mandatory?
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RKSL 3 - A new start... Discussion
BadHabitz replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If they want to use mods. If someone runs just vanilla A3 they'll have no problem. For me I wouldn't see the draw to pay to play on a vanilla server. -
It's funny how they take models and other assets from other games, that they don't own, then claim copyright because they modified the asset. Someone needs to educate them on what 'fruit of the poisonous tree' actually means.