BadHabitz
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Everything posted by BadHabitz
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The Strider is also more lightly armored when compared to the Hunter and Ifrit. The armor value for the Strider is 90, where the Hunter/Ifrit is at 120. So having some amphibious properties has a detrimental effect to armor value.
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[WIP] USAF Air Asset MOD
BadHabitz replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Any chance some of these aircraft will have hiddenSelections for the purposes of derivative mods that can feature custom tail numbers? For example, when two aircraft are talking to each other, it'd be cool that they might have unique callsigns, including tail numbers. It would be even cooler if those unique tail numbers could actually be present on the aircraft. So if Magnum 454 and 503 are flying around it would be great if 454 and 503 were on the aircraft somewhere. -
Peral, is the mod going to have hiddenSelectionsTextures so we can have custom skins? I know I'd be interested in making skins that change tail/identification numbers for each aircraft. So if there are 2 A-10s in an operation I can make one of them "Aircraft 601" and "Aircraft 603", or any other number/callsign combination.
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Amphibious Vehicle Config Example
BadHabitz replied to riouken's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The biggest factor that has an effect on water speed (in my opinion) is "waterResistanceCoef". Play with the value between 0.01 and 0.1 and you'll see a difference. In my test vehicle it's a difference between 12 kph (at 0.1) and 60+ kph (at 0.01). I see a lot of regular vehicles at 0.5 and it's no wonder you can't get movement in the water. waterResistanceCoef = 0.030000; -
I'd like to see a full overhaul of Fallujah. It's a great map, but needs some extra ambiance and life put into it before it's ready for A3.
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
BadHabitz replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I never really tested it out thoroughly. First time we experienced the problem was with a vehicle with a mounted gun. HeliAttentuation worked fine. After learning a bit more, finding out there were different attenuation types, I just try to use the attenuation that matches closest to the vehicle that I'm working on.- 568 replies
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
BadHabitz replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Correct. Though I haven't perceived any actual difference between attenuation types during my config editing.- 568 replies
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Swedish Forces Pack: 0.7.4 (Updated 27th of May)
BadHabitz replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Add the following to any vehicle experiencing this problem... attenuationEffectType = "CarAttenuation"; That will get rid of the echoes.- 568 replies
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- swedish
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[WIP] USAF Air Asset MOD
BadHabitz replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sounds like a good project. I played around with some of those models a few months back and got them in the game. Of course none of them were 100%. I couldn't get paratroopers to jump and live, and the C-17 was as maneuverable as a fighter jet. Glad to hear that experienced modders are going to do some justice to these vehicles. -
Get Weapons base class with no items
BadHabitz replied to florianmuellerch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Depends on what you're looking for. For example, the black MX is "arifle_MX_Black_F". Most base versions of the BIS weapons end in "_F". Also, get to know the ingame config viewer. It's invaluable, and you'll learn a lot from using it. If you really want to dig deeper, you can open the *.pbo and look at the config.bin where the weapon has been originally created. Base weapons usually have a more extensive configuration, when the accessory variants are smaller, and you'll see where they call for those accessories. Excuse me if I don't understand the question... -
ArmA 2 C-130J and MV-22 Redux
BadHabitz replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If you're entering the back of the aircraft, I don't think you should be entering the seats in the cabin/cockpit, which is why I said that those seats should be entered/exited from the portside door. If you're the first one to get in from the ramp entrance then you should fill the first seat in the cargo area. I just think that makes sense, but obviously this is your project. As far as the stance issue, that sounds odd. Most of the time that paratroopers get ran over it's in the halo animation... if not all of the time. I think in helicopters if you're low enough when you exit you'll be in the combat ready stance until you hit ground or water. I'm not sure. I can get troops to sit inside of vehicles with the animations that I want, but animations after they've exited is outside of my experience. -
ArmA 2 C-130J and MV-22 Redux
BadHabitz replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So I'm assuming then that these memory points are defined in the model somewhere. That's what we'd need to find and change to make this work. -
ArmA 2 C-130J and MV-22 Redux
BadHabitz replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I would think that the members of the crew in the cockpit should all have a position so that they're not counted as part of the cargo. I would think that they should exit from the portside door. All of the troops in the cargo category should exit from the rear, which should also be the point from which they enter. Even if they can walk inside of the fuselage I think their entry point should be outside of the ramp. Hopefully this would have an effect on their exit position as well. From the configs I never saw where to change this. I thought it would be in model.cfg, but on a quick glance I didn't see anything there either. I'm not too experienced in O2, but I think the answer is in there somewhere. -
ArmA 2 C-130J and MV-22 Redux
BadHabitz replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I know I had troubles with importing versions of the C-130 into A3, because paratroopers always died while exiting the aircraft. I always attributed it to the aircraft running over the paratroopers. I was hoping that adjusting the spot where soldiers are placed into the world once exiting would solve the issue, but I have no idea where to alter that. -
Also can try Google Drive
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Awesome!
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ArmA 2 C-130J and MV-22 Redux
BadHabitz replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Please ensure that the eject point is in a position so that the aircraft doesn't run over paratroopers when they eject. For me that's the most important function of the C-130J, so if that doesn't work correctly then it's a complete loss. -
I like the list. I'd suggest going at the M27 IAR before the others. The USMC is switching over to those, and there's a bunch of USMC-themed outfits around here that would stab their neighbors to get their hands on that. Right now they just have to use the big pig SAWs. There's a lot of weapons that would be nice to have, but the M27 is as close to a need as it gets.
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Preview release: Nimitz for Arma3 (0.103)
BadHabitz replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was stationed on a CVN for 4 years and I don't see an issue with it. -
If you do satellite comms, it might be a good idea to have them only be in vehicles. This adds a positive while also introducing a negative. Extended range (and negates effects of terrain) but only for comms in vehicles.
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I'd really love a hand with my config.cpp! (weapon)
BadHabitz replied to Stirls's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
There's still an error with the config somewhere, so we'd need to look at it to fix it. Your error looks like it's not recognizing pch_r_akab as a valid entry, so something is still messed up somewhere. By forcing it to be included through initialization if it's not a valid weapon you'll see the error that you have. It could be anything from a messed up config down to your addon not being placed in the proper folder. -
Need help with config.cpp
BadHabitz replied to Ranwer135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Because I'm bored at work, and because it's slow... class CfgPatches { class RSPack_1{ units[] = {}; weapons[] = {}; requiredAddons[] = {}; }; }; class CfgVehicles { class O_Heli_Light_02_F; class RSPack_1a : O_Heli_Light_02_F { displayName = "PO-30 Orca (9 News)"; hiddenSelectionsTextures[] = {"\RSPack_1\Skins\nine.paa"}; }; class RSPack_1b : O_Heli_Light_02_F { displayName = "PO-30 Orca (7 News)"; hiddenSelectionsTextures[] = {"\RSPack_1\Skins\seven.paa"}; }; class RSPack_1c : O_Heli_Light_02_F { displayName = "PO-30 Orca (Russian)"; hiddenSelectionsTextures[] = {"\RSPack_1\Skins\russian.paa"}; }; class RSPack_1d : O_Heli_Light_02_F { displayName = "PO-30 Orca (Shield)"; hiddenSelectionsTextures[] = {"\RSPack_1\Skins\shield.paa"}; }; class RSPack_1e : O_Heli_Light_02_F { displayName = "PO-30 Orca (Westpac)"; hiddenSelectionsTextures[] = {"\RSPack_1\Skins\westpac.paa"}; }; class RSPack_1f : O_Heli_Light_02_F { displayName = "PO-30 Orca (Police)"; hiddenSelectionsTextures[] = {"\RSPack_1\Skins\police.paa"}; }; }; What this will do is create 6 different helicopters based on the PO-30 Orca, and will inherit all other attributes from the original PO-30 (O_Heli_Light_02_F). If you need these to be in different factions then you need to add a faction = "BLU_F"; for each that you want to be different. BLU_F is the NATO faction. I can't open the game right now to tell you the names for the other factions. That should work -
Need help with config.cpp
BadHabitz replied to Ranwer135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
class CfgPatches { class RNWHeliPack1{ units[] = {"RNWHeliPack1"}; weapons[] = {}; requiredAddons[] = {}; }; }; class CfgVehicles { class O_Heli_Light_02_F; class RNWPack_9News : O_Heli_Light_02_F; { displayName = "PO-30 Orca (9 News)"; hiddenSelectionsTextures[] = {"\RNWHeliPack1\Skins\nine.paa"}; }; class RNWPack_7News : O_Heli_Light_02_F; { displayName = "PO-30 Orca (7 News)"; hiddenSelectionsTextures[] = {"\RNWHeliPack1\Skins\seven.paa"}; }; class RNWPack_Russian : O_Heli_Light_02_F; { displayName = "PO-30 Orca (Russian)"; hiddenSelectionsTextures[] = {"\RNWHeliPack1\Skins\russian.paa"}; }; etc etc -
I was hesitant to try this because I was a fan of ACRE, but my guys were using it so I had little choice. Needless to say I was very impressed and as a group, albeit a very small group, we decided to officially make the switch to TFAR. ACRE isn't really supported for A3, and it's just really buggy. I could never get two PTT's to work on my keyboard with ACRE, I always had to assign a PTT to a mouse button and that's annoying. I'm looking forward to playing with it more.
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=ATM= Airdrop [A3] - Beta
BadHabitz replied to pokertour's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Combine the two files into a single file. Use excel, unless someone has a better idea for an editor. [color="#0000CD"]<Project name="Virtual Ammobox System">[/color] [color="#008080"][i]VAS Stuff[/i][/color] [color="#0000CD"]</Project>[/color] [color="#FF0000"]<Project name="ATM Airdrop">[/color] [color="#FFA07A"][i]ATM stuff[/i][/color] [color="#FF0000"]</Project>[/color]