Divinitize
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Everything posted by Divinitize
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Yep its on the list, i havent done them before, but shouldnt be too hard :)
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Thanks for the feedback
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Thanks for the feedback, ill put it on the list for the next release
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<3 ill take your place when you die
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I've been having problems with making proper collision. I've made a test building with a hole cut out so i can drive a vehicle into it, however the vehicle hits collision that isn't even there, the collision i have tried in Oxygen does not have any faces in the opening so it should just drive through without a problem? I'm still an amateur at this type of stuff, so if i'm missing something obvious i apologize. Here are 2 pictures of my Test building in game and in oxygen, im using the whole geometry as collision, but i HAVE tried making normal simple box collision and it still does not work. Thanks in advance.
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it was all modelled as one component
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I'm in the process of making a custom grenade but i am struggling to find a config template online anywhere, the following is what i currently have and its been copied from an Arma 2 config that somone else made, im very much aware that this is a bad config, my coding skills are very poor and any help would be greatly appreciated class CfgPatches { class crg_toxin { units[] = {""}; requiredAddons[] = {}; }; }; class CfgAmmo { class Default; // External class reference class crg_toxin : Default { scope = 1; hit = 0.001; indirectHit = 0.001; indirectHitRange = 0.01; }; class MissileCore; // External class reference class BombCore; // External class reference class LaserBombCore; // External class reference class RocketCore; // External class reference class BulletCore; // External class reference class ShellCore; // External class reference class GrenadeCore; // External class reference class TimeBombCore; // External class reference class PipeBombCore; // External class reference class MineCore; // External class reference class SmokeShellCore; // External class reference class BulletBase; // External class reference class GrenadeBase; // External class reference class ShellBase; // External class reference class RocketBase; // External class reference class MissileBase; // External class reference class Grenade : Default { hit = 20; indirectHit = 12; indirectHitRange = 4; }; class GrenadeHand : Grenade { typicalspeed = 0; model = "\crg_toxin\crg_toxin.p3d"; visibleFire = 0.5; audibleFire = 0.05; visibleFireTime = 1; fuseDistance = 5; }; class crg_toxin : GrenadeHand { model = "\crg_toxin\crg_toxin.p3d"; soundHit[] = {"Ca\sounds\Weapons\explosions\grenade_new1", 15.8489, 1, 1000}; soundFly[] = {"\ca\Weapons\Data\Sound\noise", 0.0001, 1}; soundEngine[] = {"", 0.0001, 4}; explosionTime = 15; deflecting = 0; indirectHit = 0.2; indirectHitRange = 0.5; }; }; class CfgMagazines { class Default; // External class reference class CA_Magazine; // External class reference class HandGrenadeMuzzle; // External class reference class CA_LauncherMagazine : CA_Magazine { type = 512; }; class HandGrenade : CA_Magazine { model = "\crg_toxin\crg_toxin.p3d"; }; class crg_toxin : HandGrenade { displayName = crg_toxin; picture = "\BreachCharge_strip\data\AGP-DB14.paa" ; model = "\crg_toxin\crg_toxin.p3d"; displayNameShort = AGPDB14; ammo = crg_toxin; }; }; class CfgWeapons { class Default; // External class reference class Binocular; // External class reference class PistolCore; // External class reference class RifleCore; // External class reference class MGunCore; // External class reference class LauncherCore; // External class reference class GrenadeCore; // External class reference class Launcher; // External class reference class CannonCore; // External class reference class RocketPods; // External class reference }; class Pistol; // External class reference class ThrowMuzzle; // External class reference class HandGrenadeMuzzle; // External class reference class crg_toxin : HandGrenadeMuzzle { displayName = crg_toxin; soundHit[] = {"Ca\sounds\Weapons\explosions\grenade_new1", 15.8489, 1, 1000}; soundFly[] = {"\ca\Weapons\Data\Sound\noise", 0.0001, 1}; soundEngine[] = {"", 0.0001, 4}; magazines[] = {crg_toxin}; }; muzzles[] = {"HandGrenade_Stone", "HandGrenadeMuzzle", "SmokeShellMuzzle", "IRStrobe",}; }; All im looking for is the ability to get my custom grenade in game currently called "crg_toxin" and throwable.
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I'm a complete noob with configs, i know i have what i need in the following config, but it's mixed in with a headgear config, could somone point out which part needs deleting/adding my eyewear are called crg_goggles enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class crg_goggles { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class crg_goggles : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "crg_goggles"; picture = "\ccrg_goggles\UI\gear_crg_goggles_x_ca.paa"; model = "\crg_goggles\crg_goggles.p3d"; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\crg_goggles\crg_goggles.p3d"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; class CfgGlasses { class None; // External class reference class crg_goggles: None { displayname = "crg_goggles"; model = "\crg_goggles\crg_goggles.p3d"; picture = "\crg_goggles\UI\gear_crg_goggles_x_ca.paa"; identityTypes[] = {"NoGlasses",0,"G_NATO_default",0,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",0,"G_NATO_SF",0,"G_NATO_sniper",0,"G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",0,"G_HAF_default",0,"G_CIVIL_female",0,"G_CIVIL_male",0}; }; }; }; }; };
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outstanding keep up the good work
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Craig's Normal Hat Madness
Divinitize replied to Divinitize's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Zorro/highwayman hat and mask added -
The proper way for making collision mesh ?
Divinitize replied to emoglobinsky's topic in ARMA 3 - MODELLING - (O2)
rstratton, i spent around the last 6 hours trying to get my object so i can walk on it, and i check this and realize it was roadway, i owe you a drink mate, thanks alot. -
Craig's Normal Hat Madness
Divinitize replied to Divinitize's topic in ARMA 3 - ADDONS & MODS: COMPLETE
dont whore yourself out in my thread :P -
awesome mate, guess its my move
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Craig's Normal Hat Madness
Divinitize replied to Divinitize's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"insert bitch please meme here" -
Craig's Normal Hat Madness
Divinitize replied to Divinitize's topic in ARMA 3 - ADDONS & MODS: COMPLETE
updated with bunny ears for teh lolz -
Craig's Normal Hat Madness
Divinitize replied to Divinitize's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It will be an interesting battle indeed. -
http://forums.bistudio.com/showthread.php?150062-British-Para-Beret He already made a beret :)
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He's currently live finishing a pirate hat at www.twitch.tv/kiory123 Link failed epically, my bad, its corrected now
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FIXED: Seems just moving it up in oxygen fixed the issue I had a friend help me with getting it this far, but he had to go offline, I have attached the Hat to the skeleton in 3ds max exported correctly with the p3d exporter, now when i get it in game this happened, if you cant see whats wrong, the hat is between my legs. I did change something in 3ds max and the hat is now inside his chest and moves with head movement. I'm new to this type of stuff so if you need more information ill get it added.
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Need some help with Headgear placement
Divinitize replied to Divinitize's topic in ARMA 3 - MODELLING - (O2)
i have a model.cfg and the name is in there and in the correct place. -
Wizard.
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nice work ill give this a try :) Tried it out, its real nice to have a new vehicle. only problem i found is that the speedo does not light up at night but all the buttons around it are :) Good job.
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ever jump out of a vehicle few thousand metres in the editor?
Divinitize replied to axclaw's topic in ARMA 3 - BETA DISCUSSION
I'll just leave this here This is with arma 2 ports ofcourse, best screenshot i ever took -
Most important thing is its a great idea for the backpack, and i'm sure Kiory is thrilled with his open source creations being put to good use, keep it up.
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arma 3 needs these scopes