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skelebob9

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Everything posted by skelebob9

  1. skelebob9

    IFA3WarMod Release

    TL;DR: The freezing is caused by 64-bit being enabled. Change it to 32-bit and the mod will work. Part of WarMod is incompatible with the 64-bit version. No, but you have an IFA-ACE3 mortar compatibility file still included, which is throwing up errors about a missing dependency: ifa3_comp_ace_mortar.pbo An error occurs where the game freezes on the main menu. This is caused by your launcher options not having "show static background in menu" ticked - tick it and your menu will load. I can't get in-game, though. I can open the editor and place units, but as soon as I press play, my game freezes as it did on the main menu. I'm on v1.15. Perhaps it's because I'm only using IFA3 LITE (I don't have IFA3:L44 or the D-Day DLC if that's required)? Same issue as below: Delete ifa3_comp_ace_mortar.pbo in your /@IFA3WarMoD/addons/ folder, and enable Show static background in menu in the Arma 3 Launcher parameters. Change Platform to 32-bit.
  2. Yup. I can open the Launcher now. Thanks! :D
  3. When I open ArmA 3 through Steam, the launcher crashes. I can play ArmA 3 without using the launcher (opening arma3battleye.exe) though. When I open the launcher, it crashes and four new windows pop up called 'DropShadow' that look like borders (one left, one right, one top, one bottom). I tried verifying my game and it didn't need verifying. Possibly linked, I can't run A3Launcher, DayZLauncher or Survival Launcher. When I click a drop-down menu, the applications crash. I've restarted my PC and updated my graphics drivers and that did nothing.
  4. skelebob9

    "Script lag" in vanilla game but high FPS

    I don't use any no fatigue/sway mod, and my friend has an AMD CPU and it works just fine for him, he's never experienced it, so I don't think it's the CPU that's the issue. I'm comfortable with my CPU for gaming and it powers me through anything I've thrown at it so far. I did find the issue, though. As ineptaphid said, it happened when there were scripts, but not necessarily "busy" scripts. I had a { waitUntil SafeToLoad }; in my script and when I set SafeToLoad=true; then it started to slowly chug from 60 fps to 8 fps. Without the waitUntil, it stuck at around 40-60 depending on firefights etc. When I first started experiencing this, however, I didn't have any scripts other than Farooq's revive, which confuses me a little. Nevertheless I've discovered that it's endless scripts that are causing the issue, so I can work from here. Thanks for your suggestions!
  5. I often run into an issue where all scripts lag, and the ArmA UI starts to lag too. For example, I'll start a mission and all will be fine. I'll get a slight hitch in FPS while everything loads, but then I go up to 40-50 FPS. The game runs fine, but all the scripts and the ArmA UI starts to lag: When I die with a revive script, the revive UI doesn't show up and for my friend, the action to revive me doesn't show up for about 20 seconds after I've died. When using addons, like ACE3, some of the scripts take about 20 seconds (there's a pattern here) to execute. For example, I can pick somebody up fine. It says 'left mouse button to release', so I press left mouse button. It does nothing, then finally drops them after the 20 or so seconds Both of these are custom content and sure, they could have a flaw that means their content is laggy (I doubt this since no other user has the issues). What gets me, though, is even when I run a vanilla game, the lag is still there for the ArmA UI: Using the debug console to do something (for example, hint format["%1", damage player]; then it doesn't run for about 15-20 seconds, then pops up. Opening the pause menu, then pressing 'configure' doesn't open the drop-down menu for about 20 seconds, and even then it's opened behind the other menu items I've reinstalled ArmA 3 since it started, I run vanilla and it still happens, I've even reinstalled Windows 10 since it started happening and completely reinstalled everything (drivers included). It still happens. I get about 20-50 FPS depending on the circumstances in multiplayer, and 50-60 on singleplayer with lots of AI bringing it down to about 30 FPS. My PC is more than capable of running the game: AMD FX 4300 Quad-Core @ 4.0 GHz (overclocked; tried reverting to default 3.8 GHz but still happens) AMD R9 270X @ 1100 MHz (overclocked; tried reverting to default 1050 MHz but still happens) HDD @ 7200rpm with 300 GB (60%) free space 6 GB 1333 MHz RAM This doesn't always happen and when it does happen, restarting the game doesn't seem to fix it. ArmA is using about 60% of my CPU and about 30% of my memory when it happens. Strangely enough it's always using around 80-100% of my disk. I've tried to 'tweak' the ArmA 3 settings through the config, doing all the popular stuff like GPU_MaxFramesAhead=1 and stuff I've honestly got no idea what to do.
  6. skelebob9

    "Script lag" in vanilla game but high FPS

    I'll try that as soon as I get an SSD to put it on :P It happens with both profiles I tested it on, default and a new one. *.vars.Arma3Profile is 267 KB, while the .Arma3Profile is 15 KB.
  7. I've been having trouble making a steady-burning light visible only in NVGs (like an IR laser or a non-flashing IR grenade). Does anybody have any insight on how I could achieve this? class ChemlightLight_green { class Light1 { simulation = "light"; type = "ChemLight_green"; }; }; I tried changing the simulation = "light"; to simulation = "nvmarker"; and it doesn't work (added a NVGMarker class identical to a working NVG marker taken from weapons_f.pbo) and it doesn't light up at all (in NVGs or not). I tried changing type = "ChemLight_green"; to type = "ChemLight_IR"; and added a class under CfgLights. This works for whatever I want to do, except NVG-only visibility: class Chemlight_IR { color[] = {0.1, 0.1, 0.1, 1}; ambient[] = {0, 0, 0, 0}; brightness = 1; intensity = 4000; drawLight = 0; class Attenuation { start = 0; constant = 1; linear = 0; quadratic = 40; }; position[] = {0, 0.2, 0}; diffuse[] = {0.02, 0.02, 0.02}; onlyInNvg = 1; }; I added in the onlyInNvg = 1; and it does literally nothing. I swapped out the light class for an NVG marker class: diffuse[] = {0.1,0.1,0.1}; ambient[] = {0.01,0.01,0.01}; brightness = 0.15; name = "pozicni blik"; drawLight = 1; drawLightSize = 0.005; drawLightCenterSize = 0.005; activeLight = 0; blinking = 1; dayLight = 0; onlyInNvg = 1; useFlare = 0; I removed some non-applicable stuff (like blinking = 1;) and still, it either doesn't light up at all or it lights up even without NVGs. I'm seriously stuck, does anybody have any idea? I've searched the wiki up and down and there's no reference to this anywhere. I've googled it extensively, nothing.
  8. I'm 100% sure the code is correct as I've read up on multiple posts and everything said seems to work for everyone else. For me, however, I cannot for the life of me get it to work. http://puu.sh/8BRCA.png (221 kB) { taskCheck = _x createSimpleTask ["Investigate wreck"]; taskCheck setSimpleTaskDescription ["Your plane has been shot down by Allied AA in Bastogne. Check the plane's wreck for survivors.", "Check for survivors", "Check for survivors"]; taskCheck setSimpleTaskDestination position Lftwe; taskCheck setTaskState "Assigned"; _x setCurrentTask taskCheck; } forEach units Fjgr; taskHint ["Investigate\nCheck the plane wreckage for survivors", [1, 1, 1, 1], "taskNew"]; I have this in a trigger, and it works perfectly. Then another trigger, { taskSurvive = _x createSimpleTask ["Survive Allied unit"]; taskSurvive setSimpleTaskDescription ["Your plane has been shot down by Allied AA in Bastogne, and they have sent a unit to investigate the wreckage and check for survivors. Defend your position against the unsuspecting Allied force.", "Survive the incoming unit", "Survive the incoming unit"]; taskSurvive setSimpleTaskDestination position Lftwe; _x setCurrentTask taskSurvive; taskSurvive setTaskState "Assigned"; } forEach units Fjgr; taskHint ["Survive\nSurvive the incoming Allied unit", [1, 1, 1, 1], "taskNew"]; taskCheck setTaskState "SUCCEEDED"; This works up to taskCheck setTaskState "SUCCEEDED"; - sorta. When I use taskState taskCheck; it returns 'SUCCEEDED', yet I get this: http://puu.sh/8BRN7.png (2251 kB) I can even set it as my current task again. Here's the script for the Caen trigger: [a1, a2, a3, a4, a5, a6, a7] joinSilent grpNull; Fjgr = group a1; a1 joinAsSilent [Fjgr, 1]; [a2, a3, a4, a5, a6, a7] joinSilent Fjgr; { _x action ["Eject", Lftwe]; taskFly setTaskState "FAILED"; } forEach units Fjgr; Lftwe setDamage 1; taskHint ["Fly safely to Caen\nFly safely to German-held airport south of Caen", [0.972549,0.121568,0,1], "taskFailed"]; Again, it all works, and when I use taskState taskFly; I get 'FAILED', yet I can still set the task as my current task and it does not show up red. I put the setTaskState inside the loop and outside just in case that was the reason, doesn't work properly either way. Any thoughts? I'm really confused over this.
  9. Shah playMove "ActsPercMstpSnonWpstDnon_sceneBardakPistol01"; This is called when the technical enters within 20m of Shah. ActsPercMstpSnonWpstDnon_sceneBardakPistol01 transitions into ...Pistol02 when completed. I've tried what you suggested and now he just crouches and aims his gun. EDIT: I tried moving the SetUnitPos into the if statement before ordering him to get into the vehicle and it didn't work that way either. EDIT 2: In my sqf file: _AnimName = _this select 0; _Shah = _this select 1; _Tech = _this select 2; hint format["%1\n%2\n%3", _AnimName, _Shah, _Tech]; The hint works but still Shah does not get into Tech. EDIT 3: hint format["%1\n%2\n%3\n%4", _AnimName, _Shah, _Tech, assignedVehicle _Shah]; _Tech lock false; _Shah assignAsCargo _Tech; [_Shah] orderGetIn true; The hint is called in the above. _Shah switchMove ""; _Tech lock false; _Shah assignAsCargo _Tech; [_Shah] orderGetIn true; hint format["%1\n%2\n%3\n%4", _AnimName, _Shah, _Tech, assignedVehicle _Shah]; The hint is not called in the above. Is there anything in there that I have done wrong? I have checked but I can't see anything that is wrong with the second snippet. I managed to get the hint to work, now it's just orderGetIn that doesn't work: _AnimName = _this select 0; _Shah = _this select 1; _Tech = _this select 2; if(_AnimName == "ActsPercMstpSnonWpstDnon_sceneBardakPistol02") then { _Tech lock false; _Shah assignAsCargo _Tech; [_Shah] orderGetIn true; hint format["%1\n%2\n%3\n%4", _AnimName, _Shah, _Tech, assignedVehicle _Shah]; }; orderGetIn doesn't work for some reason. Have I done something wrong? (the assigned vehicle is returned as 'Tech' which is correct) ---------- Post added at 23:16 ---------- Previous post was at 22:28 ---------- Found my problem: Shah disableAI "MOVE"; Whoops.. Thanks, F2k Sel for offering advice!
  10. I cannot for the life of me get my unit into the cargo of a vehicle. It works with moveInCargo but I don't want it to be teleported straight into the cargo. These are the codes I've tried: Does not work: Shah addEventHandler ["AnimDone", {if(_this select 1 == "ActsPercMstpSnonWpstDnon_sceneBardakPistol02") then { hint "Go"; Tech lock false; Shah assignAsCargo vehicle TechDriver; Shah orderGetIn true; }}]; Does not work: Shah addEventHandler ["AnimDone", {if(_this select 1 == "ActsPercMstpSnonWpstDnon_sceneBardakPistol02") then { hint "Go"; Shah assignAsCargo Tech; Shah orderGetIn true; }}]; Does not work: Shah addEventHandler ["AnimDone", {if(_this select 1 == "ActsPercMstpSnonWpstDnon_sceneBardakPistol02") then { hint "Go"; Shah assignAsCargo Tech; Shah allowGetIn true; }}]; Does not work: Shah addEventHandler ["AnimDone", {if(_this select 1 == "ActsPercMstpSnonWpstDnon_sceneBardakPistol02") then { hint "Go"; Shah assignAsCargo Tech; Shah allowGetIn true; Shah orderGetIn true; }}]; Does not work: Shah addEventHandler ["AnimDone", {if(_this select 1 == "ActsPercMstpSnonWpstDnon_sceneBardakPistol02") then { hint "Go"; group Shah addVehicle Tech; Shah assignAsCargo Tech; Shah orderGetIn true; }}]; Works: Shah addEventHandler ["AnimDone", {if(_this select 1 == "ActsPercMstpSnonWpstDnon_sceneBardakPistol02") then { hint "Go"; Shah moveInCargo Tech; }}]; The 'Go' hint appears but the unit 'Shah' does not enter the vehicle. It works when I use moveInCargo. I have tried using vehicle TechDriver as well as simply Tech (the name of the vehicle). I've searched through others' posts but they all say that addVehicle, assignCargo, allowGetIn and orderGetIn are the only ways to do it. I've tried putting them in the same group before making 'Shah' enter the vehicle but it still does not work. Does anyone have any ideas? This is killing me and I have no idea how to get this to work. EDIT: Shah addEventHandler ["AnimDone", {[_this select 1] exec "ShahGetIn.sqf";}]; ShahGetIn.sqf: if(_this select 0 == "ActsPercMstpSnonWpstDnon_sceneBardakPistol02") then { hint "Go"; Tech lock false; Shah assignAsCargo Tech; Shah orderGetIn true; }; Still hints 'Go' but doesn't get in the car. Again, moveInCargo works.
  11. Even with brackets it doesn't work. I should have mentioned that I tried as an array and as a normal unit, sorry.
  12. I join my dedicated server without verifying signatures and it works fine. If I join with verifying signatures, I get kicked. It says I have the wrong signature for air_acr.pbo, but I don't understand how I have the wrong signature? I legally own the Army of the Czech Republic DLC. The ACR Lite multiplayer patch doesn't help and I can't find any ACR keys anywhere.
  13. This is an addon that lets you have a British voice for your character. Only useful for offline play because the addon isn't signed and so probably won't be allowed online, but if you manage to find a server without signed addons required, it should work because it uses the game's configs. Mission identities - this goes in your mission's description.ext class CfgIdentities { class British { name = ""; // Replace with your desired soldier name - all soldiers with the 'British' identity will use this name! face = "Face01"; glasses = "None"; speaker = "Male02ENG"; pitch = 1; }; }; Ingame, just add this to your unit's init field: this setIdentity "British"; PBO source code: class cfgPatches { class BritishVoice { units[] = {}; weapons[] = {}; requiredAddons[] = {"A3_Dubbing_Radio_F"}; requiredVersion = 0.5; }; }; class cfgVoiceTypes { class BritishVoice { name = "British"; voices[] = {"Male02ENG"}; preview = "Male02ENG"; alternative = ""; }; }; http://www.sendspace.com/file/s2h1u6
  14. skelebob9

    MBG Killhouses (Arma3)

    http://community.bistudio.com/wiki/animate class Shutter01_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter01_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter02_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter02_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter03_L { animPeriod = 0.5; source = "user"; }; class Shutter03_R { animPeriod = 0.5; source = "user"; }; class Shutter04_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter04_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter05_L { animPeriod = 0.5; source = "user"; }; class Shutter05_R { animPeriod = 0.5; source = "user"; }; class Shutter06_L { animPeriod = 0.5; source = "user"; }; class Shutter06_R { animPeriod = 0.5; source = "user"; }; class Shutter07_L { animPeriod = 0.5; source = "user"; }; class Shutter07_R { animPeriod = 0.5; source = "user"; }; class Shutter08_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter08_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter09_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter09_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter10_L { animPeriod = 0.5; source = "user"; }; class Shutter10_R { animPeriod = 0.5; source = "user"; }; class Shutter11_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter11_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter12_L { animPeriod = 0.5; source = "user"; }; class Shutter12_R { animPeriod = 0.5; source = "user"; }; class Shutter13_L { animPeriod = 0.5; source = "user"; }; class Shutter13_R { animPeriod = 0.5; source = "user"; }; class Shutter14_L { animPeriod = 0.5; source = "user"; }; class Shutter14_R { animPeriod = 0.5; source = "user"; }; class Shutter15_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter15_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter16_L { animPeriod = 0.5; source = "user"; }; class Shutter16_R { animPeriod = 0.5; source = "user"; }; class Shutter17_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter17_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter18_L { animPeriod = 0.5; source = "user"; }; class Shutter18_R { animPeriod = 0.5; source = "user"; }; class Shutter19_L { animPeriod = 0.5; source = "user"; }; class Shutter19_R { animPeriod = 0.5; source = "user"; }; class Shutter20_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter20_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter21_L { animPeriod = 0.5; source = "user"; }; class Shutter21_R { animPeriod = 0.5; source = "user"; }; class Shutter22_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter22_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter23_L { animPeriod = 0.5; source = "user"; }; class Shutter23_R { animPeriod = 0.5; source = "user"; }; class Shutter24_L { animPeriod = 0.5; source = "user"; }; class Shutter24_R { animPeriod = 0.5; source = "user"; }; class Shutter25_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter25_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter26_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter26_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; Not entirely sure which shutter is which, so you'll have to trial-and-error it I guess. Example from config.cpp: this animate [""Shutter01_L"",1];this animate [""Shutter01_R"",1];
  15. skelebob9

    Tank Questions & Hopes

    After adding in a tank myself I can say that the caliber really does make a difference. While it won't make a difference ingame to what ammo it can use, it sure makes a difference to how it deals its damage. Caliber: 1 Damage: 50 One shot to an Ifrit, I managed to danage its engine. Caliber: 50 Damage: 50 One shot to an Ifrit, same position and direction and I managed to take out the engine, two wheels and severely damage its hull. You can test it out with regular weapons; I guess the caliber is just how much the damage is amplified along with its penetration factor. For the tank that I use I changed the caliber of the HE and the caliber of the AP rounds to test them: AP rounds often went straight through civilian trucks while the HE rounds exploded on impact (as you'd expect) Against people, though, the HE rounds exploded (and the people with them, caliber of 12) while the AP rounds (with a caliber of 40) definitely showed their huge caliber. Hitting a person with a 40 caliber tank shell caused them to pretty much explode with blood with no visual fiery explosion. Obviously against armoured vehicles the caliber will matter; if an enemy tank's armour can withstand a caliber 20 shell and you're firing caliber 12 shells at it, it's simply going to leave a mark on the side of the tank.
  16. I managed to change the config around and get the Challenger 2 to work (pretty much) fully - kind of okay handling (you can do some rad 180-degree handbrake turns!) but other than the not-so-obvious flaws it's a pretty decent tank in A3. Kind of unbalanced at the moment as it's a NATO tank but hey. Preliminary requisites: REMOVED Happy tanking! Short video: REMOVED I believe the volume isn't as ear-piercing in this tutorial.
  17. skelebob9

    The Giant Alpha Media Thread

    http://40cdorm.eu5.org/gallery/arma3%202013-03-31%2012-54-17-51.png (1822 kB) http://40cdorm.eu5.org/gallery/arma3%202013-03-31%2013-29-23-42.png (1258 kB) http://40cdorm.eu5.org/gallery/arma3%202013-03-31%2013-41-33-24.png (1299 kB) http://40cdorm.eu5.org/gallery/arma3%202013-03-31%2013-35-20-98.png (1814 kB) http://40cdorm.eu5.org/gallery/arma3%202013-03-31%2003-04-58-44.png (1709 kB) http://40cdorm.eu5.org/gallery/arma3%202013-03-31%2003-21-34-40.png (1441 kB) http://40cdorm.eu5.org/gallery/arma3%202013-03-31%2003-52-52-77.png (1633 kB) http://40cdorm.eu5.org/gallery/arma3%202013-03-31%2012-02-00-49.png (1928 kB) There's a ghillie suit in this picture: http://40cdorm.eu5.org/gallery/arma3%202013-03-31%2012-29-08-41.png (2835 kB)
  18. This goes in your mission's description.ext: class CfgIdentities { class British { name = ""; // Replace with your desired soldier name - all soldiers with the 'British' identity will use this name! face = "Face01"; glasses = "None"; speaker = "Male02ENG"; pitch = 1; }; }; In-game, just add this to your unit's init field: this setIdentity "British"; Voila, your squad has British voices. Be sure to change the name, and I recommend making multiple indentity classes with different names or your soldiers will all have the same name.
  19. For people having FPS problems, low settings are utilised by the CPU while higher settings by the GPU. Try adding the commandline -cpuCount=4 if you have four or 2 if you have two, as well as setting -maxmemory (1024*(amount of ram in gb)) I don't have a very fast GPU or CPU and I manage to get about 50 fps with ultra on a few of my settings like shadows, very high texture detail, 12000 view distance etc. You just need to equal out your CPU/GPU usage for the best performance.
  20. skelebob9

    British Para Beret

    Just create a view - pilot LOD with nothing in it.
  21. Alright, thanks, I'll play around with it for a while and try to get it to work. Thanks again.
  22. I'm fairly new to using O2, so I'm probably doing something blatantly obvious. However, I've been checking all day for tutorials on how to create proxies properly however the only tutorials that I thought would be relevant are just forward-porting ArmA 2 to ArmA 3 which say "do the same that you do in ArmA 2". I've looked through the forums both here and at Armaholic and neither have helped me. Basically, I go ingame and any variation of my weapon just doesn't support attachments. class CowsSlot : SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; // display name displayName = $STR_A3_CowsSlot0; // class names with items supported by weapon compatibleItems[] = {"optic_Arco","optic_aco", "optic_ACO_grn","optic_hamr","optic_Holosight", "optic_Nightstalker"}; }; I can't add any attachments to my weapon, it's just red. I even tried the following: class L85A2_holo: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_HoloSight"; }; }; }; Like I said, I couldn't find any help on creating the proxies, so I tried to do it myself: i.imgur.com/tJZVAwo.png I tried resizing, rotating and even doing nothing to the triangles, but nothing has worked. Attachments are still unable to be attached and when I try to attach them in the config.cpp they don't show up. My proxy paths are \A3\data_f\proxies\weapon_slots\TOP and \a3\data_f\proxies\weapon_slots\muzzle, both are where the attachments should be (I think). My second problem is aiming and then the actual firing of my gun. When I aim, I just get my hand while when I fire, dust comes from the ground below the centre of my character, no matter my stance, and my bullets are fired at a 90-degree angle to where I'm aiming. Does anyone know a solution to either of my problems? #define _ARMA_ class CfgPatches { class L85A2 { units[] = {}; weapons[] = {"L85A2_irn","L85A2_ns","L85A2_holo","L85A2_holo_laser","L85A2_arco_laser"}; requiredVersion = 0.50; requiredAddons[] = {}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class SlotInfo; class CowsSlot : SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; // display name displayName = $STR_A3_CowsSlot0; // class names with items supported by weapon compatibleItems[] = {"optic_Arco","optic_aco", "optic_ACO_grn","optic_hamr","optic_Holosight", "optic_Nightstalker"}; }; class PointerSlot : SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; // display name displayName = $STR_A3_PointerSlot0; // class names with items supported by weapon compatibleItems[] = {"acc_flashlight","acc_pointer_IR"}; }; class CfgWeapons { class Rifle; class Rifle_Base_F: Rifle { class WeaponSlotsInfo; class GunParticles; }; class UGL_F; class L85A2_Base: Rifle_Base_F { magazines[] = {"30Rnd_556x45_Stanag"}; reloadAction = "GestureReloadKhaybar"; handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar.rtm"}; class WeaponSlotsInfo: WeaponSlotsInfo { class WeaponSlotsInfo { mass = 38; /// default mass of a weapon class MuzzleSlot: SlotInfo { // targetProxy linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; // display name displayName = "Muzzle Slot"; // class names with items supported by weapon compatibleItems[] = {}; // moved to each weapon }; class CowsSlot: CowsSlot {}; class PointerSlot: PointerSlot {}; allowedSlots[] = {901}; // you simply cannot put this into your pants }; }; class GunParticles: GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; }; }; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; distanceZoomMin = 300; distanceZoomMax = 300; bullet1[] = {"A3\sounds_f\weapons\shells\5_56\metal_556_01.wav",0.1,1,15}; bullet2[] = {"A3\sounds_f\weapons\shells\5_56\metal_556_02.wav",0.1,1,15}; bullet3[] = {"A3\sounds_f\weapons\shells\5_56\metal_556_03.wav",0.17782794,1,15}; bullet4[] = {"A3\sounds_f\weapons\shells\5_56\metal_556_04.wav",0.17782794,1,15}; bullet5[] = {"A3\sounds_f\weapons\shells\5_56\asphlat_556_01.wav",0.1,1,15}; bullet6[] = {"A3\sounds_f\weapons\shells\5_56\asphlat_556_02.wav",0.1,1,15}; bullet7[] = {"A3\sounds_f\weapons\shells\5_56\asphlat_556_03.wav",0.1,1,15}; bullet8[] = {"A3\sounds_f\weapons\shells\5_56\asphlat_556_04.wav",0.1,1,15}; bullet9[] = {"A3\sounds_f\weapons\shells\5_56\grass_556_01.wav",0.01,1,15}; bullet10[] = {"A3\sounds_f\weapons\shells\5_56\grass_556_02.wav",0.01,1,15}; bullet11[] = {"A3\sounds_f\weapons\shells\5_56\grass_556_03.wav",0.01,1,15}; bullet12[] = {"A3\sounds_f\weapons\shells\5_56\grass_556_04.wav",0.01,1,15}; soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083}; modes[] = {"Single","FullAuto","single_medium_optics1","single_far_optics2","fullauto_medium"}; class Single: Mode_SemiAuto { begin1[] = {"A3\sounds_f\weapons\khaybar\khaybar_1.wav",1.0,1,900}; begin2[] = {"A3\sounds_f\weapons\khaybar\khaybar_2.wav",1.0,1,900}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.065; recoil = "recoil_single_trg"; recoilProne = "recoil_single_prone_trg"; dispersion = 0.00093; minRange = 2; minRangeProbab = 0.3; midRange = 250; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class FullAuto: Mode_FullAuto { begin1[] = {"A3\sounds_f\weapons\khaybar\khaybar_1.wav",1.0,1,900}; begin2[] = {"A3\sounds_f\weapons\khaybar\khaybar_2.wav",1.0,1,900}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.07; recoil = "recoil_auto_trg"; recoilProne = "recoil_auto_prone_trg"; dispersion = 0.00093; minRange = 0; minRangeProbab = 0.9; midRange = 15; midRangeProbab = 0.7; maxRange = 30; maxRangeProbab = 0.1; aiRateOfFire = 1e-006; }; class single_medium_optics1: Single { requiredOpticType = 1; showToPlayer = 0; minRange = 2; minRangeProbab = 0.2; midRange = 550; midRangeProbab = 0.7; maxRange = 700; maxRangeProbab = 0.1; aiRateOfFire = 6; aiRateOfFireDistance = 600; }; class single_far_optics2: single_medium_optics1 { requiredOpticType = 2; }; class fullauto_medium: FullAuto { showToPlayer = 0; burst = 3; minRange = 2; minRangeProbab = 0.5; midRange = 75; midRangeProbab = 0.7; maxRange = 150; maxRangeProbab = 0.05; aiRateOfFire = 2.0; }; class EGLM: UGL_F { useModelOptics = 0; useExternalOptic = 0; cameraDir = "OP_look"; discreteDistance[] = {100,200,300,400}; discreteDistanceCameraPoint[] = {"OP_eye","OP_eye2","OP_eye3","OP_eye4"}; discreteDistanceInitIndex = 1; }; aiDispersionCoefY = 10; aiDispersionCoefX = 8; drySound[] = {"A3\sounds_f\weapons\Other\dry_1.wav",0.01,1,10}; reloadMagazineSound[] = {"A3\Sounds_F\weapons\Khaybar\reload_khaibar.wav",1.0,1,50}; }; class L85A2_irn: L85A2_Base { scope = 2; displayName = "L85A2 (desert)"; descriptionShort = "The L85 rifle variant of the SA80 family has been the standard issue service rifle of the British Armed Forces since 1987"; class Library { libTextDesc = "The L85 rifle variant of the SA80 family has been the standard issue service rifle of the British Armed Forces since 1987, replacing the L1A1 variant of the FN FAL."; }; model = "\sa80\l85a2\l85a2.p3d"; picture = "\sa80\l85a2\l85a2ui.paa"; UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 4; }; }; class L85A2_ns_laser: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Nightstalker"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class L85A2_ns_flash: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Nightstalker"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class L85A2_ns: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Nightstalker"; }; }; }; class L85A2_holo: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_HoloSight"; }; }; }; class L85A2_holo_laser: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_HoloSight"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class L85A2_holo_flash: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_HoloSight"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class L85A2_arco_laser: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_arco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class L85A2_arco_flash: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_arco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class L85A2_arco: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_arco"; }; }; }; class L85A2_aco_laser: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class L85A2_aco_flash: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class L85A2_aco: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; }; }; class L85A2_acog: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco_grn"; }; }; }; class L85A2_acog_flash: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class L85A2_acog_laser: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_aco"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class L85A2_hamr_laser: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_hamr"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; class L85A2_hamr_flash: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_hamr"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; class L85A2_hamr: L85A2_irn { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_hamr"; }; }; }; }; class CfgModels { class Default { sections[]={}; sectionsInherit=""; skeletonName=""; }; class Weapon: Default { sections[]= { "zasleh" }; skeletonName="Weapon"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0; maxValue=1; hideValue=0.22; unhideValue=0.55000001; }; }; }; class L85A2: Weapon { skeletonName="L85A2Skeleton"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0; maxValue=1; hideValue=0.22; unhideValue=0.55000001; }; }; }; }; class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class Weapon: Default { isDiscrete = 0; skeletonInherit = "Default"; skeletonBones[]= { "magazine", "", "ammo_belt", "", "ammo_belt_bottom", "" }; }; class L85A2Skeleton: Weapon { skeletonInherit="Weapon"; skeletonBones[]= { "magazine", "" }; sections[] = {"magazine"}; }; }; Here's a video: youtube.com/watch?v=0z1WgIvqmNQ I've already fixed the positioning of the weapon, but the way I did it is probably the reason for the gun firing at my right.
  23. skelebob9

    Can play MP with Alpha Lite?

    ArmA 3 has a mod starter. Go in-game with your mods installed (make sure to name your mod folders properly!) and press options, then expansions. All your installed mods are there! And there is an updater, it's called the human brain. You're not too stupid to log on to forums.bistudio.com or ArmAholic and check if your mod needs updating. Automatic updaters are just for the lazy. Same with DLCs; log on to BIStudio.com or ArmAholic and check. Or if you bought with Steam, you'll automatically update anyway.
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