Jump to content

ataboo

Member
  • Content Count

    11
  • Joined

  • Last visited

  • Medals

Community Reputation

2 Neutral

1 Follower

About ataboo

  • Rank
    Private First Class

Contact Methods

  • Steam url id
    ataboo

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. A few people have contacted me wanting to update/work with the XM-25 project and sorry again for not checking in sooner. Here's a DropBox dump of my XM-25 assets and working directories: XM_25_Shared.zip (~122MB) Anybody's free to use them as long as it stays free. Sorry that it's a bit of a mess, but it was one of my first projects. Also it was made for the ArmA 3 Alpha (BiTools 2) so could use some updating. I don't check in on the forums very often (obviously haha) so the best place to reach me with questions is email. ataboo
  2. Sorry guys I've been busy with work over the summer. I'll take another look finishing this off after release if I get some time this fall.
  3. I'll update that album as I go if anyone wants to follow.
  4. Here's everything UnBinarised (disclaimer: don't use it for evil... etc. haha). I didn't realize virtual ammobox could pull from your local mods. I'll have to look into running scripts locally like that to test it out too, I've only known really done it through the editor.
  5. I figured it out Predator. It isn't the resolution, it's the Options>Video>Interface Size setting in Arma. Interface Size Comparison The UI elements only line up when Interface Size is set to Large. I also took a look at making a secondary slot version and it presents a pile of animation issues. Basically they don't just have a "walk sideways" animation, they have a "walk sideways with pistol in crouch stance" animation for every contingency. It's easy to just classify a weapon as secondary but that seems to call up a lot of things specific to shoulder launched weapons in turn.
  6. The Launcher slot is a good idea, I'll put that in the next version for sure. I've been putting off textures but you're right they definitely need work. I'll have to reverse engineer the lens effect on the HAMR/ARCO scope rvmats too and black out the barrel properly. Going to make an animated breach and casings too. If you mean that the hand being on the grip is weird, that's where the ranging buttons are. If you mean the placement of the hand on the grip is weird I'll have to tweak it some more. Yah the crosshair is pretty high in your video. You're right, it's gotta be the resolution that's the problem. I'll have to check it out tomorrow but hopefully it's as easy as getResolution and using the ratio. I've been away from home on my laptop with 1366x768 res. There doesn't seem to be much info about how the FOVs stated in the weaponCfg optics tie into the actual ingame fov. Like if it's just the scope shaded limits or the x or y fov. The ratio between the two zoom levels worked as expected though once I got the low power one set right through guess and check. sorry if you've heard this before but double check: -folders should look like "...\Documents\Arma 3 Alpha\@ATA_XM25\Addons\PBO in here" -The Mod should be activated with either "-mod=@ATA_XM25" argument in steam>right click arma3>properties>set launch options OR -Activated ingame under Options>Expansions (requires restart) Then you can add something like: removeAllWeapons this; this addMagazines ["ATA_4Rnd_HE_25mm", 6]; this addWeapon "ATA_XM25_F"; to the init of your unit in a mission Thanks for feedback guys.
  7. M25's taken so I don't know how they'll designate the final model yet. Glad you guys are liking it. Nothing like technology to give a guy a god complex ingame haha. My favourite is sniping those tiny windows and just lighting up dead center inside a building. It's from scratch with blender/gimp. Zodd's ZSU HEDP Airburst and NWD Rangefinder made good examples to make my airbursting and UI scripts. I've only done the handpos animation and am waiting for a newer binpbo to do my own reloads, etc. Sounds are all stock nade launcher too.
  8. ataboo's XM-25 Airbursting Grenade Launcher This is mod brings a functional XM-25 to Arma 3 and a 4 round mag to go with it. Screenshots: Download Link: ATA_XM25_0.23.rar (RapidShare) Readme: UI and crosshairs only line up when Interface Size is set to Large. Requirements: Vanilla Arma 3 Alpha Thanks to the community for the awesome wiki's, tutorials, and these forums. This is my first mod so please be gentle :). Update 12/29/2014: A few people have contacted me wanting to update/work with the XM-25 project and sorry again for not checking in sooner. Here's a DropBox dump of my XM-25 assets and working directories: XM_25_Shared.zip (~122MB) Anybody's free to use them as long as it stays free. Sorry that it's a bit of a mess, but it was one of my first projects. Also it was made for the ArmA 3 Alpha (BiTools 2) so could use some updating. I don't check in on the forums very often (obviously haha) so the best place to reach me with questions is email.
  9. I've been making an XM-25 airbursting grenade launcher to get a feel for modding in arma. Whenever a unit with the weapon in inventory takes damage the game immediately locks and crashes to desktop with "arma3 has stopped working". I've only tested this mod in single player and haven't had any offline instability with Arma3 alpha to speak of. I disabled the scope ranging scripts and it still crashes as soon as a unit carrying the xm25 takes damage, whether it's an bot or player. If I disallow damage to the unit carrying, everything runs fine. With allow damage, it's the first bullet that hits that crashes it whether it's a kill shot or not. The rpt seems to get to different points before crashing so that makes me think resource issues? The game is otherwise stable on my machine and it's i7 + decent gfx. My suspects include some mistake in the model's LODs, something animation related, or the cfgs. Any help is greatly appreciated, this is starting to drive me up the wall. Here's an RPT that got a little further before crashing: edit: Resolved. Had the selections in my Geometry LOD labelled as "magazine", "charging handle", etc. and arma didn't like that when taking fire. Changed them to "Component1", "Component2", etc. with "Structure>Topology>Find Components" in oxygen and it works! Guess this should be in modeling because that's where the problem turned out to be
  10. Through trial and error this worked for me on my project. Original code was from the Kaybar model.cfg and I just killed the other anims and played with the hideValue till it worked. class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 57.29578 hideValue = 1.0; }; I'm brand new to arma modding but my guess is the true hide/unhide commands for the vanilla animations are in other configs or maybe the new rtfs. Seems like a lot of stuff is //'d out that would be important like the animation axes, etc. edit: forgot to add that I have an unhide value on the magazine reload animation so that might be what's doing it too. class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 57.29578 hideValue = 0.2; unhideValue = 0.25;
×