Ranwer135
Member-
Content Count
1177 -
Joined
-
Last visited
-
Medals
Everything posted by Ranwer135
-
Looking for developer to work on weapon animations
Ranwer135 replied to drunkenleprechaun's topic in ARMA 3 - FIND OR OFFER EDITING
I am an expert on Blender animations, but not on weapon reloads at the moment. However, I would suggest you take a look Here. (You will need 3DS Max for it, but I am currently testing toadiek's rig in MoBu) -
I am having the same problem with my weapon as well! Here is my config: class CfgSkeletons { class DSS_DesertEagle_Base { pivotsModel=""; isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "back_chamber", "", "magazine", "", "trigger", "" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class DSS_DesertEagle_Base: Default { sections[]= { "magazine", "back_chamber" }; skeletonName = "DSS_DesertEagle_Base"; class Animations { }; }; class DSS_DesertEagle: DSS_DesertEagle_Base { skeletonName = "DSS_DesertEagleSkels"; class Animations { class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.2; offset0 = 0; offset1 = 0.40000001; }; }; }; }; I do not see it working properly in both bulldozer and in-game. BTW: "back_chamber" is the slider for my weapon, each time it fires it is supposed to slide back and forth. Thanks, Rawner135
-
Toadie's SmallArms and Animations for Arma3
Ranwer135 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will this work for the new 2014, 2015 and 2016 versions for 3DS Max? I am on a student version at the moment, and am not looking forward to have to pay a hefty fee just to use one rig. -
G'day, There is not loot spawner module implemented, yet. However, I have just finished working on the Desert Eagle (Still working out the model.cfg) and will plan to work on the other features, like the Loot Spawner. (Video will also be made on the weapon as well today)
-
Release - Arma 3 Report Viewer
Ranwer135 replied to Ranwer135's topic in ARMA 3 - COMMUNITY MADE UTILITIES
UPDATE: Download: ArmA 3 Report Viewer (v 2.3) Changelog: Added: Functionality - View currently used .RPT file by game. Added: Functionality - Resizing Program. Added: System - Temp .RPT location for faster viewing. Fixed: Crash - Viewing currently used .RPT file by game. -
Israel builds first prototype of future fighting vehicle
Ranwer135 replied to eddo36's topic in OFFTOPIC
Always loved their technology and culture. Dunno why many other countries rebuke them, even though they are our allies. :icon_ohmygod: -
Finally finished the Desert Eagle, it is currently undergoing configuring and texturing. Here is a final render of the weapon: ;)
-
Yes, absolutely. DSS comes with easy-to-place modules that immediately take you into survival. Modules are universal as well, so they can be used with any map. (They are found within Modules >> DSS)
-
G'day! Yeah unfortunately there isn't a loot spawner module yet, as I plan to add that to the upcoming update (Loot Spawner can be found in the mission at this time). But I can say that the update will arrive somewhere in mid-November. :) You can host the mission through many ways. You can: - Host via the server list in-game. - Use TADST2 or whatever server hosting tool to create a dedicated server. - Host from a paid website. The MP Mission may have a few bugs in terms of client-side and server-side, but I have just understood the basics of MP Scripting and will immediately fix the incompatible scripts within the whole mod.
-
OO PDW - oriented object Persistent Data World
Ranwer135 replied to code34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the author has abandoned the thread, so I'll provide my example tested below: private ["_pdw"]; _pdw = ["new", "profile"] call OO_PDW; //Creates a new profile/Database within iniDBI tag_fnc_loadplayer = { ["setFileName", "myProfileDB"] call _pdw; ["loadPlayer", player] call _pdw; ["loadInventory", [name player, player]] call _pdw; }; [] spawn tag_fnc_loadplayer; //This loads the player's gear, stuff, etc., from the profile stated above. tag_fnc_syncplayer = { ["savePlayer", player] call _pdw; ["saveInventory", [name player, player]] call _pdw; sleep 1; call tag_fnc_syncplayer; }; [] spawn tag_fnc_syncplayer; //This saves the player's gear, stuff, etc., into the profile stated above. Hope it helps, Rawner135 -
UPDATE: Download: DSS: The Mod (v 0.23467) Download: DSS Mission Files Changelog: Added: Mission - MP Mission. Added: Script - initServer. Added: Script - initPlayerLocal. Fixed: Code - MP issues and compatibility.
-
More photos on the Desert Eagle, hopefully finished by this week so I can begin working more on that, as well as the other features. ;) 3D View (Textured): Side (Textured): 3D View with Bolt pulled back (Non-Textured): 3D View with bolt pulled back (Non-Textured):
-
Latest photo on the desert eagle: 3D View: Side: New plans have been made to add a wide variety of crafting items for the category Fortifications.
-
Release - Arma 3 Report Viewer
Ranwer135 replied to Ranwer135's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Yeah, the program was crashing when I tried to open the currently used .RPT. I will investigate it in further detail, but at this time, the .NET framework is probably the blame for it crashing. I will see if I can tweak the system to find .RPT files, rather than its standard directory. Cheers! ;) -
Texture File path Issue - Textures Missing?
Ranwer135 replied to wedge123's topic in ARMA 3 - MODELLING - (O2)
Did you rename the texture directories through Tools > Mass Texture & Material renaming... ? Your texture should be something like: \mypbo\food\data\tacticalbacon_co.paa instead of: C:\Users\YourName\Documents\Projects\MyProject\mypbo\food\data\tacticalbacon_co.paa -
Is that a mix of Ravage and DSS? :wub:
-
Thanks! :D I have been planning out all night last night, and here is the known features planned for the next update: :) (This list may change during development) - Adjustable difficulty for Humanity. (Different modes will adjust the time it takes for your hunger and thirst to drop) - Option for Zed Spawner and Ambient Spawner for zombie difficulty. (Different modes will vary upon damage you take from a zombie) - Humanity option to turn off HUD and just have plain status messages, like in the DayZ Standalone. - New humanity HUD item that shows if you are detected or not. (Option will be made to turn that off/on as well. Post processing will also be applied upon that status) - Blood bag and blood transfer (applies to other players) functionality. - Desert Eagle (a.k.a Deagle) might be possibly added in this patch, depending on the time it takes to make it. - Action to save your car so it does not despawn with the town. (Persistent SP Save handling might be also applied to this) While on the agenda of weapons, I have begun making a head-start on one of my favorites: ;) Side: Front:
-
UPDATE: Download (Dropbox): Mission Files (v 0.23) Changelog: Added: Mission Param - Start Time. Added: Mission Param - Time Acceleration. Added: Mission Param - Start with Map. Added: Mission Server - SP Save. Fixed: Mission Server - SP Save was not working properly. @Side Notes - These are the latest mission files updated for DSS. Take note that the steam version (Only the mission files) is currently outdated, due to some vital fixes in this one as a hotfix. (Steam version will be updated shortly) EDIT: Steam version has been updated, Foxhound. :)
-
UPDATE: Download (v 0.23 - Steam Version) Changelog: Added: Ambient Spawner (Option) - Zombie Spawn Amount. Added: Ambient Spawner (Option) - Vehicle Spawn Amount. Added: Ambient Spawner (Option) - Custom Spawn Radius. (Spawns zeds and vehs when player enters given radius) Added: Animation - Vault. (With Rifle) Added: Animation - Vault. (With Pistol) Added: Animation - Vault. (Unarmed) Added: Craft Menu - Required Item preview window. Added: Craft Menu (Item) - Crafted Bow. Added: Item - Carpenter Kit. Added: Item - String. Added: Mission - SP Save. Added: Mission Param - Start Time. Added: Mission Param - Time Acceleration. Added: Mission Param - Start with Map. Added: Module - Zed Spawner. Added: Survival Menu - Drink from water source button. Added: Weapon - Craft Bow. Added: Zed Spawner (Option) - Spawn Zombies. Added: Zed Spawner (Option) - Spawn Shadow Zombies. Added: Zed Spawner (Option) - Spawn Military Zombies. Added: Zed Spawner (Option) - Spawn Amount. Added: Zed Spawner (Option) - Spawn Time. Added: Zed Spawner (Option) - Agro Zombies. Fixed: Function - Fill Water. Fixed: Survival Menu - Category 'Food' does not load on startup. Fixed: Zombie - Attack Animation. Tweaked: Ambient Spawner - Zombie placement behaviour. Tweaked: Animation (SDR) - AmovPercMsprSlowWrflDf. Tweaked: Animation (SDR) - AmovPercMsprSlowWrflDfl. Tweaked: Animation (SDR) - AmovPercMsprSlowWrflDfr. Tweaked: Craft Menu - Universalized 'ui_SelectSlot'. Tweaked: Craft Menu - Universalized 'ui_craft'. Tweaked: Craft Menu - Result item count beside display name. Tweaked: Craft Menu - Required item count beside display name. Tweaked: Craft Menu - Adjusted width for better item visibility. Tweaked: Humanity - Hunger and Thirst slowed down to realistic effect. Tweaked: Internationalization - 50,000 lines of new translations. Tweaked: Survival Menu - Item count beside display name. Tweaked: Weapon - Axe. (Resized to better scale) Tweaked: Weapon - Craft Bow. (Resized to better scale) Tweaked: Weapon - Craft Bow. (Textures)
-
Why Do GameLogics Only Limited to 144 Groups?
Ranwer135 replied to Phantom Six's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Same applies back in Arma 2 and Operation Arrowhead, as well as OFP. I think it has got to do with the overloading of memory. (I have noticed that placing too many units can slow down the FPS as well) -
Finding all of one type of building.
Ranwer135 replied to karver's topic in ARMA 3 - QUESTIONS & ANSWERS
nearestObjects. Place this in your unit's init: player addAction ["Retrieve nearest Building", {nearBuilding = typeOf (nearestBuilding player); hint format ["%1", nearBuilding]}]; Every time you click the custom action above, it will display the type of the closest building. Hope it helps, Rawner135 -
Release - Arma 3 Report Viewer
Ranwer135 replied to Ranwer135's topic in ARMA 3 - COMMUNITY MADE UTILITIES
UPDATE: Download (Dropbox): ArmA 3 Report Viewer (v 2.2) Changelog: Added: Category - Arma 3 (Server) Added: Category - ArmA 2 (Server) Added: Category - ArmA 2: OA (Server) Fixed: Bug - Error prompts on unused .RPT if game launched. Tweaked: Code - App is a little faster when using better control structures and functions. Tweaked: List Box - Hides .RPT used by current game. -
Release - Arma 3 Report Viewer
Ranwer135 replied to Ranwer135's topic in ARMA 3 - COMMUNITY MADE UTILITIES
UPDATE: Download (Dropbox): ArmA 3 Report Viewer (v 2.1 Hotfix) Changelog: Fixed: Issue - Error prompts, even though you don't have one of the games. (Replaced "if" control structure with "switch") -
Release - Arma 3 Report Viewer
Ranwer135 replied to Ranwer135's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I am investigating that now, thanks for letting me know. -
The two models have been finished, here is a quick peak before texturizing: ;) (Primarily for crafting the 'Craft Bow') Reel of String: (Will be edited to have some kind of handle, to avoid making it look like some kind of 'yoyo') Carpenter Kit: All that's left is some internationalization and code for vaulting over fences, prior to the next update.