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AveryTheKitty

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Everything posted by AveryTheKitty

  1. AveryTheKitty

    General Discussion (dev branch)

    Could we at least see this in the future or hear why all this amazing stuff can't be finished and added? (please don't remove, this cut content stuff can be useful for modders)
  2. AveryTheKitty

    General Discussion (dev branch)

    There's an issue with helicopters and muzzleflashes: http://feedback.arma3.com/view.php?id=21900 Also: I found this in the files of A3_Weapons_F: :rolleyes: http://i.imgur.com/vU4Lmpy.png (123 kB) Oh and the M4 SSAS is there too.
  3. AveryTheKitty

    Muzzleflash issue

    I made it. Yes, I removed all traces of Zaslah, they're all Arma 3 proxies from the sample.
  4. AveryTheKitty

    Muzzleflash issue

    It's in both VA and editor. It's not the flash suppressor, it doesn't totally remove muzzle flashes, and it's model does work on my weapons. I don't know what it'd be in the model.cfg that is causing a problem however. :/
  5. AveryTheKitty

    Muzzleflash issue

    Still need help, I can't figure this out.
  6. AveryTheKitty

    Muzzleflash issue

    It is a custom attachment I've made, and most likely not the problem.
  7. How do I port over Arma 2 animations? I'm currently trying to port the M16GL.rtm file from A2SM. http://i.imgur.com/ineMLsD.jpg (168 kB) I have no idea how to do this or anything about this.
  8. AveryTheKitty

    Porting Arma 2 animations?

    I've tried that already and with no success. EDIT: Got it to work, thanks.
  9. AveryTheKitty

    ATLAS: Sci-Fi Mod

    Awesome! I think the helmets would look better with plastic rails and other misc (strobes, batteries, flashlights) like in Titanfall. :)
  10. AveryTheKitty

    Porting Arma 2 animations?

    Does the PBO have to be binarized? ---------- Post added at 11:35 PM ---------- Previous post was at 11:21 PM ---------- Alright I tried both binarized and unbinarized, neither resulting in success. However, the unbinarized attempt had a different but still screwed up anim. And I noticed when binarized the magazine isn't working correctly when reloading. Then again I'm using A2 BinPBO because my addonBuilder isn't working atm.
  11. AveryTheKitty

    Porting Arma 2 animations?

    Yup, didn't work. The file is in: "A3_Aegis/Aegis/content/BLUFOR/rifles/XMR/data/Anim/m16/m16gl.rtm"
  12. AveryTheKitty

    Porting Arma 2 animations?

    Yes. I DL'd the file from another thread containing (AFAIK) the A3 skeleton. It didn't work. :/
  13. AveryTheKitty

    First weapon, need some help!

    Thanks, I've improved on the weapons vastly. I've fixed most problems other than the EGLM's optics not rotating, and the muzzle flash is static. Also does someone happen to know the name of the texture for the GL sight's glass and dot? config.cpp: #include "basicdefines_A3.hpp" class DefaultEventhandlers; class CfgPatches { class A3_Aegis_XMR_F { units[]={}; weapons[]={"arifle_XMR_F", "arifle_XMR_C_F", "arifle_XMR_GL_F", "arifle_XMG_F", "arifle_XMH_GL_F", "arifle_XMM_F"}; requiredVersion=0.1; requiredAddons[]={"A3_Weapons_F"}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class SlotInfo; class CowsSlot; class PointerSlot; #define magentry(mag, num) \ class _xx_##mag \ { \ magazine = #mag; \ count = num; \ } #define wepentry(wep, num) \ class _xx_##wep \ { \ weapon = #wep; \ count = num; \ } #define itementry(item, num) class _xx_##item { name=#item; count = num; } #include "cfgRecoils.hpp" class CfgWeapons { class WeaponSlotsInfo; class UGL_F; class Rifle; class Rifle_Base_F: Rifle { class WeaponSlotsInfo; class GunParticles; }; class arifle_MX_F; class arifle_SCAR_base_F: arifle_MX_F { scope = 0; handAnim[] = {"OFP2_ManSkeleton", "A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\Anim\SCAR.rtm"}; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmr_F.p3d"; class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_M", "muzzle_flash_M"}; }; class CowsSlot: CowsSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; compatibleItems[] = {"optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_Arco", "optic_DMS", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_LRPS", "optic_MRCO", "optic_Nightstalker", "optic_NVS", "optic_SOS", "optic_tws", "optic_tws_mg"}; }; class PointerSlot: PointerSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; compatibleItems[] = {"acc_flashlight", "acc_pointer_IR"}; }; }; class EGLM: UGL_F { useModelOptics = 0; useExternalOptic = 0; cameraDir = "OP_look"; discreteDistance[] = {50, 75, 100, 150, 200, 250, 300, 350, 400}; discreteDistanceCameraPoint[] = {"OP_eye_50", "OP_eye_75", "OP_eye_100", "OP_eye_150", "OP_eye_200", "OP_eye_250", "OP_eye_300", "OP_eye_350", "OP_eye_400"}; discreteDistanceInitIndex = 1; }; magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag_Tracer_Green, 30Rnd_556x45_Stanag_Tracer_Red, 30Rnd_556x45_Stanag_Tracer_Yellow}; reloadaction = "GestureReloadMXSniper"; reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_ebr", 0.630957, 1, 35}; }; // XMR class arifle_XMR_F: arifle_SCAR_base_F { author = "Night515"; scope = 2; displayName = "XMR 5.56 mm"; picture = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\UI\xmr_ca.paa"; UiPicture = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\UI\xmr_ca.paa"; weaponInfoType = "RscWeaponZeroing"; descriptionShort = "WIP"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 60; }; }; class arifle_XMR_C_F: arifle_XMR_F { author = "Night515"; scope = 2; displayName = "XMR Carbine 5.56 mm"; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmr_C_F.p3d"; descriptionShort = "WIP"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 40; }; }; class arifle_XMR_GL_F: arifle_XMR_F { displayName = "XMR EGLM 5.56 mm"; handAnim[] = {"OFP2_ManSkeleton", "A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\Anim\M16\M16GL.rtm"}; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmr_GL_F.p3d"; descriptionShort = "WIP"; muzzles[] = {"This", "EGLM"}; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 80; }; }; // XMH class arifle_XMH_F: arifle_SCAR_base_F { author = "Night515"; scope = 2; displayName = "XMH 7.62 mm"; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmh_F.p3d"; picture = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\UI\xmh_ca.paa"; UiPicture = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\UI\xmh_ca.paa"; weaponInfoType = "RscWeaponZeroing"; descriptionShort = "WIP"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 100; }; magazines[] = {20Rnd_762x51_Mag}; }; class arifle_XMH_GL_F: arifle_XMH_F { displayName = "XMH EGLM 7.62 mm"; handAnim[] = {"OFP2_ManSkeleton", "A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\Anim\M16\M16GL.rtm"}; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmh_GL_F.p3d"; descriptionShort = "WIP"; muzzles[] = {"This", "EGLM"}; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 120; }; }; // XMM class arifle_XMM_F: arifle_XMH_F { author = "Night515"; scope = 2; displayName = "XMM 7.62 mm"; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmh_M_F.p3d"; descriptionShort = "WIP"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 120; }; }; }; 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 }; model.cfg: class CfgSkeletons { class XMR_rifle { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "trigger", "", "bolt", "", "safety", "", "CH", "", "CHH","CH", "magazine", "", "muzzleFlash", "", "ForeSight", "", "BackSight", "" }; }; }; class CfgModels { class XMR_base : Default { htMin = 1; htMax = 600; afMax = 0; mfMax = 0; mFact = 1; tBody = 100; skeletonName = "XMR_rifle"; class Animations { class muzzleFlashROT { type="rotationX"; source="ammoRandom"; sourceAddress="loop"; selection="muzzleFlash"; axis=""; centerFirstVertex=true; minValue=0; maxValue=4; angle0="rad 0"; angle1="rad 360"; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0="rad 0"; angle1="rad 90"; }; class OP_ROT { type="rotation"; source="zeroing2"; sourceAddress="loop"; selection="OP"; axis="OP_axis"; minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1="rad -90"; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "3"; angle0 = "0"; angle1 = "-3"; }; class bolt { type = "translation"; source = "reload"; selection = "bolt"; axis = "bolt_axis"; minValue = 0; maxValue = "1"; offset0 = "0"; offset1 = "1"; }; class bolt_empty: bolt{source = "isEmpty";}; class charging_handle: bolt { selection = "CH"; axis = "CH_axis"; offset1 = "-1"; }; class charging_handle_empty: charging_handle{source = "isEmpty";}; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.188; unhideValue = 0.550; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0.0; offset1 = -0.5; }; class safety_mode_rot { type = rotation; source = weaponMode; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0.25; angle0 = 0; angle1 = (rad -52); }; }; sections[] = {"zasleh"}; sectionsInherit = ""; }; class xmr_F: XMR_base {}; class xmr_GL_F: XMR_base {}; class xmh_GL_F: XMR_base {}; class xmr_C_F: XMR_base {}; class xmh_F: XMR_base {}; class xmh_M_F: XMR_base {}; };
  14. I've been trying to pack my addon with AddonBuilder but everytime I try to open it it crashes with a message: AddonBuilder has stopped working
  15. AveryTheKitty

    Can't modify official vehicle configs

    Thanks, I'll try it out!
  16. AveryTheKitty

    General Discussion (dev branch)

    I just hope they fix the Depth of View and how it scatters optics/lights. And shadows on terrain. And lighting through walls. Something else I'd like to see is blurring fast moving objects (grenades, changing gun in first person, etc)
  17. AveryTheKitty

    General Discussion (dev branch)

    I found an error in the mission Death Valley: "Bravo are safe" It should be: "Bravo is safe" :rolleyes:
  18. AveryTheKitty

    What do you want to see in the expansion?

    Here's what I'm hoping for: >>> Chinese faction More futuristic tech like the Railgun tank >>> Less copy paste Proper functions for armor and other vehicles Fighter jets Females >>> British forces >>> 3D Editor (I believe this is already planned) >>> More modding features (camo swatches plz plz plz :3)
  19. AveryTheKitty

    General Discussion (dev branch)

    Helicopters seem to bounce when they crash nose first. (Found it with the Orca and Wildcat)
  20. AveryTheKitty

    DLC Helicopters off limits to modders?

    But we need a texture to make the skins and whatnot. :/
  21. AveryTheKitty

    AV_IndUs (US Army inspired units)

    http://www.crydev.net/viewtopic.php?f=310&t=108039&start=105 :rolleyes: I found this while on my glorious search for multicam. (Which resulted in failure :()
  22. AveryTheKitty

    F-35C Lightning II

    I use GIMP 2.8, and I'm getting a layer issue with the textures (doesn't accept -1 layer), please fix, I'm eager to make some RAF variants!
  23. AveryTheKitty

    RSRR Bulldog

    I think it looks fine. Nice work. :)
  24. AveryTheKitty

    Arma 3 FanArt

    I drew the Captain Millers :D
  25. "characters_f_EPB\BLUFOR" or something like that.
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