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Posts posted by AveryTheKitty
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Did you put the Model.cfg file in the data folder with your anim file? That usually fixes my bugs.Yes. I DL'd the file from another thread containing (AFAIK) the A3 skeleton. It didn't work. :/
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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.
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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 {}; };
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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
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I'm porting my first weapon over, the SCAR-L from OA, and I need some help! I don't exactly know how to code weapons.
https://www.youtube.com/watch?v=Moh2FqPuctc&feature=youtu.be
First off, the textures and attachments are not a problem, I haven't finished setting them up on the model. My problem is, the Muzzle flash is broken, the sounds are gone (supposed to be MX ones for now), the iron sights don't go down, magazine doesn't detach, and possibly other problems.
Config:
#include "basicdefines_A3.hpp" class DefaultEventhandlers; class CfgPatches { class A3_Aegis_XMR_F { units[]={}; weapons[]={"arifle_XMR_F"}; requiredVersion=0.1; requiredAddons[]={"A3_Weapons_F"}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class SlotInfo; class CowsSlot; class PointerSlot; #include "cfgRecoils.hpp" class CfgWeapons { class Rifle; class Rifle_Base_F: Rifle { class WeaponSlotsInfo; class GunParticles; }; class arifle_XMR_base_F: Rifle_Base_F { magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag_Tracer_Green, 30Rnd_556x45_Stanag_Tracer_Red, 30Rnd_556x45_Stanag_Tracer_Yellow}; reloadAction = "GestureReloadMX"; discreteDistanceInitIndex = 0; maxRecoilSway=0.0125; swayDecaySpeed=1.25; inertia = 0.5; class GunParticles : GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; 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"}; }; }; opticsZoomMin=0.375; opticsZoomMax=1.1; opticsZoomInit=0.75; distanceZoomMin = 300; distanceZoomMax = 300; descriptionShort = "Testing weapon with grenade launcher"; handAnim[] = {"OFP2_ManSkeleton", "A3\weapons_f\Rifles\mx\data\Anim\MX_dmr.rtm"}; dexterity = 1.8; caseless[] = {"",1,1,1}; soundBullet[] = {caseless,1}; selectionFireAnim = "muzzleFlash"; modes[] = {Single, FullAuto, fullauto_medium, single_medium_optics1, single_far_optics2}; class Single: Mode_SemiAuto { sounds[] = {StandardSound, SilencedSound}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[]={"A3\sounds_f_weapons\closure\closure_rifle_6", db3, 1,10}; closure2[]={"A3\sounds_f_weapons\closure\closure_rifle_7", db3, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\sounds_f_weapons\MX\mx-st-full-1", db3, 1,1200}; begin2[] = {"A3\sounds_f_weapons\MX\mx-st-full-2", db3, 1,1200}; soundBegin[] = {begin1,0.5, begin2,0.5}; }; class SilencedSound: BaseSoundModeType { begin1[]={"A3\sounds_f_weapons\silenced\silent-18", db-2, 1,100}; begin2[]={"A3\sounds_f_weapons\silenced\silent-19", db-2, 1,100}; begin3[]={"A3\sounds_f_weapons\silenced\silent-11", db-2, 1,100}; soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333}; }; reloadTime = 0.096; dispersion = 0.00087; recoil = "recoil_single_SCAR_L" recoilProne = "recoil_single_prone_SCAR_L"; minRange = 2; minRangeProbab = 0.5; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.3; }; class FullAuto: Mode_FullAuto { sounds[] = {StandardSound, SilencedSound}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[]={"A3\sounds_f_weapons\closure\closure_rifle_6", db3, 1,10}; closure2[]={"A3\sounds_f_weapons\closure\closure_rifle_7", db3, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\sounds_f_weapons\MX\mx-st-full-1", db3, 1,1200}; begin2[] = {"A3\sounds_f_weapons\MX\mx-st-full-2", db3, 1,1200}; soundBegin[] = {begin1,0.5, begin2,0.5}; }; class SilencedSound: BaseSoundModeType { begin1[]={"A3\sounds_f_weapons\silenced\silent-18", db-2, 1,100}; begin2[]={"A3\sounds_f_weapons\silenced\silent-19", db-2, 1,100}; begin3[]={"A3\sounds_f_weapons\silenced\silent-11", db-2, 1,100}; soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333}; }; reloadTime = 0.096; dispersion = 0.00087; recoil = "recoil_auto_SCAR_L"; recoilProne = "recoil_auto_prone_SCAR_L"; minRange = 0; minRangeProbab = 0.9; midRange = 15; midRangeProbab = 0.7; maxRange = 30; maxRangeProbab = 0.1; aiRateOfFire = 0.000001; }; 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; aiRateOfFireDistance = 200; }; class single_medium_optics1: Single { requiredOpticType = 1; showToPlayer = 0; minRange = 2; minRangeProbab = 0.2; midRange = 450; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.2; aiRateOfFire = 6; aiRateOfFireDistance = 600; }; class single_far_optics2: single_medium_optics1 { requiredOpticType = 2; showToPlayer = 0; minRange = 100; minRangeProbab = 0.1; midRange = 500; midRangeProbab = 0.6; maxRange = 700; maxRangeProbab = 0.05; aiRateOfFire = 8; aiRateOfFireDistance = 700; }; aiDispersionCoefY=6.0; aiDispersionCoefX=4.0; drySound[]={"A3\sounds_f_weapons\Other\dry_1", db-5, 1, 10}; reloadMagazineSound[]={"A3\sounds_f_weapons\reloads\new_MX",db-8,1, 30}; }; class arifle_XMR_F: arifle_XMR_base_F { scope = 2; displayName = "XMR-L 5.56 mm"; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmr_F.p3 d"; 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"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 100; }; }; }; 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 };
This was based off the samples.
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try setting requiredAddons; the game is likely loading your mod prior to the official one, which is why its written over:class CfgPatches { class myMod { requiredAddons[] = { "A3_Armor_F", "A3_Armor_F_EPC_MBT_01"}; ....
those are just two i had used while changing the names for the Slammer and Panther; i didn't check which addon the panther is from.
Thanks, I'll try it out!
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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)
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I've tried multiple times to modify the configs of the Panther, the Slammer UP, and the Wipeout but my changes never work. I copy parts of the script that I need into my own config.cpp but it is never over written. When I do it with weapons, however it works fine.
What I've tried doing:
- Change names of Slammer UP, Wipeout, and Panther
- Change Slammer UP cannon to 120mm
Please help ASAP!
- Change names of Slammer UP, Wipeout, and Panther
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I found an error in the mission Death Valley: "Bravo are safe"
It should be: "Bravo is safe" :rolleyes:
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Here's what I'm hoping for:
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>>> Chinese faction
- More futuristic tech like the Railgun tank
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>>> Less copy paste
- Proper functions for armor and other vehicles
- Fighter jets
- Females
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>>> British forces
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>>> 3D Editor (I believe this is already planned)
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>>> More modding features (camo swatches plz plz plz :3)
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>>> Chinese faction
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Helicopters seem to bounce when they crash nose first. (Found it with the Orca and Wildcat)
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All new vehicles are mentioned on the community wiki :icon_twisted:Not to mention that they are available in the Editor and Config Viewer is able to show their configuration :bounce2:
But we need a texture to make the skins and whatnot. :/
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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 :()
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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!
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I think it looks fine. Nice work. :)
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I drew the Captain Millers :D
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thats not what i mean ,i need the texture, the one wtih the _co ,
i searchd the whole characters folders
but thx
"characters_f_EPB\BLUFOR" or something like that.
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I need it! Nice work. :)
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http://upload.wikimedia.org/wikipedia/commons/3/30/Starry_Night_at_La_Silla.jpg (4732 kB)
I'd be awesome to have galactic spacey stuffs in the sky at night. Maybe make it faded when lots of lights and stuff are present? :)
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This one is the same deal, but It's not any higher res. There are less seams, though. http://www.strikehold.net/wp-content/uploads/2012/03/desertmulticam7.jpgLike I said though, I'd love it to be tileable. There's some multicam swatches out there that are very good (Sabre, Rusty (from gmod), etc.)
I've pm'd Sabre a few times with no response. :(
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So basically, you're looking for the new Scorpion Multicam? Because I can tell you from seeing current OCP uniforms that Alex Vestin's is spot on. However, since you requested it: http://www.hyperstealth.com/scorpion/886608_517589631612985_453955962_o.jpgThe right one is current OCP, and the left one is supposed to be the new OCP.
A little problem with that is it's low res when you zoom in, and the watermark. There are also some seams in the pattern.
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Like the title says, I'm in need of a quality multicam swatch. I do not want small tiled versions (ex. Antoineflemmings, BF4, etc.), and I've already tried AlexVestin's (way too golden, don't like how his pattern was done, etc.)
I'd like the pattern to be brownish and dull and whateved. Also multiple verticle elements, and tileable if possible.
Thanks.
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...Download...faster...! :D
Congrats on the release!
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Unfortunately it can't. :/
Porting Arma 2 animations?
in ARMA 3 - MODELLING - (O2)
Posted
Yup, didn't work. The file is in: "A3_Aegis/Aegis/content/BLUFOR/rifles/XMR/data/Anim/m16/m16gl.rtm"