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Everything posted by PolyG
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I'd have to see the sources to evaluate the problem then - My last suggestion would be remove the Anim/M16/ and just have Anim
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The data folder should be set as modname/data/anim/m16gl.rtm(?) and have a model.cfg with this - class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; };
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Did you put the Model.cfg file in the data folder with your anim file? That usually fixes my bugs.
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For the mission lobby it will always be alpha, bravo, etc. But if you type in the Description line "Hitman Actual" for a Teamleader in Alpha, Alpha's Teamleader slot will say Hitman Actual instead of Team Leader.
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They made us wait for it by making a count down with no official release as to anything for it. I am certain I'm not the only one who had high expectations in BI to do something good for us today.
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Should have guessed "free!" Would mean something utterly useless to this community.
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Minidayz.. I have officially lost faith. Instead of giving us something worth the wait, they made us wait for a god damn arcade game? I know Im not the only one that's pissed
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My only advice.. Is to Not do anything A3L related.. But that's another story..
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I think the best way would be for someone here to go donate 30$ or more, and see if they get almost instant access.. That oughta' be plenty of proof.. be on the member list 1 day and instant access would do it.
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Your missing his point - BI has done what they could. They made them agree to follow the EULA again - So its out of their hands. They can offer support but not legally do anything. If you can find more breaches in the EULA then they can help again, for the time being its up to the Copyright holders.
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Could possibly use hiddenselections..
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This is a great service. We've just finished the "trial" and started our first payment for the rest of the month! JetFox was Extremely helpful with updating when the DLC dropped, as well as adding in some files that didn't get transferred. The service is so far superior than most, as well as a great price. We've played about 15 people the other day on a AAF_Zues mission, and had minimal lag or Desync. Love the servers, when our Teamspeak rent drops next month we're swapping to theirs!
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Thanks! Hit me up on steam man - (PM'd you!) And we'll talk about getting you some developer builds for later features. Currently we have the USMC on the resting phase while we work out some other mod things internally, as well as sort out a dedicated server and so on. So updates will follow (Should get a Big one near christmas as a present :D!)
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Different encryption type. We cant open epo files (on my phone, there are epos still?)
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Object builder crash when opening BIS P3d files
PolyG replied to Kerel1's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
They are binarized and can not be reopened to prevent theft. -
This is a saddening truth - I am still new to modding (8gigs of unreleased content, 1 released.) because of how the community appears now - You guys are lovely for help.. Then A3L does this and turns me off of releasing anything. The prospect of having content taken without permission and modified or resigned is a infringement on my right as a creator and breaks my intellectual rights to the content I made. What they have done is wrong. End of story. If a mod author says REMOVE you remove. That's simply being fair and right, what they are doing with the resigning and modifying isnt allowed plain and simple.
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Armaholic downloads are; however using it in a server that essentially requires payment to play is against the rules without written consent, as is the resigning of the addons as someone said they have been many pages ago - To have them in a required mod pack you must ask permission if money is involved in any way.
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BIS could ban them on battle eye.. That would globally ban them from legit ArmA servers. Just saying in real response to the BIS not being able to do much written in the previous post
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I would love to have a cheaper option - I want to host a server but my internet wont allow us to Host a dedicated - at 25$ (Per month I'd assume?) Me and my other pal could split the bill and easily enjoy. Do it!
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Stop trying. They have broken the Eula and stolen content. The post you have provided have no value here - Stop defending an illegal "mod"
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Todays Devlog - Fixed: M-900 should not be subject to DLC restrictions M-900 is a freebie for civi's.
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My only issue with the Iowa so far, is either the CRAM's are firing to fast or my PC sucks more than I thought. Whenever the CRAMS fire (only them!) I lag to hell, but when they stop and the big guns (I love those!) I play fine. Also - What is the damage ratio? I had a Iowa Vs. Iowa and it lasted for like... 30minutes? And neither died.
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Activating CAS module via trigger?
PolyG replied to DrChrispocalypse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As far as I know, a trigger shouldn't activate the Support Requester, that is linked to the player to allow him to call upon preset Supports. the CAS module under Zues will do what you want, but you have to make it spawn on trigger activation, otherwise it will fire before your ready. -
Guess Whose Back. Back Again. Nunez is Back, Tell yo friends. Guess Whose back, Guess Whose Back. Ba ba ba. Badada. Bah bah bah! FFV is coming along nicely!
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NB_BAF (United Kingdom Armed Forces) WIP thread
PolyG replied to LykosMactire's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thats because you can't rename a posted thread..