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Everything posted by PolyG
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1st Ranger Battalion - Re-textured Units - [Public Release]
PolyG replied to Drifter's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The flags should be the IR ones - The green and black. US army only wears colored flags on US Bases and within the US - Outside its Thermal IR to prevent being seen at night and blend within the environment - I like the uniforms though :) The camies look nice. -
uniformModel = "\UO_AK_VEST\data\UO_AK_VEST"; containerClass = "Supply60"; mass = 25; armor = "2"; passThrough = true; HiddenSelectionTextures[] = {}; //<-- Was Missing hiddenSelections[] = {"camo"}; You were missing a line here - As well as in the model.cfg you need to inherit the model name to arma man, ie 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"; } class Your_Class : ArmaMan {}; };
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..What exactly isn't working? Do you have it properly in the P3d? Do you have a model.cfg?
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I've noted the SMD Being kept.. a Fair portion of the files are by BI - Yes, but Milkman did a lot for it, as well as modified them a plenty to fit in - Shouldn't that allow his own Copyright to work? (I've recently been doing research for school papers on copyright - Within the US Law, Milkmans copyright is held on any items he modified, since BI did give permission to all of us. His item is a derivative and shouldn't make money, but still falls under a Non-Commercial Copyright given to Milkman by the US Constitution as well as UK Copyright.)
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I only fired upon AAF forces. The only CSAT I saw were Orca's, but they always deployed AAF Soldiers :l
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Not really. The CSAT aren't working together so much as supplying them. You only fight them in the campaign really if you Aside from that, I know I'm not the only one who fights as the AAF vs. Everyone
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Still figure they'd have something different for a "attack" sortie. Doesn't have to be heavy - Just big enough to be used for more than transport. Seems unfair for the NATO and CSAT to have a heavy lift, two unarmed transports, 2 armed, and a attack - Maybe give them a old soviet chopper and say it was bought at a massive discount?
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Drifters USMC Units - [Re-textures]
PolyG replied to Drifter's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Marines don't have flags on the uniforms. Thats only the US army -
The AAF Aren't Guerilla forces - They're the national Army. The FIA are the Guerilla's.. So the AAF honestly should have better arms.. Its saddening they lack a Attack Chopper
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Random names from a list for AI units in my mod?
PolyG replied to bravo93's topic in ARMA 3 - QUESTIONS & ANSWERS
Use this. - Then within your Config.cpp for the units, in your base soldier (or all depending on your set.) Use genericNames = "NB_Generic"; class CfgPatches { class NB_Names { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgWorlds { class GenericNames { class NB_Generic { class FirstNames { tony = "Tony"; blake = "Blake" }; class LastNames { williams = "Williams"; Nunez = "Nunez"; }; }; }; }; -
Post on the feed back tracker - otherwise they might not see it.
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Look at Saharni, they have 3-4 maps of the islands alone, then the real Sahrani with all of them in 1.
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The Cosmos engine is pretty much a super scripted campaign level.. All you do is fly and it goes, "Hey - Load the next level!" and vis versa..
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BI has answered.. Multiple times.. I believe it was MattLightfoot. He's BI Public Relations.. He's explained why they can't do things to..Or tried to.
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Same files with different results?
PolyG replied to theevancat's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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Same files with different results?
PolyG replied to theevancat's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Heres the friend - My RPT http://pastebin.com/3H4zbBAG -
Ditch Xmed and I'm game. AGM has its own system that works much better.
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Update pending BI fixes to Addon builder -.-.. Need the A3 one to put our HMWWV's in..
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Alright - So I've recently started a overhaul to remove the RH requirement for the NB_USMC mod. I've run into a Weird problem. My Leaf sight has this issue where it wants to be up, On the Wrong firemodes. In Semi and Burst the Leaf sight raises, however in the M203 firemode it lowers, any idea why? P.S: I am certain I'm overlooking something, and am going to hate myself when I realize how simple it was. Model.cfg class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class NB_M16_Base: Default { skeletonBones[]= { "magazine","", "bolt","", "Carry_Handle","", "safety","", "zasleh","", "GL_Sight","" }; }; class OFP2_ManSkeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "Pelvis", "", "Spine", "Pelvis", "Spine1", "Spine", "Spine2", "Spine1", "Spine3", "Spine2", "Camera", "Pelvis", "weapon", "Spine1", "launcher", "Spine1", "neck", "Spine3", "neck1", "neck", "head", "neck1", "HeadCutScene", "head", "jaw", "head", "chin", "head", "jaw_rf", "head", "jaw_rm", "head", "jaw_rs", "head", "jaw_lf", "head", "jaw_lm", "head", "jaw_ls", "head", "ear_r", "head", "ear_l", "head", "lip_lc", "head", "lip_lwlb", "head", "lip_lwlf", "head", "lip_lwm", "head", "lip_lwrf", "head", "lip_lwrb", "head", "lip_rc", "head", "lip_uprb", "head", "lip_uprf", "head", "lip_upm", "head", "lip_uplf", "head", "lip_uplb", "head", "nose_tip", "head", "nose_r", "head", "nose_l", "head", "zig_lt", "head", "zig_lm", "head", "zig_lb", "head", "zig_rt", "head", "zig_rm", "head", "zig_rb", "head", "cheek_r", "head", "cheek_l", "head", "eyebrow_lb", "head", "eyebrow_lm", "head", "eyebrow_lf", "head", "corr", "head", "eyebrow_rf", "head", "eyebrow_rm", "head", "eyebrow_rb", "head", "eye_upr", "head", "eye_lwr", "head", "eye_upl", "head", "eye_lwl", "head", "cheek_rf", "head", "cheek_rm", "head", "cheek_rb", "head", "cheek_lf", "head", "cheek_lm", "head", "cheek_lb", "head", "forehead_l", "head", "forehead_m", "head", "forehead_r", "head", "l_eye", "head", "r_eye", "head", "l_pupila", "head", "r_pupila", "head", "neck_t", "head", "neck_b", "head", "neck_r", "head", "neck_l", "head", "tongue_b", "head", "tongue_m", "head", "tongue_f", "head", "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", "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", "LeftUpLeg", "Pelvis", "LeftUpLegRoll", "LeftUpLeg", "LeftLeg", "LeftUpLegRoll", "LeftLegRoll", "LeftLeg", "LeftFoot", "LeftLegRoll", "LeftToeBase", "LeftFoot", "RightUpLeg", "Pelvis", "RightUpLegRoll", "RightUpLeg", "RightLeg", "RightUpLegRoll", "RightLegRoll", "RightLeg", "RightFoot", "RightLegRoll", "RightToeBase", "RightFoot" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class NB_M16_Base: Default { sections[]= { "", "magazine", "bolt", "Carry_Handle", "safety", "GL_Sight", "zasleh", "muzzleFlash" }; skeletonName="NB_M16_base"; class Animations { }; }; class M16A4: nb_m16_base { class Animations { class safety_mode_rot { type = rotation; source = weaponMode; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0.20; angle0 = 0; angle1 = (rad -180); }; class Eject_Slide { type="translation"; source="reload"; selection="Bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="Eject_Start"; end="Eject_End"; offset0=0; offset1=0.15; }; class Eject_Empty { type="translation"; source="isempty"; selection="Bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="Eject_Start"; end="Eject_End"; offset0=0; offset1=0.15; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "Magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.200; offset0 = 0.0; offset1 = 0.4; }; class magazine_reload_move_2 { type="hide"; source="reloadMagazine"; selection="Magazine"; minValue=-0.4; maxValue=0.4; minPhase=-0.4; maxPhase=0.4; hideValue=0.75; sourceAddress="mirror"; }; class magazine_reload_move_3 { type = "translation"; source = "reloadMagazine"; selection = "Magazine"; axis = "Magazine_axis"; minValue = 0.6; maxValue = 0.65; offset0 = 0.0; offset1 = -0.4; }; class trigger_move { type="rotationZ"; source="reload"; selection="Trigger"; memory=1; sourceAddress="clamp"; axis = "Trigger_Axis"; minValue=0.0; maxValue=0.3; minPhase=0.0; maxPhase=0.3; angle0=0; angle1=-0.512389; }; class ironsight_hide { type="hide"; source="hasOptics"; selection="Carry_Handle"; animPeriod=0; minValue=0; maxValue=0.30000001; minPhase=0; maxPhase=0.30000001; hideValue=0.1; sourceAddress="mirror"; }; class bolt_empty { type="translation"; source="isempty"; selection="bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="bolt_start"; end="bolt_end"; offset0=0; offset1=1; }; class bolt_empty_1 { type="translation"; source="reload"; selection="bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="bolt_start"; end="bolt_end"; offset0=0; offset1=1; }; class M203Sight { type="rotationZ"; source="weaponMuzzle"; selection="gl_sight"; axis="gl_sight_axis"; sourceAddress = clamp; minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 1.6406095;//rad 94.0; }; }; sections[] = {"zasleh"}; sectionsInherit = ""; }; };
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ALiVE - Advanced Light Infantry Virtual Environment
PolyG replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So - Might I ask when the Sample missions will be updated to match these versions? I tried to use the ALIVE insurgency but per usual - Editing it to match new standards somehow broke it. (User Error most likely.) -
Addon Builder not working after last update
PolyG replied to Αplion's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
PBO Project is so finiky on setting it up. And mine refuses to ever work correctly :l -
We're changing over as soon as they're up :) ALIVE servers on Jets provided servers! Epicness.
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Before you delete those sources.. Can we get a steal of your helmet MLODs? xD Hardest helmet I've ever tried to make. Did you know that ArmA has a "PlaceHolder_H" in which its a similar helmet without the rails, that they wont give us permissions to texture and use?
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I started back when DayZ first appeared in ArmA2, now I am a veteran milsim player and novice modder - I can gladly be reached if you'd like some information from my view point :)
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Just migrated to the Teamspeak servers they host - and I love it! The ArmA 3 server and the TS is amazingly good costing, as well as Jet will help with anything you need! I love this service and can't wait til they add in Windows Servers!