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blackpixxel

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Everything posted by blackpixxel

  1. blackpixxel

    TF47 Launchers [WIP]

    Hi, here is the next update, which includes the SMAW. It comes with HEDP and HEAA ammunition. Its spotting rifles fires from 5 round 9mm tracer magazines and is used to correctly adjust the scope. You can select it in the actionmenu. Be aware that the spotting rifles has backblast & ear ringing when using ACE3, whis is something I cannot change. Maybe this will be fixed in the future. The case where you could reload the AT4 with a certain trick should not work anymore. I also made a slight change to the M3 scope, so that it uses the new collominator-technology. The swoosh-sound of the rocket is now much more quiet, as well as the explosions which were very loud. The absurd damage of the M3 HEDP round when using the RHS patch is fixed, and it got updated for the SMAW. In case you don't know which launcher you should take: Pro's of the SMAW: +more damage against armor / higher Penetration (600mm vs 550mm) +more precise zeroing (increments of 50m vs 100m) +spotting rifle for increased hit-chance Pro's of M3 MAAWS: +higher rocket velocity +higher zeroing range (900m vs 500m) +lighter ammunition TF47 Launchers Update Version 1.4.0 Dropbox-Download: https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 TF47 Launchers RHS Patch Update Version 1.3​​ Dropbox-Download: https://www.dropbox.com/s/nmx0xgaojwxisc1/%40tf47_launchers_rhs.rar?dl=0
  2. blackpixxel

    Upgrade from i7 860 to i5 6600k

    Thank you for the info! Now it would be interresting to know, if the CPU was the only reason for the performance improvement, or also the new DDR4 RAM. The best test would be to compare a 4790k to a 6700, which have nearly the same performance. But I guess nobody in the world would upgrade from a fourth-gen to a sixth-gen Intel with such a small performance gain.
  3. Hi, I have a problem with a weapon mod. I would like to remove the action menu entrys for switching to this specific weapon, but I have no idea how to do it. I thought I could just modify conditions for the menu in the cfgAction or userAction - classes, but I cannot find the config-file where the classes are defined. It would be great if someone could give me a hint. Thanks alot for your help, BlackPixxel EDIT: Using 'Primary=true;' and 'showSwitchAction=0;' solved it, after I found a thread on Armaholic. Looks like the launcher class is somewhat broken here.
  4. blackpixxel

    TF47 Launchers [WIP]

    Ops, I uploaded it for testing to PWS as beta, but now Armaholic changed their version to this test-version. So I cannot recommend to switch to the 1.4 version, as it is not finished. Kukus: Yep, the SMAW appears two times in the action menu, the upper one is the SMAW in rocket-mode and the lower one is the spotting-rifle, which needs the correct magazine to be able to shoot. Sadly I cannot change the names that are shown in the action menu. But once you know that the spotting rifle is the lower one, it should not be a problem. Another problems are the ACE3-compatibility. At the moment ACE takes the backblast and ear-ringing values from the primary rocket muzzle of the SMAW, which is why the spotting rifle has backblast and causes your ear to ring without earplugs. I wrote a ticket, and hopefully it will change in the future. But the SMAW still needs some work, so you should stay with the current stable version on playWithSix.
  5. Hi, I have a launcher with two muzzles, and when I switch to the second muzzle and fire it, I get the following error: No entry 'bin\config.bin.'. After the error, I can use it with no problem, it shoots as expected. I have no idea what it wrong, so I hope that some of you can answer this. Here is the part of the weapon cfg for the launcher. I think the problem is somewhere in the spotting rifle part, because it only appears when shooting it (it is the second muzzle)) class Launcher; class Launcher_Base_F: Launcher { class WeaponSlotsInfo; }; class tf47_smaw: Launcher_Base_F { author = "[TaskForce 47] BlackPixxel"; _generalMacro = "tf47_smaw"; scope = 2; displayName = "MK6 Mod 0 SMAW"; model = "tf47_launchers\smaw\smaw.p3d"; picture = "\tf47_launchers\smaw\UI\smaw_black_x_CA.paa"; handAnim[] ={"OFP2_ManSkeleton","tf47_launchers\smaw\anim\handanim_smaw.rtm"}; class GunParticles { class effect1 { positionName = "muzzlepos"; directionName = "muzzleend"; effectName = "RifleAssaultCloud"; }; }; optics = 1; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommin = 0.34; opticszoommax = 1.1; weaponInfoType = "RscWeaponZeroing"; distanceZoomMin = 250; distanceZoomMax = 250; discreteDistance[] = {250,250,250,250,250,250,250,250,250,250}; discreteDistanceCameraPoint[] = {"eye","eye","eye","eye","eye","eye","eye","eye","eye"}; discreteDistanceInitIndex = 0; cameraDir = "look"; recoil = "tf47_smaw_recoil"; reloadAction = "ReloadRPG"; magazines[] = {"tf47_smaw_HEAA","tf47_smaw_HEDP"}; modelOptics = "-"; modes[] = {"Single"}; class Single: Mode_SemiAuto { recoil = "recoil_single_law"; sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"tf47_launchers\smaw\sound\smaw_s1.wav",db18,1,900}; soundBegin[] = {"begin1",1}; }; aiRateOfFire = 7.0; aiRateOfFireDistance = 600; minRange = 10; minRangeProbab = 0.8; midRange = 400; midRangeProbab = 0.8; maxRange = 900; maxRangeProbab = 0.5; }; muzzles[] = {"this","TF47_smaw_SR"}; drySound[] = {"\a3\sounds_f\weapons\GM6Lynx\GM6_lynx_dry.wss",0.4466836,1,20}; reloadMagazineSound[] = {"tf47_launchers\smaw\sound\reload.wss",1.0,1,10}; aiRateOfFire = 7.0; aiRateOfFireDistance = 600; minRange = 10; minRangeProbab = 0.8; midRange = 400; midRangeProbab = 0.8; maxRange = 900; maxRangeProbab = 0.5; canLock = 0; weaponLockDelay = 3.0; lockAcquire = 0; inertia = 0.45; class WeaponSlotsInfo: WeaponSlotsInfo { allowedslots[] = {901}; mass = 200; class CowsSlot { access = 1; compatibleitems[] = {"tf47_optic_smaw","tf47_optic_smaw_1","tf47_optic_smaw_2","tf47_optic_smaw_3","tf47_optic_smaw_4","tf47_optic_smaw_5","tf47_optic_smaw_6","tf47_optic_smaw_7","tf47_optic_smaw_8","tf47_optic_smaw_9","tf47_optic_smaw_10","optic_Holosight"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 2; }; class PointerSlot: PointerSlot {}; }; descriptionShort = "83mm Shoulder-Launched Multipurpose Assault Weapon"; class Library { libTextDesc = "Shoulder-launched rocket weapon with the primary function of being a portable assault weapon (e.g. bunker buster) and a secondary anti-armor rocket launcher."; }; class tf47_smaw_SR: Launcher_Base_F { model = "tf47_launchers\smaw\smaw.p3d"; magazines[] = {"tf47_smaw_SR"}; magazinereloadtime = 3.75; reloadtime = 0.2; recoil = "tf47_smaw_recoil"; modelOptics = "-"; displayName = "SMAW Spotting Rifle"; displayNameShort = "SMAW Spotting Rifle"; descriptionShort = "SMAW Spotting Rifle"; useActionTitle = "SMAW Spotting Rifle"; optics = 1; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommin = 0.34; opticszoommax = 1.1; weaponInfoType = "RscWeaponZeroing"; distanceZoomMin = 250; distanceZoomMax = 250; discreteDistance[] = {250,250,250,250,250,250,250,250,250,250}; discreteDistanceCameraPoint[] = {"eye","eye","eye","eye","eye","eye","eye","eye","eye"}; discreteDistanceInitIndex = 0; cameraDir = "look"; modes[] = {"Single"}; reloadAction = "tf47_smaw_sr"; reloadMagazineSound[] = {"\a3\sounds_f\weapons\GM6Lynx\GM6_lynx_reload1.wss",1.0,1,10}; drySound[] = {"\a3\sounds_f\weapons\GM6Lynx\GM6_lynx_dry.wss",0.4466836,1,20}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"tf47_launchers\smaw\sound\smaw_spotting_s1.wss",db18,1,900}; soundBegin[] = {"begin1",1}; }; recoil = "recoil_single_law"; aiRateOfFire = 7.0; aiRateOfFireDistance = 600; minRange = 10; minRangeProbab = 0.8; midRange = 400; midRangeProbab = 0.8; maxRange = 900; maxRangeProbab = 0.5; }; }; }; Thank you for your help! EDIT: Problem solved, it was something in the ammocfg.
  6. blackpixxel

    TF47 Launchers [WIP]

    Thanks for the bug report! Sadly (or luckily ;) ) I cannot reproduce it. Do you run some mods that could conflict with this one? And what does the ammocounter on the top right say when you have the 'three round AT4' ?
  7. blackpixxel

    TF47 Launchers [WIP]

    Oh, thanks! Looks like I forgot to delete the Zero after changing the value. I will update it later, this is not how a HEDP should behave ;) Thank you for your help!
  8. blackpixxel

    Terrain Improvement (dev branch)

    Shadows of clouds should be considered as well, they can make the terrain look alot more interresting
  9. blackpixxel

    TF47 Launchers [WIP]

    Now it could work. I hosted the Support Stratis Mission for testing. With 1.3.6 & AGM, the mission didn't load and was stuck in the loading screen, as you told me. With the new 1.3.7 it was loading correctly. Same with TPW. Although I don't know this mod, I didn't notice any difference with 1.3.6. With 1.3.7 it suddenly showed a hint after the mission loaded with the working modules, and some additional HUD-info. So it looks like it is working now, but I cannot promise it. Download Version 1.3.7 Dropbox (59 MB): https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3
  10. blackpixxel

    TF47 Launchers [WIP]

    Arghh, no update without new errors.. Thank you all for the reports. I have no idea what could cause this, but maybe it is this new part of the config: class CfgFunctions { class tf47_launchers_Config { class tf47_launchers_init { class tf47_launchers_INIT_Function { file = "\tf47_launchers\m3maaws\scripts\tf47_disposable.sqf"; postinit = 1; }; }; }; }; Is it possible that this somehow conflicts with other mods? I haven't changed anything else CBA related. EDIT: Problem is found, fix will be released later. A temporary solution for those who have problems is to run the older version of the mod on the server while the clients can use the newer one.
  11. blackpixxel

    TF47 Launchers [WIP]

    Hi, here is a smaller update which should solve most of the issues. -AT4 should always work now -airburst of HE and flare is fixed -new recoil (there was none after the last Arma 3 patch) -backblast configured for ACE 3 -adjusted shouldered AT4 position I also added a classname for a M3 with already attached scoped (e.g. for vehicle loadouts), and 4 NATO-units with AT4's & M3. It looks like RHS has changed the way how their armor-system works, which made the launchers nearly completely ineffective. This should be solved now, which means that the optional RHS-patch is also updated. Download Version 1.3.6 Dropbox (59 MB): https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3 RHS Compatibility Patch 1.2 https://www.dropbox.com/s/nmx0xgaojwxisc1/%40tf47_launchers_rhs.rar?dl=0 Have fun!
  12. Hi, I want to give an AT launcher recoil (e.g. recoil = "recoil_nlaw"; ), but if I set the recoil to an own one or even a vanilla one it gives me an error, while the recoil works fine: http://i.imgur.com/F54NQeD.jpg Is there any way to solve this? I could not find any information for this. Thank you for your help! Edit: Even if I dont set the recoil in the config, so that it uses the one from launcherbase, I will get this error: Size: '...\recoil_default\' not an array Problem solved. You NEED a 'Single: Mode_SemiAuto' class with some stuff in there. Then it works.
  13. blackpixxel

    General Discussion (dev branch)

    D.. Do we... Do we finally have our feet as rotation axis again instead of the head? So no more glitching into walls when turning next to them? I am on stable, I hope someone can clarify this. Thanks!
  14. blackpixxel

    Soldier protection (dev branch)

    Supression is bullet-specific, so the reaction to getting shot could be as well.
  15. blackpixxel

    General Discussion (dev branch)

    The Merlin should have rotor flex as well (without having tested it). The rotors of merlin and littlebird also flex into the direction where you push your cyclic. This is because both helicopters are ported from Take on Helicopters, where Bohemia spend a bit more love on helicopters.
  16. Question: Will we see (hear) the sound occlusion from Arma 2 in Arma 3 at some day? It is one of the features that I miss most.
  17. blackpixxel

    TF47 Launchers [WIP]

    I think the AT4 reload issue should be gone when ACE 3 gets released, they already had a perfect disposable-script for ACE 2. I also found the reason for the airburst-bug now (hopefully). It was an ATL/ASL issue. It worked on the close to sealevel airport at stratis where I always tested it, but the higher the terrain the closer the airburst would happen. A stupid error of me, I will fix that soon.
  18. blackpixxel

    General Discussion (dev branch)

    Hi, I noticed that not only the AFM helos, but basically every vehicle in the game has an input delay of at least 100ms. This makes the controlls very unresponsive, and flying with AFM enabled is very hard, because the delay gets increased to about 500ms (at least for me). Another interresting fact is that this delay seems to be scaling with the simulation time. If you use 'setacctime 0.1' , the delay gets increased by factor 10. This shows that this delay is not a hardware problem, but something with the game. But John_Spartan and Souls FA-18 does not have any delay at all. The controlls are super-responsive. That means that this problem is fixable. Here is an ugly video I made to show it: I am curious if other people have the same issue. If yes, it is time to fix it, because it really makes driving at high speed harder than it should, and aiming with an AH-9 is not that easy with 100ms delay.
  19. blackpixxel

    TF47 Launchers [WIP]

    Hi, After a long break I am now working on the SMAW again - http://imgur.com/a/eaK4C Now it is time to reduce the polycount and to begin with the textures. With the phenomenal announcment of ACE 3 I also want to use it as requirement, so that the AT4 uses the ACE disposable system, which I expect to work perfectly and not as unreliable as my solution.
  20. blackpixxel

    X-Cam 1.0 for Arma 3 released

    Awesome! Can't wait to try it out!
  21. Would be awesome to have the Real Armor Mod as part of ACE3 as well. And of course the crew damage from ACE2. At the moment you have to fire multiple HEAT rockets at a tank until it is disabled to make him combat-ineffective. And AT-rockets weigh alot. In ACE2 a HEAT rocket would correctly kill the crew, so that a tank was mostly no threat anymore after it was hit by a HEAT rocket.
  22. blackpixxel

    Authentic Gameplay Modification

    Ace3ace3ace3
  23. blackpixxel

    Audio Tweaking (dev branch)

    I also hope that the MX sound will get changed. It is the main weapon of the most played faction, the weapon that you use in most of the missions, but it has a horrible sound. It does not sound like a weapon at all, and if the distance filter gets applied it becomes even worse.
  24. blackpixxel

    Audio Tweaking (dev branch)

    Wohoo, it is getting better and better!
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