mearcat
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Everything posted by mearcat
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Yes missed the units one off. thank you, that has fixed that problem for our bootcamp and a few missions. I had thought of this when testing but ran out of time. We will test the 2 different scenarios and report back, if possible with video. I have had info from another player that when running "Blastcore Phoenix" he gets a heat haze effect travelling rearward from the launcher exhaust, but without phoenix it appears as a spiral shaped distortion. We weren't sure if it was a fault or not, as we are so use to seeing the quick puff from the vanilla launchers. As for matching a multi-million pound effects department, you guys have produced these mods off your own backs. I think with the quality that these mods are at, the community would have a lot of drool to clean up if we threw a few million at you for development. I will try and get our recording guy to make some vids of the UGL thing. Thanks for the quick replies guy's
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Good evening gentlemen, Our team has recently adopted the 3CB set as a standard mods and we have come across a few issues: 1: already mentioned Surefire flash hider problem. 2: UGL L85 variants have no UGL firing sound with any of the rounds after it is first added to a character's kit. Only after it is dropped onto the floor and picked up again are the sounds heard. 3: ILAW & AT4 has a swirly vortex circle that travels rearward when fired, possibly a simulation of the exhaust cone. Looks like something from doctor who. 4: When adding your preset units into a editor mission map, if the kit is changed in Virtual Arsenal by the player when in game and the player dies and respawns, the original kit of the unit model is reassigned to the character. This occurs even with ace3 "kit saving on death" module added. Happens on vanilla ARMA & with the following mods: CBA A3 V2.0 RH M4 A3 RH ACC RH PDW A3 RH Pistol A3 ACE 3 3.2.1 TFAR 0.9.8 JSRS3 3CB BAF Equipment v3.0 3CB BAF Vehicles v3.0 3CB BAF Weapons v1.1 I will try and get some images/videos if required. Regards Mearcat.
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Not too sure if this has been fixed but all the ACOG sights are still set this way with switching between the CQB and zoom views, the ranging sets itself to 100m for both view states. Also when in the scoped view, you can alter between 100 and 300m ranging. This has occurred since the Marksman DLC. (RH Acc pack V1.0.5.1)
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Ahh wonderful Master K. Been waiting for me Beloved 85 to have a make over. This is not only limited to the STKR vests, it ocurs with the CTRG and most of the other standard kit. It also happens with most of the scopes. Some pics below in different stances/movements: Knelt in zoom Lower Knelt stance Lower Prone Stance Moving forward whilst crouched and viewing the Red dot CQB look forward to your next update
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Texturing a Newly Modeled Vehicle
mearcat replied to SmartMan132's topic in ARMA 3 - QUESTIONS & ANSWERS
I am struggling with this as well for a rifle model. I have found that in 3dsmax you can export an image of the faces related to the model. What you need to do, bear with me I am only running off my sketchy self-tought knowledge, is select your model and apply a 'Unwrap UVW' in the modifier list. In the side window (normally to the right), there will be a button labelled 'Edit'. Press this button and a new window will pop up showing all the faces from the model flattened into 2D. It will look highly iledgeable, Next step select all the faces inside the sub window, and go to the top of the window to 'mapping'. There are 3 options., this is where my memory is sketchy, I think it is the 1st one, 'Flatten Mapping'. A little window will pop up change the (really just guessing here) Face Angle Threshold to 45.0 and spacing to 0.2. make sure all boxes are ticked except for 'By Material IDs' and press ok. This should sort the faces into a ledgeable 2d image. From this window, go to the bottom under selection modes and select 'face-sub modes'. this will allow you to select an individual face inside this window which should highlight the same face on your main model view showing you where it is. Final thing is to go to 'tools' and select the bottom option 'Render UVW Template'. This will give you a output of the elements outer edges and individual faces that you can output into an image file at a pixel setting of your choice (should be sq eg 2046x2046). from this you can import this image into your graphics program and draw anything inside of these templates and it should be placed on your model as long as you don't move the UVWrap coordinates. This is the limit of my limited knowledge so I hope it helps. -
Thanks Robert, most helpful. From what you posted above I need to create 4 extra models conforming to 10K, 5K, 3K & 1K in poly count and perform the 'texture bake' process from the 17K master model to each one. I'll try and get started on this.
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Master Hammer, I recently communicated with you in your M4/16 thread regarding the OICW. I have a few things I need to clear up first before I continue, You asked for a poly count on the model, well total for all parts of the model so far is 17,303. Could you let me know if this is too high? (Count is inclusive of the separate parts barrels safeties, body etc). I have yet to add the integrated scope to the model so I am expecting this to get a little higher. I have optimized and cleaned the model as far as possible without distorting it. You mentioned that you would want the model textured, what is the final format that you would require (file types)? Currently it is in .max format prepped to have a UVWrap. Finally how detailed (resolution) would you require the textures to be at? I am quite new to producing mods for A3 and have spent a lot of time traulling through the help files on the BIS wiki so any info on the above would be great. Regards
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Played with some dxf insert settings. Final poly count 11000 giving some decent curvature on the round surfaces. As for the UV mapping I will endeavour to learn how to do this to an acceptable level. As for the textures I'm at a loss, I can produce detailed models but not textures (engineer more than artist). If a more knowledgeable person could get in touch to help with this, that would be appreciated (by many that would want this I'm sure). Shot of 3ds model
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Damn, thats my one weakness with this stuff. Looks like I've got a learning curve ahead of me. Currently AutoCAD. Got the stuff at work to export to 3DSMax and possibly UV/Texture it there. We mainly use CAD for 2D plans but I found it's ability to do 3D aswell. Last model (the white one above) was around 17000 poly. This one hasn't been on the trimming diet yet so I think 35K ish. Yep, too high for A3 untill I can trim it down. ---------- Post added at 20:02 ---------- Previous post was at 19:31 ---------- Ok, managed to get it into max. Not as bad as I thought, 7099 Polys for all parts (the full model). I take it by poly you do mean polygons?
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Ok, I'll have a look at that when I get to the scope. It is supposed to have an integrated RMR/doctor sight on top but its not shown on the model as its a quick representation. The dials for instance are from a racing wheel project. Here as promised are the new models. rifle only And the we all would want As you can see, much more detail, obviously not finished the scope so its not part of the model yet. So if Master Robert approves, I'll forward the model
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I agree but I have mainly concentrated on the body of the rifle rather than the scope. That was a quick/rough throw together of a 3-9 zoom scope and a box to try and make something close to the nightstalker in A3, which appears to be a compact version of the OICW optics (combined - 3-9 zoom scope/laser rangefinder with integrated nightvision/thermal imaging). The 4 turrets on the side are the buttons to quickly switch between vision modes rather than operate windage/elevation azimuths. The NS has them as a slider, but I find chunky push buttons to be more practicable for a combat item. It is easy to miss a setting on a slider when in a stressful situation such as combat (designer appearing again). Here is the side profile: This is RH's M4 thread so I don't want to diverge too much from topic, so I'll get the pictures for the updated model ASAP.
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Robert, I have worked on one of these for the past 15 months. moveable items including bolts aswell http://i.gyazo.com/e4f05b9b36541ac6ac5e19e7ca6adf3f.png (202 kB) This is an older model, I have updated it to be a bit more detailed since this, I will try and get some images up tomorrow after work as the new model is on the works servers (yes I get bored at work during lunch). The model looks different to the original OICW project as that one got shelved, I tried to follow a design process as if it were developed through to a working weapon platform for the ARMA 3 timeline. I have 2 models, one as the KE rifle alone that can use all the standard attachments one with the attached launcher and dedicated scope I haven't been able to get the thing to show in A3 though as I'm not much of a coder. Took me 9 months to get the mod to load, got the weapon into the characters inventory, and he's holding the most invisible rifle you can get. I'll be happy to send the model if you want (new one).
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Sorry for the slow reply been busy checking the model. Found that I had made it 'too' detailed, so had to find ways of reducing the poly count (was 27000+). Got it down to a more acceptable 17000 with smooth barrels. I don't have a programmer friendly editor, only standard notepad. I will have a look for this later but I have managed to binarize the config. Just running through the A3 error logs now to find where the problems are. The reason I suspected the textures (or lack of) is due to the errors showing up in this file. I have some other things to get through at present. As the config seems to be correct now I would like to thank all those that have given advice as it has been a good learning curve. I maybe posting elsewhere regarding other subjects to do with this mod so hope to receive knowledge from you again. Regards Mcat.
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High everyone, I am attempting to produce my first ever mod for A3, I do mean first ever, but I keep getting the "some input after EndOfFile" error when I attempt to bin the cpp. I have ran through all the threads and tried all the fixes I have found, however I cannot see the error. I have been working/staring :banghead: at this for months with little success. the model and animations are all set ready to try but need this sorting so that I can pack the pbo. I have also tried to use the normal 'inherited' config route from an existing rifle, with relevant name changes but that hasn't worked either. I would appreciate any help I can get as this is a real in-pass for me Here's the code. class CfgPatches { class xm29{ units[] = {}; weapons[] = {"xm29"}; requiredversion = 0.1; requiredaddons[] = {"A3_Weapons_F"}; }; }; /*extern*/ class Mode_SemiAuto; /*extern*/ class Mode_Burst; /*extern*/ class Mode_FullAuto; /*extern*/ class SlotInfo; class CfgWeapons{ /*extern*/ class Rifle; class Rifle_Base_F: Rifle{ /*extern*/ class WeaponSlotsInfo; }; /*extern*/ class UGL_F; class xm29_base: Rifle_Base_F { scope = 0; magazines = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow"}; reloadAction = "GestureReloadMX"; handAnim = {"OFP2_ManSkeleton", "\xm29\Anim\xm29_Handanim.rtm"}; descriptionShort = "xm29"; class WeaponSlotsInfo { class MuzzleSlot: SlotInfo{ linkProxy = "A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems = {"muzzle_snds_M"}; }; }; opticsZoomMin = 0.375000; opticsZoomMax = 1.100000; opticsZoomInit = 0.750000; discreteDistance = {100}; opticsPPEffects = {""}; bullet1 = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15}; bullet2 = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15}; bullet3 = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15}; bullet4 = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_04", 0.501187, 1, 15}; bullet5 = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_01", 0.398107, 1, 15}; bullet6 = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_02", 0.398107, 1, 15}; bullet7 = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_03", 0.398107, 1, 15}; bullet8 = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_04", 0.398107, 1, 15}; bullet9 = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_01", 0.223872, 1, 15}; bullet10 = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_02", 0.223872, 1, 15}; bullet11 = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_03", 0.223872, 1, 15}; bullet12 = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_04", 0.223872, 1, 15}; soundBullet = {"bullet1", 0.083000, "bullet2", 0.083000, "bullet3", 0.083000, "bullet4", 0.083000, "bullet5", 0.083000, "bullet6", 0.083000, "bullet7", 0.083000, "bullet8", 0.083000, "bullet9", 0.083000, "bullet10", 0.083000, "bullet11", 0.083000, "bullet12", 0.083000}; modes = {"Single", "FullAuto", "single_medium_optics1", "single_medium_optics2", "fullauto_medium"}; class Single: Mode_SemiAuto{ begin1 = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.412538, 1, 1200}; begin2 = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.412538, 1, 1200}; begin3 = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.412538, 1, 1200}; soundBegin = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; closure1 = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.412538, 1, 10}; closure2 = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.412538, 1, 10}; soundClosure = {"closure1", 0.500000, "closure2", 0.500000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.080000; dispersion = 0.000870; recoil = "recoil_single_trg"; recoilProne = "recoil_single_prone_trg"; minRange = 2; minRangeProbab = 0.500000; midRange = 150; midRangeProbab = 0.700000; maxRange = 300; maxRangeProbab = 0.200000; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; model = "xm29\xm29"; }; class FullAuto: Mode_FullAuto{ begin1 = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.412538, 1, 1200}; begin2 = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.412538, 1, 1200}; begin3 = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.412538, 1, 1200}; soundBegin = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; closure1 = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.412538, 1, 10}; closure2 = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.412538, 1, 10}; soundClosure = {"closure1", 0.500000, "closure2", 0.500000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.080000; dispersion = 0.000870; recoil = "recoil_auto_trg"; recoilProne = "recoil_auto_prone_trg"; minRange = 2; minRangeProbab = 0.900000; midRange = 15; midRangeProbab = 0.700000; maxRange = 30; maxRangeProbab = 0.050000; aiRateOfFire = 0.000001; }; class fullauto_medium: FullAuto { showToPlayer = 0; burst = 3; minRange = 2; minRangeProbab = 0.500000; midRange = 75; midRangeProbab = 0.700000; maxRange = 100; maxRangeProbab = 0.050000; aiRateOfFire = 2.000000; }; class single_medium_optics1: Single { requiredOpticType = 1; showToPlayer = 0; minRange = 5; minRangeProbab = 0.200000; midRange = 350; midRangeProbab = 0.700000; maxRange = 500; maxRangeProbab = 0.300000; aiRateOfFire = 6; aiRateOfFireDistance = 600; }; class single_medium_optics2: single_medium_optics1 { requiredOpticType = 2; minRange = 100; minRangeProbab = 0.100000; midRange = 450; midRangeProbab = 0.700000; maxRange = 700; maxRangeProbab = 0.050000; aiRateOfFire = 7; aiRateOfFireDistance = 700; }; class XM25_F : UGL_F { reloadAction = "GestureReloadKhaybar"; magazine [] = {"ATA_5Rnd_HE_25mm", "ATA_5Rnd_WhiteSmoke_25mm", "ATA_5Rnd_RedSmoke_25mm", "ATA_5Rnd_GreenSmoke_25mm", "ATA_5Rnd_YellowSmoke_25mm", "ATA_5Rnd_OrangeSmoke_25mm"}; //flares, smoke modes[] = {"XM25_Single"}; sound[] = {"sounds_f_Weapons\grenades\ugl_shot_1", 1, 1, 400}; reloadMagazineSound[] = {"sounds_f_weapons\Khaybar\reload_khaibar.wss",1.0,1,50}; drySound[] = {"sounds_f_weapons\Other\dry_1.wss",0.01,1,10}; magazineReloadTime = 3; reloadTime = 0.5; irLaserPos="laser pos"; irLaserEnd="laser dir"; irDistance=5; value = 20; canLock = 0; autoReload = 0; autoAimEnabled = 0; dispersion = 0.007; aiDispersionCoefY = 6; maxLeadSpeed = 15; muzzlePos = "usti granatometu"; muzzleEnd = "konec granatometu"; cartridgePos = ""; cartridgeVel = ""; UiPicture = ""; picture = ""; scope = 2; mass = 40; }; class CfgMagazines { class CA_Magazine; class ATA_5Rnd_HE_25mm: CA_Magazine { scope = 2; descriptionShort = "25mm High Explosive Airbursting<br />Rounds: 5<br />Used in: XM-25"; displayName = "25mm 5Rnd XM25 Mag"; ammo = "ATA_G_25mm_HE"; count = 5; initSpeed = 210; picture = "\xm29\data\ui\gear_xm25_4rnd.paa"; }; class CA_Magazine; class ATA_5Rnd_WhiteSmoke_25mm: CA_Magazine { scope = 2; descriptionShort = "25mm White Smoke<br />Rounds: 5<br />Used in: XM-25"; displayName = "25mm 5Rnd XM25 WSmoke Mag"; ammo = "G_40mm_Smoke"; count = 5; initSpeed = 210; picture = "\xm29\data\ui\gear_xm25_4rnd.paa"; }; class CA_Magazine; class ATA_5Rnd_RedSmoke_25mm: CA_Magazine { scope = 2; descriptionShort = "25mm Red Smoke<br />Rounds: 5<br />Used in: XM-25"; displayName = "25mm 5Rnd XM25 WSmoke Mag"; ammo = "G_40mm_SmokeRed"; count = 5; initSpeed = 210; picture = "\xm29\data\ui\gear_xm25_4rnd.paa"; }; class CA_Magazine; class ATA_5Rnd_GreenSmoke_25mm: CA_Magazine { scope = 2; descriptionShort = "25mm Green Smoke<br />Rounds: 5<br />Used in: XM-25"; displayName = "25mm 5Rnd XM25 WSmoke Mag"; ammo = "G_40mm_SmokeGreen"; count = 5; initSpeed = 210; picture = "\xm29\data\ui\gear_xm25_4rnd.paa"; }; class CA_Magazine; class ATA_5Rnd_YellowSmoke_25mm: CA_Magazine { scope = 2; descriptionShort = "25mm Yellow Smoke<br />Rounds: 5<br />Used in: XM-25"; displayName = "25mm 5Rnd XM25 WSmoke Mag"; ammo = "G_40mm_SmokeYellow"; count = 5; initSpeed = 210; picture = "\xm29\data\ui\gear_xm25_4rnd.paa"; }; class CA_Magazine; class ATA_5Rnd_OrangeSmoke_25mm: CA_Magazine { scope = 2; descriptionShort = "25mm Orange Smoke<br />Rounds: 5<br />Used in: XM-25"; displayName = "25mm 5Rnd XM25 WSmoke Mag"; ammo = "G_40mm_SmokeOrange"; count = 5; initSpeed = 210; picture = "\xm29\data\ui\gear_xm25_4rnd.paa"; }; }; //XM25 ammo config courtesy of Ataboo from XM25 mod though permission is pending class CfgAmmo { class G_40mm_HE; class Grenade; class ATA_G_25mm_HE: G_40mm_HE { airfriction = -0.001; hit = 10; //40mm 12 indirecthit = 5; //40mm 10 indirecthitrange = 6; //40mm 4 model = "\A3\weapons_f\ammo\UGL_slug"; typicalspeed = 210; }; class ATA_B_25MM_HE: Grenade { //subbed for round when airbursting hit = 10; indirecthit = 5; indirecthitrange = 6; explosionTime = 0.001; //explosionEffects = "GrenadeExplosion"; //just gonna mess with }; }; enum { = 2, 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; }; }; Regards
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I tried this but every time I added it into the code, it gave the 'entry after EndOfFile' error when I tried to .BIN it. The way I entered it seams to of been accepted. Yep I did see them when I scrolled through the standard configs when trying to find how to add the UGL. These I think these are the shift in view points when you select the EGLM and aim the weapon, you are looking down the side of the rifle instead of across the top. With the one I'm working on, you will be aiming through the scope so these might not be needed. True, with the likes of the M32, you would aim it the same as any other rifle, along the top. But this isn't a dedicated grenade launcher, although part of it is. http://gyazo.com/68b025a1ea050ded1a8a8bfabaece17b That's why I need to specify the Grenade section of the weapon as part of the main weapon, because they are similar in setup to the standard TRG21EGLM in the config for instance. The difference is the grenades come out the top instead of the bottom, and this is specified by the code: muzzlePos = "usti granatometu"; muzzleEnd = "konec granatometu"; Which are proxies in the model. The config has binarized with no faults so I think there is something else wrong with the mod elsewhere, quite possibly the textures, which I can't get my head round with the UV mapping and everything. I have included all the files and folder structure necessary for a mod to work but the game doesn't register it as in the weapon list. As I said before this is totally new to me, I can produce highly detailed 3D models and designs as this is part of my daily job, and config code I have messed with in other games (R6 Vegas 2) but a full mod, never achieved it. This project is the closest I have got to a working add on, so I really want to get it working, which you guy's have helped with. Regards.
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Heres the full config: class CfgPatches { class xm29{ units = (); weapons = ("xm29"); requiredversion = 0.1; requiredaddons = ("A3_Weapons_F"); }; }; /*extern*/ class Mode_SemiAuto; /*extern*/ class Mode_Burst; /*extern*/ class Mode_FullAuto; /*extern*/ class SlotInfo; /*extern*/ class CowsSlot; /*extern*/ class PointerSlot; class CfgWeapons{ /*extern*/ class Rifle; /*extern*/ class UGL_F; /*extern*/ class WeaponSlotsInfo; class Rifle_Base_F: Rifle { /*extern*/ class WeaponSlotsInfo; }; class XM25: UGL_F { displayName = "XM25"; descriptionShort = ""; useModelOptics = 0; useExternalOptic = 0; magazines = ("ATA_5Rnd_HE_25mm", "ATA_5Rnd_WhiteSmoke_25mm", "ATA_5Rnd_RedSmoke_25mm", "ATA_5Rnd_GreenSmoke_25mm", "ATA_5Rnd_YellowSmoke_25mm", "ATA_5Rnd_OrangeSmoke_25mm") modes = ("XM25_Single"); sound = ("sounds_f_Weapons\grenades\ugl_shot_1", 1, 1, 400); reloadMagazineSound = ("sounds_f_weapons\Khaybar\reload_khaibar.wss",1.0,1,50); drySound = ("sounds_f_weapons\Other\dry_1.wss",0.01,1,10); magazineReloadTime = 3; reloadTime = 0.5; irLaserPos="laser pos"; irLaserEnd="laser dir"; irDistance=5; value = 20; canLock = 0; autoReload = 0; autoAimEnabled = 0; dispersion = 0.007; aiDispersionCoefY = 6; maxLeadSpeed = 15; muzzlePos = "usti granatometu"; muzzleEnd = "konec granatometu"; cartridgePos = ""; cartridgeVel = ""; UiPicture = ""; picture = ""; scope = 2; mass = 40; class xm29: Rifle_Base_F { scope = 0; magazines = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow"}; reloadAction = "GestureReloadMX"; handAnim = {"OFP2_ManSkeleton", "\xm29\Anim\xm29_Handanim.rtm"}; displayName = "XM25"; descriptionShort = "xm29"; muzzles = {"this", "XM25"}; class WeaponSlotsInfo { class MuzzleSlot: SlotInfo { linkProxy = "A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems = {"muzzle_snds_M"}; class CowsSlot: CowsSlot { }; class PointerSlot: PointerSlot { }; opticsZoomMin = 0.375000; opticsZoomMax = 1.100000; opticsZoomInit = 0.750000; discreteDistance = 100; opticsPPEffects = ""; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; model = "xm29\xm29"; bullet1 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15); bullet2 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15); bullet3 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15); bullet4 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_04", 0.501187, 1, 15); bullet5 = ("A3\sounds_f\weapons\shells\9mm\dirt_9mm_01", 0.398107, 1, 15); bullet6 = ("A3\sounds_f\weapons\shells\9mm\dirt_9mm_02", 0.398107, 1, 15); bullet7 = ("A3\sounds_f\weapons\shells\9mm\dirt_9mm_03", 0.398107, 1, 15); bullet8 = ("A3\sounds_f\weapons\shells\9mm\dirt_9mm_04", 0.398107, 1, 15); bullet9 = ("A3\sounds_f\weapons\shells\9mm\grass_9mm_01", 0.223872, 1, 15); bullet10 = ("A3\sounds_f\weapons\shells\9mm\grass_9mm_02", 0.223872, 1, 15); bullet11 = ("A3\sounds_f\weapons\shells\9mm\grass_9mm_03", 0.223872, 1, 15); bullet12 = ("A3\sounds_f\weapons\shells\9mm\grass_9mm_04", 0.223872, 1, 15); soundBullet = ("bullet1", 0.083000, "bullet2", 0.083000, "bullet3", 0.083000, "bullet4", 0.083000, "bullet5", 0.083000, "bullet6", 0.083000, "bullet7", 0.083000, "bullet8", 0.083000, "bullet9", 0.083000, "bullet10", 0.083000, "bullet11", 0.083000, "bullet12", 0.083000); modes = {"Single", "FullAuto", "single_medium_optics1", "single_medium_optics2", "fullauto_medium"}; class Single: Mode_SemiAuto{ begin1 = ("A3\sounds_f\weapons\Trg20\trg_single_1", 1.412538, 1, 1200); begin2 = ("A3\sounds_f\weapons\Trg20\trg_single_2", 1.412538, 1, 1200); begin3 = ("A3\sounds_f\weapons\Trg20\trg_single_3", 1.412538, 1, 1200); soundBegin = ("begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000); closure1 = ("A3\sounds_f\weapons\closure\closure_rifle_2", 1.412538, 1, 10); closure2 = ("A3\sounds_f\weapons\closure\closure_rifle_3", 1.412538, 1, 10); soundClosure = ("closure1", 0.500000, "closure2", 0.500000); weaponSoundEffect = "DefaultRifle"; reloadTime = 0.080000; dispersion = 0.000870; recoil = "recoil_single_trg"; recoilProne = "recoil_single_prone_trg"; minRange = 2; minRangeProbab = 0.500000; midRange = 150; midRangeProbab = 0.700000; maxRange = 300; maxRangeProbab = 0.200000; }; class FullAuto: Mode_FullAuto{ begin1 = ("A3\sounds_f\weapons\Trg20\trg_single_1", 1.412538, 1, 1200); begin2 = ("A3\sounds_f\weapons\Trg20\trg_single_2", 1.412538, 1, 1200); begin3 = ("A3\sounds_f\weapons\Trg20\trg_single_3", 1.412538, 1, 1200); soundBegin = ("begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000); closure1 = ("A3\sounds_f\weapons\closure\closure_rifle_2", 1.412538, 1, 10); closure2 = ("A3\sounds_f\weapons\closure\closure_rifle_3", 1.412538, 1, 10); soundClosure = ("closure1", 0.500000, "closure2", 0.500000); weaponSoundEffect = "DefaultRifle"; reloadTime = 0.080000; dispersion = 0.000870; recoil = "recoil_auto_trg"; recoilProne = "recoil_auto_prone_trg"; minRange = 2; minRangeProbab = 0.900000; midRange = 15; midRangeProbab = 0.700000; maxRange = 30; maxRangeProbab = 0.050000; aiRateOfFire = 0.000001; }; class fullauto_medium: FullAuto { showToPlayer = 0; burst = 3; minRange = 2; minRangeProbab = 0.500000; midRange = 75; midRangeProbab = 0.700000; maxRange = 100; maxRangeProbab = 0.050000; aiRateOfFire = 2.000000; }; class single_medium_optics1: Single { requiredOpticType = 1; showToPlayer = 0; minRange = 5; minRangeProbab = 0.200000; midRange = 350; midRangeProbab = 0.700000; maxRange = 500; maxRangeProbab = 0.300000; aiRateOfFire = 6; aiRateOfFireDistance = 600; }; class single_medium_optics2: single_medium_optics1 { requiredOpticType = 2; minRange = 100; minRangeProbab = 0.100000; midRange = 450; midRangeProbab = 0.700000; maxRange = 700; maxRangeProbab = 0.050000; aiRateOfFire = 7; aiRateOfFireDistance = 700; }; }; This appears to of binarized but the mod is still not loading into ARMA. I will have a look at the other components but the code above seams to be ok.
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Right, I have managed to get everything for the standard rifle to compress into the .bin file. However I now need to add a UGL to the rifle. I have tried to follow the same as the normal configs from the normal files and some mod configs but it keeps saying As far as I am aware the base class I am defining by adding: class XM25: UGL_F { displayName = "XM25"; descriptionShort = ""; useModelOptics = 0; useExternalOptic = 0; magazines = ("ATA_5Rnd_HE_25mm", "ATA_5Rnd_WhiteSmoke_25mm", "ATA_5Rnd_RedSmoke_25mm", "ATA_5Rnd_GreenSmoke_25mm", "ATA_5Rnd_YellowSmoke_25mm", "ATA_5Rnd_OrangeSmoke_25mm") sound[] = ("A3\sounds_f\Weapons\grenades\ugl_shot_1", 1, 1, 400); cameraDir = "OP_look"; discreteDistance = (100, 200, 300, 400); discreteDistanceCameraPoint = ("OP_eye", "OP_eye2", "OP_eye3", "OP_eye4"); discreteDistanceInitIndex = 1; }; Any Ideas/Help :confused:
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thanks, I look at these.... anything else guys, let me know. Regards ---------- Post added at 23:30 ---------- Previous post was at 21:51 ---------- Found something, There are obviously 3 different types of brackets, ( { [. These have different functions within the config language. I've just changed the original config brackets in places and it appears to be binning (see below). from this: opticsPPEffects = {""}; bullet1 = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15}; bullet2 = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15}; bullet3 = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15}; To this: opticsPPEffects = ""; bullet1 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15); bullet2 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15); bullet3 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15); and it works. Still learning but god there's a lot of these. Thanks for the work ethic UNN, didn't notice the binarize program is actually a code checker as well.
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Agreed PUFU, I know attachments on attachments cannot be done, however It was difficult to explain what I was attempting to say with the brats screaming in the ear but I'll try and expand: You are able to have two separate TA31 scopes available. One model without the TANS and One with. This would allow one model (ACOG TA31RWR-TANS) to operate with normal day optics, and if the mission runs into dusk/night situations (as some that my clan and I do) you could activate the NV. The other model (ACOG TA31RWR) does not have the TANS attachment and therefore has no NV operation. I am aware that there is already an all rounder scope available (Nightstalker) with which you can choose your preferred visual conditions normal/NV/B on W Thermal/Heat but I find that the reticule is not precise enough and looks more like a TV screen, which it is possibly meant to be. Plus, I think it's just me but the shape of the ACOG/CQB combination just makes the AR series so damn good looking. I hope this helps with what I was attempting to convey.
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Hi Robert, I noticed that you said that you would be looking at making attachments into a separate pack, will you be creating any additional attachments? I ask as we use your M4/M16 pack as an official use mod in most of our missions and the one thing that gets a bit tiresome is swopping the ACOG for the NVS when the mission time goes into night ops. Also from looking at a lot of operational troops today, I have seen the combined ACOG/RMR sight used quite extensively by both US and UK forces. Would you consider reworking the ACOG to include the RMR sight and possibly use the TANS attachment as well? This could work by having two different scopes, a standard ACOG RMR using the standard day optics without NV, and a second one with the TANS attachment that during the day has no NV and then when/if you have NV equipped, which lets face it everybody does if its available, you could turn the NV on and have the optics operate with the TANS imagery. Most of these are available from the Trigicon company for reference, (Links below). ACOG TA31 RMR TANS NV Attachment Just a thought but would be very useful especially during FIBUA engagements where you could be fighting long range then get into town and need CQB sights, and would definitely save on weight which would really help when and if a ACE mod becomes available. P.S I PM'd you a number of months ago regarding your HK pack if you didn't get it let me know. Regards
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ataboo's XM-25 Airbursting Grenade Launcher (ATA_xm25)
mearcat replied to ataboo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just to clarify whats going on, I have had a chance to look through the pbo files to do with this mod and it appears that BI changed the naming of certain pbo's when transitioning between alpha & full release, that this mod references for the animations and sounds. I'm sure that Ataboo is aware of this and working on it. Ataboo, I pm'd you a few weeks ago regarding this mod but had no reply, possibly because your busy elseware at present. I would like the oppertunity to discuss a few things with you if poss at some point regarding a mod I am currently working on. Regards, -
NATO SF and Russian Spetsnaz WEAPONS for A3
mearcat replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Added this because I missed my HK. its good to have the old girl back. I do like the new ones but you can't be old school.