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Posts posted by CARRICK_IRISH
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MARINE RAIDERS KICKING DOORS IN ZAGRABAD
ADDONS: RHS, SMA, PROJECT ZENITH, ZAGRABAD, ACE, VSM, CUP, TFAR, nikoaton's and direone's animations
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Really nice project i'm eager to follow!
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YES Zee! :-) Thanks a lot!
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Hmm I dont get the option to move the backpack to my chest.Using the latest version of ACE 3.0.1
Using latest version of CBA aswell
Modline: @CBA_A3,@AllInArmaTerrainPack,@ace,@ZADE_BOC
It is not shown in the ACE self-interaction menu in the equipment tab?
I'm running the same modset and its working for me
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Thanks for bringing this feature to ace, dude
I used SacVentral so far and always thought about getting rid of their action menu solution
additional plus for the function documentation
take care,
ian
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Hey zeealex,
would love to hear news from these masculine heads :-)
Your work is awesome!
regards,
fanboy
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Hey guys,
maybe you can give me a hint. After cba remanaged the userconfig thing there is no more way to change the interaction key for digging out IEDs etc. Is there any way to change it without the ingame settings or is there a standard key i'm overlooking all the time?
regards,
ian
edit: yeah, i know its gonna be fixed :-) but do you know any workarounds right now?
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Nice update! top-notch. thanks guys
is there any information about the new apparatus on the top of the front windows of the M1097A2s? Is it about the fire control system mentioned in the documentation?
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Our servers are working fine, too. Using several mods, including AGM.
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YES! :-) Thank you so mutch Feint! I was waiting for this so hard.
Only one thing:
Everytime I killswitch the motor my driver is jumping off the zodiac. Is it about my keys or a bug?
best regards,
ian
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Yeah, existing missions is my main concern, replacing the backpack might be deadly (chute) or prevent you from reaching mission goals (if you need, for example, satchels in the backpack of the leader).An inventory item would be the best solution for that, I would say
Good point yeah. We had that problem, too.
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Thanks, I already know about this issues, will be fixed.great, thank you. i'll stick to this thread. keep up the good work :)
ian
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Hey,
first of all: thank you for sharing this great mod :) its working fine and i rly like the ambience it grants.
only one thing about synergy with BTC Revive:
- When I get revived after being unconscious (technically: dead and respawn in dead animation) the mod is giving me a new radio from the opposite faction and changes all my frequency presets.
Maybe there is any good point about it and im still missing it but i thought it could be a good idea to share it :)
best regards,
ian
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I can't get it to work. it's not clear what keys I need to use. I tried user action keys 1 & 2, tried changing the 'key' in the userconfig to my desired key, nothing works. only thing that happends is the piece of code comes up in the text when someone gets hurt.in-game items look good though!
Yeah, same here :) definitely sticking to this thread! :)
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I'm using the standard model.cfg as well
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 Helm01 : ArmaMan {}; };
The helmet is already ingame and i can use it. only the model and texture is missing right now.
Edit: i tried to copy the steps from http://forums.bistudio.com/showthread.php?147988-Helmet-Addons
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Hey,
i got a little problem including a p3d model for a new helmet via mod. Am i missing something obvious?
class HeadgearItem; class ItemCore; class Helm01: ItemCore { picture="\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; class ItemInfo: HeadgearItem { passThrough=0.80000001; armor="3*0.3"; mass=100; allowedSlots[]={901,605}; modelSides[]={3,1}; hiddenSelections[]= { "camo" }; uniformModel="\Testmod\Helm01"; }; displayName="Test helmet"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\Testmod\Helmet.paa" }; model="\Testmod\Helm01"; weaponPoolAvailable=1; Scope=2; };
Regards,
ian
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Hey,
found a bug with dead players who got killed while running around. even in death they stuck in moving further while prone. it is not possible to revive a bugged player in move animation. pressing ESC will stop the motion.
regards,
ian
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Hi,I want to create a mission where the goal is to find massive destrcuction weapons. However I didnt find bombs, or whatever similar, neither in the objects, nor military objects at the editor.... to show this weapons, I mean.
I there any other way to show something similar?... Object/Weapon.
Thanks in advance.
What about an ammobox or container? So the bomb is still in its package.
regards,
ian
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Hey,
is there an option setup for letting non-medics only bandage bleeding with first aid kit and disable morphine and trans for them? The medic instead should be able to use all functions.
regards,
ian
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Hey sxp2high,
thanks alot for your impression and idea about the function. i tried to add it to my code and modified it your ways.
the animation is playing in MP without any problem. still in MP it is not working. The addPublicVariableEventHandler seems to be inactive all the time. I added a check-hint "MP" to the event which is not shown, too.
fn_unitSurrender = { private ["_unit"]; _unit = _this select 0; if (local _unit) then { _unit SetUnitPos "UP"; _unit playActionNow "Surrender"; _unit disableAI "MOVE"; }; }; "unit_surrender" addPublicVariableEventHandler { _unit = _this select 1; hint "MP"; [_unit] call fn_unitSurrender; }; _target = _this select 3; // the target ai forced to surrender [_target] call fn_unitSurrender; // Call locally so it works in SP aswell unit_surrender = _target; publicVariable "unit_surrender"; // Broadcast
i guess i've done somethg wrong with the merge of your code to my variables?
greets,
ian
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I used the playActionNow function from the bi wiki and it worked. but on mp server the animation is not playing.
_target = _this select 3; // the target ai forced to surrender _target SetUnitPos "UP"; _target playActionNow "Surrender"; _target disableAI "MOVE";
@ Ranwer:
thank you for your answer, but playMoveNow is not working with my script in any mode *sigh*
i feel like looking for a needle in a haystack right now with all these animation functions :(
i thought there could be any problem with _this on the mp server.
greets,
ian
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Hey guys,
i'm trying to animate an AI unit in multiplayer (dedicated server, not self hosted) but it is only working in singleplayer mode and self-hosted games.
_target playActionNow "Gear";
Is playActionNow not working in MP?
regards,
ian
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Ah, i will check the reference for null and spawn and try to implement your code when i'm at home. thank you for the keywords and the answers shuko and cuel
ian
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I'm putting this to the Init.sqf but i guess this is absolutely the wrong way
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
in ARMA 3 - GENERAL
Posted
MARINE RAIDERS TALKING TO LOCAL VILLAGE ELDER
ADDONS: RHS, SMA, PROJECT ZENITH, ZAGRABAD, ACE, VSM, CUP, TFAR, nikoaton's and direone's animations