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Everything posted by CARRICK_IRISH
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
CARRICK_IRISH replied to Placebo's topic in ARMA 3 - GENERAL
MARINE RAIDERS TALKING TO LOCAL VILLAGE ELDER ADDONS: RHS, SMA, PROJECT ZENITH, ZAGRABAD, ACE, VSM, CUP, TFAR, nikoaton's and direone's animations- 6859 replies
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
CARRICK_IRISH replied to Placebo's topic in ARMA 3 - GENERAL
MARINE RAIDERS KICKING DOORS IN ZAGRABAD ADDONS: RHS, SMA, PROJECT ZENITH, ZAGRABAD, ACE, VSM, CUP, TFAR, nikoaton's and direone's animations- 6859 replies
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Camp Pendleton Terrain
CARRICK_IRISH replied to First Sea Lord Kiwi's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Really nice project i'm eager to follow! -
YES Zee! :-) Thanks a lot!
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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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[eods] explosive ordnance disposal suite
CARRICK_IRISH replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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? -
RHS Escalation (AFRF and USAF)
CARRICK_IRISH replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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?- 16577 replies
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- Weapons
- Accessories
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(and 1 more)
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CBA - Community Base Addons - ARMA 3
CARRICK_IRISH replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Our servers are working fine, too. Using several mods, including AGM. -
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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Task Force Arrowhead Radio
CARRICK_IRISH replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good point yeah. We had that problem, too. -
Task Force Arrowhead Radio
CARRICK_IRISH replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
great, thank you. i'll stick to this thread. keep up the good work :) ian -
Task Force Arrowhead Radio
CARRICK_IRISH replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
XMedSys - Improved Medical System for A3
CARRICK_IRISH replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, same here :) definitely sticking to this thread! :) -
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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Include p3d Helmet
CARRICK_IRISH replied to CARRICK_IRISH's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 -
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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Massive destruction weapons
CARRICK_IRISH replied to legio4777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What about an ammobox or container? So the bomb is still in its package. regards, ian -
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 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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playActionNow in MP
CARRICK_IRISH replied to CARRICK_IRISH's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
playActionNow in MP
CARRICK_IRISH replied to CARRICK_IRISH's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Find chair object and addAction not working in MP
CARRICK_IRISH replied to CARRICK_IRISH's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Find chair object and addAction not working in MP
CARRICK_IRISH posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey folks, right from the start: im a beginner in arma scripting an want to initialize an addAction to every camping-chair in the multiplayer game. Here is my first solution but it is only working in the editor preview. it is not working on my dedicated server. i think i have a problem with the "player" thing which is not working in MP? _chairs = nearestObjects [player, ["Land_CampingChair_V1_F"], 5]; { if (typeOf _x == "Land_CampingChair_V1_F") then { _x addAction ["Hinsetzen","Missionpack\Chairs\sitdown.sqf"]; }; } forEach _chairs; regards, ian