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Everything posted by keeway
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Particularly, we need 2d artist and the person who completes the infantry and port it to the A3
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RHS: Armed Forces of the Russian Federation A3 WIP Thread
keeway replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Rhs going huuuge, great work guys. -
tweaked lighting cfgs for AiA (give feedback)
keeway replied to fabio_chavez's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You are funny thought, but if you want to lick his balls its not a good place to do it. I know Alduric far better than you do and I'm sure of it. Trust me he's just a kid. Please dont forget to donate ! Beggar. -
tweaked lighting cfgs for AiA (give feedback)
keeway replied to fabio_chavez's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
And I said hope not, coz cooperating with Alduric is not good choice. -
tweaked lighting cfgs for AiA (give feedback)
keeway replied to fabio_chavez's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
hope not -
After a long time I can allow Volga to community! http://cloud-2.steampowered.com/ugc/597035495648363574/E77020CC09434C67DEC344A84C1A984A487E23E6/ (319 kB) http://cloud-4.steampowered.com/ugc/597035495648360933/A34027E05DBBF926BC5ED44FE06C673A7D4369E6/ (247 kB) http://cloud-4.steampowered.com/ugc/597035495648362242/EC129DAFB471D87D83A76844445FF415DE4E0453/ (187 kB) Known issues: Front wheels may raise sometimes In progress: Historical awesomeness License: License: http://creativecommons.org/licenses/by-nc-sa/4.0/ Want non binarized one - add me on steam Credits: Reyhard, zGuba (outstanding help) Varanon, Alwarren, Raid (answered serval questions) Whole CUP Download link - http://speedy.sh/Wtbr6/CUP-Volha.rar
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Just wait for an update, I need to focus on some other things as well.
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Yes, but please check the license http://creativecommons.org/licenses/by-nc-sa/4.0/ Going to do update in like 1 week so better wait a bit.
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In next update I will make it compatible with ZEUS and I will try to fix some issues for example the one with wheels positions
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Hello guys, I'v just successfully ported Volha to Arma 3, few things still need to be done. I decided to make bigger pack called "Arma Car Pack" to increase the number of vehicles in Arma 3. WIP screenshots: 16.04 http://i58.tinypic.com/35lgt9v.jpg (340 kB) 19.04 http://cloud-4.steampowered.com/ugc/598160297163060407/2D211BB55F9A124EEAD398768E02D0DFB7C93F34/ (479 kB) Situation: * Volga - some animations still waiting to be fixed * SUV - fixing psychX, need some model fixes, *will containt custom textures* * Next vehicle? Ikarus? Credits: * Aplion for guide * Raid for being patient to me * Alwarren answered serval questions * Reyhard outstanding help with configs and physX * BadHabitz for sharing with me "core" to port SUV * Python for giving me an permission to use his http://forums.bistudio.com/showthread.php?137017-SUV-Recolours
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Volha in A3 [WIP/help needed!]
keeway replied to keeway's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks for the proposition I'v just pm'ed you. Now Im having problem with SUV and the wheel, could anyone help me? I bet it's psychX fault so here check it please. normalSpeedForwardCoef=0.9; enginePower=140; maxOmega=471; peakTorque=350; idleRPM=600; redRpm=5400; terrainCoef=2.3; turnCoef=2.5; precision=10; brakeDistance=3; acceleration=20; fireResistance=5; thrustDelay=0.2; brakeIdleSpeed=1.78; maxSpeed=170; fuelCapacity=119; wheelCircumference=2.4; antiRollbarForceCoef=0.5; antiRollbarForceLimit=0.5; antiRollbarSpeedMin=20; antiRollbarSpeedMax=80; changeGearMinEffectivity[]={0.94999999,0.15000001,0.94999999,0.94999999,0.94999999,0.949999999,0.94999999,0.949999999}; class complexGearbox { GearboxRatios[]= { "R1", -3.5, "N", 0, "D1", 3.5, "D2", 3, "D3", 2.5, "D4", 2.0, "D5", 1.5, "D6", 1.0 }; TransmissionRatios[]= { "High", 4.111 }; gearBoxMode="auto"; moveOffGear=1; driveString="D"; neutralString="N"; reverseString="R"; }; simulation="carx"; dampersBumpCoef=0.3; differentialType="rear_open"; frontRearSplit=0.5; frontBias=1.3; rearBias=1.3; centreBias=1.5; clutchStrength=15; dampingRateFullThrottle=0.08; dampingRateZeroThrottleClutchEngaged=0.35; dampingRateZeroThrottleClutchDisengaged=0.35; torqueCurve[]={{0.000, 0.000}, {0.178, 0.800}, {0.250, 1.0}, {0.461, 0.900}, {0.900, 0.800}, {1.000, 0.300}}; switchTime=0.01; latency=1; class Wheels { class LF { boneName="wheel_1_1_damper"; steering=1; side="left"; center="wheel_1_1_axis"; boundary="wheel_1_1_bound"; mass=15; MOI=3.3; dampingRate=0.1; maxBrakeTorque=1500; maxHandBrakeTorque=0; suspTravelDirection[]={0,-1,0}; suspForceAppPointOffset="wheel_1_1_axis"; tireForceAppPointOffset="wheel_1_1_axis"; maxCompression=0.15; MaxDroop=0.05000001; mMaxDroop=0.05000001; sprungMass=700.0; springStrength=17500; springDamperRate=2800; longitudinalStiffnessPerUnitGravity=10000; latStiffX = 25; latStiffY = 180; frictionVsSlipGraph[] = { { 0.2,0.8 }, { 0.4,0.6 }, { 1.0,0.4 } }; }; class LR: LF { boneName="wheel_1_2_damper"; steering=0; center="wheel_1_2_axis"; boundary="wheel_1_2_bound"; suspForceAppPointOffset="wheel_1_2_axis"; tireForceAppPointOffset="wheel_1_2_axis"; maxHandBrakeTorque=3000; latStiffY=180; }; class RF: LF { boneName="wheel_2_1_damper"; center="wheel_2_1_axis"; boundary="wheel_2_1_bound"; suspForceAppPointOffset="wheel_2_1_axis"; tireForceAppPointOffset="wheel_2_1_axis"; steering=1; side="right"; }; class RR: RF { boneName="wheel_2_2_damper"; steering=0; center="wheel_2_2_axis"; boundary="wheel_2_2_bound"; suspForceAppPointOffset="wheel_2_2_axis"; tireForceAppPointOffset="wheel_2_2_axis"; maxHandBrakeTorque=3000; latStiffY=180; }; }; -
In general I'v just finished my Volga so If you give me permission I could fix and add SUV to my pack.
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Volha in A3 [WIP/help needed!]
keeway replied to keeway's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
File acp_cars\volha\model.cfg, line 269; /CfgModels/Car/Animations.wheel_1_2_Damper_Damage_BackAnim Undefined base class 'wheel_1_1_Damper_' Alduric thanks for invitation, I will visit your team speak for sure. -
Volha in A3 [WIP/help needed!]
keeway replied to keeway's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Model.cfg class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide", }; }; class civil_car: Car { skeletonInherit="Car"; skeletonBones[]= { "reverse_light","", "daylights","damageHide", "door1","", "door2","", "glass5","damageHide", }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Car: Vehicle { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 180; // Maximum half-cooling time (in seconds) afMax = 100; // Maximum temperature in case the model is alive (in celsius) mfMax = 8; // 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 = 150; // Metabolism temperature of the model (in celsius) sections[]= { "ammo", "zadni svetlo", "brzdove svetlo", "spz", "motor", "body", "clan", "clan_sign", "zasleh", "Light_R", "Light_L", "podsvit pristroju", "glass1", "glass2", "glass3", "glass4", "glass5", "glass6", }; skeletonName="Car"; class Animations { // destruct START class damageHide { type="hide"; source="damage"; selection="damageHide"; hideValue=1.0; }; class damageHideVez:damageHide { selection="OtocVez"; }; class damageHideHlaven:damageHide { selection="OtocHlaven"; }; // Wheels START // Wheels Complete Destruct START class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99999; }; class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";}; class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";}; class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";}; class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";}; class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";}; class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";}; class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";}; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0.00000; UnHidevalue = 1.00000; }; class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";}; class wheel_1_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";}; class wheel_1_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";}; class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";}; class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";}; class wheel_2_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";}; class wheel_2_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";}; // Wheels Complete Destruct END #define DamageOffset 0.2 // Wheels Damage START class wheel_1_1_Damage:wheel_1_1_destruct { type="translation"; axis="Basic_Damper_Destruct_Axis"; memory=1; selection="wheel_1_1_damper"; source="HitLFWheel"; minValue = 0.0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper";}; class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;}; class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";}; // Wheels Damage END // Wheels END //Glass Damage START class Glass1_destruct { type="hide"; selection="glass1"; source="HitGlass1"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";}; class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";}; class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";}; class Glass5_destruct:Glass1_destruct{selection="glass5";source="HitGlass5";}; class Glass6_destruct:Glass1_destruct{selection="glass6";source="HitGlass6";}; //Glass Damage END // destruct END class Fuel: Rotation { source="fuel"; selection="fuel"; axis="fuel_axis"; maxValue=1; memory=1; angle0="rad -110"; angle1=0; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=38.900002; angle1="rad -265"; }; class IndicatorFuel: Rotation { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class IndicatorRPM: Rotation { source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; angle1="rad 80"; }; class DrivingWheel: Rotation { source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=(rad 80); angle1=(rad -80); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.047198; angle1=-1.047198; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; angle0=1.047198; angle1=-1.047198; }; class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_2_1: Wheel_1_1 { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_1_2: Wheel_1_1 { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class wheel_1_3: Wheel_1_1 { selection="wheel_1_3"; axis="wheel_1_3_axis"; }; class Wheel_2_2: Wheel_1_1 { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class Wheel_2_3: Wheel_1_1 { selection="wheel_2_3"; axis="wheel_2_3_axis"; }; class Wheel_1_4: Wheel_1_1 { selection="wheel_1_4"; axis="wheel_1_4_axis"; }; class Wheel_2_4: Wheel_1_1 { selection="wheel_2_4"; axis="wheel_2_4_axis"; }; class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; }; }; class volha: Car { skeletonName = "volha"; sectionsInherit = "Car"; sections[]= { "Camo1", "body", "motor", "palivo", }; class Animations: Animations { class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;}; class wheel_1_2_Damage: wheel_1_2_Damage{offset1=0.18000001;}; class wheel_2_1_Damage: wheel_2_1_Damage{offset1=0.18000001;}; class wheel_2_2_Damage: wheel_2_2_Damage{offset1=0.18000001;}; class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_1_2_Damper_Damage_BackAnim: wheel_1_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_1_Damper_Damage_BackAnim: wheel_2_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_2_Damper_Damage_BackAnim: wheel_2_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue=-1; maxValue=1; angle0=(rad 70); angle1=(rad -70); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.0471981; angle1=-1.0471981; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; angle0=1.0471981; angle1=-1.0471981; }; class IndicatorSpeed: Rotation { memory=1; maxValue=66.900002; angle0=-0.052360; angle1=4.537856; }; class IndicatorRPM: Rotation { memory=1; angle0=-0.104720; angle1=4.363323; }; class fuel { type="rotation"; source="fuel"; selection="fuel"; axis="fuel_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad +55"; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_1"; axis="prop_1_axis"; memory=1; minValue=1000; maxValue=7000; angle0="rad 30"; angle1="rad 35"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class damageHidedoor1:damageHide { selection="door1"; }; class damageHidedoor2:damageHide { selection="door2"; }; class Glass5_destruct { type="hide"; selection="glass5"; source="HitGlass5"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Wheel_1_1_Damper: Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; }; }; }; And memory points: -
Volha in A3 [WIP/help needed!]
keeway replied to keeway's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
My PsychX.hpp - click "spoiler" to expand. Went from 25 to 40 and I didnt noticed the difference. And I'm still having a problem with configuring model.cfg -
Volha in A3 [WIP/help needed!]
keeway replied to keeway's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Daily Update, sounds and animations still needs to be done https://www.youtube.com/watch?v=KmR6EUJlsPw -
Volha in A3 [WIP/help needed!]
keeway replied to keeway's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Flying Volga ! http://cloud-4.steampowered.com/ugc/597034314856380791/FC3B361E3F222157DFD8C3CE60B697F1928AC77C/ textures and sounds are already done, now set sail on proxies then physX and we are done. ---------- Post added at 13:39 ---------- Previous post was at 11:40 ---------- Tried to fix config by copying the hatchback one and changing everything for Volga And below the result http://i57.tinypic.com/4uh05k.jpg Any ideas? -
M1A1 Coming to A3 [WIP/Suggestion]
keeway replied to Raid's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking forward to see these in game :) btw. Raid, I would like to port some vehicles from A2 even the civilian ones. Could you help me with those? Please add me on steam -
Syrian Arab Army and Hezbollah
keeway replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mi-24 would be nice! Ask Kaelies from South Zagorian Army Mod mayby he can give you permissions. Putting one of your factions in independent side would be cool too :) -
All in Arma High Quality pack (AiA HQ) - Replacement addons for AiA
keeway replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Kju check these: KSVK - Russians by sudden AK's family - HLC AK Pack M14's - WR5 M14 pack M249 - STI Weapons - Machineguns M240 - STI Weapons - Machineguns Mk48 Mod 0 - STI Weapons - Machineguns -
I would really like to see something simple to add/remove addons in Zeus. Module called "Manage Addons" sucks hard.
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Reyhard, please tell me where is pool for dontates? I heard that you accept only cash in envelopes, but you know your transfer limit is running out. Good job, hope we will see your bmp's and t-72's in any mod. I have some free time so if there is something I can help you with, just let me know.
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Check those from A3MP, I think they are more vulnerable to explosions.
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/This post was deleted by Bohemia Interactive
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Good idea ++++ Btw. What are your future plans Robert? I'm asking about these related to addons :>