john_arma
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"class ItemActions" to add attachments
john_arma replied to john_arma's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I tried playing it on the editor and on multiplayer but it doesn't work ! -
"class ItemActions" to add attachments
john_arma replied to john_arma's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Well i just checked them, but found nothing out of the files. There must be someone who knows how it works. I figured some things out myself. I need your help ! -
"class ItemActions" to add attachments
john_arma replied to john_arma's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
EDIT :Hey guys, help me please, i really need to have this working ! I would like to be able to add a scope to the m16 by right-clicking the scope attachment. The scope and the gun will then be removed from the gear, the m16 scoped will then spawn in gear... How do i do that , is that complex ? -
"class ItemActions" to add attachments
john_arma posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hey guys, I know for a fact that in this mod if you have a kobra scope and an ak you can get yourself a ak kobra (right click in inventory → "craft ak kobra"). I want to know how to do that in the config, so i opened the config.cpp and found out the code that made it work (class ItemActions ). I tried doing this on a new mod and it did not work. The code works like this : Is this a "server side code". How can make it work on the editor with the mod enabled ? Is there a code that remove the weapon in hand + remove the spare attachment in gear and add the new weapon with attachment ? class M4A1_CCO_SD_FL_DZAM: M4A1_SD_DZAM { model = "DIRECTORY"; displayName = "M4A1 CCO SD FL DZAM"; picture = "DIECT"; UiPicture = "DIRECTORY"; magazines = {"StanagMagSD_DZAM"}; reloadMagazineSound = {"DIRECTORY", 0.056234, 1, 10}; class Single: Mode_SemiAuto { begin1 = {"DIRECTORY", 1.778279, 1, 1000}; soundBegin = {"begin1", 1}; reloadtime = 0.010000; recoil = "RH_AKS74URecoil"; recoilProne = "RH_BizonRecoil"; }; class FullAuto: Mode_FullAuto { begin1 = {"DIRECTORY", 1.778279, 1, 1000}; soundBegin = {"begin1", 1}; recoil = "RH_AKS74URecoil"; recoilProne = "RH_BizonRecoil"; }; class FlashLight { color = {0.900000, 0.900000, 0.700000, 0.900000}; ambient = {0.100000, 0.100000, 0.100000, 1.000000}; position = "fl_start"; direction = "fl_dir"; angle = 30; scale = {1, 1, 0.500000}; brightness = 0.100000; }; [color="#FF0000"]class ItemActions[/color] { [b]class CraftCCO[/b] { text = "Remove CCO Scope"; script = "spawn player_weaponatt_cco;"; woutput = "M4A1_SD_FL_DZAM"; input = {{"IRONSIGHT_DZAM", 1}}; ioutput = {{"CCOAIM_DZAM", 1}}; }; [b]class CraftACOG[/b] { text = "Add ACOG Scope"; script = "spawn player_weaponatt_acog;"; woutput = "M4A1_ACOG_SD_FL_DZAM"; input = {{"ACOG_DZAM", 1}}; ioutput = {{"CCOAIM_DZAM", 1}}; }; [b]class CraftSilencer[/b] { text = "Remove Silencer"; script = "spawn player_weaponatt_silencer;"; woutput = "M4A1_CCO_FL_DZAM"; input = {}; ioutput = {{"556mmSilencer_DZAM", 1}}; }; [b]class CraftFlashlight[/b] { text = "Remove Flashlight"; script = "spawn player_weaponatt_flashlight;"; woutput = "M4A1_CCO_SD_DZAM"; input = {}; ioutput = {{"GUNFLASHLIGHT_DZAM", 1}}; }; }; }; Thank you for reading, john-arma -
3D Artist Needed for Arma II Mod
john_arma replied to john_arma's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
All right, tell me when you're ready to work with us. -
3D Artist Needed for Arma II Mod
john_arma posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi everybody, My name is John and i'm a Arma II player. A group of people and myself is currently developing a variant of a mod, not telling you yet. Still in early closed dev build we want to implement new features and new content to make a better experience for the player We have not revealed the main features yet, we just want to finish the big things first. In our group we have : a very good programmer, a bug finder, a professional 3D artist, myself working on the map and all of the guys who test the builds. Our main issue is that our 3D artist has only been formed to create vehicles and houses, NOT weapons. We would like to find a friendly person willing to work with us to create well modelled weapons. In addition to that, the person has to know how to rig and animate the gun on the skeleton in Oxygen 2. Requirements: Knows how to model, rig and animate a weapon. Knows how to import this model in ARMA II and in our mod. Benefits: Be part of an Arma II MOD Work with an awesome team. Play the closed alpha and closed beta with the other devs. Learn French ! Just kidding, some of us speak English (I do). Hope to see you very soon. If you have any questions or think this post is inappropriate in this thread, reply or send an private message. John