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Everything posted by Locklear
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headgear and vest always on the ground
Locklear replied to drunken officer's topic in ARMA 3 - MODELLING - (O2)
Please make sure you have the autocenter property in the Geometry LOD set to 0. That might do the trick. -
The cfgVehicles class is closed before backpacks are defined; they should be in cfgVehicles. Not sure what the problem of the problem with Bergen might be without seeing the whole config, though.
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It seems the intended change actually didn't make it into the Dev-Branch. Should be in the next update. Yes, we're aware of it, it will be adjusted. In this particular case, several separate things are going on. The hand animation, the model config animation of the gun, and the sound. Also, we're actually increasing duration of the reload, so it has to be considered, as well. Despite the change is small and the overall amount of time needed is not big, several people cooperate on that as their workload and other tasks' priorities allow. Last but not least, please note we're talking the Dev-Branch; many WIP changes are put there, so you can see the progress, provide feedback, etc. So it's kinda natural you witness some iterations, unfinished work, and such. :)
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Not sure if what I use is the same case, but we'll see. I have an addon with various soldier classes with their individual loadouts configured in the same way all soldiers are configured. Then I have a mission with description.ext file with class CfgRespawnInventory. Inside that, loadouts are configured like class Custom_Loadout_1 {vehicle = "Custom_Soldier_1"};. So when Custom_Loadout_1 is selected in the mission, its content is taken from Custom_Soldier_1 class. When a change is needed, one change in the addon will affect every mission with this setting. Does this help?
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Concerning the grenades animations, it really is not easy, but it seems we will be able to make it. Please note the current version in Dev-Branch is still WIP and unfinished, as is intended with this branch (so we can work with you guys on the updates :) ). Some of the known, to-be-solved issues are: Sound may be not synced yet. Prone animations may be not in sync with the grenade movement. Some clipping may appear. Thanks for the feedback on the speed of some reloads, we'll consider that. MX GL is certainly tricky. The model wasn't created with these animations in mind (none was, actually, but we managed to work around that a bit), so after some discussion, we opted for the front reload, since the "right" one would require more time-consuming tinkering with the model. With our artists pretty busy with some more important tasks at the moment (anyone hyped for Tanoa? ;) ), we decided the best solution would be to have it this way, and possibly revisit it in the future.
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You can use BankRev app in Arma 3 Tools to extract characters_f_epb.pbo from the Arma3\Addons folder. It's wherever you installed Arma to, so likely it's Steam\SteamApps\common\Arma 3\Addons. Not sure about the custom faces question. Could be material-related, I guess; I don't know of any intentions to differentiate custom faces.
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Hm, Walsh is actualy face WhiteHead_20, its texture is here: \A3\Characters_F_EPB\Heads\Data\m_white_20_co.paa. Is that what you're looking for?
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Cannot retexture gear after Personal Protection update
Locklear replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Glad to help. :) I guess the duplicity of declaration of some classes, overlooked due to the includes, was eventually sorted out by merging the config files you mention. -
Cannot retexture gear after Personal Protection update
Locklear replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
To be sure, I'll ask again: if you have your mod in local data, do you launch the game with -filepatching parameter? Besides that, I'd kindly ask you to send me your mod (in PM, I guess), so I can try it here. -
Cannot retexture gear after Personal Protection update
Locklear replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
ItemInfo: VestItem, rather. But as a matter of fact, could be. It doesn't seem to me it should matter in this case, but when I tested it a bit, I encountered some problems, so it might be better to inherit your ItemInfo subclass from ItemInfo instead of VestItem. Then it should properly take the content of ItemInfo subclass of the vests' parent classes. -
Problems with uniform Config
Locklear replied to BL1P's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Your warnings in RPT indicated the same problem as the first one in this threat, so changing the scope of the character classes used in the uniformClass property of a uniform solves the issue. The items like uniforms, vests, or headgear are indeed defined in cfgWeapons. The tricky part is that a uniform is always "linked" with a soldier class (via uniformClass property in configuration of both). If that soldier has scope 0, the problem appears. The problem you encountered next is something I've seen on the forum recently, but it doesn't seem to be a problem in vanilla. I suggest trying your mod without any other mods to test if the one of yours is working properly. -
Problems with uniform Config
Locklear replied to BL1P's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Could you please elaborate? Is there any error message? Do you launch the game with local data? (If so, do you use the -filepatching parameter?) "Isn't visible" refers to the model basically having no texture, or you cannot find it in the editor/VA? Could you include your config of ST1_ACU_Soldier_01, as well? -
Problems with uniform Config
Locklear replied to BL1P's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Glad to help. :) -
Cannot retexture gear after Personal Protection update
Locklear replied to AveryTheKitty's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The config seems fine (besides a couple of things, mentioned below). I wonder, do you have those configs locally? If so, do you launch the game with a -filepatching parameter? About the code: you needlessly copy a lot of stuff from the original class; basically just having the hiddenSelections[], hiddenSelectionsTextures[] in the class itself, and hiddenSelections[] in ItemInfo subclass would do the trick (unless you want to change something else as well). Also, be careful with localization strings: if you use them (e.g.: $STR_A3_V_PlateCarrier1_rgr0), do so without quotation marks. -
Problems with uniform Config
Locklear replied to BL1P's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You inherit your soldier classes from classes with scope 0, which most likely causes the issue. Please try changing the scope of your classes to either 1 or 2 (depending on if you want them available in the editor etc.). -
Marksmen DLC Weapon Feedback
Locklear replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
Thank you for reporting! The bug is apparently on our side, I'm gonna look onto that. // edit: Should be fixed in the next Dev-Branch update. -
No offense taken, sir. :) I just wanted to point out that there's more to such decision than "let's do it boiz cuz it's cool". ;) We'll see what can be done.
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How to Animate the Grenade Launcher
Locklear replied to HJohnson's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Glad to help. :) -
Thank you. I made some short investigation and it seems our soldiers skipped the "Mk20 EGLM prone reloading" class. They shall attend it next time, after a proper punishment, of course.
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It's not that much about number of animations (although those should be considered, too). One thing is to mind the poly count with adding stuff to a gun's model. More importantly, I mentioned the draw calls. If we just add a grenade with a new texture, we also add a draw call just for the grenade's sake, which has a negative impact on performance. So a better idea is to include the grenade's texture to the gun's one, but that means adjusting the guns model, as well, which obviously takes some time. (You noted Zubr, which was made with all that in mind, contrary to the guns with UGLs.)
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We've been considering this, but there are some technical concerns about performance impact (more draw calls). So we'll probably prototype that to investigate possibilities and evaluate plausibility. No promises or ETA, though, and please note it's more likely not happening.
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How to Animate the Grenade Launcher
Locklear replied to HJohnson's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This way of animating UGLs is finally not needed thanks to the reloadMagazine2 property. Also, we made the UGLs reload animations together with new, unique hand gestures for each one. I wrote a bit more in the General Discussion (dev branch) thread. -
As you noticed, we added some UGLs reload animations to Dev-Branch. A short video of them can be found here. For those wondering, raidpl0x pointed out the implementation on Reddit. In short, we use a new animation source, reloadMagazine2, to handle the model.cfg animations of the UGL. Also, we moved the reloadAction property from ammo config to the configs of UGLs themselves, which allowed us to create new reload gestures, different for each UGL. However, please note the MX one will take more time, since some additional work in the model is needed.
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Can't pick up custom uniform off ground.
Locklear replied to solviper's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Glad to help. :) -
Can't pick up custom uniform off ground.
Locklear replied to solviper's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Solviper, I'd like to point you to my guide here. The problem of the uniform not being able to be picked up is most probably caused by modelSides[] property in a soldier's (not in a uniform's). It's an array of numbers basically meaning which sides' uniforms can the soldier use: 0 is for OPFOR, 1 for BLUFOR, 2 for AAF, and 3 for civilians. The problem of the model without textures could be caused by something amiss in a ground holder, or maybe in a uniform's config itself (depends on when the problem appears). If the guide doesn't solve your issues and/or if you have any further questions, feel free to ask. Including your configs will help.