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j0zh94

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Everything posted by j0zh94

  1. j0zh94

    Faces of War [WW2]

    What texturing tool are you using and is this the game ready model?
  2. j0zh94

    RHS Escalation (AFRF and USAF)

    Yes, the more we researched the M855a1 the more we began to fear the nasty little round. M855a1 is nasty, but there's only so much we can do before we'll get accused of bias
  3. j0zh94

    RHS Escalation (AFRF and USAF)

    M885a1 is currently the highest penetrating 5.56 round we have and IRL it's comparable to the M80 ball in terms of penetration at 300m. Mk318 Mod 0 has the same intent just a different execution and slightly less performance as a result. Both are great rounds and we try our best to replicate their potential with the tools we have. As for the ZSU23-4, I recently added AP belts to the mod you can use for your test. rhs_mag_AZP23_250_ap (ZSU) rhs_mag_AZP23_100_ap (ZU)
  4. j0zh94

    RHS Escalation (AFRF and USAF)

    I'll look into it, thanks for the heads up. Just remember to post bugs like this to our feedback tracker if you can. Otherwise, we might miss your post.
  5. j0zh94

    RHS Escalation (AFRF and USAF)

    This is something we are actively adjusting and working on. Whilst it’s nice to have discernible sounds for m4/m16s we’re trying our best to bring sounds to a more realistic level (The best we can do as a modding team). It’s true there is a sound difference between barrel lengths; 20” m16, 14.5” M4, 10” MK1 and so. A study showcased that there’s roughly a 0.5dB(A) increase per 4” shortage [1]. This difference may be noticeable for the rifleman but for those 20m and beyond it quickly becomes nearly inaudible. The intensity of decibel change is equally effected by the ammunition you are firing. This study was using M855, which out of an M4 barrel was unable to effectively burn all its powder resulting in a brighter flash and a louder bang. Our standard ammo in USAF is M855A1 for U.S Army and M855 for U.S Marines (Until they finally fully adopt M855A1 sometime in the next year?[2]). From what I’ve been told by people who’ve used it, the M4 full auto and the M249 firing M855A1 are extremely difficult to discern during a firefight which to me makes the most sense. The operator will notice more differences in sound, like how the weapon is operated (open bolt/closed), barrel length, sounds resonating on different parts of the weapon etc. However, as you get further away they start to blend together and produce the same 'pop'. These are things we’re trying our best to replicate but this requires lots of tweaking and feedback from you guys. Keep an eye out for future updates on the sounds of our 5.56 weapons. [1] https://ndiastorage.blob.core.usgovcloudapi.net/ndia/2010/armament/WednesdayCumberlandPhilipDater.pdf [2] https://www.marinecorpstimes.com/news/your-marine-corps/2017/12/11/new-in-2018-corps-adopts-m855a1-round/
  6. j0zh94

    RHS Escalation (AFRF and USAF)

    Most use 3DS Max with some also using Blender. The best way to learn 3DS Max is by following tutorials on Youtube and lots of patience/time... it takes a lot of time though.
  7. j0zh94

    RHS Escalation (AFRF and USAF)

    I play PVP in a relatively large community multiple times a week when able. So yes I play PVP frequently and try to fix every bug I spot throughout my playtime. RHS prioritises realism over balance and leaves the balance to the Mission Maker which is something at my community we take into account with each mission. If the mission maker needs to balance a mission he can adjust what assets are used and which are not. If anything is realistically broken that can be fixed within the scope of ARMA then we implore you to post bugs in the tracker so we can resolve them. We do not change things for game balance, though, there is nothing preventing you from adjusting this on your end. Abrams too OP? Add artificial setbacks; optics broken, no AP rounds etc. Finally, as Pufu said, if all else fails, you can simply create a config which overwrites our base config that adjusts these values to your liking for your community.
  8. j0zh94

    RHS Escalation (AFRF and USAF)

    On a completely unrelated note.....
  9. j0zh94

    RHS Escalation (AFRF and USAF)

    RHS Update 0.4.1.1 We hope everyone has been thoroughly enjoying patch 0.4.1 and the new GREF units, particularly on the new Tanoa terrain. We’ve all been admiring the content that people have produced with RHS and this new terrain and we can’t wait for more. This patch is the major hotfix patch for 1.62 and aside from the bugfixes we’ve also introduced a few toys for people to play with. We believe that this hotfix will resolve all the major errors that occurred post 1.62, in particular, the burst fire mode that was causing lots of problems. We would also like to announce that the next major patch, 0.4.2, will be the first patch that will officially support Steam Workshop as an alternate way to download RHS mods. That does not mean you should begin uploading our content to Steam but it will hopefully make it easier for people to acquire and use in the near future. For anyone who is interested into why we have only elected to support Steam Workshop now please read the post hidden in the spoiler tab below: Overall we hope that this patch will entertain everyone enough until our next major patch. Be sure to check the changelog for all the new features and toys to play with. RHS UPDATERS
  10. j0zh94

    BWMod

    The most recent patch seems to have broken Tank_F fuel hit points for vehicles, specifically RHS content (that's what I tested with). The error seems to only occur when BWMod is running, running the same missions without BWMod fixes this error. Error:
  11. j0zh94

    RHS Escalation (AFRF and USAF)

    Thanks for the feedback, I personally did not test the texture below Highest so I hadn't realised the extreme drop in quality. I'll look in to resolving the problem with the ladder texture for the next patch :D
  12. j0zh94

    RHS Escalation (AFRF and USAF)

    It is possible that JSRS simply attributes anything fired from the SMAW as an AT rocket and as such creates an explosion sound on impact. Misty is right however that you'll have to ask Jarhead specifically :)
  13. Does anyone know if someone does not own the Aphex expansion after release, will they be able to join a server that supports the Aphex expansion? If so will it just kick them if the server plays on Tanoa?
  14. Fixed the problem. For anyone who may encounter this problem check your Enviroment variable PATH for D:\Program Files (x86)\Mikero\DePboTools\bin, this line broke my Environment variable path and prevented the P drive from mounting (removing this line fixed it). Reference bug post: https://dev.withsix.com/issues/73306
  15. GTA 5 and Maya are the only things i've installed recently
  16. I am having a very similar problem. My P drive was working just over a week ago, a few days ago it wouldn't mount and Devp will not work. RPT: Devp: ===================================================================== == DevP.bat == Params: Version: 0.78 Current time: 01-05-2015 21-37-01.00 ===================================================================== ------------------------------------------------ Define Parameters [01-05-2015 21-37-01.02] ------------------------------------------------ ------------------------------------------------ Retrieve User settings [01-05-2015 21-37-01.03] ------------------------------------------------ ------------------------------------------------ Retrieve Arma 3 path [01-05-2015 21-37-01.10] ------------------------------------------------ ------------------------------------------------ Check P Drive [01-05-2015 21-37-01.20] ------------------------------------------------ ArmAWorkPath Registry entry is missing, now adding it 'REG' is not recognized as an internal or external command, operable program or batch file. ------------------------------------------------ variables to use [01-05-2015 21-37-01.24] ------------------------------------------------ Arma3 tools 2015-05-01 21:36:42,089 [iNFO]: Begin of diagnostic 2015-05-01 21:36:42,089 [iNFO]: Check license 2015-05-01 21:36:42,129 [iNFO]: Check dependencies 2015-05-01 21:36:42,130 [iNFO]: dependenciesStatus.VisualCRuntime2010_X86: True 2015-05-01 21:36:42,130 [iNFO]: dependenciesStatus.VisualCRuntime2012_X86: True 2015-05-01 21:36:42,137 [iNFO]: Check system.drawing 2015-05-01 21:36:42,157 [iNFO]: Check P drive 2015-05-01 21:36:42,168 [iNFO]: Check files 2015-05-01 21:36:42,186 [iNFO]: Check registry 2015-05-01 21:36:42,202 [iNFO]: Validatation 2015-05-01 21:36:42,202 [iNFO]: End of diagnostic 2015-05-01 21:36:42,202 [iNFO]: Initializing Arma3Tools... 2015-05-01 21:36:42,275 [iNFO]: ===================================================================== 2015-05-01 21:36:42,275 [iNFO]: == D:\Program Files (x86)\SteamLibrary\steamapps\common\Arma 3 Tools\Arma3Tools.exe 2015-05-01 21:36:42,276 [iNFO]: == "D:\Program Files (x86)\SteamLibrary\steamapps\common\Arma 3 Tools\Arma3Tools.exe" /parent=steam 2015-05-01 21:36:42,276 [iNFO]: 2015-05-01 21:36:42,278 [iNFO]: Exe timestamp: 2015/04/8 5:46:46 2015-05-01 21:36:42,278 [iNFO]: Current time: 2015/05/1 9:36:42 2015-05-01 21:36:42,278 [iNFO]: 2015-05-01 21:36:42,278 [iNFO]: Type: Public 2015-05-01 21:36:42,278 [iNFO]: Branch: Stable 2015-05-01 21:36:42,278 [iNFO]: Version: 0.86.0.5576 2015-05-01 21:36:42,278 [iNFO]: 2015-05-01 21:36:42,278 [iNFO]: ===================================================================== 2015-05-01 21:36:42,278 [iNFO]: == Application info == 2015-05-01 21:36:42,278 [iNFO]: ProductName: Arma 3 Tools utility 2015-05-01 21:36:42,279 [iNFO]: AssemblyName: Arma3Tools 2015-05-01 21:36:42,279 [iNFO]: Version: 0.86.0.5576 2015-05-01 21:36:42,279 [iNFO]: LoadedAssemblies: mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 Arma3Tools, Version=0.86.0.5576, Culture=neutral, PublicKeyToken=null Microsoft.VisualBasic, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 System.Runtime.Remoting, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 System.Configuration, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a log4net, Version=1.2.13.0, Culture=neutral, PublicKeyToken=669e0ddf0bb1aa2a System.Xml, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 common, Version=0.71.32.5446, Culture=neutral, PublicKeyToken=06bca799acc68d82 System.Core, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 System.Web, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a SharedResources, Version=1.0.127.421, Culture=neutral, PublicKeyToken=null PresentationFramework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35 WindowsBase, Version=4.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35 PresentationCore, Version=4.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35 System.Xaml, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 licenseMgr, Version=1.17.5446.1545, Culture=neutral, PublicKeyToken=null System.Management, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a 2015-05-01 21:36:42,279 [iNFO]: == Settings.ini == 2015-05-01 21:36:42,279 [iNFO]: == Begin of trace == 2015-05-01 21:36:42,333 [iNFO]: Function exist(application As String = bipte) As Boolean 2015-05-01 21:36:42,333 [iNFO]: Function exist(application As String = mikero) As Boolean 2015-05-01 21:36:42,333 [iNFO]: Function exist(application As String = bipte) As Boolean 2015-05-01 21:36:42,334 [iNFO]: Function exist(application As String = mikero) As Boolean 2015-05-01 21:36:42,340 [iNFO]: ==================================================== 2015-05-01 21:36:42,342 [iNFO]: Parent: Arma3Tools 2015-05-01 21:36:42,343 [iNFO]: BEGIN Main_Load 2015-05-01 21:36:42,344 [iNFO]: checkInstallation 2015-05-01 21:36:42,344 [iNFO]: checkInstallation/Registry 2015-05-01 21:36:42,344 [iNFO]: checkInstallation/settings.ini 2015-05-01 21:36:42,344 [iNFO]: /checkInstallation 2015-05-01 21:36:42,344 [iNFO]: END Main_Load 2015-05-01 21:36:42,350 [iNFO]: Parameter: /parent=steam [PASSED] 2015-05-01 21:36:59,918 [iNFO]: proceed [Application="DevP.bat" type=1 Arguments="" path=""] 2015-05-01 21:37:00,944 [iNFO]: sCommand="DevP.bat " 2015-05-01 21:37:00,958 [iNFO]: /proceed 2015-05-01 21:37:21,158 [iNFO]: proceed [Application="Arma3Tools_diag_retail.bat" type=0 Arguments="-autoStart" path=""] 2015-05-01 21:37:21,176 [iNFO]: System.IO.File.Exists: D:\Program Files (x86)\SteamLibrary\steamapps\common\Arma 3 Tools\Arma3Tools_diag_retail.bat 2015-05-01 21:37:21,207 [iNFO]: /proceed 2015-05-01 21:37:40,786 [iNFO]: proceed [Application="Arma3Tools_diag_retail.bat" type=0 Arguments="-autoStart" path=""] 2015-05-01 21:37:40,808 [iNFO]: System.IO.File.Exists: D:\Program Files (x86)\SteamLibrary\steamapps\common\Arma 3 Tools\Arma3Tools_diag_retail.bat 2015-05-01 21:37:40,818 [iNFO]: /proceed Mapdisk: ===================================================================== == D:\Program Files (x86)\SteamLibrary\SteamApps\common\Arma 3 Tools\mapdisk.bat == Params: Version: 0.77 Current time: 01-05-2015 21-34-39.42 ===================================================================== ------------------------------------------------ get P drive directory [01-05-2015 21-34-39.43] ------------------------------------------------ ------------------------------------------------ Counter failure :) [01-05-2015 21-34-39.45] ------------------------------------------------ ------------------------------------------------ Mapping user side [01-05-2015 21-34-39.46] ------------------------------------------------ Directory used: ""D:\Program Files (x86)\SteamLibrary\SteamApps\common\Arma 3 Tools\"" List of substituate drives mounted for user accounts ------------------------------------------------ bypass UAC if needed [01-05-2015 21-34-39.48] ------------------------------------------------ ------------------------------------------------ bypass UAC [01-05-2015 21-34-39.49] ------------------------------------------------ ===================================================================== == D:\Program Files (x86)\SteamLibrary\SteamApps\common\Arma 3 Tools\mapdisk.bat == Params: ELEV Version: 0.77 Current time: 01-05-2015 21-34-39.60 ===================================================================== ------------------------------------------------ get P drive directory [01-05-2015 21-34-39.62] ------------------------------------------------ ------------------------------------------------ Counter failure :) [01-05-2015 21-34-39.63] ------------------------------------------------ ------------------------------------------------ Mapping user side [01-05-2015 21-34-39.65] ------------------------------------------------ List of substituate drives mounted for Administrator accounts ------------------------------------------------ bypass UAC if needed [01-05-2015 21-34-39.66] ------------------------------------------------ ------------------------------------------------ bypass UAC [01-05-2015 21-34-39.67] ------------------------------------------------ ------------------------------------------------ UAC bypassed [01-05-2015 21-34-39.69] ------------------------------------------------ Directory used: ""D:\Program Files (x86)\SteamLibrary\SteamApps\common\Arma 3 Tools\"" ------------------------------------------------ End of script [01-05-2015 21-34-39.70] ------------------------------------------------ I've tried repairing, unistalling/reinstalling. Trying to set my P Drive up via Arma 2 tools to no avail. Windows 7 x64
  17. I have separate model.cfg for each weapon. The one I used was for the G3 but the other two are identical.
  18. A weapon addon that i'm working on will not produce a muzzle flash. It produces a smoke cloud but not the flash itself. Any help would be appreciated. The model has the proxy from the sample model, as well as the selection Zasleh (I have tried it with Muzzleflash too but it did not work). Config (Still a WIP but the core is there) class CfgPatches { class JO_RF_BR { author[] = {"j0zh94"}; requiredaddons[] = {"A3_Weapons_F"}; requiredversion = 0,1; units[] = {}; weapons[] = {"JO_RF_g3a3","JO_RF_FAL","JO_RF_L1a1"}; magazines[] = {}; }; }; /*external*/ class Mode_FullAuto; /*external*/ class Mode_SemiAuto; class CfgWeapons { class Rifle; class Rifle_Base_F : Rifle { class Single; class WeaponSlotsInfo; class FullAuto; class Gunparticles; }; class JO_RF_g3a3_Base : Rifle_Base_F { author = "j0zh94"; handanim[] = {"OFP2_ManSkeleton", "\JO_RF_BR\data\anim\AK74.rtm"}; model = "\JO_RF_BR\G3.p3d"; dexterity = 1.57; discretedistance[] = {200, 300, 400, 500, 600, 700, 800}; discretedistanceinitindex = 1; descriptionshort = "Battle rifle<br />Caliber: 7.62x51mm"; magazines[] = {"20Rnd_762x51_Mag", "20Rnd_762x51_Mag"}; displayname = "g3a3"; displaynameshort = "g3a3"; modes[] = {"Single","Full","Medium","Close"}; reloadaction = "GestureReloadEBR"; scope = 0; picture = "\JO_RF_BR\data\tex\UI\gear_G3a3_x_ca.paa"; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; recoil = "recoil_single_primary_8outof10"; recoilprone = "recoil_single_primary_prone_8outof10"; reloadmagazinesound[] = {"\JO_RF_BR\data\sound\g3a3r.wav", 0.630957, 1, 35}; reloadtime = 0.1; class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\g3a3-1.wav", 1.12202, 1, 1200}; begin2[] = {"\JO_RF_BR\data\sound\g3a3-2.wav", 1.12202, 1, 1200}; begin3[] = {"\JO_RF_BR\data\sound\g3a3-3.wav", 1.12202, 1, 1200}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 2; airateoffiredistance = 400; dispersion = 0.0017; maxrange = 500; maxrangeprobab = 0.1; midrange = 200; midrangeprobab = 0.5; minrange = 0; minrangeprobab = 0.7; recoil = "recoil_single_primary_10outof10"; recoilprone = "recoil_single_primary_prone_10outof10"; reloadtime = 0.09; selectionfireanim = "zasleh"; }; class Close: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\g3a3-1.wav", 1.12202, 1, 1200}; begin2[] = {"\JO_RF_BR\data\sound\g3a3-2.wav", 1.12202, 1, 1200}; begin3[] = {"\JO_RF_BR\data\sound\g3a3-3.wav", 1.12202, 1, 1200}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 2; Burst=1; airateoffiredistance = 400; dispersion = 0.0017; maxrange = 500; maxrangeprobab = 0.1; midrange = 200; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.7; recoil = "recoil_single_primary_10outof10"; recoilprone = "recoil_single_primary_prone_10outof10"; reloadtime = 0.1; showtoplayer = 0; selectionfireanim = "zasleh"; }; class Medium: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\g3a3-1.wav", 1.12202, 1, 1200}; begin2[] = {"\JO_RF_BR\data\sound\g3a3-2.wav", 1.12202, 1, 1200}; begin3[] = {"\JO_RF_BR\data\sound\g3a3-3.wav", 1.12202, 1, 1200}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 2; Burst=1; airateoffiredistance = 600; dispersion = 0.0020; maxrange = 600; maxrangeprobab = 0.05; midrange = 450; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.3; recoil = "recoil_single_primary_10outof10"; recoilprone = "recoil_single_primary_prone_10outof10"; reloadtime = 0.1; showtoplayer = 0; selectionfireanim = "zasleh"; }; class Full: Mode_FullAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\g3a3-1.wav", 1.12202, 1, 900}; begin2[] = {"\JO_RF_BR\data\sound\g3a3-2.wav", 1.12202, 1, 900}; begin3[] = {"\JO_RF_BR\data\sound\g3a3-3.wav", 1.12202, 1, 900}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 3; airateoffiredistance = 9; dispersion = 0.0020; maxrange = 9; maxrangeprobab = 0.05; midrange = 4; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.3; recoil = "recoil_auto_primary_10outof10"; recoilprone = "recoil_auto_primary_prone_10outof10"; reloadtime = 0.1; selectionfireanim = "zasleh"; }; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 120; class MuzzleSlot { compatibleitems[] = {}; }; class CowsSlot { compatibleitems[] = {}; }; class PointerSlot { compatibleitems[] = {}; }; }; class Library { libtextdesc = "The Kalashnikov RPK-74 light machine gun has been developed during mid-seventies to complement the AK-74 assault rifle a sa standard squad automatic weapon of the Soviet (later Russian) army.It is based on the parent AK-74assault rifle in the same way as its 7,62mm predecessor RPK was based on AKM assault rifle."; }; class GunParticles { class FirstEffect { directionname = "Konec hlavne"; effectname = "RifleAssaultCloud"; positionname = "Usti hlavne"; }; class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; }; class JO_RF_g3a3 :JO_RF_g3a3_Base { author = "j0zh94"; scope = 2; displayName = "G3A3"; } ; class JO_RF_FAL :JO_RF_g3a3_Base { author = "j0zh94"; scope = 2; displayName = "FAL"; picture = "\JO_RF_BR\data\tex\UI\gear_FAL_x_ca.paa"; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; model = "\JO_RF_BR\Fal.p3d"; reloadtime = 0.85; class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin2[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin3[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 3; airateoffiredistance = 600; dispersion = 0.0020; maxrange = 600; maxrangeprobab = 0.05; midrange = 450; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.3; recoil = "recoil_single_primary_8outof10"; recoilprone = "recoil_single_primary_prone_8outof10"; reloadtime = 0.085; }; class Close: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin2[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin3[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 0,2; Burst=3; airateoffiredistance = 400; dispersion = 0.0017; maxrange = 500; maxrangeprobab = 0.1; midrange = 200; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.7; recoil = "recoil_single_primary_8outof10"; recoilprone = "recoil_single_primary_prone_8outof10"; reloadtime = 0.085; showtoplayer = 0; }; class Medium: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin2[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin3[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 2; Burst=3; airateoffiredistance = 600; dispersion = 0.0020; maxrange = 600; maxrangeprobab = 0.05; midrange = 450; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.3; recoil = "recoil_single_primary_8outof10"; recoilprone = "recoil_single_primary_prone_8outof10"; reloadtime = 0.085; showtoplayer = 0; }; class Full: Mode_FullAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin2[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin3[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 3; airateoffiredistance = 9; dispersion = 0.0020; maxrange = 9; maxrangeprobab = 0.05; midrange = 4; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.3; recoil = "recoil_auto_primary_8outof10"; recoilprone = "recoil_auto_primary_prone_8outof10"; reloadtime = 0.085; }; } ; class JO_RF_L1a1 :JO_RF_g3a3_Base { author = "j0zh94"; scope = 2; displayName = "L1A1"; picture = "\JO_RF_BR\data\tex\UI\gear_L1a1_x_ca.paa"; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; model = "\JO_RF_BR\L1A1.p3d"; modes[] = {"Single","Medium","Close"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin2[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin3[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 3; airateoffiredistance = 600; dispersion = 0.0020; maxrange = 600; maxrangeprobab = 0.05; midrange = 450; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.3; recoil = "recoil_single_primary_8outof10"; recoilprone = "recoil_single_primary_prone_8outof10"; reloadtime = 0.085; }; class Close: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin2[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin3[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 0,2; Burst=1; airateoffiredistance = 400; dispersion = 0.0017; maxrange = 500; maxrangeprobab = 0.1; midrange = 200; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.7; recoil = "recoil_single_primary_8outof10"; recoilprone = "recoil_single_primary_prone_8outof10"; reloadtime = 0.085; showtoplayer = 0; }; class Medium: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { begin1[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin2[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; begin3[] = {"\JO_RF_BR\data\sound\FAL.wav", 1.12202, 1, 900}; soundbegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; airateoffire = 2; Burst=1; airateoffiredistance = 600; dispersion = 0.0020; maxrange = 600; maxrangeprobab = 0.05; midrange = 450; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.3; recoil = "recoil_single_primary_8outof10"; recoilprone = "recoil_single_primary_prone_8outof10"; reloadtime = 0.085; showtoplayer = 0; }; } ; }; class CfgMagazines { }; Mode.cfg class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class BR_Skel: Default { skeletonBones[]= { "magazine","", "bolt", "", "safety", "", "iron_sight", "", "front_sight", "", "Trigger", "", "ris", "", "muzzle", "", "zasleh", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class G3: Default { sections[]= { "zasleh" }; skeletonName="BR_Skel"; class Animations { class trigger_move { type="rotation"; source="reload"; selection="trigger"; memory=1; sourceAddress="clamp"; axis = "trigger_Axis"; minValue=0.0; maxValue=0.3; minPhase=0.0; maxPhase=0.3; angle0=0; angle1=-0.212389; }; class muzzle_hide { type="hide"; source="hasSuppressor"; selection="muzzle"; minValue = 0.0; maxValue = 1.0; hideValue = 1; animPeriod = 0.0; initPhase = 0.0; }; class bolt_move { type="translation"; source="reload"; selection="bolt"; memory=1; sourceAddress="clamp"; axis = "bolt_Axis"; minValue=0.0; maxValue=1; minPhase=0.0; maxPhase=1; offset0=0; offset1=0.6; }; class bolt_empty { type="translation"; source="isEmptyNoReload"; selection="bolt"; axis="bolt_axis"; sourceAddress = clamp; minValue = 0.0; maxValue = 1.0; offset0 = 0.0; offset1 = 0.6; animPeriod = 0.0; initPhase = 0.0; memory = true; }; class magazine_reload_hide { type="hide"; source="reloadMagazine"; selection="magazine"; sourceAddress = clamp; minValue = 0.0; maxValue = 1.0; hideValue = 0.24; unHideValue = 0.602; animPeriod = 0.0; initPhase = 0.0; }; class magazine_reload_move_1 { type="translation"; source="reloadMagazine"; selection="magazine"; axis="magazine_axis"; sourceAddress = clamp; minValue = 0.18; maxValue = 0.23; offset0 = 0.0; offset1 = 1.2; animPeriod = 0.0; initPhase = 0.0; memory = true; }; class magazine_reload_move_2 { type="translation"; source="reloadMagazine"; selection="magazine"; axis="magazine_axis"; sourceAddress = clamp; minValue = 0.615; maxValue = 0.65; offset0 = 0.0; offset1 = -1.2; animPeriod = 0.0; initPhase = 0.0; memory = true; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; sourceAddress = clamp; minValue = 0.0; maxValue = 1.0; hideValue = 0.5; unHideValue = -1.0; animPeriod = 0.0; initPhase = 0.0; }; class safety_mode_rot { type="rotationz"; source="weaponMode"; selection="safety"; axis="safety_axis"; sourceAddress = clamp; minValue = 0.0; maxValue = 0.25; angle0 = 0; angle1 = 0.50; animPeriod = 0.0; initPhase = 0.0; memory = true; }; class ironsight_hide { type="hide"; source="hasOptics"; selection="iron_sight"; minValue = 0.0; maxValue = 1.0; hideValue = 1; animPeriod = 0.0; initPhase = 0.0; }; class ris_unhide { type="hide"; source="hasOptics"; selection="ris"; minValue = 0.0; maxValue = 1.0; hideValue = 0; unhideValue = 1; animPeriod = 0.0; initPhase = 0.0; }; class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="zasleh"; //selection we want to rotate axis="zasleh_axis"; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; }; }; }; I have tried a muzzleflash, new Model.cfg, making sure the proxies are correct but it still hasn't resolved it. Any tips?
  19. So i'm curious if anyone knows if using 4096x4096 textures in ARMA 3 is a viable option and won't produce problems compared to 2048x2048? Thanks
  20. j0zh94

    EricJ Release thread

    The HK AG36 model is looking pretty sweet, is that a P-Mag?
  21. j0zh94

    JSRS3: DragonFyre

    Awesome! Can't wait to try these out :D
  22. j0zh94

    RHS Escalation (AFRF and USAF)

    Awesome work on the patch guys, good to see the Mi24's will be less prone to exploding now
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