andy1
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Everything posted by andy1
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In the next release there will be ammo crates with just 5.56 or 7.62 in them. So you will have the option of just having ammo instead of ammo and weapons.
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There should be a generic small arms one with ammo in. Sent from my iPhone using Tapatalk
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I'm not sure if you can do those actions whilst you still walk but you can definelty create actions like that it all depends on how you set it up in the config. A good one to look at is this thread it explains all the magic behind the animations.
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Your best place to start is to create the hand animations. That's the static holding pose. From there you can start creating reload animations. Sent from my iPhone using Tapatalk
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What are you animating for weapons, hand signals, vehicles. That varies how you approach it. Sent from my iPhone using Tapatalk
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Put them into the vehicles inventory then hit R when you're in the gun. It's like you're weapon when on the ground. Sent from my iPhone using Tapatalk
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It hasn't even been mentioned. Once the latest version of the vehicle is released then we're heading back for a pas on the weapons and equipment. So if it is going to happen it will be awhile. Sent from my iPhone using Tapatalk
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No there isn't. The boys have been busy on other bits, like adding more functionality and better textures. Also fixing ground issues so you can actually land on a carrier. Sent from my iPhone using Tapatalk
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Poseidon: advanced text editor for Scripts & Configs
andy1 replied to Tom_48_97's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi I am having issues with a git that 3Cb have set up for our mods, we need to have our .cpp files encoded with UTF-8 without BOM. I noticed in the options (text) that the encoding is UTF-8 but does this include the without BOM or not? thanks Andy -
Animation - explanation of the magic behind
andy1 replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi all, I have only recently got into creating custom animations and have had quite a bit of success, however though when I trigger my reload animation in the prone I get an odd effect where the body goes almost vertical from the waist up and points to the sky. Has anyone experienced this before, is it a config or a RTM issue, and do you have any suggestions on how I can fix it. Any help would be grateful I'm at my wits end about it. Edit: Just as a follow up I worked out the issue and it was entirely my fault I had a curly bracket and a semicolon in the wrong place.- 119 replies
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And that's the developers prerogative. They will release details when they feel it fits into there schedule not when you want to know. Sent from my iPhone using Tapatalk
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Hi all I was just wondering if anyone could give me a bit of guidance on the UGL animations that BI created. I have managed to animate the tube of the UGL using what they have created but alongside this there is also some translation and hide commands for the actual grenade. I have got a grenade in the model by using the slug_f and a proxy but I have no clue as to where the memory points need to go to get the animations to work. If anyone has a clue I'd be so grateful for the help. PS this can be moved if it's in the wrong area.
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Just want to say thanks again, using you're tool has meant that I have had a really productive 2 days. I've made a custom hand animation, and two reload animations. So you're tool really does help loads.
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I watched it and it makes huge sense thanks again. Sent from my iPhone using Tapatalk
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Thanks very much, I think I have managed to do it with a bit of playing around, but as you've said yourself if you have had a few people ask probably best to make a video to not get any more.
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After a bit of searching I found this and thank you for putting it out there. I am trying to do a couple of custom reload animations for UGLs and obviously the static holding animations as well. I was hoping you'd be able to advise as to the best way for me to get rid of the weapons that you have in the model at present and how to change them out for the ones I have. Cheers.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
andy1 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not to be mean but why don't you use the search tool, that question has been asked multiple times and the answers have been given. -
Arctic Fox Defense Solutions: FOB Deployment Specialist
andy1 replied to Arctic Fox Defense Solutions's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi AFDS nice work I was just wondering about what the application in game for these is going to be? Are they just going to be static objects that have no game effect or is the long term aim for them to be interactable objects? Thanks again for the awesome work.- 241 replies
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Thanks for the report we will look into it.
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So just to keep anyone who is interested up to date the team at 3CB have helped me out and it's been confirmed that it was down to the fact that we were trying to use a proxy. So in future no proxie hide animations with weapons.
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Thanks for the help I managed to get it working in bulldozer but once I went in game the shell seems to have disappeared, I'm not using you're config I'm using the BI one still so gonna have to spend a bit more time playing with it. Sent from my iPhone using Tapatalk
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I had a look in there and couldn't see one unfortunately.
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Thanks very much. I had the config from the khayber I think it is (not at my PC at the mo). It was just the placement of the memory points to get the Grenade to move and disappear which is what I was struggling. I'll try moving them to be in line with the axis like you have done. Sent from my iPhone using Tapatalk
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Amazing work thank you very much. Can I suggest a little change though. Would you mind setting the charge 1 and 2 cells to copy from the charge 0 cells. Making it so you put the data in charge 0 then you don't have to do the same for all the other charges. I have done it already but I thought it might be an addition that others may like and you'd like to include in the original.
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If you place down our re-arm module and sync it to an object then land next to it and shut the engines down. You will be given at present a set of options in the action menu to change loadouts. Don't forget 3CB is all about realism so the magic load out menu doesn't fit with us quite well... The loadouts are all preset but should cover all eventualities that you may want. If you go to the 3cb Modding team Website that will describe the process for both using and placing the required modules better than I can.