Jump to content

slim_jim

Member
  • Content Count

    9
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About slim_jim

  • Rank
    Private
  1. Hey folks, I've been hitting a wall lately while replacing some vehicle textures. The usual way only works with the external texture, but not with interior and detail textures. I've tried the ODOL Web Converter and opened the p3d model in Object Builder to look for possible hiddenSelections, but to no avail... I've tried looking through the rvmats, but couldn't find anything in there either. Does anyone know where "Heli_Light_01_int_CO" and "Heli_Light_01_detail_CO" are applied? I've been looking through all the B_Heli_Light_01_* classes, most of their parent classes and all their inherited classes as well, but still nothing?!
  2. Alright, it's done! :) For anyone interested, or who happens to have a similar question in the future, here is the mod including the source code. DL: Dropbox MX -> xSPAR-16 6.5 mm MXC -> xSPAR-16C 6.5 mm MXM -> xSPAR-17 6.5 mm MX SW -> xSPAR-16 SW 6.5 mm MX GL -> xSPAR-16 GL 6.5 mm This technically just replaces assets, the behaviour is still like the original MX equivalent. It's the 2035 version of the hk416, modified to fit NATOs needs, so to speak.
  3. Hi folks, I want to replace all of the MX rifles with the Spar series as an addon so that it works with the campaign and other missions that don't use custom loadouts. I've downloaded ANTIFLAGELLUM's Black MX Replacement (replaces the tan mx with black ones) and fiddled around with it, but to no avail. I'm always getting result code 1, "some input after EndOfFile". I mostly replaced class names from mx to spar. I have some experience in scripting, but none with ArmA and I can't get it to work without a debugger that tells me where the issue is :/ What would a class, that overwrites B_Soldier_GL_F (Grenadier), look like? For example, B_Soldier_GL_F should get: - arifle_SPAR_01_GL_blk_ACO_Pointer_F - 30Rnd_556x45_Stanag - 1Rnd_HE_Grenade_shell Also, do I have to remove unused 6.5mm mags? I have tried to study the Black MX Replacement and crooker12's RHS/Vanilla replacement, but I'd love to see a simpler, more isolated example to figure it out from there.
  4. AAS has always been a favorite, I'm looking forward to the Update :) Tried to host this mission yesterday for some quick action with the Apex sneak peak build but unfortunately the markers doesn't seem to work anymore. "No entry 'mpmissions\_cur_mp.Stratis\description.ext/RscTitles/AAS_HudBase/MiniMap.LineMarker'" The Mission hasn't been modifed and everything else appears to be working as intended, just the markers are missing.
  5. Outstanding work with this map, easily my favorite :) But this is what happened :confused: I've built a quick FOB just for the immersion feels and generated a mission via MCC. All good, but when I arrived at the compound to (task quote) "aquire the Satellitentelefon", I was pretty surprised that there were no walls where I could blast a hole into :( The compound walls, they're all gone! https://dl.dropboxusercontent.com/u/31392921/whut.jpg It's surely not MCC's fault, since I tested it with vanilla too. I think the steam workshop screwed something up. I use the workshop version since 1.03 and the recent update (1.05) caused these problems.
  6. To me it feels like donating and purchasing at the same time. Most of us have spent thousands of hours having a great time ingame and when my purchase helps to secure the ongoing development, great! I was surprised how they handled DLC in arma 2 and the arma 3 approach was even more surprising. What I mean is, they're honest. "WYSIWYG", but you guys are always able to find room to moan ;) I've not driven a single race with carts, I'm not using the advanced flight model nor the helo's, but I'm always happy when I can support the people who filled thousands of hours with joy (and a little anger here and there :p). Just seeing the sling loading in action is beautiful isn't it!? ^^ I don't even need to use it to take an advantage from it. There are still alot of heavily suggested features that are not there yet or even out of scope, or these features not fitting into BI's vision, but there is also a big list with stuff we've received since gold. BI is pretty close to their community, from techreps to britreps, feedback tracker and threads, so who is the presentee here? :) An upvoted comment somewhere on youtube said; 'With ArmA 2 DLC's we got whole factions with weapons, vehicles and such.' True, after all these years we probably all learned what a stubborn child the RV engine can be, but a sandbox with the doors wide open for modding/modularity is not that easy to work with. Not to mention maintaining a certain quality within vanilla features/content and not breaking existing stuff. That's what some people need to learn. I'm not a modder, but as a programmer I can imagine that with every added feature, there is most likely more to configure when adding new contents, so you end up having less content in the same amount of time, not to mention a higher poly count/texture res. And as BI said, even before alpha, it's quality over quantity and they mean it. -Stehen Sie bequem
  7. slim_jim

    Weapon Resting & Deployment Feedback

    You can still use freelook when aiming through any scope while the weapon is deployed. http://i.imgur.com/ttoMD6J.jpg
  8. looks great! I'm really looking forward to this. I think it makes CSAT all a little bit more believable. plus I've never been a fan of thier futuristic looking gloves and thier "alienish" looking silhouettes. Thanks for your great work :) looks promising!
  9. I've found a little "bug" too. Well, it's not really a bug tho. When using dynamic/random civillian spawn (like with the mission wizard) it's spawning karts in the warzone, wich to me, is a big immersion killer. Can you prevent the Karts for being spawned? I'm not a Karts DLC hater nor user but it's a bit missplaced there :p I haven't used MCC in a long time and its abilities are getting more and more impressive. Keep up the great work :)
×