Jump to content

UK_Apollo

Member
  • Content Count

    575
  • Joined

  • Last visited

  • Medals

Everything posted by UK_Apollo

  1. This might interest you Burnes. I ran some tests recently (early May) to check what happens to fps with very high poly counts from multiple objects all rendered in-game simultaneously. The results are... interesting. SP, VR world, multiple vehicles all with only LOD1 present. Yes, that is 60 million polys! "Real life" - at Kavala, Altis, looking at multiple high poly model vehicles. - showing the effect of dynamic LOD switching blue = no LOD switching (only LOD 1 present) red = dynamic LOD switching (LOD's 1-6) My PC: i5 2500k @3.3GHz, 16GB RAM, GTX970 4GB Different people will form different conclusions from the data, and as this is your thread, I hope it won't result in too big of a debate, unless you wish it. But for me, it highlights the importance of continuing to optimise (minimise) the number of polys in each object in LOD1, along with the crucial role that additional lower poly LOD's play in maintaining good performance as object count increases.
  2. I did something similar when they raised the limit, and test built single models with 500,000 polys in LOD1. pboProject took about 20 minutes to build. Performance in game was acceptable. Object Builder did struggle to keep up though, lol.
  3. UK_Apollo

    Object Builder - How do I deselect?

    You know about the different Edit Modes? Select Object "O" Select Vertices "V"
  4. UK_Apollo

    Object Builder - How do I deselect?

    Deselect: Ctrl + Shift + Left Click Add to Selection: Ctrl + Left Click
  5. No promises that it works, as I haven't built it to check, but give this a whirl: class Helicopter_Base_F; class Helicopter_Base_H : Helicopter_Base_F { class Turrets; }; class Heli_Transport_04_base_F : Helicopter_Base_H { class Turrets : Turrets { class CopilotTurret; class LoadmasterTurret; }; }; class ianassaHeli : Heli_Transport_04_base_F { scope = 2; scopeCurator = 2; author = "ianassa"; faction = "ianassaFaction"; displayName = "Ianassa Heli"; crew = "ianassaFactionCrew"; typicalCargo[] = {"ianassaFactionCrew"}; class Turrets : Turrets { class CopilotTurret : CopilotTurret {}; class LoadmasterTurret : LoadmasterTurret { gunnerType = "ianassaFactionCrew"; }; }; }; Obviously replace "ianassaFaction" and "ianassaFactionCrew" with the appropriate class names of your new faction and soldier.
  6. Mikero's Tools https://dev.withsix.com/projects/mikero-pbodll/files
  7. UK_Apollo

    Naming Vehicles - PhysX

    Presumably that isn't your entire config.cpp. Perhaps upload all of it to hastebin.com so we can take a look.
  8. UK_Apollo

    Naming Vehicles - PhysX

    Are you setting the display name? displayName = "Ash Tank";
  9. If you were an experienced modder and wanted to make it to a decent quality it's probably several months of work...
  10. Here you go: enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class SWTX_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; name = "Rhino .357 Magnum"; requiredAddons[] = {"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion = 0.1; units[] = {}; ammo[] = {"B_357_JHP"}; magazines[] = {"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; }; }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP : B_762x51_Ball { hit = 12; caliber = 1.6; deflecting = 15; audibleFire = 50; cost = 1.2; typicalSpeed = 825; }; }; class CfgMagazines { class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder : 6Rnd_45ACP_Cylinder { ammo = "B_357_JHP"; authors[] = {"Project Genesis Team"}; author = "SWTX"; picture = "\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa"; displayName = ".357 Magnum 6Rnd Speed Loader"; descriptionShort = ".357 Speed Loader"; initSpeed = 825; count = 6; mass = 6; }; }; class Mode_SemiAuto; // External class reference class SlotInfo; // External class reference class CowsSlot; // External class reference class PointerSlot; // External class reference class BaseSoundModeType; // External class reference class CfgWeapons { class hgun_Pistol_heavy_02_F; class hgun_357_Magnum : hgun_Pistol_heavy_02_F { class WeaponSlotsInfo; }; class hgun_Pistol_heavy_02_357_F : hgun_357_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_357_F"; baseWeapon = "hgun_Pistol_heavy_02_357_F"; scope = 2; model = "\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d"; picture = "\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa"; magazines[] = {"6Rnd_357magnum_Cylinder"}; displayname = "Rhino .357 Magnum"; descriptionShort = ".357 Magnum"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_02_357_F_Library0"; }; reloadAction = "GestureReloadPistolHeavy02"; recoil = "recoil_pistol_zubr"; drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\dry_Zubr", 0.398107, 1, 20}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\reload_Zubr", 0.562341, 1, 10}; modes[] = {"Single"}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600}; begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600}; begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1600}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class SilencedSound : BaseSoundModeType {}; recoil = "recoil_pistol_heavy"; recoilProne = "recoil_prone_pistol_heavy"; reloadTime = 0.25; dispersion = 0.00145; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; bullet1[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet2[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet3[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet4[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet5[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet6[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet7[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet8[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet9[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet10[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet11[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet12[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; inertia = 0.3; aimTransitionSpeed = 1.5; dexterity = 1.7; initSpeed = 480; maxZeroing = 100; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 30; holsterScale = 0.85; class CowsSlot : CowsSlot { compatibleItems[] = {"optic_Yorris"}; iconPosition[] = {0.4, 0.3}; iconScale = 0.15; }; class MuzzleSlot {}; class PointerSlot : PointerSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; compatibleItems[] = {"acc_flashlight_pistol"}; iconPosition[] = {0.35, 0.6}; iconScale = 0.3; }; }; }; class hgun_Pistol_heavy_02_357_Yorris_F : hgun_Pistol_heavy_02_357_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_Yorris_F"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Yorris"; }; }; }; }; I should point out that your config doesn't really make use of inheritance in an efficient manner. You could reduce it in size considerably by not redefining all of the attributes that you aren't changing, so that's something you could look at if you expect to be doing more modding. Config reduced to use inheritance: class CfgPatches { class SWTX_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; name = "Rhino .357 Magnum"; requiredAddons[] = {"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion = 0.1; units[] = {}; ammo[] = {"B_357_JHP"}; magazines[] = {"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; }; }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP : B_762x51_Ball { audibleFire = 50; typicalSpeed = 825; }; }; class CfgMagazines { class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder : 6Rnd_45ACP_Cylinder { ammo = "B_357_JHP"; authors[] = {"Project Genesis Team"}; author = "SWTX"; displayName = ".357 Magnum 6Rnd Speed Loader"; descriptionShort = ".357 Speed Loader"; initSpeed = 825; mass = 6; }; }; class BaseSoundModeType; // external class reference class CfgWeapons { class Pistol_Base_F; class hgun_Pistol_heavy_02_F : Pistol_Base_F { class Single; }; class hgun_Pistol_heavy_02_357_F : hgun_Pistol_heavy_02_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_357_F"; baseWeapon = "hgun_Pistol_heavy_02_357_F"; scope = 2; magazines[] = {"6Rnd_357magnum_Cylinder"}; displayname = "Rhino .357 Magnum"; descriptionShort = ".357 Magnum"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_02_357_F_Library0"; }; class Single : Single { class StandardSound : BaseSoundModeType { begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600}; begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600}; begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1600}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; }; }; class hgun_Pistol_heavy_02_357_Yorris_F : hgun_Pistol_heavy_02_357_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_Yorris_F"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Yorris"; }; }; }; };
  11. Ok, so I tried building your config and found a number of additional errors: 1. class cfgPatches has to have a 'sub' class 2. you had referenced hgun_Pistol_heavy_02_357_F as an external class, when it's created in your config 3. authors[] = needs an array, so add { } where it was missing 4. recoil had two entries defined enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class SWTX_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; name = "Rhino .357 Magnum"; requiredAddons[] = {"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion = 0.1; units[] = {}; ammo[] = {"B_357_JHP"}; magazines[] = {"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; }; }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP : B_762x51_Ball { hit = 12; caliber = 1.6; deflecting = 15; audibleFire = 50; cost = 1.2; typicalSpeed = 825; }; }; class CfgMagazines { class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder : 6Rnd_45ACP_Cylinder { ammo = "B_357_JHP"; authors[] = {"Project Genesis Team"}; author = "SWTX"; picture = "\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa"; displayName = ".357 Magnum 6Rnd Speed Loader"; descriptionShort = ".357 Speed Loader"; initSpeed = 825; count = 6; mass = 6; }; }; class Mode_SemiAuto; // External class reference class SlotInfo; // External class reference class CowsSlot; // External class reference class PointerSlot; // External class reference class BaseSoundModeType; // External class reference class CfgWeapons { class hgun_Pistol_heavy_02_F; class hgun_357_Magnum : hgun_Pistol_heavy_02_F { class WeaponSlotsInfo; }; class hgun_Pistol_heavy_02_357_F : hgun_357_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_357_F"; baseWeapon = "hgun_Pistol_heavy_02_357_F"; scope = 2; model = "\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d"; picture = "\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa"; magazines[] = {"6Rnd_357magnum_Cylinder"}; displayname = "Rhino .357 Magnum"; descriptionShort = ".357 Magnum"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_02_357_F_Library0"; }; reloadAction = "GestureReloadPistolHeavy02"; recoil = "recoil_pistol_zubr"; drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\dry_Zubr", 0.398107, 1, 20}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\reload_Zubr", 0.562341, 1, 10}; modes[] = {"Single"}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; }; class StandardSound : BaseSoundModeType { begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600}; begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600}; begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1600}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class SilencedSound : BaseSoundModeType {}; //recoil = "recoil_pistol_heavy"; recoilProne = "recoil_prone_pistol_heavy"; reloadTime = 0.25; dispersion = 0.00145; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; bullet1[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet2[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet3[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet4[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet5[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet6[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet7[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet8[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet9[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet10[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet11[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet12[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; inertia = 0.3; aimTransitionSpeed = 1.5; dexterity = 1.7; initSpeed = 480; maxZeroing = 100; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 30; holsterScale = 0.85; class CowsSlot : CowsSlot { compatibleItems[] = {"optic_Yorris"}; iconPosition[] = {0.4, 0.3}; iconScale = 0.15; }; class MuzzleSlot {}; class PointerSlot : PointerSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; compatibleItems[] = {"acc_flashlight_pistol"}; iconPosition[] = {0.35, 0.6}; iconScale = 0.3; }; }; }; class hgun_Pistol_heavy_02_357_Yorris_F : hgun_Pistol_heavy_02_357_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_Yorris_F"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Yorris"; }; }; }; };
  12. Remove the }; which is sitting on it's own line: aiRateOfFireDistance = 25; }; bullet1[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; Full config // config.bin - 09:08:36 06/10/17, generated in 0.00 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { authors[] = {"Project Genesis Team"}; author = "SWTX"; name = "Rhino .357 Magnum"; requiredAddons[] = {"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion = 0.1; units[] = {}; ammo[] = {"B_357_JHP"}; magazines[] = {"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP : B_762x51_Ball { hit = 12; caliber = 1.6; deflecting = 15; audibleFire = 50; cost = 1.2; typicalSpeed = 825; }; }; class CfgMagazines { class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder : 6Rnd_45ACP_Cylinder { ammo = "B_357_JHP"; authors[] = "Project Genesis Team"; author = "SWTX"; picture = "\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa"; displayName = ".357 Magnum 6Rnd Speed Loader"; descriptionShort = ".357 Speed Loader"; initSpeed = 825; count = 6; mass = 6; }; }; class Mode_SemiAuto; // External class reference class SlotInfo; // External class reference class CowsSlot; // External class reference class PointerSlot; // External class reference class BaseSoundModeType; // External class reference class CfgWeapons { class hgun_Pistol_heavy_02_F; class hgun_357_Magnum : hgun_Pistol_heavy_02_F { class WeaponSlotsInfo; }; class hgun_Pistol_heavy_02_357_F : hgun_357_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_357_F"; baseWeapon = "hgun_Pistol_heavy_02_357_F"; scope = 2; model = "\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d"; picture = "\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa"; magazines[] = {"6Rnd_357magnum_Cylinder"}; displayname = "Rhino .357 Magnum"; descriptionShort = ".357 Magnum"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_02_357_F_Library0"; }; reloadAction = "GestureReloadPistolHeavy02"; recoil = "recoil_pistol_zubr"; drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\dry_Zubr", 0.398107, 1, 20}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\reload_Zubr", 0.562341, 1, 10}; modes[] = {"Single"}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; }; class StandardSound : BaseSoundModeType { begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600}; begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600}; begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1600}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class SilencedSound : BaseSoundModeType {}; recoil = "recoil_pistol_heavy"; recoilProne = "recoil_prone_pistol_heavy"; reloadTime = 0.25; dispersion = 0.00145; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; bullet1[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet2[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet3[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet4[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet5[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet6[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet7[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet8[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet9[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet10[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet11[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet12[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; inertia = 0.3; aimTransitionSpeed = 1.5; dexterity = 1.7; initSpeed = 480; maxZeroing = 100; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 30; holsterScale = 0.85; class CowsSlot : CowsSlot { compatibleItems[] = {"optic_Yorris"}; iconPosition[] = {0.4, 0.3}; iconScale = 0.15; }; class MuzzleSlot {}; class PointerSlot : PointerSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; compatibleItems[] = {"acc_flashlight_pistol"}; iconPosition[] = {0.35, 0.6}; iconScale = 0.3; }; }; }; class hgun_Pistol_heavy_02_357_F; // External class reference class hgun_Pistol_heavy_02_357_Yorris_F : hgun_Pistol_heavy_02_357_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_Yorris_F"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Yorris"; }; }; }; }; The way to find these things is to be absolutely rigorous about the use of tab indentations whenever a new { } is opened or closed. Hopefully that does it. :-)
  13. There are still mismatched brackets in class CfgPatches. line 27, get rid of one of the }; class CfgPatches { authors[] = {"Project Genesis Team"}; author = "SWTX"; name="Rhino .357 Magnum"; requiredAddons[]={"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion=0.1; units[]={}; ammo[]={"B_357_JHP"}; magazines[]={"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; }; }; change to: class CfgPatches { authors[] = {"Project Genesis Team"}; author = "SWTX"; name = "Rhino .357 Magnum"; requiredAddons[] = {"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion = 0.1; units[] = {}; ammo[] = {"B_357_JHP"}; magazines[] = {"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; };
  14. UK_Apollo

    3CB BAF Vehicles

    We're updating our aircraft to work with the new sensor systems from the Jets DLC. I'm looking for some information about the Merlin HM2 please (the ASW variant with the large under-fuselage radome): Does it have a surveillance camera? Or FLIR capability? Or Laser Range Finder? Photo's show that the under-nose FLIR turret from the Merlin HC3/HC4 is missing on the HM2, so it's possible that it only has the active radar and passive RWR?
  15. UK_Apollo

    Armed Forces:UK Virtus Body Armour

    Yes, it seems to be an engine bug. Similar problems occur with hiddenSelectionMaterials in vehicles too. Anyway, good job Mike, nice modelling work.
  16. UK_Apollo

    RMMV (WIP)

    Can you not use the Vehicle in Vehicle loading function now built into the game engine? Perhaps with the addition of a Roadway LOD, so you could drive the vehicle to be transported up onto the rear bed using an animated ramp, then 'load' it into the MAN Truck so you can drive off without things exploding in a mad PhysX way.
  17. UK_Apollo

    3CB BAF Vehicles

    It's a good question and I don't know the answer to be honest. How do you even get AI to turn-out? Knowing their propensity to hide when under contact, I imagine they just stay seated inside shaking their heads "3. no way". Assuming we could find a way to make them turn-out, do AI in FFV turrets actually engage with their personal weapons? Never checked myself.
  18. UK_Apollo

    3CB BAF Vehicles

    Probably, as mentioned in the announcement. We have many plans, not all may see fruition, as the modding pixies are limited in number. We'll do our best. :-)
  19. UK_Apollo

    3CB BAF Vehicles

    Thanks for the report. It's a known issue as a result of changes in the recent Jets DLC v1.70 update. We're aware of the issue and will fix it in our next release, along with other helicopter updates on Merlin and Wildcat.
  20. UK_Apollo

    3CB BAF Vehicles

    Thanks sowens, I'm sure that will be helpful to Nick S. Could you put your rpt in your post inside spoiler tags please, just to save our mouse scroll wheels from destruction? ;-)
  21. UK_Apollo

    3CB BAF Vehicles

    This is an Announcement of a new vehicle for the next release of our 3CB BAF Vehicles pack: Scimitar CVR(T). Our usual policy is not to announce development plans or show Work in Progress too far in advance - this allows us to maximize our time actually modding, and also so that we can cancel or change plans without causing disappointment if we are not happy with quality. However, in this case, another modder has today shown early WIP on a Scimitar development so we feel it only fair to make known our intentions. We have no desire to discourage other modders from working on similar projects, so we wish him all the best, but we also don't want the community to think we copied the idea! We have been working on our scratch-built 3CB model since February this year. It is in game, driving around, firing it's weaponry, in multiple camo schemes. Remaining to be completed is it's damage model and low poly LOD's to maximise performance, so it's not far from finished. The vehicle shown is a Scimitar Mk1 for the initial release. Further releases will include bar armour, Mk2 chassis, and other variants in the CVR(T) family. More screenshots to follow...
  22. UK_Apollo

    3CB BAF Weapons

    Just a quick thought, without experimentation: Can you export (or copy/paste) the list of class names from the 'full' crate? If so, put them in to something like Notepad++ and delete anything that doesn't begin "UK3CB". Import the reduced list back into the crate.
  23. UK_Apollo

    3CB BAF Vehicles

    Here is a teaser for something new coming to the 3CB BAF Vehicle pack. Not the main focus of the next release, just a bonus, following our discussions here last month. Land Rover WMIK with dual GPMG's, featuring a brand new L7A2. More details of the L7A2 (model/texture by our mod team member Eotech) will become available in due course in the 3CB BAF Weapons thread, where it will also be released as a stand-alone infantry weapon. Screenshots courtesy of Eotech [3CB].
  24. UK_Apollo

    3CB BAF Equipment

    Thanks HillGamez.
×