superfastblast
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Posts posted by superfastblast
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Hey All,
Found a temporary unofficial fix for the uniforms. let me know if it works on your end.
Replace the USA_devg_c with the one below
https://www.mediafire.com/?hiebe29o6xdx6bw
Massi if you want me to remove this just PM me. Just thought it would be nice for the community to have a fix until you get yours up
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IMO the colors are too saturated try toning the saturation down. Do you have any screenshots of them on stratis / altis?
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Anyone else getting issues with the strings not appearing?
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Normally it's working for me too, but thanks for the report.I will take a look.
I dont get the option in my self interact menu. Not sure why?
EDIT: the functions to add a backpack onto a player work. Just not getting the option in the self interact menu in the equipment tab.
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Hmm I dont get the option to move the backpack to my chest.
Using the latest version of ACE 3.0.1
Using latest version of CBA aswell
Modline: @CBA_A3,@AllInArmaTerrainPack,@ace,@ZADE_BOC
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Yeah I haven't supported the US gear yet. I really need to upgrade the US Chinooks at some point as they don't even have the features that the British ones have. If you are really desperate for it now just use the Virtual arsenal to make the British one look like the US version.Ah Okay
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The Static Line for the US Chinooks isnt working
Looks like their not added to the init of the static line in DEGA_Static_Line\data\Static_Parachute\scripts\static _line_init
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Any word on the custom tail insignia's? Or even what units will be portrayed?
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Any way to disable the gear up on catapult launch on the nimitz? it causes the gear to go up before the plane is off of the nimitz resulting in the plane exploding
Also a VFA - 136 Knighthawks skin would be amazing
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Having trouble getting the blades of my helo to turn. Im new to modding for vehicles in arma. Any help is appreciated
Model.cfg
class CfgSkeletons { class kiowa_Skeleton { isDiscrete = 1; skeletonInherit = ""; skeletonBones[]= { "main rotor", "", "tail rotor", "" }; }; }; class CfgModels { class Default{ skeletonName = ""; sectionsInherit = ""; sections[] = {}; }; class oh58:Default { isDiscrete = 1; sectionsInherit = ""; sections[] = { "main rotor","", "tail rotor","" }; skeletonName="kiowa_Skeleton"; class Animations { class damageHide { type = "hide"; source = "damage"; selection = "damageHide"; }; class HideVblades: damageHide { selection = "tail rotor"; }; class HideHblades: damageHide { selection = "main rotor"; }; class HRotor { type = "rotationY"; source = "rotorH"; selection = "main rotor"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class VRotor { type = "rotationX"; source = "rotorV"; selection = "tail rotor"; axis = "mala osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; }; }; };
Config:
class CfgPatches { class kiowa { units[] = {kiowa506}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"A3_Air_F"}; }; }; class CfgSkeletons { class kiowa_Skeleton { isDiscrete = 1; skeletonInherit = ""; skeletonBones[]= { "main rotor", "", "tail rotor", "" }; }; }; class CfgModels { class Default{ skeletonName = ""; sectionsInherit = ""; sections[] = {}; }; class oh58:Default { isDiscrete = 1; sectionsInherit = ""; sections[] = { "main rotor","", "tail rotor","" }; skeletonName="kiowa_Skeleton"; class Animations { class damageHide { type = "hide"; source = "damage"; selection = "damageHide"; }; class HideVblades: damageHide { selection = "tail rotor"; }; class HideHblades: damageHide { selection = "main rotor"; }; class HRotor { type = "rotationY"; source = "rotorH"; selection = "main rotor"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class VRotor { type = "rotationX"; source = "rotorV"; selection = "tail rotor"; axis = "mala osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; }; }; }; class CopilotTurret; class Turrets; class ViewOptics; class ViewPilot; class CfgVehicles { class B_Heli_Light_01_armed_F; class Helicopter; class kiowa506 : B_Heli_Light_01_armed_F { scope = 2; author = "WO1 Simmering / WO1 Genesi"; _generalMacro = "kiowa506"; displayname = "OH-58D Kiowa Warrior"; model = "\506kiowa\data\kiowa.p3d"; class Library { libTextDesc = "OH-58D Kiowa Warrior"; }; class Turrets: Turrets { class CopilotTurret: CopilotTurret { isCopilot=1; gunnerDoor="door_l1"; body="obsTurret"; gun="obsGun"; gunAxis="OsaHlavne"; animationSourceBody="obsTurret"; animationSourceGun="obsGun"; gunBeg="gun_end"; gunEnd="gun_begin"; memoryPointGunnerOptics="commanderview"; stabilizedInAxes=3; primaryGunner=1; laser=1; usepip=1; gunnerCanEject=1; gunnerName="$STR_A3_COPILOT"; gunnerCompartments="Compartment1"; turretInfoType="RscOptics_UAV_gunner"; weapons[]= { "Laserdesignator_mounted" }; magazines[]= { "Laserbatteries" }; soundServo[]= { "", 0.0099999998, 1, 30 }; precisegetinout=1; gunnerAction="pilot_Heli_Light_01_base_F"; gunnerInAction="pilot_Heli_Light_01_base_F"; gunnerGetInAction="copilot_Heli_Light_01_base_F"; gunnerGetOutAction="copilot_Heli_Light_01_base_F"; gunnerRightHandAnimName="stick_copilot"; gunnerLeftHandAnimName="lever_copilot"; gunnerRightLegAnimName="pedalR_copilot"; gunnerLeftLegAnimName="pedalL_copilot"; outGunnerMayFire=1; inGunnerMayFire=1; commanding=-1; LODTurnedOut=1100; LODTurnedIn=1100; minElev=-120; maxElev=-20; initElev=90; minTurn=-360; maxTurn=360; initTurn=0; gunnerOpticsModel="\A3\Weapons_F_Beta\Reticle\Optics_Commander_01_F"; startEngine=0; gunnerHasFlares=0; proxyType="CPGunner"; proxyIndex=2; class ViewGunner: ViewPilot { }; class ViewOptics: ViewOptics { visionMode[]= { "Normal", "NVG", "Ti" }; thermalMode[]={0,1}; }; }; }; }; };
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How in the world are these lights defined in the config? How does the engine know how to turn certain parts of the model green to simulate a formation light being turned on? Just looking for hints and help as to where they would be defined.
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The Cargo Lights and sounds are broken after you request a new flight plan. Trigger wasent getting attached after the move or it wasent big enough. Attaching it to the C130 it self seemed to fix it.
Your Code
//move Trigger into new pos? NOT WORKING IF CLIENT! trgCargo attachTo [newClick,[0,0,0]]; trgCargo setPos newClick;
Fixed Code
//move Trigger into new pos? NOT WORKING IF CLIENT! trgCargo attachTo [VQIHALO2,[0,0,0]]; trgCargo setPos VQIHALO2;
Deltas Mega Release Thread [Github]
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Any way to make the script run when jumping out of the RHS C130? or is it possible to add static line jumps similar to the way that ACE2 did? controlled from the parachute bag instead of the scroll wheel menu.