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Found 4 results

  1. Hello all, I wanted to ask under which exact cfgclass can I edit the muzzle flash light? for example, if I wanted to change the intensity and the brightness the emitting light coming from the muzzle flash If I wanted to change its color from the standard white/yellow light and I wanted to make it green, what would be the process? Thanks from newbie
  2. ok so I am trying to fix a non-showing muzzle flash on a sub-class of APC. the base vehicle is BI's BTR40 from arma 2. i have a working PK MG in the parent class, and one child down (the m18 recoilless rifle version with PK in copilot seat) however the other children have a glitch - they do not show the muzzle-flash proxy in editor. they work in buldozer, but in editor they only light up the surroundings, the proxy model does not show you can see from below that i am inheriting the PKM turret directly and so do not repeat those parts. In child1 the m18 version, the pkm_zasleh (muzzleflash) appears correctly in all other children, inheriting the EXACT SAME content, they do not show up. Does this mean that the model of the pkm_zasleh proxy in the m40, sp99 and mortar vehicles is somehow borked? or have i missed something ? cheers for any help here are the inheritances skeleton class uns_BTR_turret_PKM: uns_BTR_turret { isDiscrete = 1; skeletonInherit = "uns_BTR_turret"; skeletonBones[]= { "PKM_OtocVez","", "PKM_OtocHlaven","PKM_OtocVez", "PKM_ammobelt","PKM_OtocHlaven", "PKM_shells","PKM_ammobelt", "PKM_bullet06","PKM_shells", "PKM_bullet05","PKM_bullet06", "PKM_bullet04","PKM_bullet05", "PKM_bullet03","PKM_bullet04", "PKM_bullet02","PKM_bullet03", "PKM_bullet01","PKM_bullet02", "PKM_magazine","PKM_OtocHlaven", "PKM_charging_handle","PKM_OtocHlaven", "PKM_topcover","PKM_OtocHlaven", "PKM_trigger","PKM_OtocHlaven", "PKM_zasleh","PKM_OtocHlaven" }; }; class uns_BTR_PKSkeleton: uns_BTR_turret_PKM //pk on only turret { skeletonInherit="uns_BTR_turret_PKM"; skeletonBones[]= { // PKM "PKM_handle_L","PKM_OtocHlaven", "PKM_handle_R","PKM_OtocHlaven" }; }; class uns_BTR_M18Skeleton: uns_BTR_turret_PKM //m18 RR on rear, pk on codriver { skeletonInherit="uns_BTR_turret_PKM"; skeletonBones[]= { // M18 anims // "feedtray_cover","OtocHlaven" }; }; class uns_BTR_M40Skeleton: uns_BTR_turret_PKM //m40 RR on rear, pk on codriver { skeletonInherit="uns_BTR_turret_PKM"; skeletonBones[]= { // M40 anims "MainTurret","", "dial1","MainTurret", "dial2","MainTurret", "MainGun","MainTurret", "magazine","MainGun", "breech","MainGun", "breechblock","breech", "breechhandle","MainGun", "damageGun","MainGun" }; }; class uns_BTR_SPG9Skeleton: uns_BTR_turret_PKM //spg9 RR on rear, pk on codriver { skeletonInherit="uns_BTR_turret_PKM"; skeletonBones[]= { // RR anims "OtocVez","", "OtocHlaven","OtocVez", "ammo_hide","OtocHlaven", "breach","OtocHlaven", "handle","OtocHlaven" }; }; class uns_BTR_MortarSkeleton: uns_BTR_turret_PKM //mortar on rear, pk on codriver { skeletonInherit="uns_BTR_turret_PKM"; skeletonBones[]= { "computer", "OtocHlaven" }; }; model cfg class uns_BTR_PK: uns_BTR { skeletonName="uns_BTR_PKSkeleton"; sectionsInherit="uns_BTR"; sections[]= { "PKM_zasleh" }; class Animations: Animations { // PKM Gun Animations class pk_MuzzleFlashROT { type="rotationZ"; source="muzzle_rot_pk"; selection="PKM_zasleh"; axis="PKM_barrel_axis"; sourceAddress="loop"; centerFirstVertex=true; minValue=0; maxValue=4; angle0="rad 0"; angle1="rad 360"; }; class PKM_Turret { source="PKM_Turret"; selection="PKM_OtocVez"; axis="PKM_OsaVeze"; type="rotationY"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class PKM_Gun: PKM_Turret { type="rotationX"; source="PKM_Gun"; selection="PKM_OtocHlaven"; axis="PKM_OsaHlavne"; }; class PKM_magazine_hide { type="hide"; source="PKM_reloadMagazine"; selection="PKM_magazine"; minValue=0; maxValue=0.1; hideValue=1; }; class PKM_trigger { type = "rotationX"; source = "PKM_reloadAnim"; selection = "PKM_trigger"; axis = "PKM_trigger_axis"; minValue = 0; maxValue = 1; angle0 = "rad 0"; angle1 = "rad 10"; }; class PKM_barrelrecoil_BEGIN { Type = "translation"; Source = "PKM_recoil_source"; Selection = "PKM_barrel"; axis="PKM_barrel_axis"; MinValue = 0.50; MaxValue = 0.80; MinPhase = 0.50; MaxPhase = 0.80; SourceAddress = "clamp"; Offset0 = 0; Offset1 = 0.2; }; class PKM_barrelrecoil_END: PKM_barrelrecoil_BEGIN { MinValue = 0.85; MaxValue = 1; MinPhase = 0.85; MaxPhase = 1; Offset1 = -0.2; }; class PKM_feedtray_cover_up { type="rotation"; source="PKM_reloadMagazine"; selection="PKM_topcover"; axis="PKM_topcover_axis"; minValue=0; maxValue=0.1; angle0="0"; angle1="rad -90"; }; class PKM_feedtray_cover_down: PKM_feedtray_cover_up { minValue=0.9; maxValue=1; angle0="0"; angle1="rad 90"; }; class PKM_ammo_belt_rotation { type="rotationZ"; source="PKM_ReloadAnim"; selection="PKM_ammobelt"; axis="PKM_ammobelt_axis"; memory=1; sourceAddress="loop"; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=0.174533; }; class PKM_ammobelt_reload { type="hide"; source="PKM_reloadMagazine"; selection="PKM_ammobelt"; minValue=0; maxValue=1; hideValue=0.1; }; class PKM_Charging_handle_reload_begin { type="translation"; source="PKM_reloadMagazine"; memory = 1; animPeriod = 0; selection="PKM_charging_handle"; axis="PKM_charging_handle_axis"; minValue = 0.0; maxValue = 0.02; minPhase = 0.0; maxPhase = 0.02; offset0 = 0.0; offset1 = 0.5; }; class PKM_Charging_handle_reload_end: PKM_Charging_handle_reload_begin { minValue = 0.05; maxValue = 0.07; minPhase = 0.05; maxPhase = 0.07; offset1 = -0.5; }; class PKM_Bullet01 { type="hide"; source="PKM_revolving"; selection="PKM_bullet01"; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; hideValue = 0.94501; }; class PKM_Bullet02: PKM_Bullet01 { selection="PKM_bullet02"; hideValue = 0.95501; }; class PKM_Bullet03: PKM_Bullet01 { selection="PKM_bullet03"; hideValue = 0.96501; }; class PKM_Bullet04: PKM_Bullet01 { selection="PKM_Bullet04"; hideValue = 0.97501; }; class PKM_Bullet05: PKM_Bullet01 { selection="PKM_Bullet05"; hideValue = 0.98005004; }; class PKM_Bullet06: PKM_Bullet01 { selection="PKM_Bullet06"; hideValue = 0.99001003; }; }; }; class uns_BTR_M18: uns_BTR_PK { skeletonName="uns_BTR_M18Skeleton"; sectionsInherit="uns_BTR_PK"; sections[]= { "G svetlo" //gunner light }; class Animations: Animations { // M18 RR Gun anims class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="OsaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="OsaHlavne"; }; }; }; class uns_BTR_M40: uns_BTR_M18 { skeletonName="uns_BTR_M40Skeleton"; sectionsInherit="uns_BTR_M18"; sections[]= {}; class Animations: Animations { // M40 RR Gun anims class MainTurret { type="rotationY"; source="mainTurret"; selection="MainTurret"; axis="MainTurret_axis"; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class dial1: MainTurret { selection = "dial1"; angle0 = "rad 3600"; angle1 = "rad -3600"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="MainGun"; axis="MainGun_axis"; }; class dial2: MainGun { selection = "dial2"; angle0 = "rad 3600"; angle1 = "rad -3600"; }; //reload anims class magazine_hide { type="hide"; source="ReloadMagazine"; selection="magazine"; minValue=0; maxValue=1; minphase = 0.3; maxphase = 0.6; hideValue=0.6; }; class breech_open { type="rotation"; source="ReloadMagazine"; selection="breech"; axis="breech_axis"; minValue=0.25; maxValue=0.4; angle0="0"; angle1="rad -120"; }; class breech_close: breech_open { minValue=0.6; maxValue=0.75; angle1="rad 120"; }; class breechblock_open { type="rotation"; source="ReloadMagazine"; selection="breechblock"; axis="breechblock_axis"; minValue=0; maxValue=0.25; angle0="0"; angle1="rad -45"; }; class breechblock_close: breechblock_open { minValue=0.75; maxValue=1; angle1="rad 45"; }; class breech_handle_open { type="rotation"; source="ReloadMagazine"; memory = 1; selection="breechhandle"; axis="breechhandle_axis"; minValue = 0; maxValue = 0.25; angle0="0"; angle1="rad -170"; }; class breech_handle_close: breech_handle_open { minValue = 0.75; maxValue = 1; angle1="rad 170"; }; // RR damage class damageGun { type="hide"; source="damage"; selection="damageGun"; minValue = 0.0; maxValue = 1.0; minPhase = 0.0; maxPhase = 1.0; hideValue = 1.0; }; }; }; class uns_BTR_SPG9: uns_BTR_M18 { skeletonName="uns_BTR_SPG9Skeleton"; sectionsInherit="uns_BTR_M18"; sections[]= {}; class Animations: Animations { // RR Gun anims class ammo_hide { type="hide"; source="ReloadMagazine"; selection="ammo_hide"; minValue=0; maxValue=1; hidevalue = 0.1; }; class breech_open { type="rotation"; source="ReloadMagazine"; selection="breach"; axis="breach_axis"; minValue=0.25; maxValue=0.4; angle0="0"; angle1="rad 140"; }; class breech_close: breech_open { minValue=0.6; maxValue=0.75; angle1="rad -140"; }; class breech_handle_open { type="rotation"; source="ReloadMagazine"; memory = 1; selection="handle"; axis="handle_axis"; minValue = 0; maxValue = 0.25; angle0="0"; angle1="rad -90"; }; class breech_handle_close: breech_handle_open { minValue = 0.75; maxValue = 1; angle1="rad 90"; }; }; }; class uns_BTR_MORTAR: uns_BTR_M18 { skeletonName="uns_BTR_MortarSkeleton"; sectionsInherit="uns_BTR_M18"; sections[]= {}; class Animations: Animations { // Mortar anims class camElev { type="rotationX"; source="camElev"; selection="computer"; axis="computer_axis"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class camElev2: camElev { source="mainGun"; angle0="rad +360"; angle1="rad -360"; }; }; }; config.cpp for cfg vehicles class uns_Type55_LMG: uns_Type55_MG_base { scope = 2; displayName = "Type 55 APC (PK)"; model = "\uns_btr\uns_BTR_PK.p3d"; //etc class Turrets: Turrets { class MainTurret: MainTurret { primaryGunner = 0; primaryObserver = 0; proxyType = "CPGunner"; gunnerName = "Gunner"; proxyIndex = 2; commanding = -1; weapons[] = {"uns_pkt2"}; magazines[] = {"uns_250Rnd_762x54_PKT","uns_250Rnd_762x54_PKT","uns_250Rnd_762x54_PKT","uns_250Rnd_762x54_PKT","uns_250Rnd_762x54_PKT"}; selectionFireAnim = "PKM_zasleh"; gunBeg = "PKM_usti_hlavne"; gunEnd = "PKM_konec_hlavne"; body = "PKM_Turret"; gun = "PKM_Gun"; memoryPointGunnerOptics = "PKM_gunnerview"; animationSourceBody = "PKM_Turret"; animationSourceGun = "PKM_Gun"; gunnerLeftHandAnimName = "PKM_handle_L"; gunnerRightHandAnimName = "PKM_handle_R"; turretInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200}; discreteDistanceInitIndex = 2; stabilizedInAxes = "StabilizedInAxesNone"; gunnerAction = "gunner_standup01"; gunnerInAction = "gunner_standup01"; gunnerOpticsModel = "uns_compat\ca\weapons\optika_empty"; initElev = 0; minElev = -18; maxElev = 55; minTurn = -55; maxTurn = 55; initTurn = 0; class ViewOptics { initAngleX = 0; minAngleX = -25; maxAngleX = 80; initAngleY = 0; minAngleY = -75; maxAngleY = 75; initFov = 0.4; minFov = 0.4; maxFov = 0.4; turretInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200}; discreteDistanceInitIndex = 2; }; class ViewGunner { initAngleX = 0; minAngleX = -25; maxAngleX = 80; initAngleY = 0; minAngleY = -65; maxAngleY = 65; initFov = 0.7; minFov = 0.7; maxFov = 0.7; }; }; }; class AnimationSources: AnimationSources { class PKM_ReloadAnim { source = "reload"; weapon = "uns_pkt2"; }; class PKM_ReloadMagazine: PKM_ReloadAnim { source = "reloadmagazine"; }; class PKM_Revolving: PKM_ReloadAnim { source = "revolving"; }; class muzzle_rot_pk: PKM_ReloadAnim { source = "ammorandom"; }; }; }; /////////////////////////////////// m18 - pk works fine class uns_Type55_RR57: uns_Type55_LMG { displayName = "Type 55 APC (57mm Type36)"; model = "\uns_btr\uns_BTR_M18.p3d"; class Turrets: Turrets { class MainTurret: MainTurret { gunnerName = "Front Gunner"; primaryGunner = 0; proxyType = "CPGunner"; proxyIndex = 1; commanding = 1; gunnerAction = "driver_mid01"; gunnerInAction = "driver_mid01"; //inherits pkm from above gunnerLeftHandAnimName = ""; gunnerRightHandAnimName = ""; }; class RR_turret: MainTurret { gunnerName = "Rear Gunner"; primaryGunner = 1; proxyType = "CPGunner"; proxyIndex = 2; commanding = 2; gunnerForceOptics = 0; gunnerOutOpticsShowCursor = 0; stabilizedInAxes = 0; soundServo[] = {"\uns_compat\ca\sounds\vehicles\servos\turret-1",0.0316228,1,15}; // soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_armor_comm",0.017783,1.0,15}; weapons[] = {"uns_Type36"}; magazines[] = {"uns_Type36_HEATmag","uns_Type36_HEATmag","uns_Type36_HEATmag","uns_Type36_HEATmag","uns_Type36_HEATmag","uns_Type36_HEATmag", "uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_HEmag","uns_Type36_WPmag","uns_Type36_WPmag","uns_Type36_WPmag","uns_Type36_WPmag","uns_Type36_WPmag","uns_Type36_WPmag"}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; selectionFireAnim = "zasleh"; memoryPointGunnerOptics = "gunnerview"; gunnerLeftHandAnimName = ""; gunnerRightHandAnimName = ""; gunnerAction = "uns_btr_m18_gunner_2";//"BTR40_Gunner_EP1"; gunnerInAction = "uns_btr_m18_gunner_2"; ejectDeadGunner = 1; gunnerOpticsModel = "uns_compat\ca\weapons\2Dscope_SPG_4"; minTurn = -360; maxTurn = 360; maxElev = 40; class ViewOptics: ViewOptics { initFov = 0.111; minFov = 0.111; maxFov = 0.111; }; }; }; class AnimationSources: AnimationSources { class reloadMagazine { source = "reloadmagazine"; weapon = "uns_Type36"; }; //inherits pkm anims from above }; }; /////////////////////////////////// spg9 - pk muz flash fails to show up class uns_Type55_RR73: uns_Type55_RR57 { displayName = "Type 55 APC (73mm SPG9)"; model = "\uns_btr\uns_BTR_SPG9.p3d"; class Turrets: Turrets { class MainTurret: MainTurret {}; class RR_turret: MainTurret { gunnerName = "Rear Gunner"; primaryGunner = 1; proxyType = "CPGunner"; proxyIndex = 2; commanding = 2; gunnerForceOptics = 0; gunnerOutOpticsShowCursor = 0; weapons[] = {"uns_SPG9"}; magazines[] = { "uns_OG9_HEmag","uns_OG9_HEmag","uns_OG9_HEmag","uns_OG9_HEmag", "uns_OG9_HEmag","uns_OG9_HEmag","uns_OG9_HEmag","uns_OG9_HEmag", "uns_OG9_HEmag","uns_OG9_HEmag","uns_PG9_ATmag","uns_PG9_ATmag", "uns_PG9_ATmag","uns_PG9_ATmag","uns_PG9_ATmag","uns_PG9_ATmag", "uns_PG9_ATmag","uns_PG9_ATmag","uns_PG9_ATmag","uns_PG9_ATmag" }; gunBeg = "RR_gunBeg"; gunEnd = "RR_gunEnd"; body = "MainTurret"; gun = "MainGun"; memoryPointGunnerOptics = "gunnerview"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; stabilizedInAxes = 0; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_armor_comm", 0.017783, 1.000000, 15}; gunnerAction = "uns_btr_m18_gunner"; gunnerInAction = "uns_btr_m18_gunner"; ejectDeadGunner = 1; gunnerOpticsModel = "uns_compat\ca\weapons\2Dscope_SPG_4"; minTurn = -360; maxTurn = 360; initTurn = 0; minElev = -20; maxElev = 70; initElev = 0; class ViewGunner { initAngleX = 5; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.700000; minFov = 0.250000; maxFov = 1.100000; }; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.111000; minFov = 0.111000; maxFov = 0.111000; }; }; }; class AnimationSources: AnimationSources { class ReloadMagazine { source = "reload"; weapon = "uns_SPG9"; animPeriod = 5; }; }; }; /////////////////////////////////// m40 - pk muz flash fails to show up class uns_Type55_M40: uns_Type55_RR57 { displayName = "Type 55 APC (M40)"; model = "\uns_btr\uns_BTR_M40.p3d"; class Turrets: Turrets { class MainTurret: MainTurret {}; class RR_turret: MainTurret { gunnerName = "Rear Gunner"; primaryGunner = 1; proxyType = "CPGunner"; proxyIndex = 2; commanding = 2; gunnerForceOptics = 0; gunnerOutOpticsShowCursor = 0; weapons[] = {"uns_M40RR"}; magazines[] = { "uns_M40_HEATmag","uns_M40_HEATmag","uns_M40_HEATmag","uns_M40_HEATmag", "uns_M40_HEmag","uns_M40_HEmag","uns_M40_HEmag","uns_M40_HEmag", "uns_M40_APERSmag","uns_M40_APERSmag","uns_M40_APERSmag","uns_M40_APERSmag", "uns_M40_WPmag","uns_M40_WPmag" }; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; body = "MainTurret"; gun = "MainGun"; memoryPointGunnerOptics = "gunnerview"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; stabilizedInAxes = 0; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_armor_comm", 0.017783, 1.000000, 15}; gunnerAction = "uns_btr_m18_gunner_2"; gunnerInAction = "uns_btr_m18_gunner_2"; ejectDeadGunner = 1; gunnerOpticsModel = "uns_compat\ca\weapons\2Dscope_SPG_4"; minTurn = -360; maxTurn = 360; initTurn = 0; minElev = -20; maxElev = 70; initElev = 0; class ViewGunner { initAngleX = 5; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.700000; minFov = 0.250000; maxFov = 1.100000; }; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.111000; minFov = 0.111000; maxFov = 0.111000; }; }; }; class AnimationSources: AnimationSources { class ReloadMagazine { source = "ReloadMagazine"; weapon = "uns_M40RR"; animPeriod = 5; }; }; }; /////////////////////////////////// mortar - pk muz flash fails to show up class uns_Type55_mortar: uns_Type55_LMG { displayName = "Type 55 APC (82mm Mortar)"; model = "\uns_btr\uns_BTR_mortar.p3d"; class Turrets: Turrets { class MainTurret: MainTurret { gunnerName = "Front Gunner"; primaryGunner = 0; proxyType = "CPGunner"; proxyIndex = 1; commanding = 1; gunnerAction = "driver_mid01"; gunnerInAction = "driver_mid01"; gunnerLeftHandAnimName = ""; gunnerRightHandAnimName = ""; }; class Mortar_turret: MainTurret { gunnerName = "Rear Gunner"; primaryGunner = 1; proxyType = "CPGunner"; proxyIndex = 2; commanding = 2; //weapons weapons[] = {"uns_M1941_82mm_Mortar"}; magazines[] = { "uns_8Rnd_82mmHE_M1941","uns_8Rnd_82mmHE_M1941","uns_8Rnd_82mmHE_M1941", "uns_8Rnd_82mmWP_M1941", "uns_8Rnd_82mmSMOKE_M1941", "uns_8Rnd_82mmILLUM_M1941"}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; body = "MainTurret"; gun = "MainGun"; gunnerLeftHandAnimName = ""; gunnerRightHandAnimName = ""; //crew gunnerAction = "Mortar_01_F_Turret"; gunnerInAction = "Mortar_01_F_Turret"; ejectDeadGunner = 1; //handling stabilizedInAxes = 0; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_armor_comm",0.0316228,1,15}; //optics animationSourceCamElev = "camElev"; turretInfoType = "RscWeaponRangeArtillery"; elevationMode = 3; memoryPointGunnerOptics = "computer"; memoryPointGunnerOutOptics = "gunnerview"; discreteDistanceCameraPoint[] = {"eye"}; cameraDir = "look"; initCamElev = 0; minCamElev = -35; maxCamElev = 35; gunnerForceOptics = 1; gunnerOpticsModel = "uns_compat\ca\weapons\2Dscope_SPG_4"; gunnerOutOpticsShowCursor = 0; minTurn = -360; maxTurn = 360; maxElev = 40; class ViewOptics: ViewOptics { initFov = 0.111; minFov = 0.111; maxFov = 0.111; turretInfoType = "RscWeaponRangeArtillery"; }; }; }; class AnimationSources: AnimationSources {}; };
  3. INCON EFFECTS MOD Inspired by the legendary Opticalsnare's hilarious Blastcore Physics and Lao Fei Mao's cool Blood Mist mods, here's my take on Arma 3's effects. Rather than go for comedic effect, I figured I'd aim for a bit more realism. So far I've focused on 3 things: Ragdoll Physics In vanilla, it's pretty limited. This aims to give people a bit more of a chance of getting airborne if there's an explosion nearby. Unfortunately, most explosions have similar physics power so to give a GBU the right level of floaty people would mean making grenades look ridiculous. I've tried to strike a balance. Key difference vs vanilla: Bodies respond more to explosions and (every so slightly) more to weapon impacts. Muzzle Flash In vanilla, when a soldier shoots, the area around his weapon is lit up for longer than there is actually fire coming from the barrel of the weapon. This was always a bit of a pet peeve of mine from when I first started playing Arma and looks silly in my opinion. I've tried to shorten the ambient light of muzzle flashes so they synchronise with the duration of the muzzle flash itself, giving a kind of strobe effect at night. It should work on modded weapons as long as they inherit from a base weapon class. Key difference vs vanilla: Ambient light from muzzle flashes doesn't last longer than the muzzle flash itself. Blood Mist / Hit Effects When a bullet hits a body, it generally doesn't look like someone's been slapped with a handful of red chalk. "Pink mist" is often quite a subtle, short-lived affair. It also doesn't float around the body, instead shooting at speed out of the exit wound and possibly being blown away if there's wind. It will scale with caliber too; large caliber weapons will chuck out a fair bit of mist, smaller caliber weapons like pistols may not. This isn't finished and is still open to suggestions (please don't post any pictures or videos of people getting shot), but I've tried to get this as close as I can to reality. I suggest combining with Zooloo's Bloodlust for better realism. Key differences from vanilla: 1. Blood mist comes out of exit wounds rather than sitting around the entry wound 2. Blood mist size, colour and transparency has been tweaked to be more realistic (less of a bright red explosion and more like a fine mist) 3. Blood mist moves at speed in the direction of the bullet (as opposed to floating statically in the air) 4. Blood mist can be affected by wind, vanilla blood mist cannot Notes This should all work clientside and I've included a key for servers (if in doubt, remove the physx PBO). Effects are split into different obviously named PBOs so you can pick and choose which you would prefer. If using Steam, just make a local copy of the mod on your hard drive and delete any unwanted effects in the @InconEffects\addons folder. Mod compatibility: Should be compatible with most mods (depending on whether config values are inherited from vanilla) but won't cause any problems if not. Any known incompatibilities will be listed as people let me know. Zooloo75's BloodLust: To get the blood mist working with Zooloo75's BloodLust mod, set "BloodLust_IsBloodSprayEnabled" to false in the BloodLust settings menu. Blastcore Pheonix (and variations of): To use with Blastcore, move "blastcoreCompat.PBO" from the optionals folder to the addons folder. This will overwrite Blastcore's blood effects with those from this mod. ASR AI: Apparently there's an incompatibility with the physx and ASR's wounded crawling feature. If you notice any glitches, removing the physx.pbo file from addons should solve this unless you'd prefer to disable the effect in ASR. Thoughts, suggestions and wildly uncontrolled praise are all welcome. License Not for profit. Everything else is fine though. Changelog V1.1: Separated mod into 3 standalone PBOs so users can choose which effects to use (thanks for the suggestion Evil Organ!) V1.101: Added missing server key V1.2: Blood effect tweaks (less uniform), ragdoll joints added (less floppy knees), Blastcore Pheonix compatibility PBO added (in optional folder - experimental) V1.3: Minor edit to fix characters leaping up when shot Download Links Steam Mediafire
  4. The other day I threw together a very simple gun just to try and learn how to get it into Arma 3. The model appears correctly and it functions but the muzzle flash is simply frozen (http://i.imgur.com/ZNjJVSY.jpg) and the bolt doesn't move. I followed Zachs tutorial on making weapons, and I based my model.cfg on the one he included. In Object Builder, I added a proxy with \A3\Data_f\proxies\muzzle_flash\muzzle_flash_rifle_Mk20 and a selection of the proxy called zasleh (http://i.imgur.com/0hzTG8n.png). For the muzzleflash (Zachs guide didn't include one) I copied the relevant lines from the Arma Tools example weapon. In the config.cpp, there is selectionFireAnim = "zasleh"; I'm sure I did something wrong, but I just can't see what. I've included the entire model.cfg hoping someone can spot the issue. class CfgSkeletons { class Default { isDiscrete=0; skeletonInherit=""; skeletonBones[]={}; }; class tb_arifle_m16a4_base: Default { skeletonBones[]= { "magazine", "", "bolt", "", "zasleh", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class tb_arifle_m16a4_base: Default { sections[]= { "magazine", "zasleh", "bolt" }; skeletonName="tb_arifle_m16a4_base"; class Animations { }; }; class Test_weapon_01_F: tb_arifle_m16a4_base { class Animations { class zaslehROT { type="rotation"; source="clockMinute"; sourceAddress="loop"; selection="zasleh"; begin="usti hlavne"; end="konec hlavne"; memory=1; minValue=0.0166665; maxValue=0.016666666666666666666666666666667; angle0="rad 0"; angle1="rad 360"; }; //ALSO TRY THIS class muzzleFlashROT //{ // type="rotationX"; // source="ammoRandom"; //use ammo count as phase for animation // sourceAddress="loop"; //loop when phase out of bounds // selection="muzzleFlash"; //selection we want to rotate // 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"; //}; class magazine_reload_move_1 { type="translation"; source="reloadMagazine"; selection="magazine"; axis="magazine_axis"; minValue=0.145; maxValue=0.2; offset0=0; offset1=0.40000001; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue= 0; maxValue=1; minPhase= 0; maxPhase=1; hideValue=1; sourceAddress="mirror"; }; class bolt_empty { type="translation"; source="isempty"; selection="bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="bolt_start"; end="bolt_end"; offset0=0; offset1=1; }; class bolt_empty_1 { type="translation"; source="reloadMagazine"; selection="bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="bolt_start"; end="bolt_end"; offset0=0; offset1=1; }; { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.000000; maxValue=0.300000; offset0=0; offset1=0.5; }; class bolt_fire_end:bolt_fire_begin { minValue=0.500000; maxValue=1.000000; offset0=0; offset1=-0.5; }; class bolt_reload_begin { type="translation"; source="reloadMagazine"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.1; maxValue=0.15; offset0=0; offset1=0.5; }; class bolt_reload_end:bolt_reload_begin { minValue=0.980000; maxValue=1.000000; offset0=0; offset1=-0.5; }; }; }; };
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