road runner

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About road runner

core_pfieldgroups_3

  • Occupation
    PSD

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    Male
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    Thailand/Iraq

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  • Biography
    PSC in Iraq from 2004 -2016.

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  1. smallarms

    Actually I stand corrected, when I was training this morning, it is indeed the right flesh of the thumb over the left hand, so left thumb UNDER the right thumb, but the left hand forefinger still curls around the outside of the trigger guard.
  2. smallarms

    I've always held pistols the exact way Toadie has his set up, my left forefinger also curls around the OUTSIDE of the trigger guard, as if it's another trigger, the soft flesh of the thumb of the left hand, sitting on top of the dominant hands thumb, in my case my right hand. Definitely not a wrong way to hold it, several of the worlds top IPSC shooters also hold their pistols the same way, and at the same time, it's how I was taught to hold it by former SF guys from both sides of the Atlantic, as well as Asian countries.
  3. Are we also seeing a wee sneak peak at SOCMOD 2 in these pics??
  4. You're such a fucking tease you sexy beast you!! :D
  5. It's maybe down to having the same class name as the model, try renaming the model to _1 instead of _F, I've had an issue like this before, class name conflict ion.
  6. Okay, by the looks of it you're missing the key element, and that's the p3d model itself, you have the class name the same as the model, which might be the cause of your missing model. try this out. class CfgSkeletons { class Rifle_base_F; class XM25_F: Rifle_base_F { skeletonInherit = Rifle_base_F; isDiscrete = true; skeletonBones[] = { zasleh,"", bolt,"", magazine,"", safety,"" }; }; }; class CfgModels { class Default; class Rifle_base_F; class XM25M: Rifle_base_F { skeletonName = XM25_F; sections[] = {zasleh}; class Animations { class magazine_reloadMag_hide { type = hide; source = reloadMagazine; selection = magazine; minValue = 0; maxValue = 1; hideValue = 0.188; unhideValue = 0.55; }; class magazine_hasMag_hide { type = hide; source = hasMagazine; selection = magazine; minValue = 0; maxValue = 1; hideValue = 0.5; unhideValue = -1; }; class magazine_reloadMag_move_1 { type = translation; source = reloadMagazine; selection = magazine; axis = magazine_axis; minValue = 0.145; maxValue = 0.170; offset0 = 0; offset1 = 0.25; }; class magazine_reloadMag_move_2: magazine_reloadMag_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0; offset1 = -0.25; }; class trigger_reload_rot { type = rotation; source = reload; selection = trigger; axis = trigger_axis; minValue = 0.5; maxValue = 1; angle0 = 0; angle1 = (rad 40); }; class bolt_reload_move_1 { type = translation; source = reload; sourceAddress = clamp; selection = bolt; axis = bolt_axis; minValue = 0; maxValue = 0.1; offset0 = 0; offset1 = 0.4; }; class bolt_reload_move_2: bolt_reload_move_1 { minValue = 0.5; maxValue = 1; offset0 = 0; offset1 = -0.4; }; class bolt_empty_move: bolt_reload_move_1 { source = isEmptyNoReload; minValue = 0; maxValue = 0.5; offset0 = 0; offset1 = 0.4; }; class bolt_reloadMag_move_1: bolt_empty_move { source = reloadMagazine; minValue = 0; maxValue = 0.00001; }; class bolt_reloadMag_move_2: bolt_reloadMag_move_1 { source = reloadMagazine; minValue = 0.877; maxValue = 0.9; offset1 = -0.4; }; class zaslehROT { type = rotationX; source = ammoRandom; sourceAddress = loop; selection = zasleh; axis = ""; centerFirstVertex = true; minValue = 0; maxValue = 4; angle0 = (rad 0); angle1 = (rad 360); }; class safety_weaponMode_rot { type = rotation; source = weaponMode; selection = safety; axis = safety_axis; memory = true; minValue = 0; maxValue = 0.25; angle0 = 0; angle1 = (rad -52); }; }; }; }; class XM25_F: XM25M {}; }; personally I'd change the name of the p3d of the model to XM25_1 to avoid conflicts with the class name
  7. What's your model.cfg look like??
  8. Slacker!!
  9. It's a shame that the new DLC in Dev Build appears to be a higher priority than sorting out the piss poor AI from walking off roofs, or being unable to climb up and down ladders.
  10. I have this weird bug ongoing with the MK18MOD0 I released on steam, there's a ghost magazine that appears to the front/side during the unload, just a fleeting apparance, but it's enough to bug the shit out of me, and I really have no idea what caused it. The model.cfg is pretty much the same one I've used on numerous projects, without this "bug" The weapon model selection is called "Magazine" it dissapears on the unload as it should, but when it does, this ghost mag appears in front of the weapon. class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class M4CQBRSkeleton: Default { skeletonBones[]= { "zasleh", "", "Magazine", "Bolt", "", "camo", "camo1", "camo2", "camo3", "camo4" }; }; }; class CfgModels { class Default { selections[] = {}; selectionsInherit = ""; skeletonName = ""; }; class M4CQBRM: Default { sections[]= { "zasleh", "", "Magazine", "Bolt", "", "camo", "camo1", "camo2", "camo3", "camo4" }; skeletonName="M4CQBRSkeleton"; sectionsInherit=""; class Animations { class muzzleflash_hide { type="hide"; source="hasSuppressor"; selection="zasleh"; minValue = 0.0; maxvalue = 0.25; hideValue = 0.01; }; class muzzlebreak_hide { type="hide"; source="hasSuppressor"; selection="Break"; minValue = 0.0; maxvalue = 0.25; hideValue = 0.01; }; class unloaded_magazine_hide { type = "hide"; source = "hasMagazine"; selection = "Magazine"; hideValue = 0.1; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="Magazine"; minValue=0.0; maxValue=1; hideValue=0.15; unhideValue=0.59; }; class magazine_move1 { type = "translation"; source="reloadMagazine"; selection="Magazine"; axis = "Magazine_axis"; minValue = 0.12; maxValue = 0.15; //0.09; //"1"; offset0 = "0"; offset1 = "1"; }; class magazine_move2 { type = "translation"; source="reloadMagazine"; selection="Magazine"; axis = "Magazine_axis"; minValue = 0.59; maxValue = 0.63; //0.09; //"1"; offset0 = "0"; offset1 = "-1"; }; class magrelease_move1 { type = "translation"; source="reloadMagazine"; selection="Magrelease"; axis = "Magrelease_axis"; minValue = 0.1; maxValue = 0.11; //0.09; //"1"; offset0 = "0"; offset1 = "1"; }; class magrelease_move2 { type = "translation"; source="reloadMagazine"; selection="Magrelease"; axis = "Magrelease_axis"; minValue = 0.15; maxValue = 0.17; //0.09; //"1"; offset0 = "0"; offset1 = "-1"; }; class bolt { type = "translation"; source = "reload"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue = 0; maxValue = 0.5; //0.09; //"1"; offset0 = "0"; offset1 = "1"; }; class bolt2 { type = "translation"; source = "reload"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue = 0.5; maxValue = 1; //0.09; //"1"; offset0 = "0"; offset1 = "-1"; }; class bolt_reload1 { type = "translation"; source = "reloadmagazine"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue = 0; maxValue = 0.0001; //0.09; //"1"; offset0 = "0"; offset1 = "1"; }; class bolt2_reload { type = "translation"; source = "reloadmagazine"; selection = "Bolt"; axis = "bolt_axis"; begin = "bolt_axis_end"; end = "bolt_axis_begin"; minValue = 0.71; maxValue = 0.73; offset0 = "0"; offset1 = "-1"; }; class bolt_empty { type="translationx"; source = "isEmptyNoReload"; selection="Bolt"; axis=""; animPeriod=0; minValue=0; maxValue=0.09; //10; offset0 = "0"; offset1 = "1"; }; class boltlock_empty { type="rotation"; source="isEmpty"; selection="Boltcatch"; axis="boltcatch_axis"; animPeriod=0; minValue=0; maxValue=1; //10; angle1=rad 12; angle0=0; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0=0.000000; angle1=(rad -90); }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1=(rad -90); }; class FireModeSwitch { type="rotationZ"; source="weaponMode"; memory=1; selection="Selector"; animPeriod=0; axis="Selector_axis"; minValue=0.0; maxValue=0.1; minPhase=0.0; maxPhase=1.0; angle1=rad 90; angle0=0; }; class bullet30_hide { type="hide"; hideValue=0.03; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet30"; }; class bullet29_hide { type="hide"; hideValue=0.06; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet29"; }; class bullet28_hide { type="hide"; hideValue=0.09; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet28"; }; class bullet27_hide { type="hide"; hideValue=0.12; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet27"; }; class bullet26_hide { type="hide"; hideValue=0.15; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet26"; }; class bullet25_hide { type="hide"; source="revolving"; selection="Bullet25"; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; hideValue=0.18; }; class bullet24_hide { type="hide"; hideValue=0.21; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet24"; }; class bullet23_hide { type="hide"; hideValue=0.24; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet23"; }; class bullet22_hide { type="hide"; hideValue=0.27; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet22"; }; class bullet21_hide { type="hide"; hideValue=0.3; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet21"; }; class bullet20_hide { type="hide"; hideValue=0.33; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet20"; }; class bullet19_hide { type="hide"; hideValue=0.36; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet19"; }; class bullet18_hide { type="hide"; hideValue=0.39; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet18"; }; class bullet17_hide { type="hide"; hideValue=0.41; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet17"; }; class bullet16_hide { type="hide"; hideValue=0.44; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet16"; }; class bullet15_hide { type="hide"; hideValue=0.47; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; source="revolving"; selection="bullet15"; }; class rounds_empty { type="hide"; source="isEmpty"; selection="topround"; axis="boltcatch_axis"; animPeriod=0; minValue=0; maxValue=1; //10; hideValue=0.1; }; }; }; class UKSF_C8: m4cqbrM {}; class UKSF_C8_2: m4cqbrM {}; class M4CQBR_3: m4cqbrM {}; };
  11. http://steamcommunity.com/sharedfiles/filedetails/?id=1097590820&searchtext= possibly another upload??
  12. I just don't think they have the coders required for a major update to the AI. I'd much rather have an AI DLC where AI Didn't walk off roof's Climbed up and down ladders on request, and by themselves Were able to scale walls by themselves All very well making Jets DLC which Is pointless on the standard vanilla maps, as they're not large enough to get the benefits of something akin to DCS's in terms of simulation. They (BIS) should have focused on the tanks that weight 60 tonnes being flipped like confetti after hitting a pebble, or vehicles that roll constantly on any hillside that has a gradient of more than 3 degree's. The AI being smarter is what the consumer has wanted for long enough, not fancy tank interiors, or radars on aircraft, these are cosmetic when the AI is still as fucking dumb as a box of frogs!!
  13. I'd like to think so too, however I'm more inclined to believe that the Tanks DLC is just going to be a cosmetic eye candy download, with interiors. I stopped giving AI drivers multiple way points, it was too overwhelming for them. I stopped using vehicles altogether, as it's too frustrating having a 60 + tonne tank get tossed like a pancake after running over a rock. I've given up hope that the AI, either on foot, in a vehicle, or in the air can actually stop being motards, and apply some sort of logic, it's not happening so I've been playing a lot of zombies and demons as their intelligence is to be expected!!