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Comment History  (0 - 30 of 713)
CDIA
CDIA - - 713 comments @ CLS gameplay trailer

Way to go, Marcin!
All the best to you and your team!
Be good.. be well.

Good karma+1 vote
CDIA
CDIA - - 713 comments @ TAZ Rlballistics

Sweet! Thanks buddy!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Animated - multicolored artifact detectors

.. which would be ideal! :D

Good karma+3 votes
CDIA
CDIA - - 713 comments @ Actor Position Registerer (for modders)

Sweet! Thx Grok!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Sneak peak Sig MCX Virtus SBR

Freakin' finally! Thx Lun4t1c!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Stalker's Silence

Sweeet! Thanks, buddy!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Maid's Vanilla HD Icons

Sweeet! Thanks, buddy!

Good karma+2 votes
CDIA
CDIA - - 713 comments @ TAZ-3 Repack

Sweeeet! Thanks buddy!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Having the following issue (see all 3 images taken after changing position and orientation coords every time) on several weapon scopes. Tried many numbers and the weapons move around, but the visible bull's eye within every sight never moves/aligns with the centered aim point. L1 and L2 remain the same. The joint of both L1 and L2 mark the bull's eye location. It does not matter what FOV is employed.

Is this an 3D issue within every .ogf file or is there somewhere else this can be modified/edited in order to center correctly?

Thanks for any and all input.

Picbun.com
Reddit.com

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Is anyone else having an issue equipping wpn_m4_kac (w_kac_isg.ltx)?
I get CTD with stack trace: at address 0x00007FF9A2FF466C error in log.
Thanks for any input.

WOOPS! Hehehee.. that's not from BaS.. sorry! Gotto ask pROvAK.. peace!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Scope fix for a few weapons v0.02c

UPDATE: Fixed it by renaming the scope to something entirely different, everywhere.
Thanks much to Mich_Cartman (https://www.moddb.com/members/mich-cartman) for the suggestions!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Hi Mich! Thanks very much for the recommendation. That fixed that problem.. but now something is broken and I get a purple square instead of the scope sight on screen.. go figure!
Maybe it is not loading the correct ogf or dds?
EDIT: Fixed it by resaving the dds! Woot! And the good fix for the first issue was to rename the scope to something entirely different, everywhere.
Thanks much again, Mich!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Hi there. Help with modding a scope, please: created a new version of the Deltapoint from BaS, even made it's own icon.. shows up in inventory fine, attaches fine, works fine.. but when I detach it, it reverts back completely to the original version of the scope in the inventory.. even the magnification and icon revert to the original and my new version disappears from the inventory.
Any idea what gives?

w_sr2_m1.ltx code:
...
;------ ADDONS ----
[wpn_sr2_m1_deltapoint]:wpn_sr2_m1
1icon_layer = deltapoint
1icon_layer_x = 128
1icon_layer_y = -6
hud = wpn_sr2_m1_deltapoint_hud
visual = dynamics\weapons\wpn_sr2_m1\wpn_sr2_m1_world.ogf
inv_weight = 1.900
scope_status = 1
scope_texture = wpn_crosshair_deltapoint
zoom_rotate_time = 0.25
scope_dynamic_zoom = off

[wpn_sr2_m1_deltapoint_hud]:wpn_sr2_m1_hud
item_visual = dynamics\weapons\wpn_sr2_m1\wpn_sr2_m1_deltapoint_hud.ogf
aim_hud_offset_pos_16x9 = -0.044910,0.004390,-0.028130
aim_hud_offset_rot_16x9 = 0.000750,0.006450,-0.002000
;---------------------
[wpn_sr2_m1_deltapoint_mod]:wpn_sr2_m1
1icon_layer = deltapoint_mod
1icon_layer_x = 128
1icon_layer_y = -6
hud = wpn_sr2_m1_deltapoint_mod_hud
visual = dynamics\weapons\wpn_sr2_m1\wpn_sr2_m1_world.ogf
inv_weight = 1.900
scope_status = 1
scope_texture = wpn_crosshair_deltapoint_mod
scope_zoom_factor = 10
zoom_rotate_time = 0.25
scope_dynamic_zoom = on

[wpn_sr2_m1_deltapoint_mod_hud]:wpn_sr2_m1_hud
item_visual = dynamics\weapons\wpn_sr2_m1\wpn_sr2_m1_deltapoint_mod_hud.ogf
aim_hud_offset_pos_16x9 = -0.044910,0.004390,-0.028130
aim_hud_offset_rot_16x9 = 0.000750,0.006450,-0.002000
;---------------------

weapon_addons.ltx code:
...
;---------------------
[deltapoint]:addon
visual = dynamics\weapons\wpn_upgrade\wpn_scope_deltapoint.ogf
cost = 21500
inv_name = st_addon_scope_deltapoint
inv_name_short = st_addon_scope_deltapoint
description = st_addon_scope_deltapoint_descr
inv_weight = 0.041
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 81
inv_grid_y = 3
repair_type = scope
icons_texture = ui\ui_icon_bas
;---------------------
[deltapoint_mod]:addon
visual = dynamics\weapons\wpn_upgrade\wpn_scope_deltapoint_mod.ogf
cost = 43000
inv_name = st_addon_scope_deltapoint_mod
inv_name_short = st_addon_scope_deltapoint_mod
description = st_addon_scope_deltapoint_mod_descr
inv_weight = 0.082
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 81
inv_grid_y = 6
repair_type = scope
icons_texture = ui\ui_icon_bas
;---------------------

st_items_weapons_addons_bas_eng.xml code:
...
<string id="st_addon_scope_deltapoint">
<text>Deltapoint PRO Red Dot Sight (BaS)</text>
</string>
<string id="st_addon_scope_deltapoint_descr">
<text>The DeltaPoint Pro</text>
</string>

<string id="st_addon_scope_deltapoint_mod">
<text>Deltapoint PRO Red Dot Sight (Mod 20x zoom)</text>
</string>
<string id="st_addon_scope_deltapoint_mod_descr">
<text>The DeltaPoint Pro Mod 20x zoom version.</text>
</string>

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Scope fix for a few weapons v0.02c

Hi there. Help with modding a scope, please: created a new version of the Deltapoint from BaS, even made it's own icon.. shows up in inventory fine, attaches fine, works fine.. but when I detach it, it reverts back completely to the original version of the scope in the inventory.. even the magnification and icon revert to the original and my new version disappears from the inventory.
Any idea what gives?

w_sr2_m1.ltx code:
...
;------ ADDONS ----
[wpn_sr2_m1_deltapoint]:wpn_sr2_m1
1icon_layer = deltapoint
1icon_layer_x = 128
1icon_layer_y = -6
hud = wpn_sr2_m1_deltapoint_hud
visual = dynamics\weapons\wpn_sr2_m1\wpn_sr2_m1_world.ogf
inv_weight = 1.900
scope_status = 1
scope_texture = wpn_crosshair_deltapoint
zoom_rotate_time = 0.25
scope_dynamic_zoom = off

[wpn_sr2_m1_deltapoint_hud]:wpn_sr2_m1_hud
item_visual = dynamics\weapons\wpn_sr2_m1\wpn_sr2_m1_deltapoint_hud.ogf
aim_hud_offset_pos_16x9 = -0.044910,0.004390,-0.028130
aim_hud_offset_rot_16x9 = 0.000750,0.006450,-0.002000
;---------------------
[wpn_sr2_m1_deltapoint_mod]:wpn_sr2_m1
1icon_layer = deltapoint_mod
1icon_layer_x = 128
1icon_layer_y = -6
hud = wpn_sr2_m1_deltapoint_mod_hud
visual = dynamics\weapons\wpn_sr2_m1\wpn_sr2_m1_world.ogf
inv_weight = 1.900
scope_status = 1
scope_texture = wpn_crosshair_deltapoint_mod
scope_zoom_factor = 10
zoom_rotate_time = 0.25
scope_dynamic_zoom = on

[wpn_sr2_m1_deltapoint_mod_hud]:wpn_sr2_m1_hud
item_visual = dynamics\weapons\wpn_sr2_m1\wpn_sr2_m1_deltapoint_mod_hud.ogf
aim_hud_offset_pos_16x9 = -0.044910,0.004390,-0.028130
aim_hud_offset_rot_16x9 = 0.000750,0.006450,-0.002000
;---------------------

weapon_addons.ltx code:
...
;---------------------
[deltapoint]:addon
visual = dynamics\weapons\wpn_upgrade\wpn_scope_deltapoint.ogf
cost = 21500
inv_name = st_addon_scope_deltapoint
inv_name_short = st_addon_scope_deltapoint
description = st_addon_scope_deltapoint_descr
inv_weight = 0.041
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 81
inv_grid_y = 3
repair_type = scope
icons_texture = ui\ui_icon_bas
;---------------------
[deltapoint_mod]:addon
visual = dynamics\weapons\wpn_upgrade\wpn_scope_deltapoint_mod.ogf
cost = 43000
inv_name = st_addon_scope_deltapoint_mod
inv_name_short = st_addon_scope_deltapoint_mod
description = st_addon_scope_deltapoint_mod_descr
inv_weight = 0.082
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 81
inv_grid_y = 6
repair_type = scope
icons_texture = ui\ui_icon_bas
;---------------------

st_items_weapons_addons_bas_eng.xml code:
...
<string id="st_addon_scope_deltapoint">
<text>Deltapoint PRO Red Dot Sight (BaS)</text>
</string>
<string id="st_addon_scope_deltapoint_descr">
<text>The DeltaPoint Pro</text>
</string>

<string id="st_addon_scope_deltapoint_mod">
<text>Deltapoint PRO Red Dot Sight (Mod 20x zoom)</text>
</string>
<string id="st_addon_scope_deltapoint_mod_descr">
<text>The DeltaPoint Pro Mod 20x zoom version.</text>
</string>

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Hi again! That's probably what I needed.. that defines.ltx.. I'm going to look into that now. Thank you very much for the pointers!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ GUNSLINGER mod

HELP ASAP (before having to go back to work next week, please): Does anyone here know how to/where to look in order to mod the speed at which a PiP weapon's red dot sight handles when aiming through it? I've been looking/modifying pretty much everywhere but I'm missing something. Does it depend on the outfit class? Is it coded into the weapon's ogf file? This is affecting negatively my playing style and is a game-breaker for me. PLEASE HELP! Thank you for any and all kind and prompt support. Just to clarify I am looking specifically for the value to change the speed at which I can rotate the gun (move around the line-of-sight) while aiming down the sight. It's inertia, basically.
>> Already tried 'hud_low_interia' but I can't get it to work.

UPDATE:
Guess what? Eureka! Found it on my own!
It is the pip_sens.script included with the pROvAK mod pack! What an excellent addition!
Best regards. Happy New year!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Or maybe in the animation files these settings point to?:

anm_hide = ras_m4a1_hand_out, idle
anm_idle = ras_m4a1_hand_idle, idle
anm_idle_aim = ras_m4a1_hand_idle_aim, idle
anm_idle_aim_moving = ras_m4a1_hand_idle_walk,idle

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Could something similar to this setting in the ltx be it?:
freelook_z_offset_mul = 0.15
Or is that just a positioning setting?

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Okay.. tried it. It did not work. (can't believe the misspelling was necessary).
Where is that condition setup? In the engine?

Good karma+1 vote
CDIA
CDIA - - 713 comments @ S.T.A.L.K.E.R. Anomaly

Hi, Dhatri. Just to clarify I am looking specifically for the value to change the speed at which I can rotate the gun (move around the line-of-sight) while aiming down the sight. It's inertia, basically.

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Hi PYP! Thank you for the response.. will try that right away.

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Thanks much. I'll look into it again, but it's not the same for all weapons. Some do have a slower/more accurate speed but others are as fast as when not aiming through the iron/red-dot sights at all; so it seems it is not just one setting in one file that affects all weapons, but rather a list of weapons/classes/sight styles that needs to be modified. But for sure that setting is not in each weapon's ltx.

Good karma+1 vote
CDIA
CDIA - - 713 comments @ DLTX - Differential LTX Loading [OUTDATED, READ DESCRIPTION]

HELP ASAP (before having to go back to work next week, please): Does anyone here know how to/where to look in order to mod the speed at which a weapon's red dot sight handles when aiming through it? I've been looking/modifying pretty much everywhere but I'm missing something. Does it depend on the outfit class? Is it coded into the weapon's ogf file? This is affecting negatively my playing style and is a game-breaker for me. PLEASE HELP! Thank you for any and all kind and prompt support. Just to clarify I am looking specifically for the value to change the speed at which I can rotate the gun (move around the line-of-sight) while aiming down the sight. It's inertia, basically.

UPDATE:
Guess what? Eureka! Found it on my own!
It is the pip_sens.script included with the pROvAK mod pack! What an excellent addition!
Best regards. Happy New year!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

Thank you for the prompt response, Mich. Do you have any idea of who the author of that weapon is? Maybe I can get in touch with that person and ask.
Thanks!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ S.T.A.L.K.E.R. Anomaly

HELP: Does anyone here know how to/where to look in order to mod the speed at which a weapon's red dot sight handles when aiming through it? I've been looking/modifying pretty much everywhere but maybe I'm missing something. Does it depend on the outfit class? Is it coded into the weapon's ogf file? This is affecting negatively my playing style and is a game-breaker for me. PLEASE HELP! Thank you for any and all kind and prompt support.

UPDATE:
Guess what? Eureka! Found it on my own!
It is the pip_sens.script included with the pROvAK mod pack! What an excellent addition!
Best regards. Happy New year!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ Boomsticks and Sharpsticks

HELP: Does anyone here know how to mod the speed at which the AK 5C ISG Special (BaS) handles when aiming through the Leupold LCO reticle? It is way too slow, albeit accurate, for my playing style. This is a game breaker for me. PLEASE HELP! Thank you for any and all kind and prompt support.
Just to clarify I am looking specifically for the value to change the speed at which I can rotate the gun (move around the line-of-sight) while aiming down the sight. It's inertia, basically.

UPDATE:
Guess what? Eureka! Found it on my own!
It is the pip_sens.script included with the pROvAK mod pack! What an excellent addition!
Best regards. Happy New year!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ The Armed Zone 2.0 BETA

Hi there, my friends! Does this release include Patch 1.12.3.1???
Thanks!

Good karma+1 vote
CDIA
CDIA - - 713 comments @ The Armed Zone

Oh wow! Bravo for taking over!
What is your name or how do we call you, buddy?

Good karma+1 vote
CDIA
CDIA - - 713 comments @ GUNSLINGER mod

Does anyone here know how to enable/toggle ON/OFF 'always run' when one hits the X key? I'm tired of having to hold down the key while doing other stuff.
Thanks for any assistance on this matter.
Keep up the wonderful work.
Stay safe.

Good karma+2 votes