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Phonix644

Rebreather on face 24/7? Even on land? Is It Possible?

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Hey guys,

I am wondering if it is possible to put a Rebreather onto a soldier's face and keep it on there without it coming off. It comes off when you come out of the water, automatically.

this addItem "V_RebreatherB";

this assignItem "V_RebreatherB";

Thanks to 'Byrgesen' for the code, that's what's been used so far.

Thanks guys :)

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I am going to try this.

Does this work with Dive Goggles too?

Soldiers in the wetsuits look weird without the mask and goggles. Would have been nice had they added them around the neck when not worn or something instead of just disappearing.

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assigning the rebreather won't keep it on the player when on land. Is there any way to do this without having to install a mod?

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I dont think so, you will need a mod. Open up the addon and you can create a smaller addon with just the rebreather. I have not really messed around with creating addons yet so i wont be much help.

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hell yeah, kickass

As far as having to use an addon to use all the different gear from that addon, i'll pass. I hate having to make player download/activate an addon just to play a mission. There's some great stuff in that NSW mod. There has to be a way to add those things to a mission without it having to be an addon. Probably putting those items into the mission folder some where and calling it some where similar to set texture on uniforms.

Edited by RTEK

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Im not using NSW addon in that picture, I created it shortly after I posted above. This is what the config looks like:

class CfgPatches {
class HALO_COB_Config {
	units[] = {};
	weapons[] = {"V_COB_HALO"};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Weapons_F","A3_Characters_F"};
};
};

class cfgWeapons {
class VestItem;  // External class reference
class Vest_Camo_Base;  // External class reference

class V_COB_HALO : Vest_Camo_Base {
	access = 3;
	scope = 2;
	canShootInWater = 1;
	selectionFireAnim = "zasleh";
	type = 701;
	nameSound = "";
	displayName = "COB Oxygen Rebreather";
	author = "cobra4v320";
	picture = "\A3\characters_f\Data\UI\icon_V_RebreatherB_CA.paa";
	model = "\A3\Characters_F\Common\equip_rebreather";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa"};
	hiddenUnderwaterSelections[] = {"hide"};
	hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"};

	class ItemInfo : VestItem {
		uniformModel = "\A3\Characters_F\Common\equip_rebreather";
		vestType = "Rebreather";
		containerClass = "Supply0";
		mass = 80;
		armor = 20;
		passThrough = 1;
		hiddenSelections[] = {"camo"};
	};
};	
};

class cfgGlasses {
class None; // External class reference

class G_COB_HALO : None {
	displayName = "COB HALO Goggles";
	author = "cobra4v320";
	model = "\A3\characters_f\Heads\glasses\g_diving";
	picture = "\A3\characters_F\data\ui\icon_G_Diving_CA.paa";
	identityTypes[] = {"NoGlasses", 0, "G_NATO_default", 0, "G_NATO_casual", 0, "G_NATO_pilot", 0, "G_NATO_recon", 0, G_NATO_SF, 0, "G_NATO_sniper", 0, "G_NATO_diver", 1000, "G_IRAN_default", 0, "G_IRAN_diver", 1000, "G_GUERIL_default", 0, "G_HAF_default", 0, "G_CIVIL_female", 0, "G_CIVIL_male", 0};
	mass = 3;
};
};

Unfortunately it seems that you can only have the diving goggles either on land or on water but not both.

Edited by cobra4v320

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looks a lot like what I was reading on this page link

isnt hiddenselectiontextures where you could actually put in the .paa from a mod into the mission folder and just put in the path to there? That way the mission calls the added vest or headgear texture in the mission instead of in the main A3 directory? We used to do that when we'd modify the DayZ code inside our mission.pbo instead of having the players have to download a modified version of DayZ.

Would a call compile preprocessFileLineNumbers "characters_f.pbo" but instead of the main arma 3 directory path, you use a path leading to inside your mission folder and just modify that .pbo with whatever .paa files you want to add in there work?

Edited by RTEK

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Yes that link looks like a good start to configs, would have made my job easier if I had read that first. You still need to change the config in order to get goggles and rebreather on land.

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Can someone give me a brief explanation on how to get your rebreather on land? Step by step tutorial?

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I think the config is broken with 1.60. can anyone help me pls. The googles are work.

class CfgPatches {
    class halo_tfe_config {
        units[] = {};
        weapons[] = {"tfe_V_RebreatherB"};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Weapons_F","A3_Characters_F"};
    };
};
 
class cfgWeapons {
 
 
class V_RebreatherB;
 
class tfe_V_RebreatherB : V_RebreatherB {
 
  		displayName = "[TFE] HALO Rebreather ";
 		author = "TFE";
		HiddenSelections[] = {"camo"};
		hiddenUnderwaterSelections[] = {"hide"};
		shownUnderwaterSelections[] = {"unhide","unhide2"};
		hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"};
		hiddenSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa"};
		
 
};
 
 
 
};

class cfgGlasses {
	class None; // External class reference
	
	class G_COB_HALO : None {
		displayName = "[TFE] HALO Goggles";
		author = "TFE";
		model = "\A3\characters_f\Heads\glasses\g_diving";
		picture = "\A3\characters_F\data\ui\icon_G_Diving_CA.paa";
		identityTypes[] = {"NoGlasses", 0, "G_NATO_default", 0, "G_NATO_casual", 0, "G_NATO_pilot", 0, "G_NATO_recon", 0, G_NATO_SF, 0, "G_NATO_sniper", 0, "G_NATO_diver", 1000, "G_IRAN_default", 0, "G_IRAN_diver", 1000, "G_GUERIL_default", 0, "G_HAF_default", 0, "G_CIVIL_female", 0, "G_CIVIL_male", 0};
		mass = 3;
	};
}; 

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Yeah, just got around to needing/trying this and you're right. The goggles show up but that's it...no more mask.

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