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51 minutes ago, R0adki11 said:

 

Does that mean we will see these in vanilla Arma3 in a future update?

absolutely NO...... maybe the Big holosight on  mh2b HMG for the FIA/sindiakat... will be cute or the finished ranger green vest or the  brown leather tactical vest (would be fantastic)

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I just made them use able, that's all. You'll be able to retexture them now :f:

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On 11/7/2018 at 8:50 PM, kllrt said:

I just made them use able, that's all. You'll be able to retexture them now :f:

from yesterday changelog

"Tweaked: The "headgear_placeholder" "equip_placeholder" models were updated !

equip placeholder?

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Using "this setObjectTextureGlobal [0, "\A3\Characters_F\Common\Data\basicbody_black_co.paa"];"  from VR suit to CSAT&CTRG stealth uniforms looks pretty badass although it ain't perfect. Sadly they seem to work only on default A3 islands, on mod islands they revert to their original texture and I have no idea why.

With CSAT stealth suit and black balaclava you can get a pretty accurate Splinter Cell unit.

 

vt9MBM6.jpg

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Btw guys, I found a solution for the reverting to original texture issue when exporting the mission to sp or mp, it wasn't about the modded islands. Apparently in editor they keep this black retexture but if exported to sp they revert to original suit texture if you as player start as the Splinter Cell unit or have one grouped to you. So set them as playable and not grouped to the player keeps the retexture (you can use Zeus or a join wp if you want them grouped to you).

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_unit setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"];
this setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"];

This (scripted and via Eden) no longer works in MP for me. Can anyone else confirm?

Had the same problem with vehicle textures as well, but then solved it by using BIS_fnc_initVehicle.


Edit 22 Sep - submitted following bug report @ BIS feedback tracker: https://feedback.bistudio.com/T132768

Edited by whiztler
Submitted bug report @ feedback tracker

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11 minutes ago, zukov said:

misses only the turret texture

Where exactly is the chassis file ?

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1 minute ago, maxl30 said:

Where exactly is the chassis file ?

this setObjectTexture [0, "\a3\armor_f_beta\APC_tracked_01\Data\apc_tracked_01_aa_body_opfor_co.paa"];
this setObjectTexture [0, "\a3\armor_f_beta\APC_tracked_01\Data\apc_tracked_01_body_indp_co.paa"];

if i remember well missing the skirts also

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3 minutes ago, zukov said:

this setObjectTexture [0, "\a3\armor_f_beta\APC_tracked_01\Data\apc_tracked_01_aa_body_opfor_co.paa"];
this setObjectTexture [0, "\a3\armor_f_beta\APC_tracked_01\Data\apc_tracked_01_body_indp_co.paa"];

if i remember well missing the skirts also

Thank you ^^

Maybe i can do some own Textures to complete it.

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1 hour ago, maxl30 said:

Thank you ^^

Maybe i can do some own Textures to complete it.


you can mix the AAf chassis with tropical NATO camo (green)

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For whom interests

object: Kerry  carrier vest and assault bagpack

if you use the no flag texture in  "expansion/characters_f_exp/vests /Data/V_PlateCarrier1_rgr_noflag_F_co.paa"  

you obtain 2 additional and useful assets without Kerry's name

don't forget the assault Kerry bag has camo 1 and 2

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Hey zukov,

you write the APC Data lines not the MBT, are there any files for the MBT ?

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8 minutes ago, maxl30 said:

Hey zukov,

you write the APC Data lines not the MBT, are there any files for the MBT ?

 
are the same change only the turret, place the slammer in editor and try the script in the init file

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