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  2. Hello, I have a question, I want to keep my ORBAT in Config file in standalone addon. I create Config.cpp file and include next: class CfgORBAT { class TFPaladin { id = 1; idType = 0; side = "West"; size = "Troop"; type = "HQ"; insignia = "\ATF_Missions_Data\Storm\Insignia\TFP.paa"; colorInsignia[] = {1,1,1,1}; commander = "Kaiser"; commanderRank = "GENERAL"; tags[] = {BIS,USArmy,Kerry,Hutchison,Larkin}; text = "Task Force Paladin"; textShort = "Task Force Paladin"; //texture = "C:\Users\Spirit_Ural\Documents\Arma 3 - Other Profiles\[ATF]Ulman\missions\!@[00] Storm of Resolve\[ORBAT]%20Task%20Force%20Paladin.VR\LogoS.paa"; //color[] = {1,1,1,1}; description= "Оперативная группа Паладин была сформирована для уничтожения ''Халифата Паладина'', поиска и ликвидации его руководителей."; //assets[] = {{B_Heli_Transport_03_F,5},{B_Heli_Light_01_F,3},{B_Heli_Light_01_armed_F,4},B_Heli_Transport_01_camo_F}; subordinates[] = {"RedSquadron", "160thSOAR", "101stARB"}; }; class RedSquadron { id = 1; idType = 0; side = "West"; size = "Squadron"; type = "Recon"; commander = "Ulman"; commanderRank = "Captain"; insignia = "\ATF_Missions_Data\Storm\Insignia\RS.paa"; text = "Red Squadron"; textShort = "NSWDG"; description= "Красный эскадрон является основным силовым компонентом ОГ Паладин, именно ему поручается физическое проведение всех операций."; subordinates[] = {"APlatoon", "BPlatoon", "CPlatoon"}; }; class APlatoon { id = 1; idType = 0; side = "West"; size = "Platoon"; type = "Recon"; commander = "Ulman"; commanderRank = "Captain"; text = "Callsign ''Dagger''"; textShort = "A Platoon"; description= "Взвод ''А'' состоит из 16 человек разделённых на две группы по 8 человек, позывные ''Dagger-1'' и ''Dagger-2''."; }; class BPlatoon { id = 1; idType = 0; side = "West"; size = "Platoon"; type = "Recon"; commander = "Twente"; commanderRank = "Lieutenant"; text = "Callsign ''Razor''"; textShort = "B Platoon"; description= "Взвод ''B'' состоит из 16 человек разделённых на две группы по 8 человек, позывные ''Razor-1'' и ''Razor-2''."; }; class CPlatoon { id = 1; idType = 0; side = "West"; size = "Platoon"; type = "Recon"; commander = "Turist"; commanderRank = "Lieutenant"; text = "Callsign ''Blade''"; textShort = "C Platoon"; description= "Взвод ''C'' состоит из 16 человек разделённых на две группы по 8 человек, позывные ''Blade-1'' и ''Blade-2''."; }; class 160thSOAR { id = 1; idType = 0; side = "West"; size = "Battalion"; type = "Helicopter"; commander = "Degravis"; commanderRank = "Captain"; insignia = "\ATF_Missions_Data\Storm\Insignia\SOAR.paa"; text = " 1st Battalion"; textShort = "160th SOAR"; description= "Батальон осуществляет транспортные перевозки красного эскадрона, проводит воздушную разведку, а также оказывает огневую поддержку в случае необходимости и по мере своих возможностей."; assets[] = {"B_UAV_02_dynamicLoadout_F","B_UAV_02_dynamicLoadout_F"}; subordinates[] = {"HeliA", "HeliB", "HeliC", "HeliD", "HeliE", "UAV"}; }; class HeliA { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 1"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MH6M.paa"; text = "Callsign ''Zephyr''"; textShort = "MH-6M"; description= "Группа лёгких разведывательных и транспортных вертолётов MH-6M, позывные ''Zephyr-1'' и ''Zephyr-2''."; assets[] = {{"B_Heli_Light_01_F",1,0},{"B_Heli_Light_01_F",1,0}}; }; class HeliB { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 2"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\AH6M.paa"; text = "Callsign ''Meatball''"; textShort = "AH-6M"; description= "Группа лёгких разведывательных и ударных вертолётов AH-6M, позывные ''Meatball-1'' и ''Meatball-2''."; assets[] = {{"B_Heli_Light_01_armed_F",1,0}, {"B_Heli_Light_01_armed_F",1,0}}; }; class HeliC { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 3"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MH60M.paa"; text = "Callsign ''Blackstar''"; textShort = "MH-60M"; description= "Группа транспортных вертолётов MH-60M, позывные ''Blackstar-1'' и ''Blackstar-2''."; assets[] = {{"B_Heli_Transport_01_F",1,0},{"B_Heli_Transport_01_F",1,0}}; }; class HeliD { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 4"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MH60M.paa"; text = "Callsign ''Stake''"; textShort = "MH-60M DAP"; description= "Группа ударных вертолётов MH-60M DAP, позывные ''Stake-1'' и ''Stake-2''."; assets[] = {{"B_Heli_Transport_01_F",1,0},{"B_Heli_Transport_01_F",1,0}}; }; class HeliE { id = 1; idType = 0; side = "West"; size = "Troop"; type = "Helicopter"; commander = "Degravis - 5"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MH47E.paa"; text = "Callsign ''Hot Dog''"; textShort = "MH-47E"; description= "Группа тяжелых транспортных вертолётов MH-47F, позывные ''Hot Dog-1'' и ''Hot Dog-2''."; assets[] = {{"B_Heli_Transport_03_F",1,0},{"B_Heli_Transport_03_F",1,0}}; }; class UAV { id = 1; idType = 0; side = "West"; size = "Troop"; type = "UAV"; commander = "Degravis - 6"; commanderRank = "Lieutenant"; insignia = "\ATF_Missions_Data\Storm\Vehicles\MQ1C.paa"; text = "Callsign ''Skyhawk''"; textShort = "MQ-1C"; description= "Звено многоцелевых беспилотных летательных аппаратов MQ-1C, позывные ''Skyhawk-1'' и ''Skyhawk-2''."; assets[] = {{"B_UAV_02_dynamicLoadout_F",1,0},{"B_UAV_02_dynamicLoadout_F",1,0}}; }; class 101stARB { id = 1; idType = 0; side = "West"; size = "Company"; type = "Airborne"; commander = "Nekonis"; commanderRank = "Captain"; text = "327th Infantry Regiment, 1st Battalion"; textShort = "101st Airborne Division"; }; }; But when I try to call it in game via configfile >> "CfgORBAT" >> "TFPaladin" it is don't working.
  3. I think you need to define your units/factions in CfgPatches under units.
  4. haleks

    Ravage

    Since the last update, all loot or NPC gear potentially affected by the gearpool module are handled by a script executed by both the loot & gearpool module. Filling the empty slots in the SQF file will work, just like using the new options in the gearpool module will dynamically populate those. By the way : I was investigating a potential CTD when using the loot & gearpool modules together when my GC died, so anyone, make sure to let me know if you encounter stability issues when using those.
  5. @wsxcgy Okay, thanks. Hopefully the thread won't have to drag on for much longer, because I still have one more issue. I did successfully manage to pack the mod (which is just the unchanged config.cpp file from the thread you linked) into a PBO file, publish it, and then launched the game. I noticed that when I fire up the Eden Editor, I can see a nameless faction with a helicopter and some soldiers, as expected. However, when I play in Zeus, there is no such custom faction. Does one have to do something special to make it appear in Zeus?
  6. warlord554

    1stBN/160th SOAR Mod ArmA III WIP

    #7 sir No more. Ol dad is done having kids lol
  7. the pbo file is how things are archived and packed to be loaded by the game. you need to have your config inside of a pbo, and then have that pbo inside of an 'addons' folder, inside the @<yourmodnamehere> folder inside the root a3 directory. you can pack pbos with a variety of tools, addonbuilder, which comes with the Arma 3 tools on steam (great resource if you plan on modding) is probably the best way to start packing pbos.
  8. @wsxcgy I saw that thread before, but upon looking at it now a second time I understood it better. However, when I make a config.cpp, put it in a folder, and try to publish it through the ArmA 3 Publisher tool (just as a quick test), it gives me an error: "Error: No PBO files are included". What does that mean?
  9. pr9inichek

    Warlords

    @Jezuro what's about add another victory condition: How many towns be captured for 4, 6 or 8 hours Wins the team that captures as many cities as possible? In my opinion it's optimized time of game round. May be decreased cost IFV-6c Panther for increase popularity this vehicle? May be add Carrier for NATO, if they captured some important or too many towns? Fix Garbage Collector, please for optimization. May be spawn vehicles with empty inventory? May be leave unchanged stamina after fast travel in Regular servers? @Dwarden may be decrease slots from 64 to 40 or 32 in some servers for Experiments?
  10. Today
  11. you just need to configure your faction class and your vehicle and weapon classes. cfgvehicles will include backpacks, turrets, soldiers, and obviously vehicles. cfgweapons will include weapons, headwear, facewear, vests, and uniform items (emphasis on item, to make a full uniform its a little complicated since you also have to technically create a solider class for it). for what I presume you plan on doing, all you'll really need to do is define the classes you plan on inheriting from and then define things you might want to change like displayname or hiddenselectionstextures if you want. for soldiers you'll need to config them from the ground up but its really just a matter of writing in what you want them to have. this thread should be extremely helpful, should lay everything out for you. http://www.armaholic.com/forums.php?m=posts&amp;q=31238
  12. Sorry for this fairly obvious question, but I've been looking in all the wrong places I guess and haven't been able to find the answer I'm looking for. How do you set up radio reinforcements/artillery in the editor?
  13. use the orbat faction creator though ALIVE , there is a very good tutorial on making a basic faction , I still have troubles with it though trying to add static weapons or anything that has a gunner position however.
  14. Somehow you just know that back in 1715 Captain Scott Miller was on swashbuckling adventures chasing pirates... or at least I like to think so. Addons. Arma3 & DLC, Global Mobilization, Enhanced Video Settings, 3den Enhanced, POLPOX's Artwork Supporter, Whiplash Static Animations, Reduced Haze Mod v3.1, Recolor, Eden extended objects, dbo_horses and Nassau 1715
  15. Ulmann

    Combat Den

    Hello, thank you for mission. It is possible to release ACE Arsenal roles selection as standalone script?
  16. Hi, I have two questions: 1- Does VTN break the use of groupchat and sidechat? 2- is it permissible to use your vehicles in my mod without any changes except the crew? I mean like this: class VTN_KAMAZ5350_ZU23_EMR ; class B_MIL_Truck_ZU23 : VTN_KAMAZ5350_ZU23_EMR { scope = 2; scopeCurator = 2; displayName = "Truck ZU-23"; side = 1; faction = "B_MIL"; crew = "B_MIL_Rifleman"; }; And if so, how can I import the use of the zoom optic? Like this it doesn't work.
  17. GTA 5, ArmA 3, Dark Souls, Path Of Exile, Witcher 3 and lots of oldschool games..
  18. Gill93

    Ravage

    I searched one crate and found nothing loot must be broken thumbs down LMAO XD
  19. spooky lynx

    What game are you currently playing right now?

    Fallout 4 with all the DLCs, trying to manage all that pesky settlements on all the locations...
  20. Except it doesn't work with off map carriers either hmm...
  21. FallujahMedic -FM-

    What game are you currently playing right now?

    Ylands, because its a guilty pleasure.
  22. Silent hunter 5 with the wolves of steel mod. Even made a few tutorials on target data acquisition and navigation.
  23. Wrote my own version of it but it doesn't return the carrier either when off the map
  24. Use the lineIntersectsObjs example 1
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