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afsf06

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About afsf06

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  1. afsf06

    USP Gear & Uniforms

    Siege-A and group - Just wanted to say fantastic work, keep it up. I'm sure a ton of people are looking forward to this project releasing. Secondly, I just wanted to confirm that you are planning on adding ABU into the mix? I know you mentioned it in a previous post, but ABU tends to be forgotten (imagine that, lol). Also, If it's not slated for the current release where do I go to throw money at the project to get it in the next release? Thanks again, keep it up.
  2. A USAF OSI Agent patrols an Afgan market place. MODS: G.E.A.R. ABU, SMA Weapons, some custom stuff
  3. In case any one was interested, I figured out what the problem was - the "sleep" code....I had to use it this way: [] spawn {sleep 5; cutText ["Briefing Text 1.","PLAIN",1]; player globalchat "Briefing text 1.";}; [] spawn {sleep 10; cutText ["Briefing Text 2","PLAIN",1]; player globalchat "Briefing text 2";}; [] spawn {sleep 15; cutText ["Briefing Text 2","PLAIN",1]; player globalchat "Briefing text 3";}; If you'll notice, I had to increase the sleep timer in increments (I did 5 seconds, as that is what I needed/wanted for sufficient time to read the text). And this way it works perfectly, and as I intended in my original post. In the old code if you kept the sleep timer to 5 for all of them, they will sleep for 5 and then activate all at the same time, it won't run one line, and then the next (against logic). I stumbled on this accidentally, but hopefully it will help anyone who is struggling with sleep timers on other code. Cheers.
  4. Tried changing the sleep time to something more substantial using the same above code, but changing sleep to sleep400; doing that now only displays only the last line...I'm sure I'm using cutText not as intended, but this is frustrating, haha
  5. Hello, I'm working on a mission, and I'd like during the "briefing" portion to display text in the center of the screen in a similar form as cutText command, however I want to display new lines as the previous ones fades out, if that makes sense? Example: Display in the center of screen: This is my first line of text, yay. (fades) new line displays in center of screen: This is my second line of text, yay. (fades) new line displays, etc, etc. Is this possible? I had something similar to: _layer1 = "normal" cutText ["Briefing Text","PLAIN", 2]; player globalChat "Briefing Text"; sleep 5; _layer2 = "normal" cutText ["Briefing Text 2","PLAIN", 2]; player globalChat "Briefing Text 2"; sleep 5; _layer3 = "normal" cutText ["Briefing Text 3","PLAIN", 2]; player globalChat "Briefing Text 3"; sleep 5; etc, etc....in the activation of a trigger at the beginning of the mission, but using this will just display everything at once, and it wont "sleep" to give it time to fade out, and start the new line. Should I put this in a .sqf and then run that sqf from the trigger? Should I be using uisleep instead? Or is there a better workaround that you're aware of? Thanks in advance for any help....
  6. Hello, I'm getting duplicate entries in Virtual Arsenal for some re-textured uniforms...I guessing it has to do with a screw up in my config....here's what I got: class CfgVehicles { class B_Soldier_F; class PhilmarpatD: B_soldier_F { author = "afsf06"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Phil Marpat Desert"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default AAF uniformClass = "PhilmarpatD"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"PhilMarpatD\Data\uniform_marpatD_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; }; class PhilmarpatD_SS: B_soldier_F { author = "afsf06"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Phil Marpat Desert Rolled"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; //AAF Rolled Up Sleeves uniformClass = "PhilmarpatD_SS"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"PhilMarpatD\Data\uniform_marpatD_co.paa"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; camouflage = 0.5; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F_Beta\INDEP\Data\ia_soldier_02_clothing.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_02_clothing_injury.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; }; }; class cfgWeapons { class ItemCore; class UniformItem; class Uniform_Base: ItemCore { class ItemInfo; }; class PhilmarpatD : Uniform_Base { author = "afsf06"; scope = 2; displayName = "Phil Desert Marpat"; picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CombatUniform_rucamo_ca.paa"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; hiddenSelections[] = {"camo", "Insignia"}; hiddenSelectionsTextures[] = {"PhilMarpatD\Data\uniform_marpatD_co.paa"}; class ItemInfo : UniformItem { uniformModel = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; uniformClass = "PhilmarpatD"; containerClass = "Supply100"; mass = 2; }; }; class PhilmarpatD_SS : Uniform_Base { author = "afsf06"; scope = 2; displayName = "Phil Desert Marpat Rolled"; picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CombatUniform_rucamo_ca.paa"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; hiddenSelections[] = {"camo", "Insignia"}; hiddenSelectionsTextures[] = {"PhilMarpatD\Data\uniform_marpatD_co.paa"}; class ItemInfo : UniformItem { uniformModel = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; uniformClass = "PhilmarpatD"; containerClass = "Supply100"; mass = 2; }; }; Thanks in advance for your help.
  7. afsf06

    Indp. Uniform Flags Issue

    You think there is something that can be done with the hidden selection or something similar to just remove the flag?
  8. afsf06

    Indp. Uniform Flags Issue

    Tried as you suggested....it is in fact mirrored....thanks for the help. So disappointing!
  9. Hello, I'm currently working on an independent uniform retexture, and I have run into a problem with it. i would like there to be two separate patches on either sleeve - US Flag on one, and a unit designation on the other, however there is a problem...I'll let the pictures speak to that problem.... The unit designation is being covered by the flag patch. Is there a way to override this so that on this arm, the unit designation can replace the flag, but have the flag on the other arm? Here is the other arm: I want to keep the US Flag on this arm....and have edited the texture to display on this arm...but I can't find where the flag texture is on the other arm? Is the flag just mirrored on the other arm - making what I'm trying to do impossible? Or is there a work around?? Hope that's all clear as mud. If you need me to clarify let me know. Thanks for any help in advance.
  10. Edit: Wrong section, please delete sorry!
  11. Mods: VSM Gear, Spec 4 Vests, Hidden Identity, SMA Weapons
  12. AFSOC Operators in paradise.... Mods: G.E.A.R. Uniforms (ABU) and SMA Weapons
  13. Hello, I did some searching, but couldn't quite find an answer to what I'm looking for...I'm currently designing a mission where at the start the players start on the ground, and there should be an AI controlled helicopter hovering a few meters off the ground (simulating the helo just dropped the players off). I want it to hover there for a few seconds and then follow the move orders away to despawn. My issue is I can't seem to get the helo to start with engine on and hovering it. It will simply fall to the ground and then start it's engine start up process and then fly away. IS there something I can put in the helo's init to get it to do what I want? Using the Eden editor, and the stock Arma 3 MH-6. Thanks for any help.
  14. I noticed you had a lot of H&K weapons on the list to complete. Any chance of seeing a UMP variant? Keep up the excellent work!
  15. Addons: G.E.A.R. Uniforms (ABU), RH M4s, RH Pistol Pack, RH Acc Pack (If anyone has a working ABU uniform pack, PM me...could use one again ;) )
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