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About bhcluster

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  1. bhcluster

    Flight instruments?

    Thanks for the info it really helped, what I didn't get was that I need to create my own selection and axis for particular instrument, for what ever reason I thought that the instruments were pre-made and could be called up like proxy.. That was it, so here is the image of what I did just in case it might help. The image at the back is just that the image.
  2. bhcluster

    Flight instruments?

    Hi All, I am work on small project and have a problem with finding out how to add flight instruments to the cockpit, I was able to get the moving parts such as wheels, rudder, aileron, flaps, canopy, etc going however when it comes to flight instruments I am not able to make progress. What I have been using so far as a reference is the Arma 3 Samples (plane) and what I could find here on the forum but as you can see my luck has run out. So if anybody has any tutorials, tips, please let me know, any help is greatly appreciated. In case you're interested what it looks like so far.
  3. I know it's been few years but any chance of a fresh link for this I am bit stuck so any help is greatly appreciated.
  4. Some times four eyes are better than two. Thank you so much worked like a charm.
  5. Hi All, I've just installed the newest Arma Toolbox 3.0.4 for Blender 2.82, and during the export I get following errors. File gets created but will not open in the Object Builder for Arma 3. Any help is greatly appreciated.
  6. Hi all, I have a bit of a problem with the Helicopter Sample models in a way that the rotors are not sniping correctly like in the first image but they move from left to right like in the second image. If anybody knows why is that happening I would be so grateful if they would share solution.
  7. Hi all, I am trying to get my faction to display units in a list when in the Editor like this: https://i.imgur.com/e9q4EzX.jpg I get the faction name, and units such as Men to display but can not get the other ones that I would like such as Special, Desert etc. My question is is this possible and how?
  8. If anybody has a model.cfg (for Mi17 located in Arma 2 Sample Models\Data\Air\CA\Air_E) that will pbo and is willing to share please let me know, because the one that comes with fails to pbo.
  9. bhcluster

    Custom splash screen

    If its for your mission have a look at this: Description.ext author = "John Doe"; // Author onLoadName = "Epic Invasion"; // Mission name (temporary solution; actual name set in editor will be used later in the alpha) onLoadMission = "Fate of the world is in your hands. Good luck and Godspeed."; // Description loadScreen = "loadScreen_ca.paa"; // Preview picture class Header { gameType = Coop; // MP mission type }; Or if it is for your map then this: Config.cpp class CfgWorlds { class Stratis: CAWorld { author = "Bohemia Interactive"; // Author description = "Stratis"; // World name pictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; // Background map pictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; // Default overview picture // Loading texts displayed on the bottom of the loading screen (picked randomly) loadingTexts[]= { "Area of Stratis is 19.3 square kilometers.", "Stratis is of volcanic origin, with many rocks and crevices.", "Kamino Firing Range uses remnants of the nearby old Kamino village as a target area." }; }; }; https://community.bistudio.com/wiki/Loading_Screens
  10. Hi all, I have successfully imported all of the models from Arma 2 Sample Models\Data\Air\CA\Air_E\Mi17 into Arma 3 and they work fine except I cannot get the rotor to spin so I have tried to add model.cfg found in the same folder but it will not pack (pboProject) it just stops with following error (model.cfg "cannot have externs , rapify failed"). I'll be so great full if anyone can have a look and tell me what I am doing wrong. model.cfg https://pastebin.com/KRnUNzpy pboProject Output https://pastebin.com/Sp9Ahq4u
  11. Try this, use your own paths and textures... #define _ARMA_ //Class YOURMOD_Uniforms : config.bin{ class CfgPatches { class YOURMOD_Uniforms { units[] = {"YOURMOD_Uniform_Base_Wood"}; weapons[] = {"YOURMOD_Uniform_Wood"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Data_F","A3_Weapons_F","A3_Characters_F_BLUFOR"}; }; }; class UniformSlotInfo { slotType = 0; linkProxy = "-"; }; class CfgVehicles { class B_Soldier_F; class B_Soldier_base_F; class YOURMOD_Uniform_Base_Wood: B_Soldier_F { scope = 1; scopeCurator = 0; modelsides[] = {3,2,1,0}; uniformClass = "YOURMOD_Uniform_Wood"; hiddenSelections[] = {"Camo","insignia"}; hiddenSelectionsTextures[] = {"\YPURPATH\data\standard_wood\YOURMOD_uniform_wood_co.paa"}; hiddenSelectionsMaterials[] = {"\YOURMOD_\data\standard_wood\soldier.rvmat"}; model = "\A3\Characters_F_Beta\INDEP\ia_soldier_01.p3d"; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F\Civil\Data\c_cloth1.rvmat","A3\Characters_F\Civil\Data\c_cloth1_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth1_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth2.rvmat","A3\Characters_F\Civil\Data\c_cloth2_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth2_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth3.rvmat","A3\Characters_F\Civil\Data\c_cloth3_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth3_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth4.rvmat","A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat","a3\characters_f_epb\blufor\data\clothing1_dirty.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\characters_f\civil\data\c_poloshirt.rvmat","A3\Characters_F\Civil\Data\c_poloshirt_injury.rvmat","A3\Characters_F\Civil\Data\c_poloshirt_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\Civil\Data\hunter.rvmat","A3\Characters_F\Civil\Data\hunter_injury.rvmat","A3\Characters_F\Civil\Data\hunter_injury.rvmat","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_gamma\guerrilla\data\ig_guerrilla2_1.rvmat","A3\Characters_F_Gamma\Guerrilla\Data\ig_guerrilla2_1_injury.rvmat","A3\Characters_F_Gamma\Guerrilla\Data\ig_guerrilla2_1_injury.rvmat","a3\characters_f_gamma\guerrilla\data\ig_guerrilla3_1.rvmat","A3\Characters_F\Civil\Data\hunter_injury.rvmat","A3\Characters_F\Civil\Data\hunter_injury.rvmat","a3\characters_f_epb\guerrilla\data\ig_guerrilla4_1.rvmat","A3\Characters_F_EPB\Guerrilla\Data\ig_guerrilla4_1_injury.rvmat","A3\Characters_F_EPB\Guerrilla\Data\ig_guerrilla4_1_injury.rvmat","a3\characters_f_bootcamp\guerrilla\data\ig_guerrilla_6_1.rvmat","A3\Characters_F_Bootcamp\Guerrilla\Data\ig_guerrilla_6_1_injury.rvmat","A3\Characters_F_Bootcamp\Guerrilla\Data\ig_guerrilla_6_1_injury.rvmat","a3\characters_f_beta\indep\data\officer.rvmat","A3\Characters_F_Beta\INDEP\Data\officer_injury.rvmat","A3\Characters_F_Beta\INDEP\Data\officer_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 ItemInfo; class Uniform_Base; class UniformItem; class YOURMOD_Uniform_Wood: Uniform_Base { author = "$STR_YOURMOD_Author_Name"; scope = 2; displayName = "Combat Uniform (Wood)"; picture = "\YOURPATH\data\standard_wood\ui\YOURMOD_uniform_wood_icon_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "YOURMOD_Uniform_Base_Wood"; containerClass = "Supply40"; mass = 40; }; }; }; //};
  12. -> https://forums.bistudio.com/forums/topic/205566-configcpp-line-42-error/
  13. Put this: class ItemInfo: HeadgearItem { in place of: class ItemInfo ; class HeadGearItem { Also change this: hiddenSelectionsTextures[] ={"\addons\Veeta_beret.paa"; to: hiddenSelectionsTextures[] ={"\addons\Veeta_beret.paa"};
  14. bhcluster

    Tank porting tutorial

    Maybe some one who has successfully used this tutorial makes a video?