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El_Guiguitre

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About El_Guiguitre

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  1. El_Guiguitre

    [WIP] RHS/Vanilla replacement pack

    A little bit of news: We've both been pretty busy IRL so the mod is moving along really slowly, but we are still working on it. Progress is as follow : NATO Pacific faction is replaced with the Marines. CSAT Pacific is still a big WIP (almost nothing done tbh) The AAF replacement is done (I just have to figure out how to remove the labels from the russian vehicles) The FIA pack is almost done, it's just a matter of details now. The link below has the latest version of the NATO, CSAT and AAF packs. https://www.dropbox.com/sh/vaod150ksioluxt/AADs_9mDvEyhkXICmHj0qY_5a?dl=0 (feel free to report any bugs or errors you find) We do not plan on making an ACE compat right now, we would rather finish the mod first. However, if you're willing to give us a hand on that, feel free to PM me.
  2. El_Guiguitre

    [Help] Replacement Mods?

    If I understand correctly you're trying to retexture the TRG but replace the original rifle with the retextured one, then just do this in your config file : class Tavor_base_F; class arifle_TRG21_F: Tavor_base_F { hiddenSelectionsTextures[] = {"\TE_weapons\Data\TARBlack.paa"}; }; To replace something, don't create anything new, just change the parameters you want to change in the original class. also, to avoid unpacking anything from BI (which, IIRC, is forbidden by the EULA), this thread has config dumps updated regularly (each major update) https://forums.bistudio.com/forums/topic/191737-updated-all-in-one-config-dumps/ Good luck dude
  3. El_Guiguitre

    [WIP] RHS/Vanilla replacement pack

    The RHS update brought some changes to the mods (including some messing with our configs) We've both been pretty busy with real life stuff lately, so we haven't had time to work on the mod since then. But I'll get this fixed ASAP. The AAF side is still WIP. With the addition of RHS:SAF, we were considering adding a bit of serbian gear in the mix. The question is: would you guys rather have a wip greg/afrf version soon or a complete gref/afrf/saf version later? (or both)
  4. El_Guiguitre

    [WIP] RHS/Vanilla replacement pack

    Like we already said, this mod will use RHS only. Optional packs might come in the future, but not before we're done with the RHS pack. AAF replacement pack is still WIP, so the answer to your question is "When it's done"TM
  5. El_Guiguitre

    [WIP] RHS/Vanilla replacement pack

    We agreed on finishing the vanilla stuff before doing Apex things. But this might come in the future :) Thank you Misty. :)
  6. El_Guiguitre

    [WIP] RHS/Vanilla replacement pack

    We will take a look at this Titan problem. We already discussed about it, but we've been quite busy this week so we were not able to take a closer look at it. The two mods you're talking about did not ask Cunico's permission to use his assests. They basically stole his work. As Crooker12 told you, we might consider making optional packs, but this will not come before we release the first, RHS only, full replacement pack. :) This replacement pack is made to be used with RHS only. We know it can cause a lot of issues with other unit packs. (VSM for example will not work with our mod, as we set the plate carrier's base class to be an IOTV)
  7. El_Guiguitre

    Scope Mod A3

    this should help you :) https://forums.bistudio.com/topic/190054-not-able-to-use-nvgs-through-most-scopes-intentional/
  8. Hi, You can try something like this. If you want to create a new, retextured rifle. class new_classname : rhs_weap_ak74m_Base_F{ displayName = "A New Name"; hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"yourtexture"}; }; or, if you want to replace the existing ak74m class rhs_weap_ak74m_Base_F: Rifle_Base_F { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"yourtexture"}; };
  9. For these 5 guys you can also define their glasses in the unit parameters as linkedItems For miller it would be something like this class B_story_SF_Captain_F : B_Soldier_base_F { LinkedItems[] = {"V_PlateCarrierL_CTRG","ItemMap","ItemCompass","ItemWatch","ItemRadio", "G_Aviator"}; respawnLinkedItems[] = {"V_PlateCarrierL_CTRG","ItemMap","ItemCompass","ItemWatch","ItemRadio", "G_Aviator"}; }; }; and you can find the others in the config viewer, classnames are B_CTRG_xxxx_F
  10. You're welcome. Glad I could help :) for the classes you can do something like this class CfgPatches { class elg_replacement_glasses { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"rhsusf", "rhs"}; }; }; class CfgGlasses { class None; class G_Combat : None { 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",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",00,"G_HAF_default",0,"G_CIVIL_female",0,"G_CIVIL_male",0 }; }; And there is an explanation of how facewear works here: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Facewear_configuration
  11. "scope=protected" comes from a macro #define private 0 #define protected 1 #define public 2 and it means this: 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). If you want your units to spawn with your custom rifle, you need to add it in their class, but you can do it in another config file, where you just define the "weapons" and "respawnWeapons" parameters.
  12. You add it like this. class CfgPatches { class ELG_HLC_replacement_AAF { units[] = {}; weapons[] = {"AAF_hlc_rifle_G36C"}; requiredVersion = 0.1; requiredAddons[] = {"hlcweapons_g36", "RH_acc"}; }; }; class CfgVehicles { class I_Soldier_base_F; class I_Soldier_lite_F : I_Soldier_base_F { weapons[] = {"AAF_hlc_rifle_G36C", "hgun_ACPC2_F", "Throw", "Put"}; respawnWeapons[] = {"AAF_hlc_rifle_G36C", "hgun_ACPC2_F", "Throw", "Put"}; magazines[] = {"hlc_30rnd_556x45_EPR_G36", "hlc_30rnd_556x45_EPR_G36", "hlc_30rnd_556x45_EPR_G36", "hlc_30rnd_556x45_EPR_G36", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green"}; respawnMagazines[] = {"hlc_30rnd_556x45_EPR_G36", "hlc_30rnd_556x45_EPR_G36", "hlc_30rnd_556x45_EPR_G36", "hlc_30rnd_556x45_EPR_G36", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green"}; }; class CfgWeapons { class hlc_rifle_G36C; class AAF_hlc_rifle_G36C : hlc_rifle_G36C { scope = protected; class LinkedItems { class LinkedItemsOptic { slot = "asdg_OpticRail_G36C"; item = "RH_eothhs1"; }; class LinkedItemsAcc { slot = "asdg_fsr_36C"; item = "acc_pointer_IR"; }; }; }; };
  13. https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide To have something show in the arsenal you need to define the scope. scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.
  14. class CfgWeapons { class arifle_MXC_Black_F; class YourTag_arifle_MXC_Black_F : arifle_MXC_Black_F{ scope = protected; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "opticclassname"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "silencerclassname" }; }; }; You just have to replace the classnames (and "YourTag" too...) by the scope and silencer you want to use. Then in CfgVehicles you put the new weapon class you created in weapons[] Hope that helps
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