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ahmedslimkw

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Posts posted by ahmedslimkw


  1. Two soldiers hailing from Russia and Iran engage on one on one combat after Irans aggression towards Russia in 2040 due to Russia's disapproval towards the Iranian invasion of Altis which effectively massacred the whole NATO fleet.

     

    Two helicopters stand side by side despite the countries aggression... I wonder why?

     

    Rather simple image I decided to make for reference in my 2040 Russia/Iran aggression campaign :D (Oh and that's a modified Rahim with 30 mags, Made it the standard Russian issue weapon cause I cant find a AK to port XD)

    934a7e8d1fccbfca1d982787d718b516.jpg

    Rather simple image I decided to make for reference in my 2040 Russia/Iran aggression campaign :D

     

    Addons: Private campaign, Dierones combat animation pack

    • Like 4

  2. This is great! I seriously can't wait for CSAT! (Middle East countries would kind of make sense since CSAT has Iran. It would be a matter of time before csat unifies the Middle East and or the countries unifying under the banner of CSAT as it has a lot of benefits, just some ideas :D)

     

    NATO actually looks like NATO instead of America solely with the mod. I'd imagine large scale war scenarios would be a reality (NATO vs CSAT not US vs IRAN :P)

    • Like 3

  3. 17 minutes ago, ravenholme said:

    To clarify a wee bit, this is the F-35 from ArmA 2 (I believe) getting ported and re-textured to suit the new content of the Jets DLC.

     

    Still an amazing thing though, and I can't wait until Jets releases and mod makers are given decrypted access to the .pbos for the inevitable re-textures from the various modders.

    Oh... Well i guess once you think a mod is vanilla then its done its job amazingly!

     

    Your right its great! I cant wait for the carrier to be released and everyone will enjoy the benefit of a huge carrier (And modders, Making way more content easily!) Its inevitable that once the jets is released people will also attempt to texture the ship too.

     

    • Like 3

  4. "The NATO has crossed the line, Arming terrorists with weapons of their own to murder innocents who has done nothing wrong, The only wrong thing the innocents done was trusting the U.S. NATO and the FIA Terrorists will pay." - Colonel Akhanteros, Three days before the Stratis Incident in which the AAF has retaliated against NATO for the Airport massacre. Murdering 46 and injuring 124 more.

    bdd5620f1e021935ac931a18e0b76960.jpg

    189f257147442673ddc43b361f6aa907.jpg

    The terrorists then proceeded to kill one of his men. No one knows why. But a survivor... A FIA survivor on the verge of death watches in horror. His name is Militadis Sotiris. The question is, Who armed them? Did NATO did it or was it a Renegade?

    6f693c0bdf22af1b7529815a241c6252.jpg

     

    Addons used: Renegade (Private Campaign/Mod)

    • Like 6

  5. 30 minutes ago, m1lkm8n said:

    What program are you packing your mod with?

    PBO manager :)

     

    43 minutes ago, da12thMonkey said:

    class ASCRU  in cfgFactionClasses is missing a }; and as Greenfist said you're missing one from right at the end of the config to close class cfgweapons

     

     

    1 hour ago, Greenfist said:

    Your cfgWeapons seems to be missing one } at the very end, I think.

    Yep that was the problem! Thanks to you and greenfist I managed to get my stuff inside the game :D I cant believe how a simple mistake caused hours of the day!

     

    Cheers lads thank you all who helped and commented!


  6. Hello!

     

    So I spent the last 3 hours of my day trying to find out what is missing in the config file but every time I find a solution it would just come up with  missing '}'

    this is quite infuriating to be honest cause sometimes when I place the missing '}' the game will load but none of the assets will even appear!

     

    My other mods will appear though but for this one it strangely just wont work and I nearly broke my mouse from the frustration in this damn error! (Sorry guys if I sound rude I just cant restrain myself from this god forsaken error)

     

    https://gyazo.com/c9711b928d584ca9e1a7d6efad6d53b4 (Here is the error picture)

     

    Here is the full code:

    class CfgPatches
    {
    	class APF
    	{
    		units[]={};
    		weapons[]={};
    		requiredVersion=1;
    		requiredAddons[]=
    		{
    			"a3_map_stratis",
    			"a3_map_altis"
    		};
    	};
    };
    
    class UniformSlotInfo 
    { 
        slotType = 0; 
        linkProxy = "-"; 
    }; 
    
    class cfgFactionClasses 
    { 
        class ASCRU
        { 
            displayName = "ASCRU"; 
            priority = 3; // Position in list. 
            side = 2; // Opfor = 0, Blufor = 1, Indep = 2. 
            icon = ""; //Custom Icon 
    		
    	    class ASPD
        { 
            displayName = "ASPD"; 
            priority = 3; // Position in list. 
            side = 2; // Opfor = 0, Blufor = 1, Indep = 2. 
            icon = ""; //Custom Icon 
        };  
    };
    
    class CfgFaces
    {
    	class Default
    	{
    		class Default;
    	};
    
    	class Man_A3: Default
    	{
    		class WhiteHead_04;
                    class GreekHead_A3_02;
    
    		class Haikaros: WhiteHead_04
                    {
                            displayname="Haikaros"; // Between the quotation marks, add the name of your face. This is how it will appear in the Virtual Arsenal etc. This can also begin with the prefix '$STR' (e.g. "$STR_New_Face_01"); but that's for localization purposes, I won't get bogged down in those details here. I only mention it, in case you see it elsewhere and wonder what it's all about.
                            texture="\APF\Heads\Data\Haikaros_co.paa"; // This is a very important line! Be sure to check it for typos. An example path to the texture file could look something like this: "\Resist\Heads\Data\Steinacher_co.paa". This would mean, we have a PBO entitled 'Resist', with a folder in it entitled 'Heads', and a folder in that entitled 'Data', and, finally, in that, a .paa file entitled 'Steinacher_co.paa'. I would recommend adding the '_co' suffix for the main colour texture you've created. 
                            head="DefaultHead_A3"; // The actual model for your custom face. For instance, if you used Stavrou's head, with the pony tail, the physical shape of the head would be different and therefore, would have a different entry here. Most just use the default head defined here.
                            identityTypes[]={Haikaros}; // This is used to identify which units will have your custom face by default; you can leave it alone, it's not really important for what you're trying to achieve.
                            author="Cydoemus"; // Your name goes here :) 
                            material="\APF\Heads\Data\Haikaros.rvmat"; // This is another very important line! Depending on just how good you want your face to look, you may want to add a custom RVMAT, with accompanying specular (SMDI) and normal map (NOHQ) textures. Though a vital part of custom faces, I really can't go into too much detail here, as it's quite an in-depth subject and an art form in its own right! If you've only made minor changes to an existing face texture, you should be able to get away with inheriting the standard RVMAT - which you can do by deleting this line entirely. 
                            textureHL="\APF\Heads\Data\hl_haikaros_co.paa"; // Path to texture for hands and legs (HL). You shouldn't need to change this.
                            materialHL="\APF\Heads\Data\hl_haikaros.rvmat"; // Path to material (RVMAT) for hands and legs (HL). You shouldn't need to change this.
                            textureHL2="\APF\Heads\Data\hl_haikaros_co.paa"; // Second path (anyone know why there's an HL2?) to texture for hands and legs (HL). You shouldn't need to change this.
                            materialHL2="\APF\Heads\Data\hl_haikaros.rvmat"; // Second path (anyone know why there's an HL2?) to material for hands and legs (HL). You shouldn't need to change this.
                            materialWounded1="\APF\Heads\Data\Haikaros_Injury.rvmat"; // Path to a wounded face texture. I'd recommend using the same path as the 'material=' path for your face, if you want an easy ride. Add a wounded texture if you fancy getting a bit more creative.
                            materialWounded2="\APF\Heads\Data\Haikaros_Injury.rvmat"; // Second path to a wounded face texture (again, not too sure why we have two; though I'm sure some bright spark will let me know! :D)
    
            };
    	
    		class Haikaros_Death: WhiteHead_04
                    {
                            displayname="Haikaros (Death)"; // Between the quotation marks, add the name of your face. This is how it will appear in the Virtual Arsenal etc. This can also begin with the prefix '$STR' (e.g. "$STR_New_Face_01"); but that's for localization purposes, I won't get bogged down in those details here. I only mention it, in case you see it elsewhere and wonder what it's all about.
                            texture="\APF\Heads\Data\Haikaros_Injury_co.paa"; // This is a very important line! Be sure to check it for typos. An example path to the texture file could look something like this: "\Resist\Heads\Data\Steinacher_co.paa". This would mean, we have a PBO entitled 'Resist', with a folder in it entitled 'Heads', and a folder in that entitled 'Data', and, finally, in that, a .paa file entitled 'Steinacher_co.paa'. I would recommend adding the '_co' suffix for the main colour texture you've created. 
                            head="DefaultHead_A3"; // The actual model for your custom face. For instance, if you used Stavrou's head, with the pony tail, the physical shape of the head would be different and therefore, would have a different entry here. Most just use the default head defined here.
                            identityTypes[]={Haikaros}; // This is used to identify which units will have your custom face by default; you can leave it alone, it's not really important for what you're trying to achieve.
                            author="Cydoemus"; // Your name goes here :) 
                            material="\APF\Heads\Data\Haikaros_Injury.rvmat"; // This is another very important line! Depending on just how good you want your face to look, you may want to add a custom RVMAT, with accompanying specular (SMDI) and normal map (NOHQ) textures. Though a vital part of custom faces, I really can't go into too much detail here, as it's quite an in-depth subject and an art form in its own right! If you've only made minor changes to an existing face texture, you should be able to get away with inheriting the standard RVMAT - which you can do by deleting this line entirely. 
                            textureHL="\APF\Heads\Data\hl_haikaros_co.paa"; // Path to texture for hands and legs (HL). You shouldn't need to change this.
                            materialHL="\APF\Heads\Data\hl_haikaros.rvmat"; // Path to material (RVMAT) for hands and legs (HL). You shouldn't need to change this.
                            textureHL2="\APF\Heads\Data\hl_haikaros_co.paa"; // Second path (anyone know why there's an HL2?) to texture for hands and legs (HL). You shouldn't need to change this.
                            materialHL2="\APF\Heads\Data\hl_haikaros.rvmat"; // Second path (anyone know why there's an HL2?) to material for hands and legs (HL). You shouldn't need to change this.
                            materialWounded1="\APF\Heads\Data\Haikaros_Injury.rvmat"; // Path to a wounded face texture. I'd recommend using the same path as the 'material=' path for your face, if you want an easy ride. Add a wounded texture if you fancy getting a bit more creative.
                            materialWounded2="\APF\Heads\Data\Haikaros_Injury.rvmat"; // Second path to a wounded face texture (again, not too sure why we have two; though I'm sure some bright spark will let me know! :D)
    
            };
        };
    };
    
    class CfgVehicles 
    {     
        //************************************************************************************************************************************************************************************************
        //*****             Units                *********************************************************************************************************************************************************
        //************************************************************************************************************************************************************************************************
        class B_Soldier_F; 
        class Items_base_F;
    	
    		class ASCRU: B_soldier_F {
            author = "Cydoemus"; 
            _generalMacro = "B_soldier_F"; 
            scope = 2; 
            displayName = "Counter-Terrorist"; 
            identityTypes[] = {"LanguageGRE_F", "Head_Greek", "G_GUERIL_default"}; 
            genericNames = "GreekMen"; 
            faction = "ASCRU";
    	    camouflage = 0.8;
    		sensitivity = 3.5;
    		detectSkill = 30;
            model = "\A3\characters_f_beta\indep\ia_soldier_01"; 
            uniformClass = "ASCRU_Fatigues";
    		side = 2;
            		
    		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"};
    		};		
            hiddenSelections[] = {"Camo","Insignia"}; 
            hiddenSelectionsTextures[] = {"\APF\Uniforms\Data\U_ASCRU_co.paa"}; 
            weapons[] = {"W_Mk20_Police","Throw","Put"}; 
            respawnWeapons[] = {"W_Mk20_Police","Throw","Put"}; 
            magazines[] = {""}; 
            respawnMagazines[] = {""};
            linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
            respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        };
    		class ASPD: B_soldier_F {
            author = "Cydoemus"; 
            _generalMacro = "B_soldier_F"; 
            scope = 2; 
            displayName = "Policeman"; 
            identityTypes[] = {"LanguageGRE_F", "Head_Greek", "G_GUERIL_default"}; 
            genericNames = "GreekMen"; 
            faction = "ASPD";
    	    camouflage = 0.8;
    		sensitivity = 3.5;
    		detectSkill = 30;
            model = "\A3\characters_f_beta\indep\ia_soldier_01"; 
            uniformClass = "ASPD_Fatigues";
    		side = 2;
            		
    		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"};
    		};		
            hiddenSelections[] = {"Camo","Insignia"}; 
            hiddenSelectionsTextures[] = {"\APF\Uniforms\Data\U_ASPD_co.paa"}; 
            weapons[] = {"Throw","Put"}; 
            respawnWeapons[] = {"Throw","Put"}; 
            magazines[] = {""}; 
            respawnMagazines[] = {""};
            linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
            respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        };
    };
    class cfgWeapons 
    { 
        //********************************************************************************************************************************************************************************************
        //*****            Uniforms              *****************************************************************************************************************************************************
        //********************************************************************************************************************************************************************************************
        class ItemCore; 
        class UniformItem; 
    	class arifle_Mk20_F;
    	class HeadgearItem;
        class Uniform_Base: ItemCore 
        { 
            class ItemInfo; 
        };  
    	
        class ASCRU_Fatigues: Uniform_Base 
        { 
            scope = 2; 
            displayName = "Fatigues [ASCRU]"; 
            picture = "-"; 
            model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; //suit pack
    		hiddenSelections[] = {"Camo"}; 
            hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa"};  
            class ItemInfo : UniformItem { 
                uniformClass = "ASCRU";
                uniformType = "Neopren";			
                containerClass = "Supply50"; 
                mass = 50; 
            }; 
        }; 
    	
    	    class ASPD_Fatigues: Uniform_Base 
        { 
            scope = 2; 
            displayName = "Fatigues [ASPD]"; 
            picture = "-"; 
            model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; //suit pack
    		hiddenSelections[] = {"Camo"}; 
            hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa"};  
            class ItemInfo : UniformItem { 
                uniformClass = "ASPD";
                uniformType = "Neopren";			
                containerClass = "Supply50"; 
                mass = 50; 
            }; 
        }; 
    	
    	class W_Mk20_Police: arifle_Mk20_F 
    	{
    		scope=2;
    		dlc="Renegade_Mod";
    		baseWeapon="W_Mk20_Police";
    		picture="\APF\UI\IC_Mk20_Police";
    		displayName="Mk20 5.56m (Police)";
    		hiddenSelections[]=
    		{
    			"camo"
    		};
    		hiddenSelectionsTextures[]=
    		{
    			"\APF\Weapons\Data\W_Mk20_Police_co.paa",
    
    		};
    	};	
    
    	class InventoryItem_Base_F;
    	
    		class AMICH_ASCRU : HeadgearItem {
    		scope = 2;
    		author = "Cydoemus";
    		weaponPoolAvailable = 1;
    		displayName = "AMICH [ASCRU]";
    		picture = "";
    		model = "\APF\Headgears\amich";
    		hiddenSelections[] = {"camo"};
    		hiddenSelectionsTextures[] = {"\APF\Headgears\Data\H_ASCRU_co.paa"};
    		
    		class ItemInfo : HeadgearItem {
    			mass = 40;
    			uniformModel = "\APF\Headgears\amich";
    			modelSides[] = {3, 1};
    			armor = 4;
    			passThrough = 0.5;
    			hiddenSelections[] = {"camo"};
    			
    			class HitpointsProtectionInfo {
    				class Head {
    					hitpointName = "HitHead";
    					armor = 10;
    					passThrough = 0.5;
    				};
    			};
    		};
    	};
    		class AMICH_ASCRU_D: HeadgearItem {
    		scope = 2;
    		author = "Cydoemus";
    		weaponPoolAvailable = 1;
    		displayName = "AMICH (Down) [ASCRU]";
    		picture = "";
    		model = "\APF\Headgears\amichdown";
    		hiddenSelections[] = {"camo"};
    		hiddenSelectionsTextures[] = {"\APF\Headgears\Data\H_ASCRU_co.paa"};
    		
    		class ItemInfo : HeadgearItem {
    			mass = 40;
    			uniformModel = "\APF\Headgears\amichdown";
    			modelSides[] = {3, 1};
    			armor = 4;
    			passThrough = 0.5;
    			hiddenSelections[] = {"camo"};
    			
    			class HitpointsProtectionInfo {
    				class Head {
    					hitpointName = "HitHead";
    					armor = 10;
    					passThrough = 0.5;
    				};
    			};
    		};
    	};
    		class AMICH_ASCRU_S: HeadgearItem {
    		scope = 2;
    		author = "Cydoemus";
    		weaponPoolAvailable = 1;
    		displayName = "AMICH (Scrim) [ASCRU]";
    		picture = "";
    		model = "\APF\Headgears\amichscrim";
    		hiddenSelections[] = {"camo"};
    		hiddenSelectionsTextures[] = {"\APF\Headgears\Data\H_ASCRU_co.paa"};
    		
    		class ItemInfo : HeadgearItem {
    			mass = 40;
    			uniformModel = "\APF\Headgears\amichscrim";
    			modelSides[] = {3, 1};
    			armor = 4;
    			passThrough = 0.5;
    			hiddenSelections[] = {"camo"};
    			
    			class HitpointsProtectionInfo {
    				class Head {
    					hitpointName = "HitHead";
    					armor = 10;
    					passThrough = 0.5;
    				};
    			};
    		};
    	};
    
    	class AMICH_ASCRU_B : HeadgearItem {
    		scope = 2;
    		author = "Cydoemus";
    		weaponPoolAvailable = 1;
    		displayName = "AMICH (Bare) [ASCRU]";
    		picture = "";
    		model = "\APF\Headgears\amichbare";
    		hiddenSelections[] = {"camo"};
    		hiddenSelectionsTextures[] = {"\APF\Headgears\Data\H_ASCRU_co.paa"};
    		
    		class ItemInfo : HeadgearItem {
    			mass = 40;
    			uniformModel = "\APF\Headgears\amichbare";
    			modelSides[] = {3, 1};
    			armor = 4;
    			passThrough = 0.5;
    			hiddenSelections[] = {"camo"};
    			
    			class HitpointsProtectionInfo {
    				class Head {
    					hitpointName = "HitHead";
    					armor = 10;
    					passThrough = 0.5;
    			};
    		};
    	};
    };

    If anyone could help il be extremely grateful! Thank you all for reading and for your help!

     

    Cheers lads and have a splendid day!

     

    EDIT: Solved! I just missed a '}' at the end of the file and also a '};' in faction classes :D


  7. This is just astonishing! The amount of time and effort you put into this mod making it look like a vanilla expansion going so far to make new and port models is just great!

     

    with this mod many campaigns/scenarios will pop up and it will be fantastic I assure you!

    • Like 4

  8. I haven't played any Arma other than Arma 3 so my favourite music is the apex this is war remix! Specifically part two. It has a different feel and also makes the player feel like he accomplished something in game. 

     

    Cue the music after surviving a battle and rescuing your unconcscious squad leader while looking at the sunset. Just splendid!

     

    I should probably take a look at all the old songs from A2 and OFP maybe il find something nice :)


  9. 6 hours ago, Kydoimos said:

    Just added the Syndikat drugs (single and multiple bricks), plus the box of chemlights. Got a backlog of models to make game ready - I plan to get them in very soon :P 

    Ah that is splendid! Kinda a shame that BI didn't add Narcotics in the game but you got them covered :D


  10. 11 hours ago, .kju said:

    @Cydoemus

    CUP Core is needed for I44 Terrains and upcoming terrains. In short it provides more objects for our terrain makers and others outside our team.

    As CUP Core now allows monetization, it meant we no longer had to keep our duplicate data and do twice the work - better to contribute to CUP Core itself.

     

    CUP Core has almost 560k subscribers - on Workshop alone. In addition you have withSIX and various private repositories.

     

    Subscribing on Workshop and withSIX is still just one click. The tools handle the rest.

    Ah! I see! Thank you for the explanation! Sorry for the question cause I thought it was kinda weird considering CUP doesn't have any ww2 stuff but now I know :)

    • Like 1

  11. Hello!

     

    So I got a question, why is cup core used? Weird considering the fact iron front had just ported objects and stuff. Didn't really expected the massive split up but at the same time I am kinda happy for the modularity! (Im praying my campaign isn't corrupted! Please don't be corrupted...)

     

    is the change temporary or permanently? I think a full blown IFA3LITE Version containing everything for campaign makers like me would be splendid! (Many people dislike a lot of dependencies used even though you just split it up and would ignore it!) while for modularity the current version could be kept essentially everyone would be happy!

     

    Essentially one big mod will actually attract more people cause of one click and play. 5 dependencies will draw people off (especially mission makers viewers. Lower popularity due to some people not wanting to download cup core which is 3.4GB + IFA3LITE Terrains, Objects and the main one) 

     

    Other than that splendid work on this one! You did a great job along with your team!

     

    Sorry if I sound like I'm demanding. I just really like the old version which was click and play :)

     

    Cheers!


  12. On ‎1‎/‎31‎/‎2017 at 1:03 PM, ESM_Flash-Ranger said:

    Hi, of what I know, Bohemia keeps new content locked for some time, then opens it up. I guess the music will be available in a few months.

    Hello!

     

    Yup I noticed that... But what I also noticed it was the arma 3 this is war apex remix! Boy i am really deaf, Cant believe after a few weeks only now I noticed... Really nice track for mission editing by the way!

    Cheers ESM!

    • Like 1
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