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ahmedslimkw

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Posts posted by ahmedslimkw


  1. Probably impossible and really hard but I would love to see some sort of cutscene animation mods to bring scenarios to life :)

    Il name a few: Arresting animations, Blind firing, Death falling animations (there was in arma 2 I'm sure) Melee animations (c'mon it's in arma 2)

    Apex did quite well adding a couple of civilian animations and the breaching_one guy is marvelous!

    (P.S sorry if It seems like I'm demanding, I'm trying literally to find an cutscene animation tutorial and currently investing time on how the heck do I make animations?)


  2. The reported line numbers are off by a mile sometimes but if it works without that new class, the problem is definitely in there. If you update the config.cpp in your original post or add it in a new post I can take another look if you like.

    Alright il send you the new config.cpp

    class CfgPatches 
    { 
        class Renegade 
        { 
            units[] = {"Sotiris_M","Police_Officer","Masa_A","east_coast_member_polo"}; 
            weapons[] = {"Sotiris_Clothes","Police_Fatigues","Masa_Clothes","Custom_Vest","east_coast_member_polo"}; 
            requiredVersion = 0.1; 
            requiredAddons[] = {"A3_Characters_F","A3_Characters_F_epb"}; 
        }; 
    }; 
    
    class cfgFactionClasses 
    { 
    	class East_Coast_Families
    	{ 
    		displayName = "East Coast Families"; 
    		priority = 1; // Position in list. 
    		side = 2; // Opfor = 0, Blufor = 1, Indep = 2. 
    		icon = ""; //Custom Icon 
            };
    
    	class R_A_P_D
    	{ 
    		displayName = "R.A.P.D"; 
    		priority = 2; // Position in list. 
    		side = 1; // Opfor = 0, Blufor = 1, Indep = 2. 
    		icon = ""; //Custom Icon 
    	};  
    }; 
    
    
    class CfgFaces
    {
    	class Default
    	{
    		class Default;
    	};
    
    	class Man_A3: Default
    	{
    		class WhiteHead_04;
    		
    		class Sotiris_M: WhiteHead_04
                    {
                            displayname="Sotiris Militidas"; // 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="\Renegade\Heads\Data\head_sotiris_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[]={}; // 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="Velocity-Overdrive"; // Your name goes here :) 
                            material="\Renegade\Heads\Data\sotiris_head.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="\Renegade\Heads\Data\hl_sotiris_co.paa"; // Path to texture for hands and legs (HL). You shouldn't need to change this.
                            materialHL="\A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat"; // Path to material (RVMAT) for hands and legs (HL). You shouldn't need to change this.
                            textureHL2="\Renegade\Heads\Data\hl_sotiris_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="\A3\Characters_F\Heads\Data\hl_white_bald_muscular.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="\Renegade\Heads\Data\sotiris_head.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="\Renegade\Heads\Data\sotiris_head.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 
    {     
    	class I_soldier_F; 
        
    	class Sotiris_M: I_soldier_F
    	{
    		author = "Velocity-Overdrive"; 
    		scope = 2; 
    		displayName = "Sotiris Militidas"; 
    		identityTypes[] = {"Sotiris_M"}; 
    		genericNames = "NATOMen"; 
    		faction = "East_Coast_Families"; 
    		model = "\A3\characters_f\Civil\c_nikos.p3d"; 
    		uniformClass = "Sotiris_Clothes"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\sotiris_default_clothing_co.paa"};
    		weapons[] = {""}; 
    		respawnWeapons[] = {""}; 
    		linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    		respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    	};
    
    
    	class Police_Officer: I_soldier_F
    	{
    		author = "Velocity-Overdrive"; // 
    		scope = 2; 
    		displayName = "Police Officer (Pistol)"; 
    		identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
    		genericNames = "NATOMen"; 
    		faction = "R_A_P_D";
    		model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; 
    		uniformClass = "Police_Fatigues"; 
    		hiddenSelections[] = {"Camo","Insignia"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\rapd_police_outfit_co.paa"}; 
    		weapons[] = {"hgun_ACPC2_F","Throw","Put"}; 
    		respawnWeapons[] = {"hgun_ACPC2_F","Throw","Put"}; 
    		magazines[] = {"9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag"}; 
    		respawnMagazines[] = {"9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","FirstAidKit","FirstAidKit"};
    		linkedItems[] = {"V_TacVest_blk_POLICE","H_Beret_blk_POLICE","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    		respawnLinkedItems[] = {"V_TacVest_blk_POLICE","H_Beret_blk_POLICE","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    	};
    
    	class Masa_A: I_soldier_F
    	{
    		author = "Velocity-Overdrive"; 
    		scope = 2; 
    		displayName = "Masa Angelos"; 
    		identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
    		genericNames = "NATOMen"; 
    		faction = "East_Coast_Families";
    		model = "\A3\characters_f_epb\Guerrilla\ig_guerrilla4_1.p3d"; 
    		uniformClass = "Masa_Clothes"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\masa_default_clothing_co.paa"}; 
    		weapons[] = {"Throw","Put"}; 
    		respawnWeapons[] = {"Throw","Put"}; 
    		magazines[] = {""}; 
    		respawnMagazines[] = {""};
    		linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    		respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    
    	class East_Coast_Member_Polo: I_soldier_F
    	{
    		author = "Velocity-Overdrive"; 
    		scope = 2; 
    		displayName = "Gang Member (Polo)"; 
    		identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
    		genericNames = "NATOMen"; 
    		faction = "East_Coast_Families";
    		model = "\A3\characters_f\Civil\c_poloshirt.p3d"; 
    		uniformClass = "east_coast_member_polo"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\east_coast_polo_co.paa"}; 
    		weapons[] = {""}; 
    		respawnWeapons[] = {""}; 
    		magazines[] = {""}; 
    		respawnMagazines[] = {""};
    		linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    		respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    	};
    };
    
    class cfgWeapons 
    { 
    	class ItemCore; 
    	class Uniform_Base;
    	class UniformItem; 
    
    	class Sotiris_Clothes: Uniform_Base
    	{ 
    		scope = 2; 
    		displayName = "Garment (Sotiris Militidas)"; 
    		picture = "\Renegade\UI\Data\icon_U_Sotiris_CA.paa"; 
    		model = "\A3\characters_f\Civil\c_nikos.p3d"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\sotiris_default_clothing_co.paa"}; 
    
    		class ItemInfo : UniformItem 
    		{ 
    			uniformModel = "-";
    			uniformClass = "Sotiris_M"; 
    			containerClass = "Supply50";
    			hiddenSelections[] = {"Camo"}; 
    			hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\sotiris_default_clothing.paa"}; 
    			mass = 50;
    		}; 
    	}; 
    
    	class Police_Fatigues: Uniform_Base
    	{ 
    		scope = 2; 
    		displayName = "R.A.P.D Uniform"; 
    		picture = "-"; 
    		model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; 
    
    		class ItemInfo : UniformItem 
    		{ 
    			uniformModel = "-";
    			uniformClass = "Police_Officer"; 
    			containerClass = "Supply50"; 
    			mass = 50; 
            	}; 
    	}; 
    
    	class Masa_Clothes: Uniform_Base
    	{ 
    		scope = 2; 
    		displayName = "Fatigues (Masa Angelos)"; 
    		picture = "\Renegade\UI\Data\icon_Masa_clothing_ca.paa"; 
    		model = "\A3\characters_f_epb\Guerrilla\ig_guerrilla4_1.p3d"; 
    
    		class ItemInfo : UniformItem 
    		{ 
    			uniformClass = "Masa_A"; 
    			containerClass = "Supply30"; 
    			mass = 35; 
    		}; 
    	}; 
    
    	class East_Coast_Polo: Uniform_Base
    	{ 
    		scope = 2; 
    		displayName = "Poloshirt (East Coast Families)"; 
    		picture = "-"; 
    		model = "\A3\characters_f\Civil\c_poloshirt.p3d"; 
    
    		class ItemInfo : UniformItem 
    		{ 
    			uniformClass = "East_Coast_Member_Polo"; 
    			containerClass = "Supply30"; 
    			mass = 35; 
    		}; 
    	}; 
    
    	class Vest_Camo_Base: ItemCore 
    	{ 
    		class ItemInfo; 
    	}; 
         
    	class Custom_Vest: Vest_Camo_Base 
    	{ 
    		scope = 2; 
    		displayName = "Custom Platecarrier"; 
    		picture = "-"; 
    		model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"Custom_Uniform\Data\___________.paa"}; // WHAT>?!
    
    		class ItemInfo: ItemInfo
    		{ 
    			uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; 
    			containerClass = "Supply120"; 
    			mass = 80; 
    			hiddenSelections[] = {"camo"};
    			class HitpointsProtectionInfo 
    			{
                    		class Chest 
    				{
                       			HitpointName = "HitChest";
                        			armor = 16;
                        			PassThrough = 0.2;
                    		};
    
                    		class Diaphragm 
    				{
                        			HitpointName = "HitDiaphragm";
                        			armor = 16;
                        			PassThrough = 0.2;
                    		};
    
                    		class Abdomen 
    				{
                        			HitpointName = "HitAbdomen";
                        			armor = 16;
                        			passThrough = 0.2;
                    		};
    
                    		class Body 
    				{
                       			HitpointName = "HitBody";
                        			passThrough = 0.2;
                    		};
                		};
    		}; 
    	};
    };
    

    Not much was done other than trying your solutions.

     

    Thank you!


  3. Strange, I don't see anything wrong with that. Could be I'm missing something myself, just spent eight hours digging through code at work. If it does work with that class removed, see what happens if you comment out all the properties but leave the class in.

     

    And are you still getting the same error as before or is it a new one now?

    Yes, Im getting a missing '}' on line 262 when im very very sure i never touched it at all...

     

    Thanks! Something strange is happening... All i want to see is my nikos uniform ._.


  4. I think you misunderstood me, all your other classes follow this pattern:

    class myClass : bla
    {
    //some properties
    };
    

    but if you look at your Masa_A closely, you'll see the }; is missing at the end.

     

    I don't know why you say all your other classnames didn't have it and that it worked fine, that is pretty much impossible :)Hmm

    Strange... Im confused... I have the same system like you:

     

    Masa_A: I_Soldier_F

    {

     

    Bla bla bla

     

    };

     

    Somehow there must be something wrong with this code? As other works without this...

    	class East_Coast_Member_Polo: I_soldier_F
    	{
    		author = "Velocity-Overdrive"; 
    		scope = 2; 
    		displayName = "Gang Member (Polo)"; 
    		identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
    		genericNames = "NATOMen"; 
    		faction = "East_Coast_Families";
    		model = "\A3\characters_f\Civil\c_poloshirt.p3d"; 
    		uniformClass = "east_coast_member_polo"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\east_coast_polo_co.paa"}; 
    		weapons[] = {""}; 
    		respawnWeapons[] = {""}; 
    		magazines[] = {""}; 
    		respawnMagazines[] = {""};
    		linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    		respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    	};
    

    Thank you! If all else fails il make a copy of the config.cpp and do what you say :) Thanks alot!


  5.  

    I don't know if this is a typo or not but you're missing a " in the last item (east_coast_member_polo) your CfgPatches weapons[] array:

    weapons[] = {"Sotiris_Clothes","Police_Fatigues","Masa_Clothes","Custom_Vest",east_coast_member_polo"};
    

    should be:

    weapons[] = {"Sotiris_Clothes","Police_Fatigues","Masa_Clothes","Custom_Vest","east_coast_member_polo"};
    

    Okay so i tried it and it got rid of the error :D But i got another stupid issue...

     

    Line 267 missing '}' I got like 4 of them and it somehow doesn't suffice...

     

    Thank you!


  6.  

    I don't know if this is a typo or not but you're missing a " in the last item (east_coast_member_polo) your CfgPatches weapons[] array:

    weapons[] = {"Sotiris_Clothes","Police_Fatigues","Masa_Clothes","Custom_Vest",east_coast_member_polo"};
    

    should be:

    weapons[] = {"Sotiris_Clothes","Police_Fatigues","Masa_Clothes","Custom_Vest","east_coast_member_polo"};
    

    Ah thanks man! Il give it a shot and i hope it works :)


  7. Hello all. So i managed to get like 3 units working, But when i add another one i get this issue which i simply cannot track. I checked my faction classname and i didnt see anything fishy until i added a new unit.

     

    Here is the config:

    class CfgPatches 
    { 
        class Renegade 
        { 
            units[] = {"Sotiris_M","Police_Officer","Masa_A","east_coast_member_polo"}; 
            weapons[] = {"Sotiris_Clothes","Police_Fatigues","Masa_Clothes","Custom_Vest",east_coast_member_polo"}; 
            requiredVersion = 0.1; 
            requiredAddons[] = {"A3_Characters_F","A3_Characters_F_epb"}; 
        }; 
    }; 
    
    class cfgFactionClasses 
    { 
    	class East_Coast_Families
    	{ 
    		displayName = "East Coast Families"; 
    		priority = 1; // Position in list. 
    		side = 2; // Opfor = 0, Blufor = 1, Indep = 2. 
    		icon = ""; //Custom Icon 
            };
    
    	class R_A_P_D
    	{ 
    		displayName = "R.A.P.D"; 
    		priority = 2; // Position in list. 
    		side = 1; // Opfor = 0, Blufor = 1, Indep = 2. 
    		icon = ""; //Custom Icon 
    	};  
    }; 
    
    
    class CfgFaces
    {
    	class Default
    	{
    		class Default;
    	};
    
    	class Man_A3: Default
    	{
    		class WhiteHead_04;
    		
    		class Sotiris_M: WhiteHead_04
                    {
                            displayname="Sotiris Militidas"; // 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="\Renegade\Heads\Data\head_sotiris_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[]={}; // 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="Velocity-Overdrive"; // Your name goes here :) 
                            material="\Renegade\Heads\Data\sotiris_head.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="\Renegade\Heads\Data\hl_sotiris_co.paa"; // Path to texture for hands and legs (HL). You shouldn't need to change this.
                            materialHL="\A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat"; // Path to material (RVMAT) for hands and legs (HL). You shouldn't need to change this.
                            textureHL2="\Renegade\Heads\Data\hl_sotiris_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="\A3\Characters_F\Heads\Data\hl_white_bald_muscular.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="\Renegade\Heads\Data\sotiris_head.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="\Renegade\Heads\Data\sotiris_head.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 
    {     
    	class I_soldier_F; 
        
    	class Sotiris_M: I_soldier_F
    	{
    		author = "Velocity-Overdrive"; 
    		scope = 2; 
    		displayName = "Sotiris Militidas"; 
    		identityTypes[] = {"Sotiris_M"}; 
    		genericNames = "NATOMen"; 
    		faction = "East_Coast_Families"; 
    		model = "\A3\characters_f\Civil\c_nikos.p3d"; 
    		uniformClass = "Sotiris_Clothes"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\sotiris_default_clothing_co.paa"};
    		weapons[] = {""}; 
    		respawnWeapons[] = {""}; 
    		linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    		respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    	};
    
    
    	class Police_Officer: I_soldier_F
    	{
    		author = "Velocity-Overdrive"; // 
    		scope = 2; 
    		displayName = "Police Officer (Pistol)"; 
    		identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
    		genericNames = "NATOMen"; 
    		faction = "R_A_P_D";
    		model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; 
    		uniformClass = "Police_Fatigues"; 
    		hiddenSelections[] = {"Camo","Insignia"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\rapd_police_outfit_co.paa"}; 
    		weapons[] = {"hgun_ACPC2_F","Throw","Put"}; 
    		respawnWeapons[] = {"hgun_ACPC2_F","Throw","Put"}; 
    		magazines[] = {"9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag"}; 
    		respawnMagazines[] = {"9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","FirstAidKit","FirstAidKit"};
    		linkedItems[] = {"V_TacVest_blk_POLICE","H_Beret_blk_POLICE","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    		respawnLinkedItems[] = {"V_TacVest_blk_POLICE","H_Beret_blk_POLICE","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    	};
    
    	class Masa_A: I_soldier_F
    	{
    		author = "Velocity-Overdrive"; 
    		scope = 2; 
    		displayName = "Masa Angelos"; 
    		identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
    		genericNames = "NATOMen"; 
    		faction = "East_Coast_Families";
    		model = "\A3\characters_f_epb\Guerrilla\ig_guerrilla4_1.p3d"; 
    		uniformClass = "Masa_Clothes"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\masa_default_clothing_co.paa"}; 
    		weapons[] = {"Throw","Put"}; 
    		respawnWeapons[] = {"Throw","Put"}; 
    		magazines[] = {""}; 
    		respawnMagazines[] = {""};
    		linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    		respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    
    	class East_Coast_Member_Polo: I_soldier_F
    	{
    		author = "Velocity-Overdrive"; 
    		scope = 2; 
    		displayName = "Gang Member (Polo)"; 
    		identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
    		genericNames = "NATOMen"; 
    		faction = "East_Coast_Families";
    		model = "\A3\characters_f\Civil\c_poloshirt.p3d"; 
    		uniformClass = "east_coast_member_polo"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\east_coast_polo_co.paa"}; 
    		weapons[] = {""}; 
    		respawnWeapons[] = {""}; 
    		magazines[] = {""}; 
    		respawnMagazines[] = {""};
    		linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    		respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    	};
    };
    
    class cfgWeapons 
    { 
    	class ItemCore; 
    	class Uniform_Base;
    	class UniformItem; 
    
    	class Sotiris_Clothes: Uniform_Base
    	{ 
    		scope = 2; 
    		displayName = "Garment (Sotiris Militidas)"; 
    		picture = "\Renegade\UI\Data\icon_U_Sotiris_CA.paa"; 
    		model = "\A3\characters_f\Civil\c_nikos.p3d"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\sotiris_default_clothing_co.paa"}; 
    
    		class ItemInfo : UniformItem 
    		{ 
    			uniformModel = "-";
    			uniformClass = "Sotiris_M"; 
    			containerClass = "Supply50";
    			hiddenSelections[] = {"Camo"}; 
    			hiddenSelectionsTextures[] = {"\Renegade\Clothing\Data\sotiris_default_clothing.paa"}; 
    			mass = 50;
    		}; 
    	}; 
    
    	class Police_Fatigues: Uniform_Base
    	{ 
    		scope = 2; 
    		displayName = "R.A.P.D Uniform"; 
    		picture = "-"; 
    		model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; 
    
    		class ItemInfo : UniformItem 
    		{ 
    			uniformModel = "-";
    			uniformClass = "Police_Officer"; 
    			containerClass = "Supply50"; 
    			mass = 50; 
            	}; 
    	}; 
    
    	class Masa_Clothes: Uniform_Base
    	{ 
    		scope = 2; 
    		displayName = "Fatigues (Masa Angelos)"; 
    		picture = "\Renegade\UI\Data\icon_Masa_clothing_ca.paa"; 
    		model = "\A3\characters_f_epb\Guerrilla\ig_guerrilla4_1.p3d"; 
    
    		class ItemInfo : UniformItem 
    		{ 
    			uniformClass = "Masa_A"; 
    			containerClass = "Supply30"; 
    			mass = 35; 
    		}; 
    	}; 
    
    	class East_Coast_Polo: Uniform_Base
    	{ 
    		scope = 2; 
    		displayName = "Poloshirt (East Coast Families)"; 
    		picture = "-"; 
    		model = "\A3\characters_f\Civil\c_poloshirt.p3d"; 
    
    		class ItemInfo : UniformItem 
    		{ 
    			uniformClass = "East_Coast_Member_Polo"; 
    			containerClass = "Supply30"; 
    			mass = 35; 
    		}; 
    	}; 
    
    	class Vest_Camo_Base: ItemCore 
    	{ 
    		class ItemInfo; 
    	}; 
         
    	class Custom_Vest: Vest_Camo_Base 
    	{ 
    		scope = 2; 
    		displayName = "Custom Platecarrier"; 
    		picture = "-"; 
    		model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; 
    		hiddenSelections[] = {"Camo"}; 
    		hiddenSelectionsTextures[] = {"Custom_Uniform\Data\___________.paa"}; // WHAT>?!
    
    		class ItemInfo: ItemInfo
    		{ 
    			uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; 
    			containerClass = "Supply120"; 
    			mass = 80; 
    			hiddenSelections[] = {"camo"};
    			class HitpointsProtectionInfo 
    			{
                    		class Chest 
    				{
                       			HitpointName = "HitChest";
                        			armor = 16;
                        			PassThrough = 0.2;
                    		};
    
                    		class Diaphragm 
    				{
                        			HitpointName = "HitDiaphragm";
                        			armor = 16;
                        			PassThrough = 0.2;
                    		};
    
                    		class Abdomen 
    				{
                        			HitpointName = "HitAbdomen";
                        			armor = 16;
                        			passThrough = 0.2;
                    		};
    
                    		class Body 
    				{
                       			HitpointName = "HitBody";
                        			passThrough = 0.2;
                    		};
                		};
    		}; 
    	};
    };
    

    I honestly am not sure whats wrong with my factionClassname. It says encountered "\" instead of "=" Where is that? checked online for a couple of solutions and it appeared to prove quite none as they had issues with weapons

     

    Thank you!


  8. Well, I've just put 'ig_guerilla_4.p3d' through a hex-editor and found that the "dirty" arm textures seem to be the only texture that is referenced. As far as I'm aware there are no "clean" versions - I certainly couldn't find any in the PBOs.

    So either you edit them to more closely match your characters head, change your characters head/face texture to more closely match the arms, or you're S.O.L.

    Oh thats a shame... Thanks a lot anyway! At least i could find some sort of alternate way.

     

    Thank you!


  9. Hello, So im thinking of editing Stavrou's tattoos and replacing it with something that matches my characters hands and legs. However i cannot seemingly find the Tattoos in characters_f_epb

     

    (Although i found a dirty variant of stavrous's hands and legs it looks awful... Skin is dark and my face is bright)

     

    Must i delve through the .p3d somehow or is it within the texture of the uniform? I did not see anything there too...

     

    Thanks!

     

    EDI


  10. Hi VO

     

    The problem with cars is that the instructions in the script header need to be updated.

     

    0 = [5,1000,15,2,1,["RDS","LOP_]] execvm "scripts\tpw_cars.sqf";

     

    Cars now take an array of strings of vehicles you want included from mods.

     

    Sorry about that, I will update things accordingly.

    Oh okay! Thanks a lot! So if I don't want to include any vehicles from mods do I leave it blank?

    Thanks!


  11. Okay so im having another type of issue over here, Using TPW Cars i get an error which states

     

    Error: TPW Cars Incorrect/No config: Exiting

     

    Whats wrong in here? I have TPW_Core activated it both tried it with and without CBA. Same results

     

    for TPW_Park i got no parked cars spawning, No error is shown. TPW Boat works great! I think the reason TPW_Civs isnt spawning is cause its raining. TPW Crowd doesnt work even if its raining or not and it presents errors... Here are my config entries.

    0 = [["str1","str2",etc]] execvm "scripts\tpw_core.sqf";  0 = [100,500,10,2,30,1,1] execvm "scripts\tpw_fall.sqf"; 0 = [10,300,2,[50,250,500],0] execvm "scripts\tpw_air.sqf"; 0 = [5,1000,15,2] execvm "scripts\tpw_boats.sqf"; 0 = [5,1000,15,2,1] execvm "scripts\tpw_cars.sqf"; 0 = [5,150,15,5,4,50,0,10,15,1,40] execvm "scripts\tpw_civs.sqf"; 0 = [10] execvm "scripts\tpw_houselights.sqf"; 0 = [50,2,200,100,50,1.5] execvm "scripts\tpw_crowd.sqf";
    

    Civs has a problem with one guy though, Its classname is C_MAN_1_1_F.

     

    Thanks TPW! Im willing to run the mod version if its required, Although i want my mission vanilla, But its probably necessary.


  12. If you want accurate results with the rvmat use the one that the base face you edited uses...You can make your own normal/specular maps as well in Photoshop with the correct plugins/know how.

    And if you want black hair then don't rely on the bloody rvmat to do it, just edit the texture and make the hair darker...

    Mate I actually made the bloody hair black... It turned brown cause of the RVMAT issues. But thanks anyway!


  13. The files are probably binarized. You'll need to unbinarise them with one of the tools like Mikeros to read them as plain text.

     

    Basically what is happening is that the material is modifying how your texture looks. For example, you might be using a material for a bald head, which tries to make the part of the texture where the hair is, appear like skin, and it alters the color somewhat. For example, this also happens with the "custom" face option in the profile, so someone made a mod to correct it, you can see there how the material can tweak the textures drastically.

     

    Unfortunately, I can't help you much further as I haven't really dealt with rvmats extensively. Someone in the modeling/texturing subforum might be of more assistance.

    Okay so i used the mod you got and used the RVMAT. It isnt brown anymore but its WAAAY to bright... I cant have my characters face to look like the one when the ragdoll fixed it...

     

    Must i actually edit the .RVMAT Files and play around with the colours?

     

    Thanks!

     

    EDIT:

     

    Okay then... I snapped my old .RVMAT file i got from one of my threads and now my face is black and hair is black? O.o

     

    https://gyazo.com/eda4515826f8edd0dd673be994816709

     

    The hair is exactly as i wanted it but now the skin colour isnt want i wanted...


  14. I'll defo be in need for some play testers when the time comes.. thanks to everyone for the support and feedback.. this thread should get pinned somewhere, an incredibly helpful resource!!

    Your welcome mate! Glad to help :) When the time comes hit me up with a message! (And when I get apex dammit life!)


  15. Not entirely, this was what had in mind before mentioning how difficult it would be, but thanks to lexx and yourself, saveVars and name spaces are probably the more efficient option. Essentially the method above would activate variations of different missions.

    @velocity overdrive

    Thanks, the guide certainly brought about many theories, although I don't think anyone could of expected the artificial earthquake card, like wtf BIS.

    I agree with your sentiment about not being able to play some of the back story.. I certainly intend for a large part of the lore to be playable as a sort of "prologue" style introduction, but will be very linear and narrative heavy, but after that.. all of the usual arma sandbox will ensue with all of your suggestions attempted to be catered for :)

    Edit :: don't use ur phone and forum kids, quotes get fucked :/

    Ah thanks mate! Il be looking out and stare miserably at your progress thread with apex as I ponder on how il earn cash to get apex :P

    On a serious note though, I like your idea for a prologue styled introduction as it's definitely cool to experience the situation in game instead of shoving the news on your face XD

    The bootcamp did quite well on it, explaining a few stuff hidden behind the curtain (Well for me)

    And darn that quote issue! My codes look like some sort of gibberish language when I edit my posts...

    Have fun developing your campaign!

    • Like 1

  16. I do hope you guys are paying attention to the many threads I'll be creating about how to get my specific variables working.. I'll be doing a lot of reading in the coming months.

    What's your opinion on limiting the players camera to 1st person throughout certain "story focussed" missions? Is this something that never should be done or can exceptions be made.. being an advocate for a cinematic narrative ( I have a video editing and media studies background) limiting the players view for the sake of a narrative is justified.

    As I said, being an advocate for narrative and heavily accurate lore, I want the player to know what's happening which is why I felt so frustrated by the campaign intro and the story in general.. so much so to the point I wrote and collaborated my thoughts in a steam guide where we probed the plot between episode releases (search "Arma 3 story guide" and it's a top result). I understand the want for some secrecy and I want to facilitate that, is it acceptable to have secrets revealed through playing different characters. For example, A certain faction randomly starts firing at you and you don't know why... But in another mission a different character reveals that they set it up.. or would you rather not know at all and leave it to interpretation (I have to say, personally, that would tilt my tits off)

    Edit :: the guide from steam a random arma 3 playing steam friend and I wrote... I haven't touched it since ADAPT - an awful guide but it was how I gained my understanding for the back story, not necessarily the story through the campaignhttps://steamcommunity.com/sharedfiles/filedetails/?id=201583053

    Actually right now, I'm all for the player finding out what happens after a few missions or more, it gives a mystery for the players rather than shoving a full blown cutscene showing the opposing team preparing to assault the player, and or the cutscene explaining completely everything on what's happening on the story line at the beginning.

    Take Arma 2 E.W for example, a simple operation completely backfires. Effectively destroying the once planned invasion.

    You can make the player know what's happening later (I'm not gonna force ya on that one :)) or you can reveal everything in the beginning. The east wind campaign intro is infuriating for me. Why not unfold the events later rather than making the damn officers never reveal a single thing.

    Why not interrogate or at least capture a officer and gain some details instead of completely killing every-single-being on the island?

    Well the choice is entirely yours mate :D I don't want to crush your dreams or anything :)

    Good day!

    EDIT: Took a look at your guide, Sterling job I must say! Well explained!


  17. The files are probably binarized. You'll need to unbinarise them with one of the tools like Mikeros to read them as plain text.

     

    Basically what is happening is that the material is modifying how your texture looks. For example, you might be using a material for a bald head, which tries to make the part of the texture where the hair is, appear like skin, and it alters the color somewhat. For example, this also happens with the "custom" face option in the profile, so someone made a mod to correct it, you can see there how the material can tweak the textures drastically.

     

    Unfortunately, I can't help you much further as I haven't really dealt with rvmats extensively. Someone in the modeling/texturing subforum might be of more assistance.

    Oh okay, thanks a lot for your help! I though the RVMAT was a model... I'm wrong. Hopefully il sort this issue out with Mikeros tools and unbinarise the RVMAT.

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