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Bloodshot_Pico

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Everything posted by Bloodshot_Pico

  1. Bloodshot_Pico

    Uniform Resolutions

    Wait you're the developer of that mod? I enjoyed the content of it honestly, not trying to push you into doing it again but if you do pick up I'd be excited to see what you come up with. :)
  2. Bloodshot_Pico

    Uniform Resolutions

    Hello, so I'm not sure if this is in the correct subforum, I'm still confused to where I should be putting these kind of questions. But out of curiosity, what is the max resolution that ArmA 3 can load uniforms from? I am using 2048x2048 right now, I am just wondering if there is any other value I can use other than that one? Thanks for reading, and helping. :) - Blood
  3. Bloodshot_Pico

    Uniform Resolutions

    Well they get resized so 4096 should be the one I go for right?
  4. Bloodshot_Pico

    Uniform Resolutions

    Would you mind telling me where I should ask these questions? And I thought there was different resolutions just never knew what they were. Do you also know if there are higher ones? Or is that the max? Thanks again. :)
  5. Hello, so I'm not sure if I should be asking modding questions here but I'm sure someone will tell me off, if this is the wrong place to ask these questions. But recently I've gotten into the modding part of ArmA and I have a few questions, my first being; "What do you have to do to have your name in the (by Unknown Author) section?" I have author in the mod.cpp file for the mod and it still says by unknown author. My second question is that I'm planning on making other packs for example Uniform pack, Helmets pack, Vests Pack etc. I was wondering if that is a good idea or not? Or if I should just pack them all up as one single mod? Another thing is if I was to do it the separate pack version and not the one big mod version would I be able to call other items from the other packs? For example if I wanted to call a Helmet from the Uniforms pack etc. How would I do that if it's a good idea? Thanks for reading and helping in advance. I have some other questions I'd like to ask but I'll post them in another topic when I get a little more information on them. - Blood
  6. Bloodshot_Pico

    What Have I Broken?

    Should Helmets and Vests be together since they're in the same .paa file? For example does the helmet and vest textures come from the same .paa file or can I have separate .paa files for vests and helmets only? I am very confused on how it works with these two.
  7. Hello, so first off I'm going to say before you yell at how stupid I may seem from what I'm about to post I want you to know I'm new to the whole ArmA modding scene. But I'll start with my problem, so basically I am planning on having a few mods separate from one another like vests, uniforms etc. And my first question is that can you have the helmets and vests separate since I've seen the .paa's and there are together within there, so I'm not sure if I can do them separately. My second question is why won't my vests mod load, I'll post code for it underneath, but basically I was getting errors etc. and I thought I fixed them but when I load into the game, it says that the mod is loaded yet there aren't any vests from the mod within the virtual arsenal, and I've removed the vests from another mod I am working on which is basically my template. But I'm guessing it has something to do with Units? (This is the entirety of the config.cpp file.) Thanks for reading and faceplaming at me. :) Thank you for helping in advance. ~Blood
  8. Bloodshot_Pico

    What Have I Broken?

    @UK_Apollo That fixed my problem I was having, at least now I know I need something before just slamming a bunch of text into a config.cpp for it to work. Thanks again. :)
  9. Bloodshot_Pico

    What Have I Broken?

    Ah okay I will try this and thanks again for helping me. :) And this was taken from a copy of that mod a while back and I haven't updated it since I didn't know what was wrong and I've been trying to update the other mod, but yet again thanks for helping me and I'll get back to you if it works or not. Oh and yes I did mean config.cpp. :D
  10. Bloodshot_Pico

    Modding Question

    This fixed the issue thanks for the help. :D
  11. Bloodshot_Pico

    Modding Question

    So I switched the author lines to be the same thing and I am still getting the Unknown Author text. :/ Ah I see I thought as much, got to love those small pesky errors sitting in your logs. :)
  12. Bloodshot_Pico

    Modding Question

    Are you saying that the authors need to match? Both in the mod.cpp and config.cpp file? And I was more thinking of just accessing my own mods rather than others but that's good to know thanks. :) Also lets say that one of the mods calls for something of another but the other mod isn't loaded, will that cause some errors?
  13. Bloodshot_Pico

    Modding Question

    //************************************************************************************************************************************************************************************************ //***** Patches ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class CfgPatches { class DTI_config { units[] = {"DTI_Mod";}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; //************************************************************************************************************************************************************************************************ //***** Factions ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class cfgFactionClasses { class DTI_Faction { displayName = "Dingletron"; priority = 3; // Position in list. side = 1; // Opfor = 0, Blufor = 1, Indep = 2. icon = ""; //Custom Icon }; }; class CfgUnitInsignia { class Custom_Insignia { displayName = "DTI Patch"; // Name displayed in Arsenal author = "BloodshotPico"; // Author displayed in Arsenal texture = "\DTI_Mod\UI\custom_patch_co.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; class UniformSlotInfo { slotType = 0; linkProxy = "-"; }; class CfgVehicles { //************************************************************************************************************************************************************************************************ //***** Units ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class B_Soldier_F; class DTI_bapup_dv: B_soldier_F { author = "BloodshotPico"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Custom Soldier 1"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "DTI_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "DTI_bapup_1"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"DTI_Mod\Data\bapup_dv_co.paa"}; hiddenSelectionsMaterials[] = {"DTI_Mod\Data\custom_camo.rvmat"}; 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[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class DTI_bapup_lv: B_soldier_F { author = "BloodshotPico"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Custom Soldier 2"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "DTI_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "DTI_bapup_2"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"DTI_Mod\Data\bapup_lv_co.paa"}; hiddenSelectionsMaterials[] = {"DTI_Mod\Data\custom_camo.rvmat"}; 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[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class DTI_bapul_lv: B_soldier_F { author = "BloodshotPico"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Custom Soldier 3"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "DTI_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "DTI_bapul_2"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"DTI_Mod\Data\bapul_lv_co.paa"}; hiddenSelectionsMaterials[] = {"DTI_Mod\Data\custom_camo.rvmat"}; 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[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class DTI_bapul_dv: B_soldier_F { author = "BloodshotPico"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Custom Soldier 4"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "DTI_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "DTI_bapul_1"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"DTI_Mod\Data\bapul_dv_co.paa"}; hiddenSelectionsMaterials[] = {"DTI_Mod\Data\custom_camo.rvmat"}; 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[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class DTI_barup_d: B_soldier_F { author = "BloodshotPico"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Custom Soldier 4"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "DTI_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "DTI_barup"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"DTI_Mod\Data\barup_co.paa"}; hiddenSelectionsMaterials[] = {"DTI_Mod\Data\custom_camo.rvmat"}; 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[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Custom_Uniform_SS: B_soldier_F { author = "BloodshotPico"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Custom Team Leader"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "DTI_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_camo_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo.rvmat"}; weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"CUstom_Helmet1","Custom_Vest2","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest2","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Custom_Uniform_TShirt: B_soldier_F { author = "BloodshotPico"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Custom Combat Life Saver"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "DTI_Faction"; model = "\A3\characters_f_gamma\Guerrilla\ig_guerrilla1_1.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_TShirt"; backpack = "Custom_Backpack_Compact"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\tshirt_brown_co.paa","Custom_Uniform\Data\custom_camo_co.paa"}; hiddenSelectionsMaterials[] = {"a3\characters_F\civil\data\c_cloth1.rvmat","Custom_Uniform\Data\custom_camo.rvmat"}; weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"CUstom_Helmet2","Custom_Vest3","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"CUstom_Helmet2","Custom_Vest3","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class B_AssaultPack_Base; class Custom_Backpack_Compact: B_AssaultPack_Base { scope = 2; displayName = "Custom Backpack Compact"; picture = ""; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\pack_compact_co.paa"}; }; class LandVehicle; class B_G_Offroad_01_F; class B_G_Offroad_01_armed_F; class B_MRAP_01_F; class B_MRAP_01_HMG_F; class B_Heli_Light_01_F; class Custom_Offroad_F: B_G_Offroad_01_F { crew = "Custom_Uniform_TShirt"; side = 1; scope = 2; faction = "DTI_Faction"; displayName = "Custom Offroad 4x4"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\offroad_base_co.paa"}; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; }; }; class Custom_Offroad_HMG_F: B_G_Offroad_01_armed_F { side = 1; scope = 2; crew = "Custom_Uniform_TShirt"; faction = "DTI_Faction"; displayName = "Custom Offroad 4x4 (HMG)"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\offroad_base_co.paa"}; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; }; }; class Custom_Hunter_F: B_MRAP_01_F { side = 1; scope = 2; crew = "Custom_Uniform_TShirt"; faction = "DTI_Faction"; displayName = "Custom M-ATV MRAP"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hunter_base_co.paa","Custom_Uniform\Data\hunter_adds_co.paa"}; }; class Custom_Hunter_HMG_F: B_MRAP_01_HMG_F { side = 1; scope = 2; crew = "Custom_Uniform_TShirt"; faction = "DTI_Faction"; displayName = "Custom M-ATV MRAP (HMG)"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hunter_base_co.paa","Custom_Uniform\Data\hunter_adds_co.paa"}; }; class Custom_MH6: B_Heli_Light_01_F { side = 1; scope = 2; crew = "Custom_Uniform_TShirt"; faction = "DTI_Faction"; displayName = "Custom MH-6 Hummingbird"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hummingbird_base_co.paa"}; }; }; class cfgWeapons { //******************************************************************************************************************************************************************************************** //***** Uniforms ***************************************************************************************************************************************************** //******************************************************************************************************************************************************************************************** class ItemCore; class UniformItem; class Uniform_Base: ItemCore { class ItemInfo; }; class DTI_bapup_1: Uniform_Base { scope = 2; displayName = "Dark Purple Camo (Plain)"; picture = "-"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "DTI_bapup_lv"; containerClass = "Supply60"; mass = 50; }; }; class DTI_bapup_2: Uniform_Base { scope = 2; displayName = "Darker Purple Camo (Plain)"; picture = "-"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "DTI_bapup_dv"; containerClass = "Supply60"; mass = 50; }; }; class DTI_bapul_1: Uniform_Base { scope = 2; displayName = "Darker Purple Camo (Logo)"; picture = "-"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "DTI_bapul_dv"; containerClass = "Supply60"; mass = 50; }; }; class DTI_bapul_2: Uniform_Base { scope = 2; displayName = "Dark Purple Camo (Logo)"; picture = "-"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "DTI_bapul_lv"; containerClass = "Supply60"; mass = 50; }; }; class DTI_barup: Uniform_Base { scope = 2; displayName = "Black And Red Camo (Digital)"; picture = "-"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "DTI_barup_d"; containerClass = "Supply60"; mass = 50; }; }; class Custom_Camo_SS: Uniform_Base { scope = 2; displayName = "Custom Camo (Rolled Sleeves)"; picture = "-"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; class ItemInfo : UniformItem { uniformClass = "Custom_Uniform_SS"; containerClass = "Supply50"; mass = 50; }; }; class Custom_Camo_TShirt: Uniform_Base { scope = 2; displayName = "Custom Camo (T-Shirt)"; picture = "-"; model = "\A3\characters_f_gamma\Guerrilla\ig_guerrilla1_1.p3d"; class ItemInfo : UniformItem { uniformClass = "Custom_Uniform_TShirt"; containerClass = "Supply30"; mass = 35; }; }; //************************************************************************************************************************************************************************************************ //***** Vests ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class VestItem; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class Custom_Vest1: Vest_Camo_Base { scope = 2; displayName = "Custom Platecarrier"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; class Custom_Vest2: Vest_Camo_Base { scope = 2; displayName = "Custom Platecarrier Lite"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest02.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; class Custom_Vest3: Vest_Camo_Base { scope = 2; displayName = "Custom Platecarrier Kerry"; picture = "-"; model = "A3\Charactrs_F_EPA\BLUFOR\equip_b_vest_kerry"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; //************************************************************************************************************************************************************************************************ //***** Headgear ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class H_HelmetB: ItemCore { class ItemInfo; }; class CUstom_Helmet1: H_HelmetB { displayName = "Custom ECH SF"; picture = ""; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\custom_helmet_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_helmet.rvmat"}; class ItemInfo: ItemInfo { mass = 20; allowedSlots[] = {901,605}; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; armor = "3*0.4"; passThrough = 0.65; }; }; class CUstom_Helmet2: H_HelmetB { displayName = "Custom ECH Lite"; picture = ""; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\custom_helmet_co.paa"}; class ItemInfo: ItemInfo { mass = 15; allowedSlots[] = {901,605}; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; armor = "3*0.3"; passThrough = 0.75; }; }; };
  14. Bloodshot_Pico

    Modding Question

    Ah okay, my first time posting so I had no idea where I was to put these questions.
  15. Bloodshot_Pico

    Modding Question

    Are you talking about this part? class Custom_Uniform_TShirt: B_soldier_F { author = "BloodshotPico";
  16. Bloodshot_Pico

    Escape 10 Malden/Tanoa et al

    The more you know. :D
  17. Bloodshot_Pico

    Modding Question

    Here is the code for the mod.cpp file that I have: /// Name of your mod name = "Dingletron Industries Uniforms Pack"; /// Author of the mod author = "Dingletron Industries"; /// Picture displayed from the expansions menu/ Optimal size is 2048x1024, other sizes work too picture = "back.paa"; /// Display next to the item added by the mod /// logoSmall = ""; /// Logo displayed in the main menu logo = "Logo.paa"; /// When the mouse is over, in the main menu logoOver = "Logo.paa"; /// Website URL, that can accessed from the expansions menu action = "https://www.youtube.com/channel/UCFqpJEpl65UrTsHeFSTQisw"; /// Tool tip displayed when the mouse is left over, in the main menu tooltipOwned = "DTI"; /// Color used for DLC stripes and backgrounds (RGBA) dlcColor[] = { 0.23, 0.39, 0.30, 1 }; /// Overview text, displayed from the extension menu overview = "DTI Team"; /// Hide the extension name hideName = 0; /// Hide the extension menu hidePicture = 0; Yeah that's kind of what I'm wanting to go with but I was wondering if you're talking about separate pbo's but within the same folder or different pbo's within different mod folders? And yeah I was thinking the same, I also like it because then people get to download different parts they're wanting instead of the entire mod.
  18. I agree with the above statement, although sometimes ArmA is a little weird.
  19. Bloodshot_Pico

    Mod Questions

    Are you talking about a wrist watch separate from uniforms etc. For example being by itself? Or is it a uniform cosmetic thing?
  20. Bloodshot_Pico

    Escape 10 Malden/Tanoa et al

    I don't think so unless you have access to the console. :/
  21. Bloodshot_Pico

    Tactical Hand Signals (THS)

    Thank you. :) And I had no idea there was another place to download it. Anyhow thank you for this and sorry for being a nuisance. xD
  22. Bloodshot_Pico

    Tactical Hand Signals (THS)

    You're probably sick of this been pointed out but I've downloaded this mod three times from different areas and haven't seen a single .bikey file...? xD Anyway to fix this..? :) Sorry for the pestering...
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