Arische Mustasche
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Retexuring the weapon pylons for the Gryphon
Arische Mustasche posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I need help retexuring the weapon pylons for the Gryphon from the Jets DLC. I am making the whole underside of the jet a bit darker, and it has worked great. However the pylons doesn't seem to change colour when i use my costom skin, even if it seem like the pylons textures are in the same texturefile as the fuselage of the jet. To make everything clear, The fuselage itself is working correctly, but the pylons holding the missiles aren't changing textures. Does anyone have any experience with retexturing and know why the pylons aren't changing colour? While testing the costom paa files i am using the Extended Debug console to place them on the aircraft. -
Arma doesn't read init.sqf files etc
Arische Mustasche replied to Arische Mustasche's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I solved it myself by donwloading Notepad++ instead of windows standard notepad. I saved the decription as "All files" with the .ext. And boom, it works. -
Arische Mustasche started following Arma doesn't read init.sqf files etc
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Arma doesn't read init.sqf files etc
Arische Mustasche posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So I have gotten into mission making and i've been trying to use some scripts and costom sounds. So i've put all the init and sound files in the right folder (C:\Users\username\Documents\Arma 3 - Other Profiles\name\mpmissions\the mission itself). but when i fire up the mission the game says "Init not found", so I tried using the sounds instead. I put an .ogg file (sound1) in a folder named sound. and put the desription in the mission folder. When i entered the editor and used a trigger i wrote in the "on activation" "playsound "sound1";". But did that work? no, the game told me "Sound sound1 not found". Same thing as the Init files... I need HELP, nothing works. i'm running about 8 mods in this mission but those shouldn't couse these problems. this is the description: class CfgSounds { sounds[] = {}; class sound1 { //how the sound is refferd to in the game name = "sound1"; //filename volume and pitch levels sound[] = {"sound\sound1.ogg", 1,1}; //subtitle delay in seconds, subtitle text titles[] = {}; }; }; -
ARMA 3 Addon Request Thread
Arische Mustasche replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have an request for an addon, I have been getting into to missionmaking and I got some inspiration from "Chernarus Apolcalypse", I'm refering to the glowing eyes in the forest, or the "Smoke Monster". I would guess it's all scripted in the original mission but is there any way that you could get that same thing with an addon or do I need to make some kind of script? (I don't know alot about scripts). I do ofc want to do this in A3, though the original is A2. Link to video with the eyes: Thanks for reading -
ARMA 3 Addon Request Thread
Arische Mustasche replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I was think about like underwater infiltration mission, navy seal stuff -
ARMA 3 Addon Request Thread
Arische Mustasche replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Im looking for an underwater UAV mod or asking for someone to make one if it doesn't exist. If there isnt one, I thought of something like a Submarine but you can control it from the UAV Terminal. What i had in mind was for example the LDUUV. [http://www.nationaldefensemagazine.org/archive/2016/january/Pages/NavysLongEnduranceUnderwaterDronetoBeginDeepOceanNavigation.aspx]