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GEORGE FLOROS GR

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About GEORGE FLOROS GR

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    Greece

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  1. Arma 3 Photography : Questions and Comments

    OK! that was Good! and now for all you to laugh... all the time i thought it was saying ... repost...
  2. Arma 3 Photography : Questions and Comments

    Where is the report button?
  3. Where is KK's weapon on back script?

    I'm also using the: Left Shoulder Scripted Weapon by ArtyomAbramov http://www.armaholic.com/page.php?id=32889 But you can't carry 2 weapons and a launcher. With KK's script seems possible.
  4. Crashsites_GF Script

    Hello Schreber! An addon version sound nice , i haven't think of this ! In this last script , i tried to fix everything more clear , for everyone to be able to edit this , by their own needs. For the rarity of the items :you can adjust this , by putting more items (x2) of the kind of items you want less. For the ammount of the items : you can adjust this , by changing the last number on theese lines: //lootitems5 items 2 Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG lootitems5 = "groundweaponHolder" createVehicle _lootPos5; lootitems5 addItemCargo [_items_loot2, 2];
  5. addons: apex , laws of war , CUP
  6. 3d scope texture problem

    try: class leupold_3x_pip: Itemcore { weaponInfoType = "scope_3x_pip_handler"; scope = 2; scopeArsenal=2; scopeCurator=2; author = "From Gamebanana--Geoset"; displayName = "Leupold Mark4 M1 3x"; descriptionShort = "leupold 3x"; picture = "\leupold\data\icon\leupold_icon_ca.paa"; model = "\leupold\leupold_3x.p3d"; ACE_ScopeAdjust_Vertical[] = {-4,30}; ACE_ScopeAdjust_Horizontal[] = {-6,6}; ACE_ScopeAdjust_VerticalIncrement = 0.1; ACE_ScopeAdjust_HorizontalIncrement = 0.1; class ItemInfo: InventoryOpticsItem_Base_F { opticType = 2; mass = 4; RMBhint = "Rifle Combat Optic"; optics = 1; class OpticsModes { class Snip { opticsID = 1; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600}; useModelOptics = 1; opticsZoomMin = 0.25; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "opticview"; opticsFlare = 1; opticsDisablePeripherialVision = 1; distanceZoomMin = 100; distanceZoomMax = 100; cameraDir = ""; modelOptics[]= { "\leupold\data\3x_s_ca.paa" }; visionMode[]= { "Normal", "NVG" }; opticsFlare=1; opticsDisablePeripherialVision=1; opticsPPEffects[] = {"OpticsCHAbera5","OpticsBlur5"}; }; class alternative_view { opticsID = 1; useModelOptics = 0; opticsPPEffects[] = {""}; opticsZoomMin = 0.75; opticsZoomMax = 0.75; opticsZoomInit = 0.75; memoryPointCamera = "eye"; visionMode[] = {}; opticsFlare = 0; opticsDisablePeripherialVision = 0; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; }; }; MRT_SwitchItemNextClass = "leupold_5x_pip"; MRT_SwitchItemPrevClass = "leupold_3x_pip"; MRT_switchItemHintText = "3x zoom"; inertia = 0.1; };
  7. 3d scope texture problem

    Did you tried to do theese changes and see if it's working?
  8. 3d scope texture problem

    ok , i will check this and see if i can find something.
  9. This script , is for replacing automatically , the Buildings in any map. //["Building to replace","replaced Building"] myBuildings = [["Land_i_Stone_HouseSmall_V3_F","Land_HouseV_1I4",0], ["Land_i_House_Big_02_V3_F","Land_HouseV_1T",0], ["Land_i_Stone_HouseBig_V2_F","Land_HouseV_2T2",0], ["Land_i_House_Big_01_V1_F","Land_HouseV2_01A",0], ["Land_i_Shop_02_V1_F","Land_HouseBlock_C2",0], ["Land_i_Shop_02_V3_F","Land_HouseBlock_C5",0], ["Land_Slum_House01_F","Land_Shed_W4",0], ["Land_Hut06","Land_Shed_W02",0], ["Land_i_Shop_02_V2_F","Land_HouseBlock_B5",0], ["Land_Slum_House03_F","Land_HouseBlock_B3",0], ["Land_i_House_Small_01_V3_F","Land_HouseBlock_B4",0], ["Land_i_House_Small_01_V2_F","Land_HouseBlock_A1",0], ["Land_Kiosk_gyros_F","Land_HouseBlock_C4",0], ["Land_d_House_Big_01_V1_F","Land_HouseBlock_C3",0], ["Land_Unfinished_Building_01_F","Land_HouseBlock_B6",0], ["Land_Factory_Main_F","Land_Ind_Pec_03a",0], ["Land_MilOffices_V1_F","Land_a_stationhouse",0], ["Land_i_Stone_HouseBig_V3_dam_F","Land_HouseV_3I2",0], ["Land_i_Shed_Ind_F","Land_Shed_Ind02",0], ["Land_CarService_F","Land_Repair_center",0], ["Misc_Cargo1Bo_civil","Land_Shed_M02",0], ["Land_i_Stone_HouseBig_V2_dam_F","Land_HouseV_1L1",0], ["Land_i_Stone_HouseBig_V1_dam_F","Land_HouseV_1I1",0], ["Land_FuelStation_Build_F","Land_Misc_WaterStation",0], ["Land_Chapel_V2_F","Land_Church_02a",0], ["Land_i_Stone_Shed_V3_F","Land_HouseV_2L",0], ["Land_Chapel_V1_F","Land_HouseV_2I",0], ["Land_i_Barracks_V1_F","Land_Mil_House",0], ["Land_Mil_Barracks_i","Land_Mil_Barracks",0], ["Land_Cargo_HQ_V3_F","Land_Mil_Barracks_L",0], ["Land_Airport_Tower_F","Land_Mil_ControlTower",0] ]; for "_i" from 0 to(count myBuildings-1) do { _CurrentBuilding = (myBuildings select _i) select 0; _ReplacementBuilding = (myBuildings select _i) select 1; _DirectionOffset = (myBuildings select _i) select 2; { systemchat format["getPosATL: %2 getDir: %4 _CurrentBuilding %5",getpos _x, getPosATL _x, getPosASL _x, getdir _x, _x]; //diag_log format["getPosATL: %1 getDir: %2 _CurrentBuilding %3 _ReplacementBuilding %4 _x %5", getPosATL _x, getdir _x, _CurrentBuilding, _ReplacementBuilding, _x]; hideObjectGlobal _x; _myReplacement = createVehicle [_ReplacementBuilding, getPosATL _x, [], 0, "CAN_COLLIDE"]; _myReplacement setDir (getdir _x) + _DirectionOffset; _myReplacement setPosATL (getPosATL _x) ; _myReplacement enableSimulationGlobal false; } forEach nearestObjects [markerpos "center", [_CurrentBuilding], 25000]; }; hint "Replacmentscript end"; Thanks! and also for trees (p3d) replacement:
  10. Release: Satellite mod

    Good Job , nice idea! Congratulations!
  11. addons: CUP , Trees classnames and Replacement script
  12. addons: apex, CUP , Iron Front in Arm3 LITE
  13. Trying to find Nato Wetsuit Location

    Hello there in7ell ! Check here: \A3\characters_f\Common\diver_slotable.p3d \A3\characters_f\data\visors_ca.paa
  14. 3d scope texture problem

    Hello IgarashiInaba! Paste all your config here to find the error. try: model="Leupold\Leupold_3.p3d"; modelOptics="\your reticle here"; /////////////////////////////////////////////// modelOptics[]= { "\your reticle here" }; visionMode[]= { "Normal", "NVG" }; opticsFlare=1; opticsDisablePeripherialVision=1; ///////////////////////////////////////////////
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