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Christenson HHD

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Everything posted by Christenson HHD

  1. Christenson HHD

    Arma Commander: SP/Coop/TvT Game Mode

    I have my A3 server up 24/7 with the mod, if you want to use that as a start
  2. Christenson HHD

    Arma Commander: SP/Coop/TvT Game Mode

    Is there a discord for this great mod? would be amazing to team up with people and play together! btw if anyone want to play with/without other mods, add me on steam: https://steamcommunity.com/id/mickyscrib/
  3. Christenson HHD

    Chat system

    Hi everyone! so I am trying to make a new chat system for some sort of roleplay, What I need is to make a system where I write in the chat /Laugh and then it says: my name " is laughing" Something like this picture: http://prntscr.com/fzjfif -Chris
  4. Christenson HHD

    Chat system

    Yea i found out that i am in over my head so i need someone to help me from the bottom.
  5. Christenson HHD

    Help for someone new to Arma games

    Join a Milsim Unit!
  6. Christenson HHD

    Arma 3 Skeet Trap Shooting

    Yup, unfortunately, I believe that it is a mistake from Bohemia since the script does not directly include Skeet_clay.3pd, it might be a fail in the vanilla config. But it works fine tho right?
  7. Christenson HHD

    Arma 3 Skeet Trap Shooting

    And in the generator put: this addAction ["PULL","launch_skeet.sqf"];
  8. Christenson HHD

    Arma 3 Skeet Trap Shooting

    Make a text doc in your main folder called launch_skeet.sqf go ingame and place a portable generator called sk1 or sk2 or sk3 private ["_machine"]; _machine = _this select 0; if (!(isnil "_machine")) then { private ["_disc", "_discPos"]; _discPos = [_machine, 0.6, 180] call BIS_fnc_relPos; _disc = "Skeet_Clay_F" createVehicle [(_discPos select 0), (_discPos select 1), 0.7]; _disc setPos [(_discPos select 0), (_discPos select 1), 0.7]; private ["_vel", "_ehCode"]; _vel = [[0, -1, 0], (direction _machine + random 4 - random 4)] call BIS_fnc_rotateVector2D; _disc setVelocity [(-(_vel select 0) * 9), ((_vel select 1) * 9), 10 + (random 2)]; _ehCode = { private ["_disc", "_killer"]; _disc = _this select 0; _killer = _this select 1; //Only score a hit while the skeet is airborne. if (((position _disc) select 0) > 0.1) then { if ((_disc distance _killer) <= 30) then { hint "3 POINT HIT"; // add a variable named playerId_score for each player in the mission. as I couldn't get addScore to work. private ["_code"]; _code = compile format["%1_score = %1_score + 3;", _killer]; call _code; } else { hint "2 POINT HIT"; // add a variable named playerId_score for each player in the mission. as I couldn't get addScore to work. private ["_code"]; _code = compile format["%1_score = %1_score + 2;", _killer]; call _code; }; }; deleteVehicle _disc; }; _disc addEventHandler ["killed", _ehCode]; sleep 1; //Make sure the skeet flies a bit longer than normal physics would cause. _vel = velocity _disc; private ["_i"]; _i = 0; while {(((position _disc) select 2) > 0.1) && (alive _disc)} do { _disc setVelocity [(_vel select 0) / (1 + (_i / 10)), (_vel select 1) / (1 + (_i / 10)), (_vel select 2) / (1 + _i)]; _i = _i + 0.1; sleep 0.1; }; }; true
  9. Christenson HHD

    Config file help!

    Got it corect this time! Thanks @UK_Apollo
  10. So i am really new to this and i have some problems with this config.cpp i used a template off the interweb and it is not working, i even tryed to make my own but that was way too complicated, so here is what happens https://prnt.sc/fpz3xh Here is the config.cpp class CfgPatches { class My_Mod_Config { units[] = {"Custom_Uniform_Mod";}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; //************************************************************************************************************************************************************************************************ //***** Factions ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class CfgUnitInsignia { class Custom_Insignia { displayName = "Blues and Royals"; // Name displayed in Arsenal author = "Christenson"; // Author displayed in Arsenal texture = "\Custom_Uniform\UI\custom_patch_co.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Custom_Insignia2 { displayName = "Royal Air Force"; // Name displayed in Arsenal author = "Christenson"; // Author displayed in Arsenal texture = "\Custom_Uniform\UI\custom_patch_co2.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Custom_Insignia3 { displayName = "Royal Engineers"; // Name displayed in Arsenal author = "Crimson Mage"; // Author displayed in Arsenal texture = "\Custom_Uniform\UI\custom_patch_co3.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Custom_Insignia4 { displayName = "Royal Army Medical Corp"; // Name displayed in Arsenal author = "christenson"; // Author displayed in Arsenal texture = "\Custom_Uniform\UI\custom_patch_co4.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; class UniformSlotInfo { slotType = 0; linkProxy = "-"; }; class CfgVehicles { //************************************************************************************************************************************************************************************************ //***** Units ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class B_Soldier_F; class Custom_Uniform: B_soldier_F { author = "christenson"; vehicleClass = "DEASpecialGreen"; scope = 1; displayName = "Team Leader"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Custom_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_camo_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo.rvmat"}; weapons[] = {"arifle_SPAR_01_blk_ACO_Pointer_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[] = {"DEA_Helmet2","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"DEA_Helmet2","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Custom_Uniform_SS: B_soldier_F { author = "Christenson"; _generalMacro = "B_soldier_F"; scope = 1; displayName = "Standard"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; 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[] = {"G_Balaclava_oli","Custom_Vest3","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"G_Balaclava_oli","Custom_Vest3","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Custom_Uniform_Black: B_soldier_F { author = "christenson"; _generalMacro = "B_soldier_F"; scope = 1; displayName = "Team Leader"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Custom_Uniform_Black"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_camo_blck_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo.rvmat"}; weapons[] = {"arifle_SPAR_01_blk_ACO_Pointer_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[] = {"H_HelmetB_light_black","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"H_HelmetB_light_black","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Custom_Uniform_Black_SS: B_soldier_F { author = "christenson"; _generalMacro = "B_soldier_F"; scope = 1; displayName = "Team Leader"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; //Default NATO uniformClass = "Custom_Uniform_Black"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_camo_blck_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo.rvmat"}; weapons[] = {"arifle_SPAR_01_blk_ACO_Pointer_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[] = {"H_HelmetB_light_black","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"H_HelmetB_light_black","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Custom_Uniform_Fast: B_soldier_F { author = "christenson"; _generalMacro = "B_soldier_F"; scope = 1; displayName = "Team Leader"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; //Default NATO uniformClass = "Custom_Uniform_Fast"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_camo_FAST_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo_FAST.rvmat"}; weapons[] = {"arifle_SPAR_01_blk_ACO_Pointer_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[] = {"H_HelmetB_light_black","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"H_HelmetB_light_black","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class Custom_Uniform_Fast02: B_soldier_F { author = "christenson"; _generalMacro = "B_soldier_F"; scope = 1; displayName = "Team Leader"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; //Default NATO uniformClass = "Custom_Uniform_Fast02"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_camo_FAST02_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo_FAST.rvmat"}; weapons[] = {"arifle_SPAR_01_blk_ACO_Pointer_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[] = {"H_HelmetB_light_black","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"H_HelmetB_light_black","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; }; class cfgWeapons { //******************************************************************************************************************************************************************************************** //***** Uniforms ***************************************************************************************************************************************************** //******************************************************************************************************************************************************************************************** class ItemCore; class UniformItem; class Uniform_Base: ItemCore { class ItemInfo; }; class Custom_Camo: Uniform_Base { scope = 2; displayName = "HHD Padre"; picture = "\custom_uniform\UI\olivefatigue.paa"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "Custom_Uniform"; containerClass = "Supply50"; mass = 50; }; }; class Custom_Camo_SS: Uniform_Base { scope = 2; displayName = "HHD Padre"; picture = "\custom_uniform\UI\olivefatigue.paa"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; class ItemInfo : UniformItem { uniformClass = "Custom_Uniform_SS"; containerClass = "Supply50"; mass = 50; }; }; class Custom_Camo_Black: Uniform_Base { scope = 2; displayName = "HHD Standard (dark)"; picture = "\custom_uniform\UI\blackfatigue.paa"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "Custom_Uniform_Black"; containerClass = "Supply50"; mass = 50; }; }; class Custom_Camo_Black_SS: Uniform_Base { scope = 2; displayName = "HHD Standard (dark)"; picture = "\custom_uniform\UI\blackfatigue.paa"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; class ItemInfo : UniformItem { uniformClass = "Custom_Uniform_Black_SS"; containerClass = "Supply50"; mass = 50; }; }; class Custom_Camo_FAST: Uniform_Base { scope = 2; displayName = "HHD Bonny"; picture = "\custom_uniform\UI\fastfatigue.paa"; model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "Custom_Uniform_Fast"; containerClass = "Supply50"; mass = 50; }; }; class Custom_Camo_FAST02: Uniform_Base { scope = 2; displayName = "HHD MajorGeneral"; picture = "\custom_uniform\UI\fastfatigue.paa"; model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "Custom_Uniform_Fast02"; containerClass = "Supply50"; mass = 50; }; }; //************************************************************************************************************************************************************************************************ //***** Vests ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class VestItem; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class Custom_Vest2: Vest_Camo_Base { author = "christenson"; scope = 2; displayName = "HHD Pardre"; picture = "\custom_uniform\UI\camomedium.paa"; model = "A3\Characters_F\BLUFOR\equip_b_Vest02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_camo_vest_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo_vest.rvmat"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest02.p3d"; containerClass = "Supply100"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class Custom_Vest3: Vest_Camo_Base { author = "christenson"; scope = 2; displayName = "HHD Pardre"; picture = "\custom_uniform\UI\camolite.paa"; model = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_camo_vest_lite_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo_vest.rvmat"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply90"; mass = 60; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class Custom_Vest4: Vest_Camo_Base { author = "christenson"; scope = 2; displayName = "DEA Heavy Plate Carrier (Black)"; picture = "\custom_uniform\UI\blackheavy.paa"; model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_heavy_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo_vest.rvmat"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; containerClass = "Supply120"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class Custom_Vest5: Vest_Camo_Base { author = "christenson"; scope = 2; displayName = "HHD Standard (dark)"; picture = "\custom_uniform\UI\blackmedium.paa"; model = "A3\Characters_F\BLUFOR\equip_b_Vest02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo_vest.rvmat"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest02.p3d"; containerClass = "Supply100"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class Custom_Vest6: Vest_Camo_Base { author = "christenson"; scope = 2; displayName = "HHD Standard (dark)"; picture = "\custom_uniform\UI\blacklite.paa"; model = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_lite_co.paa"}; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo_vest.rvmat"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply90"; mass = 60; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; };
  11. Christenson HHD

    PBO Issue

    Hi So i need to make some changes in the config of 1 simple vest, but the pbo that hold the config/texture is encrypted, here is a Picture of how it looks http://prntscr.com/fohlq1 All i need is to change some basic stuff so i can use the vest in a single player map. Thanks. -Chris
  12. Christenson HHD

    3CB BAF Equipment

    Hi! So i was wondering if it is posible for me do a costum texture for me and my mates! The thing is that one of them is a priest irl and i want to make him a vest with a big cross on the back :P I am really new to all this but is there a way that you can allow me into the files so i can make the texture? -Chris
  13. Christenson HHD

    PBO Issue

    Righ. well im new to the game and the community and i just wanted to try to make some fun stuff for my mates, and i watched a video about this guy who made is own textures and i figured that it would be cool. but i have contacted @mikephoenix and i am waiting for his approval before i do anything else.
  14. Christenson HHD

    PBO Issue

    Sorry mate it was not about stealing anything :P I just wanted to inprove the experience me and my mates have when we play with the mod :))
  15. Christenson HHD

    PBO Issue

    Okay thanks. I will see if i can track him down
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