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11 GoodAbout SaltyNewt
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SaltyNewt started following Adding a Name to a Vest, Using hiddenSelections to create uniforms with vanilla assets, An issue with images using titleText and and 7 others
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Using hiddenSelections to create uniforms with vanilla assets
SaltyNewt posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So what I'm trying to do is create a uniform using vanilla assets like the Worn Combat Fatigues from the campaign but with a different guerilla outfit like this, so to do this i copied the config of the U_I_G_Story_Protagonist_F uniform and I_G_Story_Protagonist_F unit classes to change them accordingly, specifically, changing the model and hiddenSelections from ig_guerrilla5_1 to ig_guerrilla_6_1. However, when I do this, rather than showing up in game as I want it to, the uniform texture and model just shows up as the guerrilla uniform without the NATO fatigue pants. I'm assuming this has something to do with how my hiddenSelections and hiddenSelectionsTextures is set up but I'm not sure what I'm doing wrong. Code is as follows: class PRO_G_Test : B_G_Soldier_F { author = "ViperLass"; scope = 2; scopeCurator = 2; scopeArsenal = 2; identityTypes[] = { "G_NATO_default" }; displayName = "Test"; faction = "PRO_Faction"; editorSubcategory = "PRO_Subcategory1"; model = "\A3\Characters_F_Bootcamp\Guerrilla\ig_guerrilla_6_1.p3d"; hiddenSelections[]= { "Camo", "insignia" }; hiddenSelectionsTextures[]= { "\A3\Characters_F_Bootcamp\Guerrilla\Data\ig_guerrilla_6_1_co.paa" }; nakedUniform="PRO_G_Uniform1"; uniformClass = "PRO_G_Uniform1"; weapons[] = { "arifle_MX_F", "Throw", "Put" }; respawnWeapons[] = { "arifle_MX_F", "Throw", "Put" }; Items[] = { "FirstAidKit", "FirstAidKit"}; RespawnItems[] = { "FirstAidKit", "FirstAidKit"}; magazines[] = { "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag",}; respawnMagazines[] = { "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag",}; linkedItems[] = { "V_PlateCarrier_Test", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = { "V_PlateCarrier_Test", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class PRO_G_Uniform1: Uniform_Base { author="ViperLass"; scope=2; displayName="Worn Combat Fatigues (Test)"; picture="\Proteus\UI\icon_PRO_guerrilla_01.paa"; model="\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F_Bootcamp\Guerrilla\Data\ig_guerrilla_6_1_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="PRO_G_Test"; containerClass="Supply40"; mass=40; }; }; -
An issue with images using titleText
SaltyNewt posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I'm using titleText to display an image on the screen using structured text- just a simple flash of a logo at the start of a mission- but ive encountered a problem regarding the scaling of the image itself. Despite the image being 1024x1024, it displays as super tiny in the mission. However, when I use the size tag in the structured text to make it bigger, the image goes lower and lower down on the screen. I tried to use align and valign to correct this and get it centered on the screen but it doesnt seem to have any effect. Is there any way I can deal with this? -
So I'm trying to make some custom uniforms using existing textures/models, and the goal is to splice one of the guerilla shirts with the NATO combat fatigue pants like the Kerry Fatigues from the campaign (Example) but I'm not really sure how to do this since I can't exactly splice the two textures together in something like Photoshop and I'm not really sure what else to try, especially since the nato fatigue pants used on the texture of Kerry's fatigues seem to be different from the regular nato fatigues in that they're brighter and less saturated. Can anyone help?
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So I should probably preface this by saying that I quite literally have no idea what I'm doing here. With that being said, I'm looking into making custom uniforms using vanilla textures and I think I've made a realization: there are certain uniforms (Like for example, the Kerry fatigues in Adapt or the base NATO T-shirt fatigues) that are made via somehow placing one part of one texture over another part of a second texture. (Using one of the previous examples, they would either put the top of the guerilla fatigues over the bottom of the nato fatigues to make the kerry fatigues or vice versa) I'm led to believe this is the case on account of the fact that there is an inventory icon for these fatigues but no texture file in the respective folder, so my question is this: Am I even remotely close to being right on this, and if I am, is it possible to recreate this effect?
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What's wrong with my config.cpp file?
SaltyNewt posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm testing an addon that adds things to a campaign I'm working on. At the moment the config.cpp file only adds one character to the editor and one vest. It looks like this: I have everything in its current state in a folder labeled "@Test_Mod" and inside is an addons folder and within that is the pbo titled "Test Mod.pbo". The mod shows up in the launcher and when I open the game it shows up in the bottom left corner of the main menu, but neither the custom unit nor the vest show up in-game. I'm still very new to making configs, so it's incredibly likely that I missed something, but what would it be? -
Motherfucker. The folder in the mission folder was called sounds, and it was defined in the bikb as sound. Thank you so much, you're a godsend.
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Update: I noticed that the title of the tutorial on youtube I was using said it was outdated, so I found this one here and followed that, and I got a little farther, as now all of the subtitles show up. However, there's still no sound or lip-syncing. bikb description.ext sqf
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Both units in the conversation have the vanilla radio Edit: Something else I noticed was that even though I have the .lip files with the .ogg’s the mouths aren’t moving at all
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So I'm trying to test out the kbtell command to use dialogue in missions, but I've hit a wall. Everything appears to be working, I'm not getting any errors, but the first subtitles play, the sound doesn't, and nothing else happens. bikb file script file Is there something I'm doing wrong? Thanks in advance.
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By now it's pretty much a guarantee that every time I play the game, the sound in my headphones will cut out completely at random and the only solution is to restart my game. I don't get a sound from windows that a device is unplugging and replugging back in. And I updated my sound drivers, but it's still happening, and I'm not sure what else to try. Another detail to note is that after the sound cuts out, I can't command AI.
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I’m looking for two male voice actors aged between 25-35 who are able to do a Greek/Altis accent for a singleplayer mission im working on. The voice work isn’t too complicated, just some simple back and forth.
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- voice actors
- greek
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Helicopter CaptureUnit
SaltyNewt replied to SaltyNewt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I seem to have fixed my own problem, or part of it at least. In order to fix the helicopter hovering in the air instead of enacting the second part of the unitcapture, I just re-recorded it. But I still can't fix the fact that the helicopter will take off and land again once it lands the first time.- 6 replies
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Helicopter CaptureUnit
SaltyNewt replied to SaltyNewt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope it’s singleplayer- 6 replies
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I'm working on this event for a mission of mine where a ghost hawk flies into the AO, the player, and their squad board said ghost hawk, and the ghost hawk takes them out of the AO. I decided it would be best to use CaptureUnit for this, as the AI piloting can be unreliable at best. And because I wasn't sure how else to have it so that the player and squad would have a limited amount of time to board the helicopter, I decided I'd break the UnitCapture into two parts: Part one flying into the AO and landing, and Part two taking off and RTB. Part one works fine up until the moment the UnitPlay finishes, at that point the helicopter flies back up into the air and then lands again. And once the player and ai are in the helicopter it does lift off the ground, but then it just hovers, but it's giving me no indication that the script has any errors (and I'm very confident that it doesn't myself). Is there something I can do to fix this? Or should I go about getting the helicopter to pick up the player some other way?
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For a campaign I'm working on I want to add a bit of detail by giving the characters vests with their names on them like the kerry vest. However I don't know how to go about doing this. I found the nohq and co vest .paa files but I'm not sure what to do with them. Also, would I be able to add these to both the carrier rig for NATO and CTRG as well?