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Everything posted by SaltyNewt

  1. 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?
  2. SaltyNewt

    Texture Overlaying

    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?
  3. 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?
  4. SaltyNewt

    kbTell help

    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.
  5. 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.
  6. SaltyNewt

    kbTell help

    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
  7. SaltyNewt

    kbTell help

    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
  8. 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?
  9. SaltyNewt

    Sound cuts out

    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.
  10. 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.
  11. 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?
  12. SaltyNewt

    Helicopter CaptureUnit

    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.
  13. SaltyNewt

    Helicopter CaptureUnit

    Nope it’s singleplayer
  14. SaltyNewt

    [SP] Head Count

    I don't have any flashy screenshots or trailers. I'm just a new mission maker who worked really hard on this mission and it's the first one that I finally finished. The link to it is here, it'd mean a lot to me if you guys gave it a spin and left some feedback. The mission follows Private Ewan Nichols in a story that runs parallel to the events of the Survive campaign, as he fights for his life on the AAF-controlled island of Stratis. I hopefully want to continue this story so let me know what you think.
  15. SaltyNewt

    [SP] Distress Call

    I'm back with another mission from this series I guess you could call it. Despite it only being made in a day, and a day after finishing the other one at that, I think I've made some serious improvements. If you wanna check it out the link is here. I'd highly appreciate it if you gave it a rating and left me some feedback as to how I can improve as a mission maker. Thanks again.
  16. So I'm currently making a vanilla (except for 3den enhanced on my end) singleplayer campaign. I finished Feuerex's tutorial on the subject but I still have some questions. 1. How can I hide missions that the player hasn't gotten to yet in the campaign menu? 2. How do I transfer the player's inventory between missions? And then I have some questions relating to my campaign in general. 1. How do I move the mission between scenario phases? (referring to these https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases) 2. How should I go about making a hub level? like camp maxwell in survive. 3. How do I make required gear for missions while in the hub level? Again using survive as an example.
  17. It worked! Thanks so much.
  18. I have this sniper on a hill that's about 500m from a group of enemies. My intention was to have them move into position and then stop with a hold waypoint and engage the enemies, and once they're dead activate a trigger that skips said hold waypoint and makes them move up. But my problem is that the sniper just isn't engaging them, he just sits there for a minute or so until the area is "clear" and starts moving to the move point. I've already tried doTarget and Reveal for the enemies that they need to take out but it still doesn't work.
  19. Well, I'm already using both, but maybe I'm not doing it right. I have 4 units that I want the sniper to kill, named en1-4. And the sniper is named sn. I have a trigger that in the activation field has this. sn reveal en1; sn reveal en2; etc. sn doTarget en1; sn doTarget en2; etc.
  20. So this solves the problem of him moving, but now he's just not engaging again.
  21. So upon further experimentation, I've discovered that the sniper just walks down the hill until he's about 200m from the people he's supposed to kill, and then walks back to the hill, while engaging them the whole way.
  22. FIA is BLUFOR and AAF is set to hostile. Most of my mission is finished except for this one part.
  23. Just to clarify the sniper in question is a default FIA Sharpshooter with an Mk. 14 and a Khalia, but I've also tried giving him an LRPS and it still had no effect. It's midday with no overcast and https://imgur.com/a/xER6PQ2 that is the sightline he has. Also, something worth noting is that I spectated the AI in first person and the way it looks around seems like it's looking for a target even though I did reveal and doTarget on the enemies he's supposed to kill.
  24. I've got two AI doing an ExecutionVictim_Loop animation, but the problem is that they're still moving. Somehow they're still able to rotate around a point, I've tried just about everything and it's not working
  25. unfortunately, it didn't work but this is what I have in the units' init field "this switchMove "Acts_ExecutionVictim_Loop"; this setCaptive true;"