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Redrumovy

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About Redrumovy

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  1. I'm wondering is it possible to make part of the model transparent by adding transparency to texture? I was testing it with vanilla bandana to make it look like headband not covering top of the head - something like this: I edited default texture like this, but it looks like this in game: Am I doing something wrong or is it just impossible without interfering with model or creating a new one?
  2. Tembelan Island

    Yes, it's on the server. Some people in steam workshop comments have the same issue.
  3. Tembelan Island

    Great map, but there seems to be some issue in config. Missions on this map can't be started on dedicated server Warning Message: No entry http://bin//config.bin/CfgWorlds.Tembelan'.
  4. Uniform config for unit

    Yeah, your config seems to work, but I will look for other mods which use VSM uniforms to see how they done it because this solution would make my config a mess since I planned to use more VSM things.
  5. Uniform config for unit

    I tried with "VSM_Multicam_Config" too, but the same result. I don't know, maybe it's something wrong with VSM, since I used uniforms from Project OPFOR and Foxfort Camo pack and there were no such issues. On the other hand VSM has its own units which use uniforms and they have it normally as an item.
  6. Uniform config for unit

    I added "VSM_Multicam" - pbo which includes uniforms I want to use to requiredaddons, but now when I'm launching the game it shows notice that my mod requires "VSM_Multicam" while VSM including that pbo is in collection too.
  7. Uniform config for unit

    Sadly adding uniform to linkeditems does nothing.
  8. I want to give my unit BDU uniform from VSM. The problem is it seems like unit has uniform, but it actually just have a texture and no uniform item. Here's my base class and unit config. class r_tfsa_base_a: O_Soldier_F { displayName = "TFSA_Base_a"; genericnames = "TakistaniMen"; scope = 0; scopeCurator = 0; _generalMacro = "B_soldier_F"; faction = "[R] TFSA"; side = 2; vehicleClass = "R_TFSA"; icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "VSM_Multicam_BDU_Camo"; camouflage = 1.5; linkedItems[] = {"V_TacChestrig_oli_F","VSM_Multicam_Cap","VSM_beard_2","ACE_fieldDressing","ACE_fieldDressing","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_TacChestrig_oli_F","VSM_Multicam_Cap","VSM_beard_2","ACE_fieldDressing","ACE_fieldDressing","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; weapons[] = {"rhs_weap_akms","Throw","Put"}; respawnWeapons[] = {"rhs_weap_akms","Throw","Put"}; magazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; respawnMagazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"",false]; [(_this select 0),""fsa3""] call BIS_fnc_setUnitInsignia;"; }; }; class TFSA_Leader: r_tfsa_base_a //Unit Class name: Class getting info from { faction = "R_TFSA"; //Your Faction backpack = ""; //Backpack vehicleclass = "TFSA"; //Unit Group _generalMacro = "TFSA_Leader"; //Class Name icon = "iconManOfficer"; scope = 2; displayName = "TFSA Team Leader"; //In-Game Name weapons[] = {"rhs_weap_akms","binocular","Throw","Put"}; respawnWeapons[] = {"rhs_weap_akms","binocular","Throw","Put"}; magazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; respawnMagazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; linkedItems[] = {"V_TacChestrig_oli_F","VSM_Multicam_Cap","VSM_beard_2","ACE_fieldDressing","ACE_fieldDressing","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; respawnLinkedItems[] = {"V_TacChestrig_oli_F","VSM_Multicam_Cap","VSM_beard_2","ACE_fieldDressing","ACE_fieldDressing","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; uniformClass = "VSM_Multicam_BDU_Camo"; }; What's wrong with my config? It works for other uniforms like fatigues from project opfor etc. I even tried copying lines from VSM unit which has the uniform working normally model = "\A3\Characters_F_Beta\INDEP\ia_officer.p3d"; uniformClass = "VSM_Multicam_BDU_OD_Pants_Camo"; hiddenSelections[] = {"Camo1","camo2","Insignia"}; hiddenSelectionsTextures[] = {"VSM_Multicam\Data\VSM_Multicam_BDU.paa","VSM_Multicam\Data\VSM_Multicam_od_pants_1.paa"}; and it doesn't work as well.
  9. YPG squad poses to photo before going into battle. rhs, isc, hidden identity, [r] syrian insignia, otx chest rigs
  10. All right, I think I found a soluton: I added these lines to my config and now facewear doesn't randomize anymore. facewear = ""; allowedfacewear[] = {""}; allowedHeadgear[] = {""}; allowedHeadgearB[] = {""}; headgearList[] = {""};
  11. It works when I put it in init in the editor, but I want to make it work from config so my units just spawn how I wanted them to be without having to edit them in editor.
  12. Sadly it doesn't work. I tried to put it with insignia line, but then game didn't want to start. I tried using only one disabling randomization, but the facewear still were appearing. However I made some changes to in config I removed identityTypes[] = {"NoGlasses", "LanguagePER_F", "Head_Persian", "G_IRAN_default"}; and added this line to set faces I wanted for units (it works) face = ("PersianHead_A3_01","PersianHead_A3_02","PersianHead_A3_03"); Now it seems like not all headgear is spawning at random, only googles. Any idea how can I remove them too? I'm out of ideas. My current base soldier config: class O_Soldier_F; class r_ypg_base: O_Soldier_F { displayName = "YPG Base"; genericnames = "TakistaniMen"; scope = 0; scopeCurator = 0; faction = "[R] YPG"; modelsides[] = {1,2}; side = 1; vehicleClass = "R_YPG"; icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "LOP_U_ISTS_Fatigue_27"; camouflage = 1; face = ("PersianHead_A3_01","PersianHead_A3_02","PersianHead_A3_03"); linkedItems[] = {"OTK_L_Chestrig_Khaki1","LOP_H_Beanie_marpat","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"OTK_L_Chestrig_Khaki1","LOP_H_Beanie_marpat","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; weapons[] = {"rhs_weap_akms","Binocular","Throw","Put"}; respawnWeapons[] = {"rhs_weap_akms","Binocular","Throw","Put"}; magazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; respawnMagazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; class EventHandlers { init = "[(_this select 0),""ypg1""] call BIS_fnc_setUnitInsignia;"; };
  13. I'm trying to make my own faction and I encountered a problem that units get random facewear if they don't have specifically set one up and it's looking terrible. How can I disable it? 2nd question - how can I set up my custom icon for units instead of default 'addon' icon? 3rd question - there seems to be something wrong with identities in my config because units spawn with default face instead of Persian head I choosen. Here's my base class config. class O_Soldier_F; class r_ypg_base: O_Soldier_F { displayName = "YPG Base"; genericnames = "TakistaniMen"; scope = 0; scopeCurator = 0; faction = "[R] YPG"; modelsides[] = {1,2}; side = 1; vehicleClass = "R_YPG"; icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "LOP_U_ISTS_Fatigue_27"; camouflage = 1; hiddenSelections[] = {"Camo","Insignia"}; linkedItems[] = {"OTK_L_Chestrig_Khaki1","shemagh_loosetan","LOP_H_Beanie_marpat","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"OTK_L_Chestrig_Khaki1","shemagh_loosetan","LOP_H_Beanie_marpat","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; weapons[] = {"rhs_weap_akms","Binocular","Throw","Put"}; respawnWeapons[] = {"rhs_weap_akms","Binocular","Throw","Put"}; magazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; respawnMagazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; identityTypes[] = {"NoGlasses", "LanguagePER_F", "Head_Persian", "G_IRAN_default"}; class EventHandlers { init = "[(_this select 0),""ypg1""] call BIS_fnc_setUnitInsignia;"; }; };
  14. US Forces 2000s

    Easy workaround to this is spawning vanilla unarmed rifleman from the side you want and loading gear on him. Then you can customize it and it won't change.
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