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Redrumovy

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Everything posted by Redrumovy

  1. 191 Syrian and Iraqi civil war patches including: Syrian Arab Army and allies Syrian Democratic Forces and allies Free Syrian Army and jihadists Iraqi Army and special forces Popular Mobilization Units Iraqi Kurds Islamic state Few others such as: Saudi Arabia, Yemen, Saddam era Iraq and 19 flags classnames list: https://pastebin.com/20pSKwPj Arsenal with access to insignia: (you have to put this code into init of item you want to be arsenal) this addAction ["<t color='#ffa500'>Open Virtual Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; Init code for units to set insignia for them. ("saa1" is an example, other classnames can be found using arsenal) [[this, "saa1"], "fnc_permanentInsignia", nil, true, true] call BIS_fnc_MP; If you want to attach flag to a vehicle - position it how you want it and use this code in flags init [flag, vehicle] call BIS_fnc_attachToRelative; File with classnames inside the mod folder and here: https://pastebin.com/20pSKwPj Thanks to everyone who contributed. If you have something you want added to the mod and can provide good source leave the comment below. http://steamcommunity.com/sharedfiles/filedetails/?id=1309096383
  2. 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;"; }; };
  3. If anyone is interested, the mod has been updated with over 100 new patches and some flags. Showcase in the first post has been updated as well.
  4. Redrumovy

    Tembelan Island

    Yes, it's on the server. Some people in steam workshop comments have the same issue.
  5. Redrumovy

    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'.
  6. 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.
  7. Redrumovy

    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.
  8. Redrumovy

    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.
  9. Redrumovy

    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.
  10. Redrumovy

    Uniform config for unit

    Sadly adding uniform to linkeditems does nothing.
  11. YPG squad poses to photo before going into battle. rhs, isc, hidden identity, [r] syrian insignia, otx chest rigs
  12. 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[] = {""};
  13. 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.
  14. 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;"; };
  15. Redrumovy

    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.
  16. Great map, high quality stuff just like Sugar Lake.
  17. It's already out. Just forgot to actualize dropbox too, but it's done now.
  18. Added 27 new patches and reworked some old ones.
  19. Thanks for the showcase video, I'm gonna add it to first post if you don't mind.
  20. Redrumovy

    Arma 3 Units - Feedback thread

    I can't choose any characteristics when I try to create new unit. The list doesn't show up when I click, so I can't get past step 2.
  21. Seems like you're writng command wrong. Try this setName ["Ben Kerry","Ben","Kerry"]; this setName ["Ben Kerry","Ben","Kerry"]; For multiplayer probably something like this: [this, "Ben Kerry","Ben","Kerry"] remoteExec ["setName", 0, this]
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