tydansie
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Everything posted by tydansie
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Hey guys, used chatgpt to help create a script for a recon mission, trying to get it to work but i'm unsuccessful so far. What i'm attempting to create is if a player and his team is contacted by the enemy, they will hunt/pursue the team until the play and his team can avoid detection for 5mins. if they team successfully breaks contact and remains un-detected the enemy groups will return to patrolling the area. I'm also wanting to include a visible timer for the player. chatgpt has given me this... I saved it into a "recon.sqf" notepad file. i'm using: [] execVM "recon_mission.sqf"; to call the script in the mission initialization under attributes. any idea how to get it work?
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F.R.O.G.S -- Combat Diver Project
tydansie replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Von, or anyone else. Is there a way to make it compatible with CO-OP? or Single player AI? When I spawn to "HMS Proteus" my team gets left behind, same with using L.E.A.P. Just wondering if there is a fix or a work around?- 109 replies
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Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://drive.google.com/drive/folders/1dH3QZU7gBNsBUoVHEQUzy6XirSTZbFZK?usp=sharing -
Hey guys, I'm currently working on a Strategic Map with multiple missions, after having a read through some posts and youtube clips im still at a bit of a loss... So far, I've managed to create the strategic map, the missions and tasks. Once the mission is selected it is assigned to the player and the player can commence the mission. In the mission folder i have 3 x separate "Mission.sqf" files for each of the missions with the below code: M1 setTriggerActivation ["West", "NOT PRESENT", true]; sleep 5; deleteVehicle Mission; What I would like to know/learn/someone help me with is: 1. Once the mission is selected the screen fades in & out and the player is teleported to the starting location for the mission 2. a Custom group, for e.g 3 x Recon rifleman, is then assigned to the player with a custom loadout created by me 3. upon completion the group is deleted and the player is returned to the base with the strategic map. What code do I need to add to my Mission.sqf file? any help would be much appreciated.
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Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can give that a go. I'll also try adding a few mor magazines, but generally, I thought they reported low ammo at 2 mags. Currently trying to figure out how to put that custom image in, instead of the Fade Black screen....anymore thoughts on this one? -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yep I have mission1.jpg in the mission folder The strategic mission module is a module in the Eden Editor under "Strategic" you use that and link it to the StrategicMap module, so when you open the Strategic Map your mission shows up on the map to select. -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I gave this a go and placed it in the strategic mission module: ["<img image=''mission1.jpg' size='200'/>"] spawn BIS_fnc_dynamicText; but no luck, should I try placing it in the individual mission.sqf? Yep, I made sure it was all Vanilla/Aegis mod only. No issues with them shooting as they have all the ammo they require, they just initially report "low ammo", it doesn't bother me, as long as they have ammo that's all that matters. So for each individual mission on the strategic map I have a mission.sqf with the below code: M1 setTriggerActivation ["West", "NOT PRESENT", true]; sleep 5; deleteVehicle Mission; setDate [2035, 7, 2, 23, 0]; p1 setUnitLoadout [["arifle_SPAR_01_snd_F","muzzle_snds_M","acc_pointer_IR","optic_Holosight_blk_F",["30Rnd_556x45_Stanag_red",30],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3],["30Rnd_556x45_Stanag_red",1,30]]],["V_RebreatherB",[]],["B_AssaultPackSpec_mcamo",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",4,1],["30Rnd_556x45_Stanag_red",2,30]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","ACE_NVG_Wide_Black"]]; _unit = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit1 = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit2 = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit setUnitLoadout [["arifle_SPAR_01_snd_F","muzzle_snds_M","acc_pointer_IR","optic_Holosight_blk_F",["30Rnd_556x45_Stanag_red",30],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",2],["30Rnd_556x45_Stanag_red",1,30]]],["V_RebreatherB",[]],["B_AssaultPackSpec_mcamo",[["FirstAidKit",1],["DemoCharge_Remote_Mag",4,1],["30Rnd_556x45_Stanag_red",2,30]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","ACE_NVG_Wide_Black"]]; _unit1 setUnitLoadout [["arifle_SPAR_01_snd_F","muzzle_snds_M","acc_pointer_IR","optic_Holosight_blk_F",["30Rnd_556x45_Stanag_red",30],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",2],["30Rnd_556x45_Stanag_red",1,30]]],["V_RebreatherB",[]],["B_AssaultPackSpec_mcamo",[["FirstAidKit",1],["DemoCharge_Remote_Mag",4,1],["30Rnd_556x45_Stanag_red",2,30]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","ACE_NVG_Wide_Black"]]; _unit2 setUnitLoadout [["arifle_SPAR_01_snd_F","muzzle_snds_M","acc_pointer_IR","optic_Holosight_blk_F",["30Rnd_556x45_Stanag_red",30],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",2],["30Rnd_556x45_Stanag_red",1,30]]],["V_RebreatherB",[]],["B_AssaultPackSpec_mcamo",[["FirstAidKit",1],["DemoCharge_Remote_Mag",4,1],["30Rnd_556x45_Stanag_red",2,30]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","ACE_NVG_Wide_Black"]]; {[_x]joinSilent grpNull; [_x]joinSilent group player;} forEach units _unit; What this does is once the player selects the mission from the strategic map he is teleported to the mission start. AI are then spawned in with the custom loadout and join the player. The tasks etc are assigned using the trigger/task modules. Once the mission is complete and the player reaches his exfil area the player is then teleported back to the briefing area with his original loadout and the AI are deleted. -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks I'll give it a go! Yeah Its still an issue, they spawn with their custom loadout, they have full ammo etc but still report Low Ammo for whatever reason, I'm guessing it's a bug or something. -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just had a look, doesn't look like you can use an image with this? Can you provide an example? -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, does anybody know how to display an image instead of using a black fade out? I'm currently using this: cutText ["", "BLACK OUT"]; cutText ["OPERATION LITTLE EAGLE", "BLACk FADED", 1.5]; But instead of a blackscreen I would like to use a custom image that fades out at the start of the mission -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright so new question... I'm trying to add a image in on the strategic map mission, in the mission module it has "image" . I have a screenshot.jpg in the mission folder and have put the following in this setObjectTextureGlobal [0,"mission1.jpg"]; I've also tried creating an images folder and tried: this setObjectTexture [0, getMissionPath "images\nameOfTheFile.paa"]; does anyone have any ideas? -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For anyone playing along... So far I've managed to: *Player teleports to strategic map mission module *BlackFade screen on teleportation with custom Operation name and at whatever time of day I want to set the mission. *Specific AI now spawns with player and joins the player after teleportation *AI is spawned with a custom loadout. * Tasks are created and assigned. *Radio chat, no voices yet, considering for the future *Once tasks complete, move to an Exfil which Fades out and teleports player back to base in original loadout. coming along nicely -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can't seem to find a work around, I gave them an all Vanilla loadout. They do have ammunition but are reporting "low ammo"....but for now it works. -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did it the way you described through the debug console. _unit setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; Maybe because mine is a custom loadout where as yours is a vanilla loadout? -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I've tried that and I pasted the loadout into the mission.sqf but they're still spawning with no ammo, even though ammo is present ["20Rnd_556x45_UW_mag",4,20]. Anything else I can try? -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I just type that in and run it "Local"? then copy and paste the loadout back into where I have the equipment? It really is! This is my first mission....It may have been a bit advantageous of me but I'm doing well so far. It originally started off as a COOP mission and I've just been converting it to a single player version so I can learn a bit more about editing. I can always make it a COOP mission once I've completed the SP version, that part is simple (I think), All I would really need to do is make a respawn and perhaps put down some vehicles and an arsenal box. Yes I can share the mission once I'm done and you can have a look at how it's pieced together. Basically, it's a set of missions taking place at the same time as Kerry/Miller are on stratis during the East Wind Campaign. The missions are technically running alongside/in support of Alpha Team (Kerrys group). You take the role of Huntsmen 1-1 (A Nato Force Recon Team), So far I have 3 missions complete that just need the final touches with the scripts I'm now working on....An example of the type of mission is "Operation Neptune" which sees you and your team deployed in a Scuba assault role....and you have to plant explosives on the AAF Patrol Boats from under the water and destroy them to open up the waterways to extract to Altis. -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry to keep posting...but this is now what I have/can do *Player teleports to strategic map mission module *BlackFade screen on teleportation with custom Operation name *Specific AI now spawns with player and joins the player after teleportation *AI is spawned with a custom loadout. M1 setTriggerActivation ["West", "NOT PRESENT", true]; sleep 5; deleteVehicle Mission; p1 setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; _unit = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit1 = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; _unit1 setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; {[_x]joinSilent grpNull; [_x]joinSilent group player;} forEach units _unit; My next question is....When my AI spawn in with the custom loadout, they're low on Ammo, How do I make them spawn with "X" amount of magazines for the correct weapon? Any help would be appreciated. -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok this is what I have so far... M1 setTriggerActivation ["West", "NOT PRESENT", true]; sleep 5; deleteVehicle Mission; p1 setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; _unit = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit = group player createUnit ["B_Recon_F", position player, [], 0, "FORM"]; "B_Recon_F"; _unit setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; {[_x]joinSilent grpNull; [_x]joinSilent group player;} forEach units _unit; So far this works but how do I set a different custom loadout for the 2nd B_Recon_F AI that is created/spawned?? -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So is this in the right track? M1 setTriggerActivation ["West", "NOT PRESENT", true]; sleep 5; deleteVehicle Mission; p1 setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; _unit = group player createUnit ["B_RangeMaster_F", position player, [], 0, "FORM"]; "B_rangeMaster_F" setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; {[_x]joinSilent grpNull; [_x]joinSilent group player;} forEach units _aiGRP; and then just repeat that for each unit and custom loadout I want? -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok....so far i've managed to: *Player teleports to mission location *Player is assigned a custom loadout. * AI group is spawned and joins the player. How can I make the AI group spawn with a custom loadout? and how can I spawn specific AI instead of squads? This is what I Have so far in my mission.sqf M1 setTriggerActivation ["West", "NOT PRESENT", true]; sleep 5; deleteVehicle Mission; p1 setUnitLoadout [["arifle_SDAR_F","","","",["20Rnd_556x45_UW_mag",20],[],""],[],["hgun_Pistol_heavy_01_black_F","muzzle_snds_acp","acc_flashlight_pistol","optic_MRD",["11Rnd_45ACP_Mag",15],[],""],["U_B_survival_uniform",[["optic_NVS",1],["G_Tactical_Clear",1],["PiR_bint",3]]],["V_RebreatherB",[]],["B_AssaultPackSpec_rgr",[["PiR_bint",1],["ACE_Clacker",1],["DemoCharge_Remote_Mag",6,1],["20Rnd_556x45_UW_mag",4,20]]],"H_HelmetB_light_snakeskin","G_B_Diving",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGogglesB_blk_F"]]; _aiGRP = [getPos player, WEST,(configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "SpecOps" >> "BUS_DiverTeam")] call BIS_fnc_spawnGroup; {[_x]joinSilent grpNull; [_x]joinSilent group player;} forEach units _aiGRP; Any help would be much appreciated guys... -
Strategic map missions.
tydansie replied to tydansie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
*bump* Can it not be done? -
Updating old equipment configs
tydansie replied to tydansie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
thanks mate, I've managed to get the Body Armor and Helmets updated, have to figure out the backpacks and how to put a capacity in them, at the moment they're unlimited capacity. -
Hey guys, I'm trying to update an old vest config to the new config which uses the "hitpoint" instead of the armor value. Below is the old config }; class gear_platecarrier_OCP_01: V_PlateCarrier1_rgr { scope=2; author="KetsuCorp"; picture="\GEARS_OCP\ui\OCP_ui.paa"; model="\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry"; displayName="U.S. OCP Plate Carrier 01A, TN"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\GEARS_OCP\armor\platecarrier\OCP\data\platecarrier_OCP_05_co.paa" }; class ItemInfo: VestItem { armor=30; containerclass="Supply500"; mass=1; allowedSlots[]={"701","801","901"}; passthrough=0.61000001; uniformmodel="\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry"; hiddenSelections[]= { "camo" }; }; }; I've looked at the "Character and gear encoding guide" which has the following: /// Vest_Camo_Base config /// class cfgWeapons { class ItemCore; class VestItem; class Vest_Camo_Base: ItemCore { author = "Bohemia Interactive"; scope = 0; weaponPoolAvailable = 1; allowedSlots[] = {901}; // This means the vest can be put into a backpack. picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Weapons_F\Ammo\mag_univ.p3d"; hiddenSelections[] = {"camo"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; hiddenSelections[] = {"camo"}; containerClass = Supply0; mass = 0; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Body { hitPointName = "HitBody"; armor = 0; passThrough = 1; }; }; }; }; }; But what I can't understand (this is my firs time) is how to utilise this new code and update the old config? is anyone able to give me an example of what to change or how to update it and how it should look? Any help is much appreciated.
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a.i. Tactical Combat Link - TypeX
tydansie replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, I'm a little confused, I've downloaded the TCL mod from the Steam Workshop and loaded it via the mod menu on the Arma launcher....is that all I need to do to get it working? I had a look at the GITHUB and it was a little confusing as to how to get it working. Thanks in advance.