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BilOlson

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Everything posted by BilOlson

  1. BilOlson

    Just changing textures...

    Roger that JB, no offense taken ,nullsystems got a hold of me and on msn and turned out he actually knew how to do it and had used a Hex Editor before(several years back), what a pleasant surprise. Usually the reply to that is "A Hex What?" I really don't know that much about all this modding stuff but what I do know I do like share with others if they need the help, just as others in this forum have done for me. It's what makes this place a community. The tute is still a day or two off from being done, well more like a week being I travel for work and work Thur-Sun, I leave tommorrow and sadly enough my laptop doesnt run Arma
  2. BilOlson

    SF Units v2

    Addon: ASP SF Units v2.0 Changelog: ver. 2 - Added groups to Editor (thnx weedomatic for the help! Author: BilOlson aka Storm=ASP= Contact: in readme... Description: Adds 4 new SF units to each of the three sides, Bluefor, Opfor, Racs using default BIS models and characters. I put this together for my squad because we play Coop only, specifically Spec Ops type missions and needed a Medic, then there was a few other roles that needed to be filled so here they are. I used default models/textures so not to make addon large in size and can be used with default units. (.pbo is only 16 kb (config only)) If anyone finds a bug let me know(should be None), or if you'd like to see some sort of other roles created that would fit this particular pack, feel free to contact me, info is at top of readme. **Update, they do not have Groups in editor tried to get them grouped with the default Special Squad(s) units to make them 8 man teams but with no luck, if someone can help me with this PM me please. Units added: ============ West,East,RACS: SF Medic - (with heal capabilities) SF Repair - (repairs vehicles) ** Special note, does not work while repair man is in vehicle , he must GET OUT to repair vehicle. Due to playing Coop I made it like this so the repairman and vehicle have to rendevouz to repair vehicle, this isnt BF2. SF Heavy Sniper - (M107(west,racs), KVSK(east)) SF Machine Gunner Classnames: =====EAST===== "EMedic" "EHSniper" "EMGunner" "EEngineer" =====RACS===== "GMedic" "GHSniper" "GEngineer" "GMGunner" =====WEST===== "sfMedic" "sfHSniper" "sfMGunner" "sfEngineer" Download ASP SF Units v2 here
  3. BilOlson

    SF Units v2

    SFunitsv2 has been released. Changelog: Version 2 - Added groups to Editor. Download ASP SF Units V2 here **Adjusted first post also to reflect update @MOD - could you please change thread title to reflect upgrade to V2, please, and thank you ...
  4. BilOlson

    Just changing textures...

    Sorry JB, I didn't post it here because it would be like "beating a dead horse" there is a Search Function built into these forums. Sometimes you h ave to try diffrent keywords: "Retexturing","Texturing","Reskinning", etc... It's how I learned to retexture units. If you haven't noticed the moderators around here do not like multiple posts asking the same thing over and over, and over. With that said I am MORE than happy to help you out, by PM or MSN, Xfire. I am in the process of putting a tutorial together with screen shots for someone else but will make it available to everyone when Im done with it. Should be today.
  5. BilOlson

    Just changing textures...

    Sent PM...
  6. BilOlson

    Zasleh, Out of ammo and wound

    Good info , thank you Jackal..
  7. BilOlson

    Zasleh, Out of ammo and wound

    I don't know for sure but thats definitely where I would start Haven't had to use that yet in the configs I have done... Let me know what happens, as far as the wounds not working, cant tell you without looking at your "addon" package (config, textures,rvmats,p3d's, etc).. As far as I can tell everything looks setup ok...This problem I would start with those rvmats you created... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "ASZ_Beretta\soldier\ei_molle_webbings.rvmat", "ASZ_Beretta\soldier\ei_soldier_body.rvmat", "ASZ_Beretta\soldier\ei_soldier_equip.rvmat", "ASZ_Beretta\soldier\ei_soldier_equip.rvmat", "ASZ_Beretta\soldier\us_hhl.rvmat" Then again I could be wrong, Im far from a professional on these matters, just trying to lend a helpful hand..
  8. BilOlson

    Zasleh, Out of ammo and wound

    not sure, but what does this line do? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class All { hideWeaponsCargo = 1; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define true 1 #define false 0 It's set to true
  9. BilOlson

    AT Laucnher Config

    I more than likely can, if you want to PM me... When you mean basic, what exactly are you doing? 1)new model, new sound, new everything? 2) altering an existing weapon to your liking? See below..... this code here (tested) will put a new M136 in game, although it just uses default BIS model, textures, and sounds. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class New_M136 { units[] = { }; weapons[] = { }; requiredVersion = 0.108000; requiredAddons[] = { "CAweapons" }; }; }; class cfgWeapons { class LauncherCore; class Launcher: LauncherCore { cursorAim = "\ca\Weapons\Data\clear_empty"; cursor = "LawCursor"; autoAimEnabled = 0; opticsDisablePeripherialVision = 1; magazines[] = {}; value = 10; nameSound = "atlauncher"; magazineReloadTime = 12; reloadTime = 0; sound[] = {"\ca\Weapons\Data\Sound\at7_RocketLauncher_Shot1",0.01,1}; initSpeed = 30; canLock = 0; reloadAction = "ManActReloadAT"; autoReload = 0; ffMagnitude = 0.1; ffFrequency = 1; ffCount = 1; recoil = "LAWSingle"; aiRateOfFire = 10; aiRateOfFireDistance = 500; optics = 1; primary = 0; opticsZoomMin = 0.22; opticsZoomMax = 0.95; opticsZoomInit = 0.42; distanceZoomMin = 100; distanceZoomMax = 100; UiPicture = "\CA\weapons\data\Ico\i_at_CA.paa"; }; class New_M136: Launcher { scope = 2; displayName = "New M136"; model = "\ca\weapons\m136_launcher"; modelSpecial = "\ca\weapons\m136_launcher_loaded"; modelOptics = "-"; magazines[] = {"M136"}; sound[] = {"\ca\Weapons\Data\Sound\Javelin_fire_v3_A",10,1}; drySound[] = {"\ca\Weapons\Data\Sound\Javelin_dry_v1",0.0001,1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316228,1}; soundFly[] = {"\ca\Weapons\Data\Sound\rocket_fly1",100,1.5}; picture = "\CA\weapons\data\equip\W_m136_launcher_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_at_CA.paa"; recoil = "launcherBase"; aiRateOfFire = 5; aiRateOfFireDistance = 500; class Library { libTextDesc = "$STR_LIB_M136"; }; }; Copy and Paste code above in a text file and save as config.cpp, put it in a folder named "New_M136", create .pbo of this folder and put in AddOns folder, then in editor put this in soldier's init line: this addMagazine "M136";this addWeapon "New_M136";
  10. BilOlson

    Own Units

    I'm more than happy to help, but Id suggest either PM'ing me or emailing or MSN messenger me, this topic has been covered extensively throughout the forums...No sense in a beating a dead horse....
  11. BilOlson

    cfgFaces

    You got this working via Event Handler? How? I just tried for about an hour it does NOT like this line of code: Generic Expression Error <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _facial = (_array select (random ((count _array) - 1))); Alot of this is still new to me ... 1) It DOES work if added to mission folder and called in Unit's init line in Editor, flawlessly, almost... Does'nt work on units placed by game engine Ex: AI T-72, AI BMP...they're still caucasian.. 2) Tried "replacement type addon" config with event handler, no go, once its put into this situation it gets the error I stated above...Tried all Man and tried using to check if it was East or not...Then i also took check out and tried individual East classes (SoldierE, SoldierEB, etc..) Still does not like that one line... 3) Gotta ask.. Why would you want to change em "all" to black? Except for a few units, they look so freaking ridiculous. For them to even look half way decent you'd need camo changes etc for one, then you'd be doing an addon anyways and would do this exactly like MADMED did, or via CfgFaces like in the config i did for WP_Insurgentsv1.0. (Although its not Random, individual units have specific faces...done by a little Cfg Faces trickery (tip supplied by weedomatic, thanks again bro worked like a charm ) 4) Damn you... Now I can't seem to stop trying to get this to work, arrrrgh I'm goingto get it..
  12. Working on a new unit(s), everything working fine but cant seem to get the cfgFaces correct. Anyone with a example of a single unit with a custom face (cfg Faces included) in the .cpp? Close as I got was "white textures" for Face, so Im assuming its a path problem. Tried it the way it was done in OFP but it seems it has changed slightly?? Any help is very appreciated...
  13. BilOlson

    cfgFaces

    Definitly possible...You want these faces all the time for SLA units? Let me see what I can come up with, got whole day off.... ** Update 1 I just checked out the script for African Militia from MADMED..very effective, but I added a single line to check to see if unit belongs to East or not and if he does turn his face black...Works great here..But of course right now I'm running it in unit's init in editor.. But could be easily converted to an addon I would think...or at least some better way of doing it...Working my brain now and testing stuff out will get back to this thread will repost on my findings... I added: ?((side _unit) == east) : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0; _array = ["face26","face27","face28","face29","face30","face31","face32","face33","face34","face35","face36","face37","face38","face39","face40"]; _facial = (_array select (random ((count _array) - 1))); ?((side _unit) == east) : _unit setface _facial; exit
  14. First off save as face.jpg and save to your C:\Users\Dad\Documents\ArmA Other Profiles\YourInGameName <---this is the path for me on Vista, if you are on XP its MyDocuments\Arma Other Profiles\YourInGameName once you place the face.jpg in there goto your Edit profile screen in Main Menu and select "Custom Face" from Face picker... Presto, you should have your face in game now...Any other questions feel free to PM me...
  15. I have created some units(SF) and can't figure out how to get my custom units grouped with default(SF) units. I DO not want to overwrite original Special Squad, I'm looking to create a brand new group (8 man SF Team) 4 Default SF Units and my 4 custom units together, I tried for two days unsuccessfully..as close as I got was group showed in editor and I could place them but my new guys werent there, but the "grouping" lines for them were.... Basically in a nutshell I want to mix default BIS units and my customs together into a group... I am missing something and have searched but have found nothing concerning this... An Example maybe if you have one, can be brief and uncommented... Thanks in Advance..
  16. lol,Now to figure out multiple sides...
  17. You Da man once again Weed! That did cross my mind at one time, but I didn't act on it, guess I should've... **Update: Tried it. Not the case I don't think weed, if you look at my .cpp for WP_Insurgents; I did it same way without a hitch...worked flawlessly...but then again they were ALL customs and not the mix of the two...It was placed in exact same spot... Now when I move it in my other addon I get a CfgGroups.scope error, maybe it's a syntax/punctuation error? OMG these freakin brackets....I h8 em ***UPDATE 2: Thnx Q and Weedomatic between the two of you and about 1,232,674 adding/removal of brackets and about that many restarts of Arma, I got it to work, they all are in!!!! @Weed - I don't think it matters where it(cfgGroups) is in the .cpp, its just a matter of having the brackets correctly, cause now I have it in exactly the same spot with appropriate brackets at the end of class and it works beautifully! I also belive it reads the whole cpp all the way through regardless I could be wrong, but I have another vehicle addon I'm working on that uses a Event_Init (Yeah, I know I need to use Extended_Event_Init but can't get that damn thing to work for the life of me atm), but the script it calls I put a hint all the way at the bottom before the Exit and the hint was showing up, so this leads me to beleive it still gets to the bottom of the cpp? Im not that knowledgeable about this stuff but I'm learning... Once I clean this up with some of the attributes etc that don't need to be duplicated Ill post the Code in here for all to use I'm sure it'll prove useful to someone, at least looking into getting started in putting together addons and such...
  18. Thanks, knew it was something I was overlooking...Ill have to give it a thorough going over now...Ill let you know how it turns out.. RE: Formation is temporary haven't explored that yet...its next on the list...
  19. BilOlson

    cfgFaces

    You j ust have to replace path to one of your textures for MyFaces Default, instead of that BIS face. You DO NOT want to overwrite BIS files, this will cause you problems in MP
  20. I had tried that with no luck...Ill give it a whirl again today I think I had BIS soldiers first though, does that make a difference? Thanks again Weed you rock as always
  21. BilOlson

    SF Units v2

    @Viper, thanks for kind words and the input, will take into consideration about M107/SPR, looking to be realistic as possible without affecting overall gameplay....
  22. BilOlson

    cfgFaces

    Wow nice Yac, wished I would've saw that a few weeks ago....
  23. BilOlson

    cfgFaces

    Sorry about that, I dont know for a fact but when you call MyFaces it loads the first unit with the MyFace Default, so to overcome this I did the following... Before <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Default { name = "MyFaces Default"; texture = "\ca\characters\hhl\hhl_33_CO.paa"; east = true; west = true; // racs.. }; class Face1 { name = "MyFaces 1"; texture = "\Fox_Unit\hhl\face8.paa"; east = true; west = true; // racs... }; Replace the BIS Texture with one of your own... After <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Default { name = "MyFaces Default"; texture = "\Fox_Unit\hhl\face8.paa"; // Set this to one of your Faces not a BIS default... east = true; west = true; // racs.. }; class Face1 { name = "MyFaces 1"; texture = "\Fox_Unit\hhl\face8.paa"; east = true; west = true; // racs... }; Hope this helps Oops almost forgot if this unit your working on is Independent(RACS), youll have to go through cfgFaces and set "racs = true" for all of them, otherwise that could be a problem also...
  24. BilOlson

    SF Units v2

    @Matt Rochelle - Roger that, Sir. I was thinking the same thing, We tend to load our HMMWV(s) with such weapons rather than have them operator specific.... @Commando - I take back what I said about adding AT Specific units
  25. BilOlson

    SF Units v2

    @anderson - I originally had the sniper model in but they looked WAY out of place, just like I tell my kids "You should always wear your helmet!".... Just does'nt seem sensible to me; to be in any type of situation outside your "base" in a combat enviorment without your helmet, it would be like leaving your vest,NVG, or ammo mags back on the bunk... @Commando - Duely noted, will put it together tonight, along with any others that are needed...
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