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Jackal326

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Everything posted by Jackal326

  1. SJB proudly presents v1.04 of the SAS Addon for ArmA2. The pack now also contains SBS and SFSG units, using the new MTP Camo. The new MTP Camo being worn by the SFSG Units in v1.04 of the pack A few images of the othe runits included. Woodland SAS Units In Action (1) Woodland SAS Units In Action (2) Desert SAS Units In Action (1) Desert SAS Units In Action (2) SBS Units (1) SBS Units (2) The SJB SAS Pack v1.031 contains Special Air Service (SAS) operators in both Patrol Kit and Assault Kit with the requisite camouflages for use in both temperate woodland and arid region environments. The pack now also includes Special Boat Service (SBS) units in generic civilian clothing, as well as Special Forces Support Group (SFSG) units in Multicam. These units are high fidelity representations of modern SAS operators circa 2006-present, using equipment sourced from photographs and information proprietary to the SJB mod team. In order to pre-empt some misplaced analysis from the community, the mod team wishes to make clear the following: Since the collaboration of Coalition forces in Iraq and Afghanistan it has not been uncommon for military personnel, including Special Forces, from the United Kingdom and the United States, to cooperate closely during operations. Various uniform components of other nations may be worn by UKSF for a variety of reasons during these operations. Some of these reasons include operational security, reasons of Identification Friend/Foe, interoperability or even just personal preference of the man in the uniform. The equipment worn by each of these units is not only intended to give the user a high quality representation of UKSF operators in game, but the mod team has also taken into account that the units should be applicable to all types of missions associated with Armed Assault 2. These units are not what one would call stereotypical SAS, but the mod team wishes to assure you that the units are an accurate representative of modern operators to the best of their knowledge. The units feature a few custom touches (unique editor icons, command-bar icons, custom night-vision and pistol proxies etc). The addon also includes two custom ammo crates (EMPTY > AMMO > Ammo and Weapons Stash Woodland/Desert). These should come in handy for creating LUPs etc. Addon Contents: - SJB_SAS.pbo - The unit PBO - SJB_SAS.pbo.SJB.bisign - The signature file - SJB.bikey - The SJB Key, for use on dedicated servers *** OPTIONAL FILES *** - SJB_SAS_Headgear.pbo - This PBO contains a small range of headgear for players to use with the 'MP' units. - SJB_SAS_Headgear.pbo.SJB.bisign - The signature file - As Above. - SJB_SAS_ACEcfg.pbo - The 'ACE' unit PBO - If you don't use ACE, DO NOT install this file. - SJB_SAS_ACEcfg.pbo.SJB.bisign - The signature file - As Above. - SJB_SAS_MPcfg.pbo - The 'MP' unit PBO - Added units without headgear for use with the UKSF 'glasses' (custom headgear), primarily for use in MP, but can also be used in SP. - SJB_SAS_MPcfg.pbo.SJB.bisign - The signature file - As Above. - SJB_SAS_ACEMPcfg.pbo - As above, but using ACE weapons and features, as well as hiding the default headgear and backpacks. - SJB_SAS_ACEMPcfg.pbo.SJB.bisign - The signature file - As Above. Credits: Jackal326: Model editing and new normal-maps. SafetyCatch: Mega work on the textures. Again. Johnny: Original models and textures, and permission to port from ArmA1 to ArmA2. Ardvark: Hood model donation, and general modelling advise. Jennifer/Neph/Retro (Same person, different nicknames) & Dasquade: Original night-vision and headmount models and textures. TF86 Squad: BETA Testing. Just a few points to make about the v1.04 release of the units. Firstly, the 'SJB_SAS_ACEcfg.pbo' and 'SJB_SAS_ACEcfg.pbo.SJB.bisign' should only be installed if you use the ACE Mod. If you do not use the ACE Mod, do NOT install these two files as they will cause issues for you. Also, the ACE units require ACEX for the additional weapons they now use. Change Log: > PUBLIC RELEASE V1.04 (10/04/2010): - Added MP units config. This basically removes all headgear from the units, allowing for custom glasses-type headgear to be used, a few are included in a seperate PBO. - Tweaked ACE config, adding support for the new AI talk module (units _should_ talk in English rather than in Russian/not at all). - Adjusted camo ratings for some patrol units. - The SFSG Units now use MTP camo instead of Multicam (the SAS/SBS still retain what Multicam they previously had). > PUBLIC RELEASE V1.031 (25/02/2010): - Re-Updated textures on desert SAS and SBS units, as I previosuly overwrote the incorrect textures. Whoops! lol. - Updated SFSG Textures (these were the ones I was supposed to update before, but instead decided to overwirte the SBS Textures. Whoops again!). - Fixed Desert Patrol MG'ers missing kneepad model (previously, it was simply textured on). - Attempted to re-position and somewhat resize the bush-hats in an attempt to reduce clipping when using black faces (their head-shape is different ingame). > PUBLIC RELEASE V1.03 (28/01/10): - Updated textures on desert SAS and SBS units (editing UBACS Multicam top on SBS, and various tweaks to the SAS textures). - Added P226 to 'ACE Config' Units. > PUBLIC RELEASE V1.02 (11/01/10): - Added 'ACE' Units, that having hidden backpacks (as with ArmA1 version of the pack), and use ACEx weapons and items. All within a seperate config. Don't have ACE/ACEx? Don't install the two ACE files. - Tweaked a few models, adding a bit more variety to the units wearing gloves etc. - Fixed 'Russian speaking units' issue. - Resolved the slight proxy mis-alignment on the custom NVGs leading to glasses etc to clip slightly into the side of almost every unit's head (especially noticable with ACE balaclavas). - Fixed the issues involving the respawn loadouts of a few units (i.e. not having the ability to access the map, compass or radio/GPS etc). > PUBLIC RELEASE V1.01 (29/12/09): - Fixed a small, but annoying config error that resulted in an on-screen popup caused by a last-minute, unchecked, presumed to work, config edit. > BETA v1.0 (20/12/2009): - Original port from ArmA1. - Added SBS and SFSG Units. - Numerous model edits across the board, too many to list. If you used the ArmA1 version of the units, then you'll more than likely spot the changes. - Huge update on the textures, most were re-done from scratch with new DPM swatches etc. Thanks go to SafetyCatch once again. Anyway, now the important thing, the download link (mirrors are very welcome, and will be added here as and when they are posted, thanks in advance): v1.04 IS LIVE Mirrors: - Armaholic.com (v1.04) - Arma2Base.de (v1.04) - eprison.de (v1.04)
  2. Jackal326

    SJB Assault Rifles Pack

    So, its been 18 months of trials and tribulations in my real-life. I've still been around and active on here but have lacked motivation to work on much of anything. I wont go into details but suffice it to say that I'm now back to having some more free time to put into working on the update. Without further delay, here is what is planned for the next version of the AR Pack - no idea on a release yet, still a lot of stuff to hash-out but hopefully it'll be before Arma4... --- FIXES/TWEAKS --- - Adjusted saturation of OD furniture on Diemaco/Colt-Canada (C7/C8) rifles - Fixed a few janky part animations on various rifles (bolt return lever, triggers etc) - Huge overhaul to rvmats and materials to give a more uniform and realistic look to metals, plastics etc. --- ADDITIONS --- - AK74M - FN FAL & FN FAL PARA - G3A3 - G3-SG1 - M110 (I know its *technically* a sniper-rifle but it shares common elements with AR-10 based rifles so...) - M4A1 DMR Variant with MAGPUL Stock, extended barrel and new foregrip (because I was bored). Oh, and a brand new model for the L119A2s courtesy of Joris Chambard. It now also has an SFW configuration too 👍
  3. I'm no expert when it comes to vehicle configs/models but only two things I can think of come to mind as possible explanations: The first is that the fire memory points ("usti hlavne" and "konec hlavne") aren't part of the animated turret named selection, however I'm fairly sure that would break the muzzle-flash (not the particle effects as they're defined separately) so its probably not the case. The second, and again this is purely supposition and me thinking out loud, but is it possible the large object geometry issue that is caused by objects being above a certain size are breaking the selections/memory point definitions and defaulting the position and not the direction of the memory points/animations? Again, I'm just spit-balling here.
  4. Jackal326

    Buldozer not loaded properly

    But you didn't say what you changed from your first post to your second, only that you were "able to solve" the text issue. If you aren't detailed in your steps to "solving" your issue, how can we help figure out what you broke in the process?
  5. Jackal326

    Buldozer not loaded properly

    ...but everything isn't correctly installed/extracted to the P drive, or some other such setting is wrong as the textures (and objects) aren't being loaded.
  6. As far as I am aware you can name the memory points whatever you want in both the model and the config.cpp provided that they both marry-up and match. If they aren't defined correctly then of course they wont work... Lets not forget you would also need to define the other connected things such as muzzle-flash affects, gas ejection ports etc. for the full effect.
  7. Its because you're referencing class assembleInfo; as an external class, when its a sub-class definition. Try the following (not tested): class CfgVehicles { class UAV_01_base_F; class B_UAV_01_backpack_F { class assembleInfo; }; If that doesn't work, try: class CfgVehicles { class UAV_01_base_F; class B_UAV_01_backpack_F; class ASTR_UAV_01_F: UAV_01_base_F { _generalmacro = "ASTR_UAV_01_F"; accuracy = 0.5; author = "DreamRebel"; crew = "O_UAV_AI"; displayname = "Tayran AR-2"; faction = "ASTR"; hiddenselectionstextures[] = {"ASTR\Data\ASTR_Quadcopter.paa"}; scope = 2; side = 0; typicalcargo[] = {"O_UAV_AI"}; class assembleInfo { assembleto = ""; base = ""; displayname = ""; dissasembleto[] = {"ASTR_UAV_01_backpack_F"}; primary = 1; }; }; class ASTR_UAV_01_backpack_F: B_UAV_01_backpack_F { _generalmacro = "ASTR_UAV_01_backpack_F"; author = "DreamRebel"; faction = "ASTR"; hiddenselectionstextures[] = {"\A3\Drones_F\Weapons_F_Gamma\Ammoboxes\Bags\data\UAV_backpack_cbr_co.paa"}; picture = "\A3\Drones_F\Weapons_F_Gamma\ammoboxes\bags\data\ui\icon_B_C_UAV_cbr_ca"; side = 0; class assembleInfo { assembleto = "ASTR_UAV_01_F"; base = ""; displayname = "Tayran AR-2"; }; }; }; EDIT: Just noticed the OP is from 2015, god damn you @AirsoftArmoury15_97 for necro'ing the thread
  8. Jackal326

    Retexture of Helicopter Rotor Blades

    For the 'setObjectTextureGlobal' command to work, the part you want to assign textures to must have hiddenselections assigned to them (via a combination of model and config work). As we don't have access to the models, due to them being Binarized, I doubt you'll have much luck in this endeavour. You could, theoretically at least, hex-edit the model(s) to use your new textures but that is a very grey-area around these parts...
  9. Jackal326

    Arma Reforger/Arma4 VR Support

    Other than the direction of the game not fitting with VR inclusion. By your definition 'Stray' should have VR. I don't hate VR, I just don't feel it "fits" with Arma given how it feels like a gimmick when you look how VR games are designed for it. Games such as 'Half-Life: Alyx', 'Boneworks', 'Hard Bullet', 'Blood Trail' etc have it as such an integral part of the game functionality itself. I don't want to lie on the floor of my room to go prone in a video game, whilst that might appeal to many people you again limit those who have VR but play games using it in confined spaces. Whilst many games offer this an option, given the many mechanics at play in Arma I just can't see its full-implementation the way a few here seem to see it. Whilst there are games that support VR and have non-VR (and more main-stream) versions (Skyrim, Fallout 4 etc) they require seperate versions to play using VR. The "main/regular" games don't support VR and you can't play the VR versions like the regular versions without VR equipment. Ergo, for "proper" and "from the ground up" support for VR you'd require 2 albeit similar games developed in tandem, requiring the division of the development team to necessitate the dual-development. Otherwise, you end up with a disparity of versions where the VR version lags behind with fixes and updates where-by you would lose the "dreamed of" cross-compatibility everyone would cry out for. I wouldn't mind seeing a smaller-scale Arma title developed solely for VR, I just don't see it being practical for inclusion in the "mainstream" version...
  10. This. You only need to define an external (or otherwise already defined classname) once, and you don't need to re-reference it later. I haven't tested this code and knocked it together quick so don't overwrite your existing config for fear I've missed something or broken it: class CfgPatches { class Spielwiese_Cayuse { author = "SirBassi | Arma Spielwiese"; name = "Cayuse mit GPS"; url = "https://discord.gg/...."; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"loadorder_f_vietnam"}; }; }; class CfgVehicles { class vn_air_oh6a_cargo_base; // not sure if this is defined in another config, if it is you'll need to add its cfgPatches name in to requiredAddons field above (unless its defined in "loadorder_f_vietnam" in which case you are good to go. If its not an external reference it'll throw an 'undefined base class error' class vn_b_air_oh6a_01_asw: vn_air_oh6a_cargo_base { enableGPS = 1; }; class vn_air_oh6a_base; class vn_b_air_oh6a_03_asw: vn_air_oh6a_base { enableGPS = 1; }; class vn_b_air_oh6a_04; class vn_b_air_oh6a_05_asw: vn_b_air_oh6a_04 { enableGPS = 1; }; class vn_b_air_oh6a_06_asw: vn_b_air_oh6a_04 { enableGPS = 1; }; class vn_b_air_oh6a_07_asw: vn_b_air_oh6a_04 { enableGPS = 1; }; class vn_b_air_oh6a_02; class vn_b_air_oh6a_04_asw: vn_b_air_oh6a_02 { enableGPS = 1; }; class vn_b_air_oh6a_base; class vn_b_air_oh6a_02_asw: vn_b_air_oh6a_base { enableGPS = 1; }; }; Take note of the commented // parts
  11. Jackal326

    I Need some help with config

    Your cfgPatches section is b0rked and isn't closed properly - its missing a ; after one of the } class CfgPatches { class 427 { author = "427th Dev Team"; name = "427th Aux Mod"; units[] = {}; weapons[] = { }; requiredAddons[] = { "A3_Characters_F", }; }; // added in the missing ; for you }; If you press CTRL+G in Notepad you can type in what line you have the issue on from the error message, in this case line 22, and it will take you right to the line, though you'll need to actually look to see what is causing the error...
  12. Jackal326

    Arma Reforger/Arma4 VR Support

    A long list of reasons why VR will (most likely) never be a fully supported feature in an Arma game.
  13. Jackal326

    Launcher goes straight to Multiplayer game

    Well it didn't get there by itself. You said yourself the last time you played was 8 months ago. I can't remember every little thing I did 8 hours ago, let alone 8 months ago so either you have the greatest memory in the World and the game launcher modified its own launch parameters or you put it in the command line and simply forgot about it...
  14. Jackal326

    Launcher goes straight to Multiplayer game

    ...because you put it there...
  15. Jackal326

    Issues with VON

    Didn't they turn VON off on official servers for some reason? I remember reading a post somewhere about it but can't seem to find it now...oh wait, here it is. As there is no mention of them having turned it back on, I assume that is your issue.... Disregard, I missed the part where you said you can hear others talking...
  16. I'm no scripting genius but wont that execution method only work if you ARE PLAYING AS the whiteboard?
  17. Whatever tool you're using to unpack the PBO isn't worth the bytes of information that form its whole. Download Mikero's tools suite and it will automatically convert the config.bin to a config.cpp when you unpack PBOs. Config.cpp can easily be read in Notepad (or similar).
  18. Instead of: model = "A3\@CUP Units\cup_creatures_people_military_usmc\data\CUP_USMC_LWH_1.p3d"; Try: model = "\cup_creatures_people_military_usmc\data\CUP_USMC_LWH_1.p3d"; Also, make sure to add the correct entry in cfgPatches for whatever the corresponding CUP PBO is (i.e. open up the config.cpp in 'CUP_Creatures_Poeple_Military_USMC.pbo' and see what the name of the cfgPatches entry is (in your case yours is 'LARHELM') and add that after 'A3_Characters_F' in 'requiredAddons')
  19. Maybe post your config in spoiler and/or code (< >) tags here (using the C++ code type) so we can actually read your config as your second link doesn't even work...
  20. Isn't the "setdamage 1" part of this the cause or am I misunderstanding soemthing?
  21. Jackal326

    AI and JTAC

    This is how you ask helpful questions that allow people to help you - by being specific. Not a vague seven-word question that gives absolutely no details about what you want to do...
  22. Here is a method to find the cause: 1) Start ArmA with mods enabled. 2) See bug occur. 3) Close ArmA. 4) Turn off 1 (ONE!) mod. 5) Restart ArmA. If Step 2 re-occurs, repeat steps 3-5 until step 2 DOES NOT re-occur. Given your (ridiculously long) mod-set, I'll expect to hear back from you sometime around Christmas 2023... Welcome to de-bugging ArmA when you just smash mods together with no thought, rhyme or reason... EDIT: For shits and/or giggles if I were you I'd start with either AI-behaviour related mods (that seem to bleed over into player characters as well) and suppression-related mods that are forcing smoke/grenade spam when under fire...so maybe LAMBS Suppression/VCOMAI - but those are just (educated) guesses. Also note, it might not be one mod but several mods that by themselves work fine but when mixed together are conflicting and messing things up (see my previous "smash mods together" comment)... Don't know about your ReShade settings as I haven't touched anything regarding that since Skyrim came out (for the first time, not one of its 20 re-releases), but you can create mod presets in the Launcher for quickly changing what mods you load.
  23. If the mission had a dependancy upon an addon you didn't have, you wouldn't be able to play it... You MUST have that addon installed for it to throw the error. Keep in mind that name is the cfgAddons name written in the config and not necessarily the PBO name as not all content authors have the sense to have a naming convention when it comes to the stuff they release... As @Harzach was eluding to you could try looking at your RPT which is the unwritten common-sense approach when you're getting errors left, right and centre. It is basically a log of the games config errors and such and will give a much more clear indication as to what you've broken by smashing mods together. If you can't make heads or tails of it you can try posting a link to it here (not the whole thing, it'll give people retinal-cancer).
  24. OK, at least we know the sound files themselves work within the engine. Try putting a '\' before each sound path eg.
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