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Jackal326

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Everything posted by Jackal326

  1. No. Well I suppose you technically could then script it to switch between a version with UGL and a version without when you "add" and "remove" the "attachment", but really its more trouble than its worth and from a work-flow perspective you'd still need to code and model both versions as well as code all the scripted swapping bullshit...
  2. You simply need to create those named selections in Object Builder. Select faces and vertices that use the texture you want to assign to "camo1", then right click in the named-selection window and create new selection then call it 'camo1'. Repeat the process for 'camo2', 'camo3,' 'camo4' etc as many times as needed. Then you need to add those selections to your model.cfg in both the 'cfgSkeletons > skeletonBones' list, and the 'cfgModels > sections' list. As to the rest of your query, sadly I am unable to help as my experience working with vehicles is rather limited.
  3. Calling to a model for the uniform only sets what the uniform object looks like when its placed on the floor (i.e. the folded up bundle of clothes you see when you drop a uniform on the ground - hence the "suitpack" path). The part you need to focus on to fix your issue is: uniformClass="092nd_BDU_Base"; This entry (for each uniform) MUST correspond to a cfgUnits class - i.e. an infantryman, and THIS is where you define the actual uniform model (i.e. what it looks like when worn) as well as define hiddenselections etc. My guess is you don't have a unit defined with the '092nd_BDU_Base' class... Try having a read of Arma 3: Characters And Gear Encoding Guide for further info, it'll help you understand what you're trying to accomplish and hopefully eliminate a bit of the trial-and-error for you...
  4. You're referencing another external class again (UniformItem) which you haven't defined. This one is a little different so you'll need to reference its sub-classes too, as seen below: class InventoryItem_Base_F; class ItemCore; class UniformItem: InventoryItem_Base_F { type = 801; }; class Uniform_Base: ItemCore { scope = 0; allowedSlots[] = {901}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_Soldier_F"; containerClass = "Supply0"; mass = 0; }; }; // REST OF CFGWEAPONS STUFF HERE class U_B_CombatUniform_mcam; class 092nd_Standard_BDU: U_B_CombatUniform_mcam { scope=2; scopeArsenal=2; author="Winter"; displayName="[092nd] Standard BDU"; model="\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; picture="\092ndNPCs\data\Icons\H3_ODST_Uniform.paa"; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="092nd_BDU_Base"; containerClass="Supply150"; mass=10; uniformType="Neopren"; modelSides[]={6}; }; };
  5. Is that the entire config? Because if that is the entire config its broken... The first line of the (hopeful) snippet you posted: class 092nd_Standard_BDU: U_B_CombatUniform_mcam 092nd_Standard_BDU is inheriting properties from class 'U_B_CombatUniform_mcam' which you haven't correctly defined previously in your code. Try adding the following above your (again, hopefully) snippet of code: class U_B_CombatUniform_mcam; This will tell the game that 'U_B_CombatUniform_mcam' is an external class that is defined elsewhere (i.e not in your PBO). You will also want to add 'A3_Characters_F' to the requiredAddons array at the top of your config to give the game a rough idea of where the external definition comes from: class CfgPatches { class YOUR_ADDON_CLASSNAME { author = "YOUR NAME GOES HERE"; name = "WHATEVER"; requiredAddons[] = {"A3_Characters_F"}; requiredVersion = 0.1; units[] = {POPULATE THIS WITH YOUR NEW UNIT CLASS-NAMES}; weapons[] = {POPULATE THIS WITH YOUR NEW UNIFORM CLASS-NAMES}; }; };
  6. Jackal326

    problem with Lods

    I was expecting it to turn white and simply be a texture path issue but with it turning black I'm leaning towards it being a shadow lod issue maybe? Would you mind posting a screenshot of your LOD setup? Also worth checking in case it is an incorrectly pathed rvmat/texture in the lower LODs is the 'Mass Texture and Material Renaming' tool within Object Builder. Simply click the 'Tools' Menu along the top navbar and its the second-from-bottom of the list. If any of the rvmats/textures shown in that window show up as red, they're incorrectly patched and can't be found by Object Builder - though this owuld only cause the issue in Object Builder if you have the 'Multiple LODs' option in Buldozer Viewer's menu turned on I would think...
  7. Jackal326

    left-handed

    Have to agree. As a left handed rifle shooter and right-handed pistol shooter (don't ask) I would love to see left-handed weapon usage being an option. However, I also understand that its not as simple as opening up all of the animations (which as you correctly said are Binarized and therefore unopenable) and simply mirroring them. Hell it took me ages to try and make a new rifle-holding animation that didn't look janky as all hell, without making new reload animations with all the transitions to/from stances etc. F-That.
  8. Jackal326

    My Config.cpp error

    Remove the last line with all the //////////// or just add another }; before the line with all the ////////// - Try removing it first, and if that still throws an error try adding the }; A config that long gave me retinal-cancer trying to skim through especially with it not being tab-formatted how I like, but hopefully that helps... EDIT: You'll also want to edit your cfgPatches setup so the game knows what addons to pre-load and where its referencing all of those external class-names from...and while you're at it the cfgPatches section wasn't closed out properly either so I've remade it for you...
  9. Jackal326

    Arma 3 Creator DLC: Reaction Forces

    Its still a base for expansion that, as all the games in this series have become, will no doubt be modded well beyond the original limits/expectations. Thanks for your hard work guys and gals.
  10. Jackal326

    error

    It means the script doesn't know what _startHour is, its not a valid script command so you need to tell the game/script what it is by defining it.
  11. Jackal326

    SJB UKSF L119A'X' Pack

    I've just released v1.01 of the pack. The Steam Workshop link (above) still applies. v1.01 - Fixed path error for L119A2 rvmats. - Added ACE config values for Advanced Ballistics etc. - Added HK416 10.5 and 14 inch barrel variants in gun-metal and tan
  12. SJB L119A'X' Rifles v1.01 ======================= After another few years out of the modding scene I am proud to present a pack of assault rifles used by UK Special Forces. Right now its only variants of the L119A1 and L119A2 rifles, but I may expand it to include other rifles in the future. This pack is an off-shoot of my SJB Rifle Pack v1.0 developed in tandem with the latest update as part of a series of addons made for private use with friends. However I've decided to make it available to the public to give something back to the community that has helped me through some tough times in my life. CONTENTS: The pack contains the following: - L119A1 (CQB and SFW variants with various furniture - 6 versions and 2 with UGL - 8 total). Each with 4 levels of camo (4 x 8 = 32) - L119A2 (CQB and SFW variants - 1 version of each and then an SFW with UGL - 3 total). Each one coming with just one camo version (3 x 2 = 6) - HK416 in two barrel lengths and one with UGL, all in gun-metal grey and tan/desert versions (3 x 2 = 6) - more to come...maybe... FUTURE PLANS: I might include other rifles in future versions including, but not limited to, HK416s, HK417s and maybe some other surprises....maybe... As I originally made this addon for private use it currently doesn't support/require SJB Weapons Core v1.0, but might in the future. At present the weapon makes use of default ammunition/magazines but is compatible with (and requires) CBA for Arma3's to make use of its 'Joint Ammo & Magazines (JAM)' functionality so the weapons function using magazines and optics/attachments (thanks to CBA's Joint Rails functionality) from other popular addons/mods that also use CBA (such as RHS for example). Throughout development I have been in two-minds as to whether or not to use custom sound files for the weapons firing sounds. I already use a few custom sounds for the bolt opening/closing and selector switches being used when switching firing modes. However, inheriting default weapon sounds from the base game's weapons allows users to use their own preferred sound mod and have this pack integrate seamlessly with other addons that do the same. If demand is high enough I may well implement custom sounds, or perhaps an alternate config to allow for choice but as of right now the weapons use sounds from the base-game's weapons. REQUIREMENTS: Arma3 with the latest update. This addon makes use of CBA's ASDG-JR (Joint Rails) and as a result requires CBA for Arma3 to function. CREDITS: Without the help, advice and permissions of the people listed below this pack would not have been possible, so a huge thank you needs to be extended to the following people: - Twinke Masta (Johan Santana) - (M4A1 base model/textures used to create the L119A1) - MrDucky - HK416 base-model and textures. - Stefan Engdahl - (M203 textures and base-model) - not currently used but may be included in the future as an alternative to the UGL. - Eddie Price - (Massive amount of work on the textures of most rifles and a lot of suggestions for model tweaks back in the day). VERSION HISTORY: v1.0 - Initital release v1.01 - This release - Fixed path error for L119A2 rvmats. - Added ACE config values for Advanced Ballistics etc. - Added HK416 10.5 and 14 inch barrel variants in gun-metal and tan. DOWNLOAD LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=3164450578
  13. Jackal326

    Aircraft and Road Vech Glass

    I've replied in your other thread, however I've since realised that you probably wont be able to achieve what you're attempting as the windows and glass of the vehicles would need to be part of selections that are actually defined to allow the use of setObjectTexture/Material. If they're not then you're SOL.
  14. Jackal326

    Coloured tint for glass

    The values used should be between 0 and 1 for all 4 entries. Check out this link for a bit more info. With regard to applying it to the model(s) I believe there is a setObjectMaterialGlobal command that you can use to apply the RVMAT in conjunction with setObjectTextureGlobal to apply the texture (if needed).
  15. Jackal326

    Coloured tint for glass

    Can be done in one of two ways (or a combination of both). Firstly you can simply edit the colouration of the *_ca.paa texture itself, much in the same way you would edit any other texture of the vehicle. Then when you re-save it make sure its a 32bit TGA (rather than 24bit) so it retains the transparency from the alpha channel. With regards to the alpha channel you can also adjust the amount of transparency of the window to make them more/less see-through to simulate window tint by adjusting the alpha channel. However, keep in mind that the resulting colouration may be impacted by what I'm about to say in second method below. Secondly you can add colouration via the RVMAT. One of the first values in many rvmats is the following: ambient[]={1,1,1,1}; These values denote R,G,B,A values (i.e. Red, Green, Blue and Alpha). Adjust these values to get the desired ambient light effect on your texture.
  16. Jackal326

    Need help. "Corrupted Configuration"

    Try going to 'C:\Program Files (x86)\Steam\steamapps\common\Arma 3\' and right clicking on 'arma3launcher.exe.Config' and clicking 'Edit with notepad' The contents should look something like this: ...though for obvious reasons some values/settings will probably vary. If it doesn't resemble this (to be honest looking at the problem even if it does look like this) then delete the file (but back it up first by copy/pasting somewhere safe such as your desktop), and then try verifying your game files through Steam.
  17. Jackal326

    Is it ever coming to GOG or similar?

    If it hasn't happened already, given how old Arma2 is now, then I highly doubt it will ever happen...
  18. Jackal326

    Arma 3 Crashing on Loading Screen

    When you uninstalled and reinstalled, did you completely delete the directory and all remaining files, not just from the reshade folder? Might have still been some DLLs and such lurking in the main install folder that were retained and still glitching things when you reinstalled. Try a complete fresh re-install, having deleted all of the files from the directory after uninstalling. Hopefully that will work, if not try verifying your game files through Steam.
  19. Jackal326

    launcher

    Hit refresh?
  20. Jackal326

    Help with Retexture RHS

    And also make sure you add the cfgPatches entry from the RHS Vest's config to the requiredAddons field of your own cfgPatches section to ensure the inheritance takes.
  21. Jackal326

    Hand position on weapon

    Might be a stretch, the threads 10 years old and the user hasn't been on the forums since 2016. Best of luck though.
  22. Glad to hear that, do you mind posting what was causing the issue and how you fixed it in case anyone else experiences something similar in the future?
  23. What tools are you using to pack the PBO, because I can see a couple of potential issues that might throw some errors which makes me think its not packing correctly...
  24. What exactly doesn't work? Could you maybe give us the error message so we have a start point to try and help rather than going line by line...
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