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Everything posted by OberSchutze
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Hello all, I was wondering if there is a script out there to make a top down attack an option for lock on missile launchers.
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Rangemaster belt texture
OberSchutze replied to DonTheDev's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It uses the same texture as the plate carriers do. -
I am in the process of making a modified NLAW for my group to use in coop missions. I also was trying to retexture it as well. I made the texture, attempted to apply it but it did not work. That part is not a big deal I guess, it just appears to be a lack of hiddentextures being available for that weapon system. My major issue is a popup error related to simulation component somewhere associated with the cfgammo. I have included my cfgammo code. Thank you in advance for any assistance you can provide.
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Rangemaster belt texture
OberSchutze replied to DonTheDev's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The range master belt is a vest object not a backpack. -
Max Life Pack -Compatibility Bug...
OberSchutze replied to maxjoiner's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Perhaps include some of the errors that you are getting. -
Arma 3 Respawn Template Help
OberSchutze replied to jmuirhead20's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Might be better asked in the mission editor config sub forum.- 1 reply
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- respawn template
- template
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Can you remove the 'insignia' spot on a uniform?
OberSchutze replied to solviper's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You would have to remove it from the uniform config. -
Hello all, After the APEX release none of my vest textures appear anymore. I am using the Kerry version Plate carrier. Any help would be appreciated.
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Worked great Pennyworth, thanks for explaining it to me. Jackal I think you have to do a bit more as you are making new item classes from scratch. I am inheriting most of the info from stock bis stuff. I haven't found a need for RVMATs yet.
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How would I go about that? My programming skills are rusty.
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I suppose having the code helps. class Vest_Camo_Base; class VestItem; class V_PlateCarrier1_rgr; class V_PlateCarrierGL_rgr; class V_PlateCarrier3_rgr; #include "TF2031PlateCarriers.hpp" #include "TF2031UnitPC.hpp" class TF2031_OCP_PlateCarrier1_rgr: Vest_Camo_Base { scope = 2; displayName = "Task Force 2031 OCP Light Carrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Projects\TF_2031_Mod\addons\TF_2031_Units\data\textures\plate_carriers\TF2031_PC_MCAM_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry"; containerClass = "Supply200"; mass = 1; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 20; PassThrough = 0.1; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 20; PassThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 20; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; armor = 20; passThrough = 0.1; }; }; }; };
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Well I cleaned it up a bit and everything works except for the units themselves now.I am using the old style of ground unit so I wonder if that might have something to do with it.
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I am trying to clean my main mod config up a bit as it is getting quire unrulely in size. class CfgPatches { class TF_2031_Units { units[] = {"TF2031_OCP_Soldier_ODA_CO_F","TF2031_OCP_Soldier_SOS_F","TF2031_OCP_Soldier_OS_F","TF2031_OCP_Soldier_AIS_F","TF2031_OCP_Soldier_SIS_F","TF2031_OCP_Soldier_AWS_F","TF2031_OCP_Soldier_ES_F","TF2031_OCP_Soldier_AES_F","TF2031_OCP_Soldier_MS_F","TF2031_OCP_Soldier_AMS_F","TF2031_OCP_Soldier_SMS_F","TF2031_OCP_Soldier_SCS_F","TF2031_OCP_Soldier_Larson_F","TF2031_OCP_Soldier_Davis_F","TF2031_OCP_Soldier_Takade_F","TF2031_OCP_Soldier_schilly_F","TF2031_OCP_Soldier_nus_F","TF2031_OCP_Soldier_Odell_F","TF2031_OCP_Soldier_Smith_F","TF2031_OCP_Soldier_langley_F","TF2031_OCP_Soldier_hammac_F","TF2031_OCP_AAF_Soldier_F","TF2031_OPFOR_Soldier_F","TF2031_hex_Soldier_F","TF2031_urban_Soldier_F","TF2031_OCP_gur_Soldier_F","TF2031_assault_Mcam","TF2031_Kitbag_Mcam","TF2031_assault_opfor","TF2031_Kitbag_opfor","TF2031_assault_hex_u","TF2031_Kitbag_hex_u"}; weapons[] = {"TF2031_OCP_CombatUniform_mcam","TF2031_OPFOR_CombatUniform_mcam","TF2031_urban_CombatUniform_mcam","TF2031_hex_CombatUniform_mcam","TF2031_OCP_AAF_CombatUniform_mcam","TF2031_OCP_gur_CombatUniform_mcam","TF2031_enlisted_beret","TF2031_2lt_beret","TF2031_1lt_beret","TF2031_cpt_beret","TF2031_maj_beret","TF2031_ltc_beret","TF2031_col_beret","TF2031_wo1_beret","TF2031_cw2_beret","TF2031_cw3_beret","TF2031_cw4_beret","TF2031_cw5_beret","75th_ranger_enlisted_beret","75th_ranger_2lt_beret","75th_ranger_1lt_beret","75th_ranger_cpt_beret","75th_ranger_maj_beret","75th_ranger_ltc_beret","75th_ranger_col_beret","75th_ranger_wo1_beret","75th_ranger_cw2_beret","75th_ranger_cw3_beret","75th_ranger_cw4_beret","75th_ranger_cw5_beret","75th_airborne_enlisted_beret","75th_airborne_2lt_beret","75th_airborne_1lt_beret","75th_airborne_cpt_beret","75th_airborne_maj_beret","75th_airborne_ltc_beret","75th_airborne_col_beret","75th_airborne_wo1_beret","75th_airborne_cw2_beret","75th_airborne_cw3_beret","75th_airborne_cw4_beret","75th_airborne_cw5_beret","160th_soar_enlisted_beret","160th_soar_2lt_beret","160th_soar_1lt_beret","160th_soar_cpt_beret","160th_soar_maj_beret","160th_soar_ltc_beret","160th_soar_col_beret","160th_soar_wo1_beret","160th_soar_cw2_beret","160th_soar_cw3_beret","160th_soar_cw4_beret","160th_soar_cw5_beret","TF2031_fast_ocp","TF2031_fast_urban","TF2031_fast_opfor","TF2031_ech_ocp","TF2031_boon_ocp","TF2031_boon_opfor","TF2031_boon_hex_u","TF2031_hat_ocp","TF2031_OCP_PlateCarrier1_rgr","TF2031_OPFOR_PlateCarrier1_rgr","TF2031_hex_PlateCarrier1_rgr","TF2031_urban_PlateCarrier1_rgr","TF2031_combatbelt_ocp","TF2031_IOTV_ocp","TF2031_OCP_PlateCarrier_Larson","TF2031_OCP_PlateCarrier_Davis","TF2031_OCP_PlateCarrier_Schilly","TF2031_OCP_PlateCarrier_Smith","TF2031_OCP_PlateCarrier_Nus","TF2031_OCP_PlateCarrier_Takade","TF2031_OCP_PlateCarrier_Langley","TF2031_OCP_PlateCarrier_Odell","TF2031_OCP_PlateCarrier_Hammac"}; icon = "\Projects\TF_2031_Mod\addons\TF_2031_Units\data\TF2031Icon.paa"; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_INDEP","A3_Characters_F_BLUFOR","A3_Weapons_F","A3_Characters_F_EPB","A3_Characters_F_EPA","A3_Weapons_F_Ammoboxes","A3_Characters_F_Common"}; }; }; class CfgFactionClasses { class TF2031_units { displayName = "Task Force 2031"; icon = "\Projects\TF_2031_Mod\addons\TF_2031_Units\data\TF2031Icon.paa"; priority = 1; side = 1; }; }; class CfgVehicleClasses { class TF2031_units { displayName = "TF2031 Units"; }; }; class B_AssaultPack_Kerry; class Bag_Base; class CfgVehicles { class B_Soldier_base_F; class I_Soldier_base_F; class I_G_resistanceLeader_F; class B_Helipilot_F; #include "ODABase.hpp" #include "TF2031Bags.hpp" #include "TF2031UniformBase.hpp" #include "TF2031Members.hpp" }; class B_AssaultPack_Kerry; class Bag_Base; class CfgVehicles class cfgWeapons { #include "TF2031Uniforms.hpp" class ItemCore; class HeadgearItem; #include "TF2031Headgear.hpp" class Vest_Camo_Base; class VestItem; class V_PlateCarrier1_rgr; class V_PlateCarrierGL_rgr; class V_PlateCarrier3_rgr; #include "TF2031PlateCarriers.hpp" }; class CfgUnitInsignia { class TF2031_sf_patch { displayName = "Taskforce 2031 SF Patch"; author = "Larson [2031]"; texture = "\Projects\TF_2031_Mod\addons\TF_2031_Units\data\textures\patches\TF2031_SF_Patch.paa"; textureVehicle = ""; }; class TF2031_160soar_patch { displayName = "Taskforce 2031 160 SOAR Patch"; author = ""; texture = "\Projects\TF_2031_Mod\addons\TF_2031_Units\data\textures\patches\160soar_ocp.paa"; textureVehicle = ""; }; class TF2031_5thrb_co_patch { displayName = "Taskforce 2031 5th Ranger Bn Color"; author = ""; texture = "\Projects\TF_2031_Mod\addons\TF_2031_Units\data\textures\patches\5thrb_blk_red.paa"; textureVehicle = ""; }; class TF2031_5thrb_ocp_patch { displayName = "Taskforce 2031 5th Ranger Bn OCP"; author = ""; texture = "\Projects\TF_2031_Mod\addons\TF_2031_Units\data\textures\patches\5thrb_subdued.paa"; textureVehicle = ""; }; }; When I go to compile it PBOProject fails without giving a reason. Not too sure what is actually broken.
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Characters And Gear Encoding Guide
OberSchutze replied to Locklear's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Will this be updated with the new armor system?- 38 replies
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- characters
- encoding
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launcher doesnt store mods where i told it to
OberSchutze replied to Tankbuster's topic in ARMA 3 - TROUBLESHOOTING
@BIS_Wizard, is there any discussion of a configuration launcher for the server side which can subscribe to workshop mods? -
Was this ever ported over to Kunduz or Stratis?
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launcher doesnt store mods where i told it to
OberSchutze replied to Tankbuster's topic in ARMA 3 - TROUBLESHOOTING
I wish they could just make a launcher for server console like they have for the client. Take the good parts of tophes launcher and integrate mod subscription. -
launcher doesnt store mods where i told it to
OberSchutze replied to Tankbuster's topic in ARMA 3 - TROUBLESHOOTING
Wasn't that supposed to be a selling point of using steam workshop for mods? To make using mods easier to use for the operators of the servers and the people wanting to join said servers? I mean let's face it, us server admins do this because we love the game, it isn't supposed to be a full time job to manage a server.I have been asking for a means to sync steam workshop mods to servers since arma 3 came out and allowed for steam workshop mods. I am lucky enough that I own the actually server box and have direct physical access to the server to do my mod updates. I can't imagine how big of a pain in the rear it must be for those who don't and have to use some web frontend. -
launcher doesnt store mods where i told it to
OberSchutze replied to Tankbuster's topic in ARMA 3 - TROUBLESHOOTING
I think the situation would be better if we could subscribe to and get mods to download for dedicated server, then we don't have to find and manually update them. -
launcher doesnt store mods where i told it to
OberSchutze replied to Tankbuster's topic in ARMA 3 - TROUBLESHOOTING
This is all well and good, would be nice if I could subscribe to the mods for my dedicated server then to keep them updated. Now I have to remember what each mods number is to update it. -
You can also select the model in OB and hold ctrl+shift and drag with your mouse button to make it larger or smaller.
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I can import my model into O2 fine. But I am not sure where to go from there. I am also not sure how to get buldozer to work correctly. Any help would be appreciated.
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Exporing UV for texture creation?
OberSchutze replied to AveryTheKitty's topic in ARMA 3 - MODELLING - (O2)
When I export a file like this I get a white image. -
It works now. Thanks guys. By chance do you know what button exports a texture map?
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From what I can tell it is 50k now.