Jump to content

darkxess

Member
  • Content Count

    991
  • Joined

  • Last visited

  • Medals

Everything posted by darkxess

  1. ^^ not mate, that is not it, it does remove the scope error but then gives me this: Lol without half my body too 😛 Maybe because of this
  2. Hey mate, you mean this line: scope = 2;
  3. Okay so excuse my language but this is bullshit, lol.... IT'S WORKED!!! I literally changed it from this: \A3\characters_f_beta\indep\ia_soldier_01.p3d To this: \A3\Characters_F_Beta\INDEP\ia_soldier_01.p3d Only difference was it was case sensitive lol.... thank you so much guys 😄 Only thing now is im still getting this (scope) error posted further up, anyone know how to fix that?
  4. ^Added the above and still the same message about "Cannot open Object". This is getting really frustrating now 😞
  5. Okay, fixed that typo - but still getting this: :(
  6. ^they are the same no? unless I'm seeing things 😄
  7. Okay, so I tried this "\A3\characters_f_beta \indep\ia_s oldier_ 01..p3d" and it says that it cant be opened upon placing the unit. That is all I need to place right? as such: Config.cpp //////////////////////////////////////////////////////////////////// // // By DarkXess (GRU Units) // //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class gru_units : config.bin{ class CfgPatches { class gru_units { author = "DarkXess"; authorUrl = "https://steamcommunity.com/id/DarkXess/"; units[] = {"gru_unit_highlander","gru_unit_typhon","gru_unit_mandrake","gru_unit_raid","gru_unit_banshee"}; weapons[] = {"gru_unit_highlander_uniform","gru_unit_typhon_uniform","gru_unit_mandrake_uniform","gru_unit_raid_uniform","gru_unit_banshee_uniform"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class gru_faction_units { displayName = "GRU"; priority = 1000; side = "TWest"; }; }; class CfgVehicles { class FlagCarrier; // External class reference class B_Soldier_base_F; // External class reference class gru_unit_highlander: B_Soldier_base_F { scope = 2; displayName = "Kryptek Camo (Highlander)"; faction = "gru_faction_units"; uniformClass = "gru_unit_highlander_uniform"; nakedUniform = "U_BasicBody"; model = "\A3\characters_f_beta\indep\ia_soldier_01..p3d"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\GRU_Units\Uniform\Highlander.paa"}; }; class gru_unit_typhon: B_Soldier_base_F { scope = 2; displayName = "Kryptek Camo (Typhon)"; faction = "gru_faction_units"; uniformClass = "gru_unit_typhon_uniform"; nakedUniform = "U_BasicBody"; model = "\A3\characters_f_beta\indep\ia_soldier_01..p3d"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\GRU_Units\Uniform\Typhon.paa"}; }; class gru_unit_mandrake: B_Soldier_base_F { scope = 2; displayName = "Kryptek Camo (Mandrake)"; faction = "gru_faction_units"; uniformClass = "gru_unit_mandrake_uniform"; nakedUniform = "U_BasicBody"; model = "\A3\characters_f_beta\indep\ia_soldier_01..p3d"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\GRU_Units\Uniform\Mandrake.paa"}; }; class gru_unit_raid: B_Soldier_base_F { scope = 2; displayName = "Kryptek Camo (Raid)"; faction = "gru_faction_units"; uniformClass = "gru_unit_raid_uniform"; nakedUniform = "U_BasicBody"; model = "\A3\characters_f_beta\indep\ia_soldier_01..p3d"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\GRU_Units\Uniform\Raid.paa"}; }; class gru_unit_banshee: B_Soldier_base_F { author = "DarkXess"; scope = 2; displayName = "Kryptek Camo (Banshee)"; faction = "gru_faction_units"; uniformClass = "gru_unit_banshee_uniform"; nakedUniform = "U_BasicBody"; model = "\A3\characters_f_beta\indep\ia_soldier_01..p3d"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\GRU_Units\Uniform\Banshee.paa"}; }; }; class cfgWeapons { class Uniform_Base; // External class reference class ItemInfo; // External class reference class UniformItem; // External class reference class gru_unit_highlander_uniform: Uniform_Base { scope = 2; displayName = "GRU Unit Highlander"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "gru_unit_highlander"; containerClass = "Supply80"; mass = 3; }; }; class gru_unit_typhon_uniform: Uniform_Base { scope = 2; displayName = "GRU Unit Typhon"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "gru_unit_typhon"; containerClass = "Supply80"; mass = 3; }; }; class gru_unit_mandrake_uniform: Uniform_Base { scope = 2; displayName = "GRU Unit Mandrake"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "gru_unit_mandrake"; containerClass = "Supply80"; mass = 3; }; }; class gru_unit_raid_uniform: Uniform_Base { scope = 2; displayName = "GRU Unit Raid"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "gru_unit_raid"; containerClass = "Supply80"; mass = 3; }; }; class gru_unit_banshee_uniform: Uniform_Base { scope = 2; displayName = "GRU Unit Banshee"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "gru_unit_banshee"; containerClass = "Supply80"; mass = 3; }; }; }; class cfgMods { author = "DarkXess"; timepacked = "1540939041"; }; //};
  8. Okay, so how do I get it to work on the model I am wanting, it's only a reskin - I don't see how it isn't working 😞 Edit: if it helps, here a link to the textures I made: LINK REMOVED
  9. @lordfrith hey mate, the configs are now working as posted above, the only problem I have now is the textures are not aligned properly to the unit as shown in the images above too.
  10. OKAY! Finally got them into game and SHOWING!!! 😄 One slight problem with that though, they seem to be stretched or not in the correct place on the uniform, lol images showing what I mean. Still have the scope problem, first post has been updated now with the working config.
  11. Here is the image I have about the (less important) scope error: Still can't get the units to show the new textures in-game 😞
  12. What about something like "Antistasi" has done, he made his map (by script) so it is compatible with things like RHS and ACE mod by just recognising it, maybe something like this that would then disable your parts that mess with I&A. The main problem we had was men not following my waypoints as a ZEUS, also when there was gunfire from afar the units would just stand in there position very VERY far away and keep shouting (spamming) lol such as "enemy spotted". There were times I would just have to delete and quickly put in the random patrol again so the mission could go on as planned. Hoping your coming updates can make things work as they should, thanks mate 🙂
  13. Hey @genesis92x I'm just wondering if you have played Invade & Annex? Well, we have our own edited version of it, and we just started using VCOM AI the latest version. Well you know how the Invade & Annex works hopefully, it pre-sets a given AO and gives all the AI in that area patrol routes etc, but when using VCOM AI it and the fighting starts within that AO it basically resets all the patrol routes etc and the patrols that were patrolling just stand there with nothing to do anymore. We love your VCOM AI mod, especially on ZEUS missions, but is there any way to get it to work alongside Invade & Annex? Thanks man 🙂
  14. Hey guys, please help me... I lost now on what to do. Our dedicated server is not counting kills anymore since using ACE3 and I read that it is because of the "LastDamageSource" or something like that. So upon further reading I came across this: https://github.com/acemod/ACEX/tree/master/addons/killtracker which says for the mission to count unit kills etc you need to add this: class CfgDebriefingSections { class acex_killTracker { title = "Acex Killed Events"; variable = "acex_killTracker_outputText"; }; }; Within your Description.ext file which I have done, but still, it is not counting kills on our server. So, any help please? much appreciated, thank you 🙂
  15. Hey guys, just wondering if anyone else has had this problem - mission starts and Zeus works fine, come an hour or so later and well into the mission going to and from zeus suddenly stops working and your not allowed in anymore. Sometimes I even get the zeus eye and its like I myself am pinging zues even though I AM the only one who can zeus on our server. So anyone else had this problem? anyways to fix it? I should mention that sometime later after the lock out then all of a sudden it will start working again, OR after respawning and even restarting the game fixes it. Our server only uses CBA_A3 and nothing more, its a normal domination/zeus mission and works pretty much well apart from me being locked out of zeus sometimes.
  16. Hey, guys - I have been going through all my ArmA 3 folders looking for some kind of ZEUS cache or files related and I can't find anything. I did a search online about how to remove recent custom objectives as I don't always want to keep the past things I made, not all of them anyways. So my question is how can I remove the recent's in my "Custom Objectives" please? Image for reference: Thanks in advance :)
  17. Hey guys, wondering if you can help me... I am trying to make a mission where if you shoot one guy and he dies then the task is complete and a new task is quickly generated on taking out another guy. So 2 tasks in one setup. Though I have a problem, when I kill the first guy it works and put the 2nd guy as the new task, but when I kill him it makes the task of killing him unassigned as if I need to do it again. I want it to complete on the first guy killed, then onto the 2nd guy and once he dies it will complete but I just can't get it to work the way I want it too. Image of my setup Link to an example mission. Any help, please? thanks :)
  18. darkxess

    [RELEASE] No Mine Markers

    @HazJ thanks mate worked perfectly :)
  19. Had the same problem, thanks for the advice, worked for me too. Seems like one of the mission was corrupted or something. Thanks :)
  20. darkxess

    [RELEASE] No Mine Markers

    Oooo never knew this, does this go into the init of the mission or the actual server.cfg ? I would like to do this without changing the server to veteran etc... just a basic config to disable mine markers. Thanks guys :)
  21. darkxess

    [RELEASE] No Mine Markers

    @austin_medic you able to update this please mate, it's not working anymore. No matter what I do it still shows the mines on the map and in the player's hud. Thanks
  22. darkxess

    AWC Arms Release Thread

    @Miroslaw Kowalski Hey man, can you possibly sign this so it can be used on servers/MP? Thanks :)
  23. Hey, guys, I have made an edited version of "Escape from Malden" and could do with a little help please as I have run into a small problem. I haven't changed much at all with the mission itself apart from changing the respawn time from 30 to 20 seconds and added RHS factions for both BLUFOR and OPFOR also by making the mission from 10 to 20 players. I also put the men who the players spawn as in groups of 3 as we are a unit and we work in groups of 5, 1 leader with 4 players. The problem is, once anyone dies it keeps stopping the mission with "mission failed" even though it's set at 50 respawns for the group! if anyone dies OR force respawns it then says mission failed, too many friendly casualties or something like that. One other thing is, this happens to the normal version of "Escape from Malden" also, but upon first respawn, someone dies straight away "force respawn" even though they just joined the game, though after getting in after that it seems fine. Another thing with the original version is that when you die you respawn as not the soldier / loadout you originally had.... Any help please? Thanks
  24. @SkaceKachna It would be for a mission where units are dynamically spawned - would you mind making an example mission of how this would all go together? Thanks :)
  25. Hey guys, I am wondering if you can help me, I am trying to get this mod: http://www.armaholic.com/page.php?id=24204 working on our server as a script instead of a .pbo (mod) as its not signed for servers anyways. So my question is, how can I get it to work within our servers mission by calling it via a script? thanks
×