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Quakecry

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About Quakecry

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  1. i'd also like to put some templates out, but for that a tutorial explaining how you in PSD easy make it so you can apply a texture without it going over boots and so on would be nice. Good job by the way!
  2. Quakecry

    Addon help

    Thanks. That did the trick :) So, anyone knows what i would do to include the stealthhawk heli as you see behind here http://i.imgur.com/h3mhtHH.jpg (240 kB) Idealy i want my pilot to pilot it when you spawn it. Thanks in advance!
  3. Hello all. I am making a unit pack for A3, and i have some questions related to the config here. Say i want to include a vehicle such as the new blackhawk stealth heli, how do i progress? I have already edited one PSD file for it that add some markings on the exterior. And then does the same go for other vehicles to? I already have my units as its own faction so idealy i want vehicles under it so when you spawn it the pilots in my faction will be piloting it. And this is my first time doing this, so config is a bitch.. But i also unfortunately got an error today when trying the beta with my units, any idea why? It wasn't there before the beta. Thanks in advance for all help. This community is the best! http://i.imgur.com/JkgINgP.png (420 kB) Attached is the config file. enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class NorwayMod { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class NorFor { displayName = "NorFor"; priority = 2; side = 1; }; }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////SOLDIERS CONFIG CAN BE COPIED AND EDITED\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ class CfgVehicles { class B_Soldier_base_F; class Norway_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Assault"; faction = "NorFor"; canCarryBackPack = 1; canDeactivateMines = true; side = 1; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Norway1_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Quakecrystextures\data\clothing2_co.paa"}; linkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class Norway_Soldier_F2 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Team Leader"; faction = "NorFor"; canCarryBackPack = 1; icon = "iconManLeader"; canDeactivateMines = true; side = 1; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Norway2_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Quakecrystextures\data\clothing1_co.paa"}; linkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class Norway_Soldier_F3 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Medic"; faction = "NorFor"; side = 1; attendant = true; canDeactivateMines = true; canCarryBackPack = 1; icon = "iconManMedic"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Norway3_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Quakecrystextures\data\clothing1_co.paa"}; linkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class Norway_Helipilot_F: B_Soldier_base_F { _generalMacro = "B_Helipilot_F"; scope = 2; identityTypes[] = {"Language_EN_EP1","Head_NATO","G_NATO_pilot"}; modelSides[] = {3,1}; faction = "NorFor"; model = "\A3\Characters_F\Common\coveralls.p3d"; side = 1; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Norway_HeliPilotCoveralls"; displayName = "Pilot"; linkedItems[] = {"H_PilotHelmetHeli_B","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio","V_TacVest_oli"}; respawnLinkedItems[] = {"H_PilotHelmetHeli_B","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio","V_TacVest_oli"}; hiddenSelections[] = {"Camo","Camo2","Camo3"}; hiddenSelectionsTextures[] = {"\Quakecrystextures\Data\coveralls_grey_co.paa"}; class Wounds { tex[] = {}; mat[] = {"A3\characters_f\common\data\pilot_suit.rvmat","A3\Characters_F\Common\Data\W1_pilot_suit.rvmat","A3\Characters_F\Common\Data\W1_pilot_suit.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat"}; }; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Norway1_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "NorFor Forest"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Norway_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class Norway2_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "NorFor Forest"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Norway_Soldier_F2"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class Norway3_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "NorFor Forest"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Norway_Soldier_F3"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class Norway_HeliPilotCoveralls : Uniform_Base { scope = 2; displayName = "$STR_0"; picture = "\A3\characters_f\data\ui\icon_U_B_PilotCoveralls_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Norway_Helipilot_F"; containerClass = "Supply50"; mass = 90; }; }; class ItemCore; class HeadgearItem; class Norway_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "NorFor Forest Camo"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Quakecrystextures\data\equip1_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Base; class VestItem; class Norway_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "NorFor Ranger Green"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Quakecrystextures\data\vests_rgr_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; };
  4. Would be great with some tutorial explaining how you apply oa, height and cavity and all that in photoshop, as it would make putting a new texture alot easier.
  5. I got an error with the unit addon i am working on, which wasn't before this update. Any idea what i can do? 'http://i.imgur.com/JkgINgP.png (420 kB)
  6. This is the WIP of a NorFor pack i'm working on, which will also be its own faction under blufor. As for now i've only done the first two units (pilot and assault) thus far, but i am working on others as well. I am hoping to release a early alpha version of it soon - And from there continue to update them, I also have dreams in the future of getting the HK416 included and some more things, but modelling is not my forte so that will not happen for now anyway.
  7. Quakecry

    .psd templates [NATO]

    Thanks it worked perfect. Only thing is that the helmet won't appear on the dude. But, you just helped me make my first addon ever and i do feel a little proud even though it isnt much to be proud of. Other than a base template in arma 2! It still requires alot of work and i need to figure out how to add the helmet, but it worked. they also don't show up in the inventory, or they are there but no picture or anything.
  8. Quakecry

    .psd templates [NATO]

    Well it didn't work in CS5 for me, so i saved them in the taga format, then with textview2 converted them to paa format. Issue is however that ingame it says textures can't be loaded. Here's how my CFG looks like: any idea what the issue could be?
  9. Quakecry

    .psd templates [NATO]

    Right, but how do i save them back to the PAA format?
  10. So i've been trying to create textures and i was wondering how i convert these files: to the required paa files for usage ingame since obviously just psd won't work.
  11. Quakecry

    .psd templates [NATO]

    Oh, anybody know how i actually replace the woodland layer with another texture? I have another cam oi'd like to use but how do i actually apply it? - And after that how they are put ingame.
  12. Quakecry

    .psd templates [NATO]

    Could someone be so kind and post the photoshop files for the green flight suit on blufor?
  13. Quakecry

    Arma 3 Officially Announced!

    Quoting what another guy wrote on a another forum. And i agree, M4's should be in this game, or atleast a fancy new version of it.
  14. Quakecry

    Arma 3 Officially Announced!

    I can read, and it looks like just the same engine. Keep in mind, i love ArmA, but, better vehicle physics, and way better animations, as well as not being so heavy on the computer, i would not say no thanks to.
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