tholozor
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Everything posted by tholozor
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Nicely done!
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The legend lives on!
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Damn, that is pretty unfortunate.
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RQ-11B RAVEN for Arma 3 - RELEASED!
tholozor replied to Feint's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Exellent! 'Grats on release! -
The issues regarding 5.56mm ammo are something BI needs to look at. That, or the way soldier protection and the damage system is handled. It's certainly not Robert's fault and not necessarily his problem either, it's the system that needs tweaked.
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For those of us that play DCS: A-10C, that should be a relatively easy walk in the park. Can't wait to finally get to do so in Arma!
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Looking good Feint! Can't wait!
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ARMA 3 Addon Request Thread
tholozor replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Might I direct your attention here, Warlord: http://forums.bistudio.com/showthread.php?162496-Mk-v-wip&p=2515104&viewfull=1#post2515104 -
FUTARM: Maritime Units Pack
tholozor replied to BloodoftheScribe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice job! Glad to see the Skittles make a return! -
What PN11A said as well, I forgot about that. The uniform must be empty first, so that you can't have a 'container-inside-of-a-container-hypercube' deal going on. At least on a person's own inventory, crates work fine.
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I think it's the allowedSlots in the uniform config, like how you can only carry a Medikit or Toolkit in a backpack. The uniforms have a mass around 40.
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Wow! What a difference!
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F/A-18 Super Hornet and Su-35S Flanker E
tholozor replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe that UAV cameras space-stabilize now in the most recent dev-build. Need to test it, but perhaps that will inherit into the targeting pod automatically? -
Making units perform animations
tholozor replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In the Functions Viewer in the editor, take a look at BIS_fnc_ambientAnim and BIS_fnc_ambientAnimCombat. I've found these to be an incredibly useful alternative to playMove/switchMove loops. -
You texture path isn't exactly right. You do need to define the texture path, just not in the way you're thinking. The texture path refers to the location of the texture within the addon's pbo. Both files must be within the same directory, so that when the addon is compiled, the engine will read the texture path from the config file relative to the file structure within the pbo. Let's say I have a mod I'm making. I make a new folder called my_soldier and place my config file in there. Now within that folder, I make a new folder called textures, and place my texture in there. The config file will reference the texture file like this: hiddenSelectionsTextures[] = {\my_soldier\textures\my_texture.paa};
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Retexture Issue - Beanie hat
tholozor replied to paranoid_giraffe's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It might not have a hiddenSelection for camo defined in the model. -
Retexture Issue - Fighter Chestrig
tholozor replied to paranoid_giraffe's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That will most likely fix it; can't believe I didn't even read the model line, mainly because I don't even add the code for the model on my own work since the new vest will inherit the model from the referenced class anyway. Forgot about the _co suffix too, cheers surpher. -
Missing unguided rockets for BLUFOR
tholozor replied to cthulhu616's topic in ARMA 3 - BETA DISCUSSION
The PCML can be fired in SACLOS or Fire-and-Forget. -
Retexture Issue - Fighter Chestrig
tholozor replied to paranoid_giraffe's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Changing the second ItemInfo to VestItem should have done it (didn't notice VestItem wasn't there the first time). Are you running development branch or stable? I think the chestrig hiddenSelections might only be properly working on development. -
Retexture Issue - Fighter Chestrig
tholozor replied to paranoid_giraffe's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This might help, the chestrig requires both camo1 and camo2 listed in the main config and in ItemInfo. The hydration pouch selection uses the texture from platecarrier1 and platecarrier2 (vests_rgr_co.paa), so you'll need to make a second texture to cover the whole thing. class PG_Chestrig_red: V_chestrig_oli { scope = 2; model = "\A3\Characters_F\Civil\equip_g_chestrig"; displayName = "Chest Rig (Red)"; picture = "\A3\characters_f\Data\UI\icon_V_Chestrig_khk_CA.paa"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"this selection is for the main part of the vest","this selection is for the hydration pouch"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\Civil\equip_g_chestrig"; containerClass = "Supply100"; mass = 50; armor = "5*0.2"; passThrough = 0.9; hiddenSelections[] = {"camo1","camo2"}; }; }; -
Retexture Issue - Fighter Chestrig
tholozor replied to paranoid_giraffe's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Which class of the chestrig are you using for your base class? Using V_chestrig_oli works for me just fine. Could you post what your part of the config looks like? Might help us debug the issue. -
F/A 18 Super Hornet for Arma 2 OA
tholozor replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome! Our 154 fly-boys will love flying their colors! Thank you so much! -
Nice, outstanding to see someone finally tackle the Mk V. As a starting point, it's not bad, the beam looks way short compared to the length. As it is right now, it looks like a racing boat. There's some actual dimensions listed here, as well as some internal shots of the control seats and passenger seating: http://navysealmuseum.com/home-to-artifacts-from-the-secret-world-of-naval-special-warfare/exhibit-mark-v-special-operations-craft-soc/ These images might provide useful as well regarding the overall shape and some details: http://www.factorydirectmodels.com/ships/GM9-1004.html Hope that helps at all, can't wait to see where this goes! EDIT: Found this forum thread with a few handfuls of photos from multiple angles, including pictures of the front console. http://www.militaryphotos.net/forums/showthread.php?119217-Mark-V-SOC-walkaround And this picture showing the dual jet drives off the stern: https://www.maineboats.com/files/u2/hodgdon02.jpg There's a model on TurboSquid that is pretty close to the real thing, you could possibly use some of those pictures as a reference too (unless you want to pay $200 for the model): http://www.turbosquid.com/3d-models/mk-v-special-3d-model/497571
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Very nice work, aside from the already mentioned missing first-person textures, the "AOR1" hood is actually AOR2 camouflage. The face shemaghs are by far my favorite. I'm hoping someone will come up with a script to allow players to switch between the face shemagh and neck shemagh without having to get a new item.
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Shouldn't the US Flag on the helmet be facing the other way? Stars forward? Regardless, nice work!