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baz44331

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Everything posted by baz44331

  1. baz44331

    Aliens Mod

    Hi Hcpookie. I have models for aliens that i paid money for. I would let you use them in this mod if you want. I also have the full LV426 map. and a drop ship. I also have a pro 3D modeler who i pay to make me models and UVmaps. I am also a texture artist. We could if you want go full on with the this mod. give it aliens and full Marines Vehicles.
  2. http://hoststuff.forgottenhonor.com/media/Planetside2/ForumGraphics/nc-advert-poster.jpg Forgotten Honor is pleased to announce F|H Marauders, F|H Marauders is Forgotten Honor's first ever outfit (Guild) within the new game Planetside 2. Marauders will play as the New Conglomerate faction and will offer 3 regiments to choose from so you will be able to play whatever you want so you can join the fight in the Infantry, Armour and in the Air. Since the game will be in beta soon this will be your chance to join in the fun as we will be hosting gatherings to play the beta every week until the game releases. You don't want to miss out so sign up and we will see you in beta. Our new outfit will bring you to the fields of Auraxis where you will fight over the continents with up to 2,000 players. Choose between these 3 regiments: http://hoststuff.forgottenhonor.com/media/Planetside2/ForumGraphics/Marauders-Regiments.png Every Friday evening, starting from 1900GMT, you will be put together with your outfit in the largest scale team-play emphasized battles, each taking place on any of the continents within planetside 2 you will never be out of the fight. And just like in all other campaigns in Forgotten Honor there are many ways to develop your career with ranks, medals and of course your teammates. Planetside 2 Planetside 2 is an upcoming video game published by Sony Online Entertainment. The game is a sequel to Planetside originally released in 2003. The game was officially announced on July 7, 2011 at the Sony Fan Fair. As in the first Planetside, Planetside 2 chronicles the efforts of the three factions as the fight for territorial control of the planet Auraxis. Planetside 2 will be a re-imagining of Planetside, featuring the same world, factions and taking place at roughly the same time period. As in the previous game, Planetside 2 will feature territory control in an open-world, large battles featuring hundreds of players on foot or land/air vehicles. Massive combat on an epic scale ! Coordinated operations every Friday night at 1900 GMT 3 Regiments to choose from. Air, Infantry and Armour A mature environment A realistic army structure and organization Development of your career with various ranks, medals and much more Sign-up today to F|H Marauders for all who want to experience Planetside 2 in its best form, Come and join us as we embark on a brand new experience within Forgotten Honor in Planetside 2. Experience huge coordinated battles every week and throughout the week play with your fellow members online in the biggest battles ever found in a online shooter. Join us ! For those of you who do not know about Forgottenhonor. Here is some basic info about the community: Forgotten Honor About us: Forgotten Honor is a gaming platform that has a great amount of experience in arranging online events for games. We work our way up to bring you the opportunity to game as the way we think it should be: a full immersive experience. This is what makes FH so different. The context we add to your games creates a gaming environment you can't get with the vainilla game. Because at the end, those huge intense hours of gameplay with us is what makes a game unforgetable. Forgotten Honor has nearly 12,000 registered gamers and partnered up with AAA title developers and distributors. Forgotten Honor is a platform that put gamers together by giving value for their game experiences. Facts & Figures: • 11,400+ registered users (300% growth rate in 2 years) • 60 long term events for AAA titles • 80,000+ yearly unique visitors • Customized & unique interface • Staff of 35 people (voluntary work) • Organized immersive events over 1,000 signups (eg. Normandy 1944) • Partnered up with businesses (eg. 12,000$ cash prizes) • 7 years of experience Games: Arma 2, Battlefield 1942, Battlefield 2, Battlefield 2142, Battlefield Bad Company 2, Day of Defeat, IL-2 Sturmovik, Red Orchestra Darkest Hour, Men of War, Minecraft, Mount & Blade Warband, Red Orchestra 2, among others. Featuring mods for Battlefield franchise such as Forgotten Hope, Project Reality, Battlefield 1918, Operation Peacekeeper, Battlefield Pirates and Eve of Destruction, Planetside 2. Upcoming games: Battlefield 3, Company of Heroes I hope some of you will consider Joining us. Thank you for your time. And I hope to see you on the battlefield. http://wiki.planetside-universe.com/ps/Outfit:Marauders
  3. A Quick Guide on how to join. Go to the Forgotten honor site as noted in the pic above. or http://www.forgottenhonor.com/index.php Step 1 Become a member. - Click on Register on the top left corner. - Follow the instructions. - Read the Forum Rules. Step 2 Signup for a Campaign / Regiment. - Click on Campaign Signups - Scroll dawn till you see Mount & Blade Warband - Napoleonic Wars. - Click Prussia and then click Start Registration. - Follow the instructions. - If all thats finished you will receive a Private Messages with a welcoming, rules, and forum link. - Enjoy If something still isnt clear contact us on steam and we help you out. Steam : baz44331 cramble ---------- Post added at 11:22 AM ---------- Previous post was at 11:20 AM ---------- Ranks of the Regiment!
  4. Just a small up date guys! our custom flag and standard is now in game.. pic: also our new server is now up! [FH]_24th_Prussian_Infantry_regiment. that's all for now guys.
  5. A short history of Prussia's 24th Infantry Regiment Oberstlieutenant Dallas Gavan 2. Westpr. IR Nr. 7 I Korps Königlich Preußische Armee The 24. Infanterie-Regiment was formed on 1 July, 1813. The regiment was formed from 3rd East Prussian Reserve Battalion and the 4th and 5th Reserve Battalions of the Leib-Infanterie-Regiment. It was titled 12th Reserve Infantry Regiment at this time and was considered to be an ad-hoc and temporary unit. With the reorganisation of the Prussian army in March 1815, the unit was made a part of the new regular army, taking the title 24th Infantry Regiment on 26 April 1815. The regiment was not officially granted the title "4. Brandenburisches IR Nr 24" until 10 March 1823. The organisation of three battalions (two musketeer and one fusilier, or light, battalion) was the same as the other infantry regiments. The regiment had no colours until 3 September 1815, when new colours were presented to the unit in Paris. The Duke of Wellington was one of those who was invited to nail the new colours to the colour pike. The regiment first saw action as a regiment at Goldberg, where it captured two 8lb guns. It was present at all the major battles of the latter half of 1813. At Möckern it captured another gun but lost 12 officers and 773 men in the fighting. In 1814 the regiment fought through France, being engaged at St Avold, Metz, Laon (captured three guns) and finally Paris. In 1815 the regiment was part of 1. Brigade, I Korps and was present at Gosselies, Ligny (where the regiment lost 14 officers and 340 men)and finally La Belle Alliance, where another 7 officers and 137 men fell fighting the French. For its service the unit was awarded the following decorations: 18 Iron Cross 1st Class 177 Iron Cross 2nd Class Formed from reserve battalions, the unit wore a number of different uniforms in its ranks though the officers, NCO and some men wore the correct uniforms (with scarlet facings and sky blue shoulder straps) in 1815.
  6. cant wait for next release guys keep up the good work. by far my favorited mod for Arma,
  7. something like this? http://dev-heaven.net/projects/inv44/wiki/Classlist
  8. I know one guy who pulled it off with jungle maps its not released yet but he did it with two maps and it works perfect. ill have a chat with him and ask him to give you some advice. its a good and fine balance. and looks epic,
  9. new map with less lag would work. this is over the amount of trees there is, need to find a fine balance to make it work. Edit, sry if i sound bit harsh, this mod is epic but the maps are to lagy, people what to play arma with very high graphics, its not possible with the maps at this time. it will work you guys need to find the blance to make it work, hope you guys all the best,
  10. Yes im sure Pac and the team will love this stuff, the engine starting is wonderfull. gives that bit of realism.
  11. yep your mod is epic love the work!
  12. have you guys seen this CrusaderMkII tank? its arma 1 but still workings ingame. all you need is the rights to use it and boom!! new tank! and there is a PzIII, link! http://www.armedassault.info/index.php?game=0&cat=addons&id=1038 edit also this German pak40 also igame. http://www.armedassault.info/index.php?game=0&cat=addons&id=744 I know you have these type of armors ingame already, Kingtiger http://www.armedassault.info/index.php?game=0&cat=addons&id=660 WW2 Pack http://www.armedassault.info/index.php?game=0&cat=addons&id=825
  13. baz44331

    Hell in the Pacific MOD

    great work guys keep it up. cant wait for this mod now: )
  14. baz44331

    Makeing one army.

    Right its ok i found how to do it, All you have to do is combi the config files but you have to take particular care on how you do it with the config. then pack both and there you have it,
  15. hi guys :) ok im trying to combi two units for personnel use into one army but can get it right im at it two days now and still cant get it right. what im doing is makeing one army the "Israeli Armed Forces" this one works fine. // config.bin - 14:44:13 02/14/10, generated in 0.01 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled class CfgPatches { class Britcom3 { units[] = {"BritCom3", "BritCom31", "BritCom32", "BritCom33", "BritCom34", "BritCom35", "BritCom36", "BritCom37", "BritCom38", "BritCom39", "BritCom310", "BritCom311", "BritCom312", "BritCom313", "BritCom314", "BritCom315", "BritCom316", "BritCom320"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class BritCom3 { displayName = "Army"; }; }; class CfgFactionClasses { class BritArmy { displayName = "Israeli Armed Forces"; priority = 5; side = "TWest"; }; }; class cfgSkeletons { class default; // External class reference class OFP2_ManSkeleton : default { SkeletonBones[] = {"pelvis", "", "spine", "pelvis", "spine1", "spine", "spine2", "spine1", "spine3", "spine2", "neck", "spine3", "neck1", "neck", "head", "neck1", "headcutscene", "head", "jaw", "head", "chin", "head", "jaw_rf", "head", "jaw_rm", "head", "jaw_rs", "head", "jaw_lf", "head", "jaw_lm", "head", "jaw_ls", "head", "ear_r", "head", "ear_l", "head", "lip_lc", "head", "lip_lwlb", "head", "lip_lwlf", "head", "lip_lwm", "head", "lip_lwrf", "head", "lip_lwrb", "head", "lip_rc", "head", "lip_uprb", "head", "lip_uprf", "head", "lip_upm", "head", "lip_uplf", "head", "lip_uplb", "head", "nose_tip", "head", "nose_r", "head", "nose_l", "head", "zig_lt", "head", "zig_lm", "head", "zig_lb", "head", "zig_rt", "head", "zig_rm", "head", "zig_rb", "head", "cheek_r", "head", "cheek_l", "head", "eyebrow_lb", "head", "eyebrow_lm", "head", "eyebrow_lf", "head", "corr", "head", "eyebrow_rf", "head", "eyebrow_rm", "head", "eyebrow_rb", "head", "eye_upr", "head", "eye_lwr", "head", "eye_upl", "head", "eye_lwl", "head", "cheek_rf", "head", "cheek_rm", "head", "cheek_rb", "head", "cheek_lf", "head", "cheek_lm", "head", "cheek_lb", "head", "forehead_l", "head", "forehead_m", "head", "forehead_r", "head", "l_eye", "head", "r_eye", "head", "l_pupila", "head", "r_pupila", "head", "neck_t", "head", "neck_b", "head", "neck_r", "head", "neck_l", "head", "tongue_b", "head", "tongue_m", "head", "tongue_f", "head", "leftshoulder", "spine3", "leftarm", "leftshoulder", "leftarmroll", "leftarm", "leftforearm", "leftarmroll", "leftforearmroll", "leftforearm", "lefthand", "leftforearmroll", "lefthandring", "lefthand", "lefthandring1", "lefthandring", "lefthandring2", "lefthandring1", "lefthandring3", "lefthandring2", "lefthandpinky1", "lefthandring", "lefthandpinky2", "lefthandpinky1", "lefthandpinky3", "lefthandpinky2", "lefthandmiddle1", "lefthand", "lefthandmiddle2", "lefthandmiddle1", "lefthandmiddle3", "lefthandmiddle2", "lefthandindex1", "lefthand", "lefthandindex2", "lefthandindex1", "lefthandindex3", "lefthandindex2", "lefthandthumb1", "lefthand", "lefthandthumb2", "lefthandthumb1", "lefthandthumb3", "lefthandthumb2", "rightshoulder", "spine3", "rightarm", "rightshoulder", "rightarmroll", "rightarm", "rightforearm", "rightarmroll", "rightforearmroll", "rightforearm", "righthand", "rightforearmroll", "righthandring", "righthand", "righthandring1", "righthandring", "righthandring2", "righthandring1", "righthandring3", "righthandring2", "righthandpinky1", "righthandring", "righthandpinky2", "righthandpinky1", "righthandpinky3", "righthandpinky2", "righthandmiddle1", "righthand", "righthandmiddle2", "righthandmiddle1", "righthandmiddle3", "righthandmiddle2", "righthandindex1", "righthand", "righthandindex2", "righthandindex1", "righthandindex3", "righthandindex2", "righthandthumb1", "righthand", "righthandthumb2", "righthandthumb1", "righthandthumb3", "righthandthumb2", "weapon", "spine1", "launcher", "spine1", "camera", "pelvis", "leftupleg", "pelvis", "leftuplegroll", "leftupleg", "leftleg", "leftuplegroll", "leftlegroll", "leftleg", "leftfoot", "leftlegroll", "lefttoebase", "leftfoot", "rightupleg", "pelvis", "rightuplegroll", "rightupleg", "rightleg", "rightuplegroll", "rightlegroll", "rightleg", "rightfoot", "rightlegroll", "righttoebase", "rightfoot"}; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit = ""; }; class flag_vojak : Default { sections[] = {"latka"}; }; class Head : Default { sections[] = {"osobnost", "brejle"}; skeletonName = "Head"; }; class ArmaMan : Default { sections[] = {"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan"}; skeletonName = "OFP2_ManSkeleton"; }; class BISoldier : ArmaMan {}; class BISoldier1 : ArmaMan {}; class BISoldier2 : ArmaMan {}; class BISoldier3 : ArmaMan {}; class BISoldier4 : ArmaMan {}; class BISoldier5 : ArmaMan {}; class BISoldier6 : ArmaMan {}; class BISoldier7 : ArmaMan {}; class BISoldier8 : ArmaMan {}; class BISoldier10 : ArmaMan {}; class BISoldier11 : ArmaMan {}; class BISoldier12 : ArmaMan {}; class BISoldier13 : ArmaMan {}; class BISoldier14 : ArmaMan {}; class BISoldier15 : ArmaMan {}; class BISoldier16 : ArmaMan {}; }; class CfgVehicles { class Land; // External class reference class Man : Land { class ViewPilot; // External class reference }; class CAManBase; // External class reference class USMC_Soldier; // External class reference class USMC_Soldier_Medic; // External class reference class BritCom31 : USMC_Soldier { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Squad Leader"; model = "\BritCom3\bisoldier"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "M9"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; class BritCom32 : USMC_Soldier { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Marksman"; model = "\BritCom3\bisoldier2"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {M16A2, "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {M16A2, "NVGoggles", "Binocular", "Throw", "Put", "M9"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; class BritCom33 : USMC_Soldier { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Grenadier"; model = "\BritCom3\bisoldier4"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {M16A4_ACG_GL, "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {M16A4_ACG_GL, "NVGoggles", "Binocular", "Throw", "Put", "M9"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; class BritCom34 : USMC_Soldier { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Automatic Rifleman"; model = "\BritCom3\bisoldier7"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {M249, "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"200Rnd_556x45_M249", "200Rnd_556x45_M249", "200Rnd_556x45_M249", "200Rnd_556x45_M249", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {M249, "NVGoggles", "Binocular", "Throw", "Put", "M9"}; respawnmagazines[] = {"200Rnd_556x45_M249", "200Rnd_556x45_M249", "200Rnd_556x45_M249", "200Rnd_556x45_M249", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; class BritCom37 : USMC_Soldier_Medic { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Medic"; model = "\BritCom3\bisoldier6"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {"G36C", "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {"G36C", "NVGoggles", "Binocular", "Throw", "Put", "M9"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; class BritCom38 : USMC_Soldier { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Rifleman"; model = "\BritCom3\bisoldier3"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "M9"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; class BritCom312 : USMC_Soldier { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Sniper"; model = "\BritCom3\bisoldier12"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {DMR, "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {DMR, "NVGoggles", "Binocular", "Throw", "Put", "M9"}; respawnmagazines[] = {"5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "5Rnd_762x51_M24", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; class BritCom320 : USMC_Soldier { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Rifleman AT"; model = "\BritCom3\bisoldier3"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "Javelin"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "Javelin", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; class BritCom315 : USMC_Soldier { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Officer"; model = "\BritCom3\bisoldier3"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {"M4A1_Aim_camo", "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {"M4A1_Aim_camo", "NVGoggles", "Binocular", "Throw", "Put", "M9"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; class BritCom314 : USMC_Soldier { vehicleClass = "BritCom3"; faction = "BritArmy"; displayName = "Rifleman M16A2GL"; model = "\BritCom3\bisoldier3"; scope = 2; nightVision = 1; camouflage = 0.7; weapons[] = {"M16A2GL", "NVGoggles", "Binocular", "Throw", "Put", "M9", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnweapons[] = {"M16A2GL", "NVGoggles", "Binocular", "Throw", "Put", "M9"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"BritCom3\data\us_rukavy_hhl.rvmat", "BritCom3\data\us_rukavy_hhl_wound1.rvmat", "BritCom3\data\us_rukavy_hhl_wound2.rvmat", "BritCom3\data\us_soldier_rukavy_body3.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound1.rvmat", "BritCom3\data\us_soldier_rukavy_body3_wound2.rvmat"}; }; }; }; here is the one with the problem. it keeps showing up in the US army faction and not the IDF folder. Ive change the name, ive add text like faction and still no use. Here is the orgrinal config for the one that will not work. #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class Rangers { units[] = {}; weapons[] = {}; requiredVersion = 1.51; requiredAddons[] = {CA_E, "CACharacters", "CACharacters_E", "CACharacters_E_Head", "CACharacters2", "CAWeapons"}; }; }; class CfgVehicleClasses { class rb_mc { displayName = "Ranger Battalion"; }; }; class CfgVehicles { class US_Soldier_EP1; class Bag_Base_EP1; class rb_teamleader : US_Soldier_EP1 { accuracy = 3.9; camouflage = 0.8; vehicleClass = "rb_mc"; displayName = "Team Leader"; model = "\Rangers\cpt_knight.p3d"; portrait = "\Ca\characters_E\data\portraits\delta_soldier_CA"; backpack = "rb_backpack_1"; weapons[] = {"SCAR_H_CQC_CCO", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; magazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShell", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnWeapons[] = {"SCAR_H_CQC_CCO", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; respawnMagazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "HandGrenade_West", "IR_Strobe_Target", "SmokeShell", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "Rangers\data\pyle.rvmat", "Rangers\data\us_soldier_body_wound1.rvmat", "Rangers\data\us_soldier_body_wound2.rvmat"}; }; }; class rb_ranger1 : rb_teamleader { displayName = "Ranger (scoped/40mm)"; model = "\Rangers\sgt_bilko.p3d"; backpack = "rb_backpack_1"; weapons[] = {"SCAR_H_STD_EGLM_Spect", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; magazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShell", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"}; respawnWeapons[] = {"SCAR_H_STD_EGLM_Spect", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; respawnMagazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "HandGrenade_West", "IR_Strobe_Target", "SmokeShell", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"}; }; class rb_ranger2 : rb_teamleader { displayName = "Ranger (SD)"; model = "\Rangers\sgt_bilko.p3d"; backpack = "rb_backpack_1"; weapons[] = {"SCAR_H_CQC_CCO_SD", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9SD"}; magazines[] = {"20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnWeapons[] = {"SCAR_H_CQC_CCO_SD", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9SD"}; respawnMagazines[] = {"20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "20rnd_762x51_SB_SCAR", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; }; class rb_ar : rb_teamleader { displayName = "SAW Gunner"; model = "\Rangers\spc_wasdie.p3d"; backpack = "rb_backpack_4"; weapons[] = {"M249_m145_EP1", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; magazines[] = {"200Rnd_556x45_M249", "200Rnd_556x45_M249", "200Rnd_556x45_M249", "200Rnd_556x45_M249", "200Rnd_556x45_M249", "IR_Strobe_Target", "SmokeShellRed", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnWeapons[] = {"M249_m145_EP1", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; respawnMagazines[] = {"200Rnd_556x45_M249", "200Rnd_556x45_M249", "200Rnd_556x45_M249", "IR_Strobe_Target", "SmokeShellRed", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; }; class rb_at : rb_teamleader { displayName = "Ranger (AT)"; model = "\Rangers\sfc_arthur.p3d"; backpack = "rb_backpack_5"; weapons[] = {"SCAR_H_CQC_CCO", "MAAWS", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; magazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "MAAWS_HEAT", "MAAWS_HEDP", "IR_Strobe_Target", "SmokeShellYellow", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnWeapons[] = {"SCAR_H_CQC_CCO", "MAAWS", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; respawnMagazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "MAAWS_HEAT", "MAAWS_HEDP", "IR_Strobe_Target", "SmokeShellYellow", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; }; class rb_squadleader : rb_teamleader { displayName = "Squad Leader"; model = "\Rangers\sfc_johnson.p3d"; backpack = "rb_backpack_3"; picture = "\Ca\characters\data\Ico\i_off_CA.paa"; Icon = "\Ca\characters2\data\icon\i_officer_CA.paa"; weapons[] = {"SCAR_H_STD_EGLM_Spect", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9SD"}; magazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "IR_Strobe_Target", "SmokeShellRed", "SmokeShellGreen", "SmokeShell", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_SmokeRed_M203", "1Rnd_SmokeGreen_M203", "FlareWhite_M203", "FlareWhite_M203"}; respawnWeapons[] = {"SCAR_H_STD_EGLM_Spect", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9SD"}; respawnMagazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "IR_Strobe_Target", "SmokeShellRed", "SmokeShellGreen", "SmokeShell", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203"}; }; class rb_marksman : rb_teamleader { displayName = "Designated Marksman"; model = "\Rangers\spc_brainbug.p3d"; backpack = "rb_backpack_1"; weapons[] = {"M110_NVG_EP1", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9SD"}; magazines[] = {"20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "IR_Strobe_Target", "SmokeShellRed", "SmokeShell", "SmokeShell", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnWeapons[] = {"M110_NVG_EP1", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9SD"}; respawnMagazines[] = {"20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "IR_Strobe_Target", "SmokeShell", "SmokeShellRed", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; }; class rb_engineer : rb_teamleader { displayName = "Engineer"; model = "\Rangers\pvt_pyle.p3d"; backpack = "rb_backpack_5"; picture = "\Ca\characters_E\data\Ico\i_eng_ca.paa"; engineer = 1; canDeactivateMines = true; weapons[] = {"SCAR_H_CQC_CCO", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; magazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "PipeBomb", "PipeBomb", "Mine", "Mine", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; respawnWeapons[] = {"SCAR_H_CQC_CCO", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; respawnMagazines[] = {"20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "20rnd_762x51_B_SCAR", "PipeBomb", "Mine", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; }; class rb_medic : rb_teamleader { displayName = "Medic"; model = "\Rangers\sfc_d_gary.p3d"; backpack = "rb_backpack_2"; picture = "\Ca\characters\data\Ico\i_Med_CA.paa"; Icon = "\Ca\characters2\data\icon\i_medic_CA.paa"; attendant = true; class SpeechVariants { class Default { speechSingular[] = {"veh_Medic"}; speechPlural[] = {"veh_Medics"}; }; class EN : Default {}; class CZ { speechSingular[] = {"veh_Medic_CZ"}; speechPlural[] = {"veh_Medics_CZ"}; }; class CZ_Akuzativ { speechSingular[] = {"veh_Medic_CZ4P"}; speechPlural[] = {"veh_Medics_CZ4P"}; }; class RU { speechSingular[] = {"veh_Medic_RU"}; speechPlural[] = {"veh_Medics_RU"}; }; }; TextPlural = "$STR_DN_Medics"; TextSingular = "$STR_DN_Medic"; nameSound = "veh_Medic"; }; // backpacks class rb_backpack_1 : Bag_Base_EP1 { scope = public; displayname = "Camelbak Hawg"; model = "\rangers\2ndrb_backpack_1.p3d"; picture = "\rangers\data\backpack_1_ca.paa"; icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa"; mapSize = 2; transportMaxWeapons = 0; transportMaxMagazines = 6; class TransportMagazines { class _xx_20rnd_762x51_B_SCAR { magazine = "20rnd_762x51_B_SCAR"; count = 6; }; }; }; class rb_backpack_2 : Bag_Base_EP1 { scope = public; displayname = "Camelbak Mule"; model = "\rangers\2ndrb_backpack_2.p3d"; picture = "\rangers\data\backpack_2_ca.paa"; icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa"; mapSize = 2; transportMaxWeapons = 0; transportMaxMagazines = 6; class TransportMagazines { class _xx_20rnd_762x51_B_SCAR { magazine = "20rnd_762x51_B_SCAR"; count = 4; }; class _xx_SmokeShellPurple { magazine = "SmokeShellPurple"; count = 2; }; }; }; class rb_backpack_3 : Bag_Base_EP1 { scope = public; displayname = "Hydration Pack"; model = "\rangers\2ndrb_backpack_3.p3d"; picture = "\rangers\data\backpack_3_ca.paa"; icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa"; mapSize = 2; transportMaxWeapons = 0; transportMaxMagazines = 6; class TransportMagazines { class _xx_20rnd_762x51_B_SCAR { magazine = "20rnd_762x51_B_SCAR"; count = 6; }; }; }; class rb_backpack_4 : Bag_Base_EP1 { scope = protected; displayname = "Hydration Pack"; model = "\rangers\2ndrb_backpack_3.p3d"; picture = "\rangers\data\backpack_3_ca.paa"; icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa"; mapSize = 2; transportMaxWeapons = 0; transportMaxMagazines = 6; class TransportMagazines { class _xx_200Rnd_556x45_M249 { magazine = "200Rnd_556x45_M249"; count = 3; }; }; }; class rb_backpack_5 : Bag_Base_EP1 { scope = protected; displayname = "Camelbak Hawg"; model = "\rangers\2ndrb_backpack_1.p3d"; picture = "\rangers\data\backpack_1_ca.paa"; icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa"; mapSize = 2; transportMaxWeapons = 0; transportMaxMagazines = 6; class TransportMagazines { class _xx_20rnd_762x51_B_SCAR { magazine = "20rnd_762x51_B_SCAR"; count = 1; }; class _xx_MAAWS_HEAT { magazine = "MAAWS_HEAT"; count = 1; }; class _xx_PipeBomb { magazine = "PipeBomb"; count = 1; }; }; }; }; Can anyone help?
  16. baz44331

    Insurgency

    can anyone tell me if there is a insurgeney Panthera?
  17. baz44331

    Insurgency

    Is there a insurgeney tutorial on mission makeing anywhere on these forums?
  18. baz44331

    Kuznetsov CV

    Hi Gnat! I was wondering if its ok if i release a retextured version of your KA 27? here is some screen shots of the chopper. http://imageshack.us/f/11/arma2oa2011081415560048.jpg/ http://imageshack.us/f/135/arma2oa2011081415562782.jpg/
  19. Guys there is a Campaign Tournament. http://forums.bistudio.com/showthread.php?t=115568
  20. Can anyone tell me what action is aloted to the windows key? cos my one may not work so i need to alot a other key to get the shovel and Bayonet to work.Thx in advance.
  21. baz44331

    User mission requests!

    Warfare I44CO. with the Huertgenwald map. would be epic,
  22. ok my clan has a 24 hour server up with EVO. we have about 15 people on at most times. just type in 5th in your fliters and select server 2.
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