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Rich_R

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Everything posted by Rich_R

  1. Rich_R

    Arma3 Videos

    Highlight reel from our latest campaign mission
  2. Rich_R

    Arma Air Assault

    We are in our first campaign of the year and the first in Arma 3. Here's the intel, background story; Some other videos of interest
  3. Rich_R

    Arma3 Videos

    We complete videos to give an overview and some background to the story of our campaigns...here's the latest!
  4. Rich_R

    Land Navigation mod

    To further Grab's question, we ran the mod on a dedicated server and no-one could use it. This is an excellent mod we fell would really benefit our group. Thanks again!
  5. Awesome...thank you again;)
  6. I've searched and googled but can't find the answers to the following questions; How do I get the units to appear under the OpFor? Am I wrong with the side choice? What is the purpose of the 'scope=2' line? Is there anything resource for the creation of config files? Thanks in anticipation class CfgPatches { class YEDA { version = 2.0; units[] = {"yed_SoldierTL_F","yed_Soldier01_F","yed_Soldier02_F","yed_Soldier03_F","yed_Soldier04_F","yed_Soldier05_F","yed_Soldier06_F","yed_Soldier07_F","yed_inf_hel","yed_CombatUniform_plain","yed_vest01","yed_vest02"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgFactionClasses { class YEDA { displayName = "Yedinama"; priority = 2; side = 0; icon = "\YED\ico\cfgFactionClasses_BIH_ca.paa"; }; }; class CfgVehicleClasses { class YEDA { displayName = "Infantry"; }; }; class CfgVehicles { class SoldierEB; class I_Soldier_TL_F; class I_Soldier_base_F; class I_Soldier_GL_F; class I_Soldier_AR_F; class I_Soldier_AT_F; class I_Soldier_AA_F; class Bag_Base; class yed_SoldierTL_F : I_Soldier_TL_F { author = "Rich"; _generalMacro = "yed_SoldierTL_F"; identityTypes[] = {"LanguageGRE_F", "Head_Greek", "G_NATO_default"}; scope = 2; faction = "Yeda"; vehicleClass = "Yeda"; genericnames = "BosnianMen"; displayName = "Team Leader"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "yed_CombatUniform_plain"; //the uniform item model = "\A3\Characters_F_Beta\INDEP\ia_soldier_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\YED\data\uniform01_co.paa"}; Weapons[] = {"arifle_Katiba_GL_ACO_F", "Put", "Throw"}; respawnWeapons[] = {"arifle_Katiba_GL_ACO_F", "Put", "Throw"}; Magazines[] = {"30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "SmokeShell","SmokeShell","HandGrenade", "HandGrenade","HandGrenade", "HandGrenade","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell"}; respawnMagazines[] = {"30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "SmokeShell","SmokeShell","HandGrenade", "HandGrenade","HandGrenade", "HandGrenade","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell"}; LinkedItems[] = {"yed_vest01","yed_inf_hel","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit"}; respawnLinkedItems[] = {"yed_vest01", "yed_inf_hel","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit"}; };
  7. Another question about the config.cpp... Is there any way to stop the game from putting sunglasses or other eyewear on units? Thanks in advance.
  8. Worked like a charm...thanks!
  9. Awesome, so I need to add side = 0 to each unit as well as stating the side for the faction? Thanks for the quick response!
  10. Rich_R

    Arma3 Videos

    Nice timelapse!
  11. Rich_R

    Update is out

    Poster Module.....hmmmm...can't find any background info on it. Anyone have anything to read more about this?
  12. What problems are you having? I can forward them to our mod guy who may be able to help.
  13. Rich_R

    Sangin WIP

    looking forward to this!
  14. Rich_R

    A-10C for Arma 3

    Very, very well done!
  15. Rich_R

    ArmA 2 C-130J and MV-22 Redux

    These would be very nice additions to the Arma 3 world. Thanks for your hard work!
  16. You might be able to save yourself a bunch of scripting with a simple respawn script. Murklor updated his murk spawn script for Arma 3. IMO it actually works better than it did in Arma 2. http://forums.bistudio.com/showthread.php?167588-Editor-based-AI-spawn-by-trigger Simply put, place the units on the map along with the waypoints and sync them up to a trigger. When the mission starts the bad guys go on the clipboard only to appear when the trigger is hit. The bad guys will follow the waypoints. He has four options that will trigger the next wave of bad guys, one of which is being destroyed. You'll need to look at his sample mission to see how it works and make sure to double check the execvm's.....he copied and pasted some old lines from the previous version of the script and you need a close eye to make sure they point to the current sqs file. This is one of the easiest and most lightweight scripts I've used.
  17. Our group will be doing the final stress test with 20 players next weekend. If it does as well as we think it will, it will be our radio mod of choice:) Thanks for the hard work.
  18. Rich_R

    Arma3 Videos

    Since the group's inception in June 2012 we have played in the world of Arma 2. On November 17th, 2013 we completely and exclusively moved over to Arma 3. We made this decision after creating a unique mod pack that allowed us to enjoy the same level of realism with Arma 3 we had in Arma 2. Thanks to some talented members, our group enjoys custom uniforms, scripts and a unique, immersive playing experience. We have decided to limited the size of our group which means we can only accept a certain number of additional members. Consequently, we need to ensure the players we take on want teamplay, believes in a group success over an individual one, doesn't care about racking up personal kills and strives to be the best Arma gamer.
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