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yugoslav

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About yugoslav

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  1. Great stuff as always. Do you have any plans to release a version without the RHS SAF dependency in the future? Apologies if that question was previously asked. The steam page answered my question.
  2. yugoslav

    X-Cam-Taunus Version 1.1

    Very detailed, the scale is insane. I am having an issue when I preview the map in editor, I am able to fly around in edit mode but crash when I attempt to preview as a unit I crash to desktop. I tried with the 64bit dev branch as well, it worked initially but still resulted in a crash.
  3. yugoslav

    [WIP] Terrain Diyala province Iraq

    Amazing job, really impressed with the amount of detail. Do you have any plans to make this CUP terrain compatible as JBAD is quite a large independent dependency? Would love to play MP on this.
  4. That's just part of the map; it was made on a sat image so those are the locations of actual buildings, not buildings placed within the game.
  5. yugoslav

    A new ISIS mod, picking up the ball

    You should be able to remove the medals a shoulder rank as well. I'm working on the PASGT and will hopefully have it done soon.
  6. yugoslav

    A new ISIS mod, picking up the ball

    The last http://journal-neo.org/wp-content/uploads/2014/11/american-islamic-state.jpeg With a Tan or Black it looks like the traditional combat tops they most of the fighters use. Its also the garb whey have in most of the Al hayat media videos. They would be the best look for the SAA infantry after RHS units.
  7. yugoslav

    A new ISIS mod, picking up the ball

    A good unit to re texture for both IS and SAA would be the Altis Officer.
  8. yugoslav

    A new ISIS mod, picking up the ball

    When I did the organization it was without other mods in mind. Granted the division of factions can't be simulated in the unit division screen. I still think the FSA makes a better independent, its not a unified group and each militia fights for its own gains. They have joined SAA and Pro-Government militias in the past like Jaysh al-Wafaa, the groups is mainly ex-rebels from Ghouta and other Damascus suburbs when Jaysh al-Islam took over with Nusra. Other small groups have defected in the past as well, in places like Deir ez Zour and Aleppo. Not to mention Tribes that were aligned with the FSA that have since joined IS or Pro-Government forces in Deir ez Zour.
  9. yugoslav

    A new ISIS mod, picking up the ball

    Ill send you a link with everything you need to re-texture it.
  10. yugoslav

    A new ISIS mod, picking up the ball

    http://i.imgur.com/Blm0uLE.jpg (147 kB) I ported over the TK Mag Rig, I'm still working on it but if you would like to use it you are more than welcome.
  11. yugoslav

    A new ISIS mod, picking up the ball

    This would make a little more sense BLUFOR: - Free Syrian Army - Peshmerga OPFOR: - Islamic State - Al-Nusra Front INDEPENDENT: - Iraqi Army - Syrian Arab Army/NDF Nusra front could be OPFOR in that they haven't fought with the Islamic State in awhile The Syrian Army/NDF is allied with the Iraqi Security forces. The Peshmerga has is more of a shifting group, not the best relations with the Iraqi Central Government. The FSA plays every side, even working with the SAA/NDF at time against the Islamist units and IS.
  12. Looks great :) will it be AIA TP compatible?
  13. I'm trying to put multiple texture selections on a vest but they all keep coming up with the same texture. class CfgPatches { class UO_AK_VEST { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgWeapons { class Vest_Camo_Base; class VestItem; class UO_AK_VEST: Vest_Camo_Base { scope = 2; displayName = "AK Chest Rig Lizard"; picture = ""; author = "Yugoslav"; model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_co.paa"}; hiddenSelections[] = {"camo"}; class ItemInfo: VestItem { uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; containerClass = "Supply60"; mass = 25; armor = "5"; passThrough = true; hiddenSelections[] = {"camo"}; }; }; class UO_AK_VEST_Black: Vest_Camo_Base { scope = 2; displayName = "AK Chest Rig Black"; picture = ""; author = "Yugoslav"; model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_black_co.paa"}; hiddenSelections[] = {"camo"}; class ItemInfo: VestItem { uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; containerClass = "Supply60"; mass = 25; armor = "5"; passThrough = true; hiddenSelections[] = {"camo"}; }; }; class UO_AK_VEST_EDRL: Vest_Camo_Base { scope = 2; displayName = "AK Chest Rig EDRL"; picture = ""; author = "Yugoslav"; model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_erdl_co.paa"}; hiddenSelections[] = {"camo"}; class ItemInfo: VestItem { uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; containerClass = "Supply60"; mass = 25; armor = "5"; passThrough = true; hiddenSelections[] = {"camo"}; }; }; class UO_AK_VEST_LOlive: Vest_Camo_Base { scope = 2; displayName = "AK Chest Rig Light Olive"; picture = ""; author = "Yugoslav"; model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_lightolive_co.paa"}; hiddenSelections[] = {"camo"}; class ItemInfo: VestItem { uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; containerClass = "Supply60"; mass = 25; armor = "5"; passThrough = true; hiddenSelections[] = {"camo"}; }; }; class UO_AK_VEST_Olive: Vest_Camo_Base { scope = 2; displayName = "AK Chest Rig Olive"; picture = ""; author = "Yugoslav"; model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_olive_co.paa"}; hiddenSelections[] = {"camo"}; class ItemInfo: VestItem { uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; containerClass = "Supply60"; mass = 25; armor = "5"; passThrough = true; hiddenSelections[] = {"camo"}; }; }; class UO_AK_VEST_Tan: Vest_Camo_Base { scope = 2; displayName = "AK Chest Rig Tan"; picture = ""; author = "Yugoslav"; model = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; hiddenSelectionsTextures[] = {"\UO_AK_VEST\data\tak_soldier_equip_tan_co.paa"}; hiddenSelections[] = {"camo"}; class ItemInfo: VestItem { uniformModel = "\UO_AK_VEST\data\model\UO_AK_VEST.p3d"; containerClass = "Supply60"; mass = 25; armor = "5"; passThrough = true; hiddenSelections[] = {"camo"}; }; }; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "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", //Right upper side "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", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class UO_AK_VEST : ArmaMan {}; };
  14. yugoslav

    No clue how to get vest to work

    PM'ed you, thanks for the help.
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