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A/F-35 + other NATO air assets
evil_brownie replied to Ex3B's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First off, massive props for releasing a more real-looking F-35B, it was sorely missed. Small error report, not sure if just on my end or confirmable, but the rear door on the front landing gear (the one below the actuator) seems to be in the closed position while gear down and inside the wheel well while up. Edit: Running the standalone A-35 version. -
RealSound EA-18G v1.0 Release
evil_brownie replied to LtShadow's topic in ARMA 3 - ADDONS & MODS: COMPLETE
May want to address this little typo, present at least in the SW version. No entry 'bin\config.bin/CfgVehicles/FLAN_EA18G_F.scope'. ...which is a simple inheritance error, as there's no FLAN_EA18G_F classname, but rather FLAN_EA18G_Base -
Definitely did not expect to check the forums and find this here. Just beat it, thanks for this fun little romp *thumbs up*
- 29 replies
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- fun mod
- jump and run
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Armed Forces:UK Virtus Body Armour
evil_brownie replied to mikephoenix's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No worries. These are two quick examples of how to do it. I used a helmet as example, same logic would apply to a vest or uniform (just replace HeadgearItem with VestItem and UniformItem respectively). Naturally, only things i changed from that base helmet in said examples are its displayname and in the iteminfo section the mass to a random value. Example 1 uses the ItemInfo from the existing H_HelmetB (can't remember its in-game name), and example 2 the "generic" ItemInfo values from HeadgearItem. -
Armed Forces:UK Virtus Body Armour
evil_brownie replied to mikephoenix's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Correct. Ever since that update months back, inheriting ItemInfo has to be from a parent class's existing ItemInfo, not directly from ItemInfo as if it was its own independent class (or you can inherit ItemInfo from VestItem/HeadgearItem/UniformItem for example) -
Good to hear. Always had a soft spot for naval aircraft, so this is good news indeed.
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[CLOSED] FFAA V6 (Spanish Army Mod)
evil_brownie replied to FFAAMOD's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Instead of the mission file edit, you could open up any map in the 2D editor, place a BAM and save it, then open it in EDEN (which will update it to EDEN standard) and voila, an easy BAM template to copy/paste to any scenario you wish. -
No entry 'bin\config.bin/CfgWeapons.Single'.
evil_brownie replied to R4IDER's topic in ARMA 3 - TROUBLESHOOTING
Based on what what i was able to gather these past days trying to fix this on my end, class Single and class Burst seem to be "deprecated" by the game and throw an error upon loading the game. While I haven't seen it being directly called upon on weapon configs, it just being there in the cpp file makes the error pop up. Furthermore, the ItemInfo error is a similar situation, it can't be mentioned out of anything that actively uses it. Say if you want to make a specialised MX rifle with modified ItemInfo information, inherit from whichever MX variant you want beforehand (same applies for anything that uses ItemInfo). Example (classnames made-up for illustrative purposes): class CfgWeapons { class MX_base; class MX_rifle_1: MX_base { class ItemInfo; }; class my_personal_MX: MX_rifle_1 { class ItemInfo:Iteminfo { "insert whatever you wish to change" }; }; }; -
APEX Editor loadout (facewear) changes not working
evil_brownie posted a topic in ARMA 3 - TROUBLESHOOTING
As of the current stable/public APEX release, has something major been changed regarding which player controlled, man-type classes can use in the facewear section in the 3DEN editor? Example of what I'm refering to: - I start up the editor, any map (Stratis, Tanoa, etc.), - Place a soldier that I intend on controlling immediately, - Change it's loadout via the built-in loadout editor, - hit preview. The problem: with the exception of certain classes (unsure of just how many work/don't work), upon the preview start, my character will have lost it's facewear item (everything else is fine). Example: vanilla A3 NATO Rifleman doesn't work while some of the new CTRG stealth units will work just fine. Doesn't seem to affect AI units i change, nor affected by usage of mods (tested both with and without), and changing it in-game via Arsenal function is fine. The workaround for the afflicted classnames is to manually re-add the facewear via their respective init fields. Any help would be appreciated, as i really can't fathom why this is happening all of a sudden :/ -
Have you checked out this page on the wiki? Could help you out a bit for some of the submarine functionalities. https://community.bistudio.com/wiki/Arma_3_Ships_Config_Guidelines
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Ulyanovsk - proof of concept
evil_brownie replied to hcpookie's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm assuming it's meant to be a static ship/structure, right? If so, instead of attaching the roadway models, place them next to each other in the game world via setpos/setposASL/setposATL (can't recall which handles it better for horizontal alignment) via a init script, launched from a fake/helper object which would be the editor entry/starting point for "assembling" the carrier. -
Was going to vote Russia, then remembered a lot of sweet stuff we could get of German origin :P
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The Unsung Vietnam Mod 3.0 WIP THREAD
evil_brownie replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That's caused by addons with their config's CfgPatches author section not being updated ( has to be author = "author_name" and not author[] = {"author_name"}; ). -
[WIP]The Rival : F-22 Raptor Vs F-23 Grey Ghost Standalone
evil_brownie replied to firewill's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Genuinely happy to see this one being made. -
New EDEN update makes font look disgusting...
evil_brownie replied to AzZaMaTr0n's topic in ARMA 3 - DEVELOPMENT BRANCH
This. The difference between fonts is quite jarring, and the excuse that the old font made the distinguishing of certain characters difficult seems out of wack. An option to revert would be very welcome.