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kosmonaut

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About kosmonaut

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  1. I really like these guys, but shouldn't they have M16A2s?
  2. kosmonaut

    Army of the Czech Republic DLC

    I'm sure this has been answered before, but if I buy ACR off sprocket will it work with a Steam ARMA2/CO?
  3. kosmonaut

    ACE for OA 1.13

    Dunno if this is the right place to post this, but it would appear that in the modified ACE configs of every ChDKZ (insurgent) soldier with the exception of the commander, the following line has been placed: model = "\ca\characters2\OpforIns\Ins_Soldier_2.p3d"; meaning that they all have the same model, which has a green balaclava, woodland jacket and winter camo pants. Native ARMA used at least 3 different variants. I don't see why this would be intentional, and it destroys a great deal of the ChDKZ's guerrilla look. It makes them look uniformed, even as the uniform itself looks improvised and ill-suited. I imagine it'd be a quick fix. On further inspection it would appear that the other two ChDKZ models (winter top and woodland bottom, and all woodland) both had ALICE packs integrated into the models. I assume that the reason they weren't used was because this would interfere with the backpacks of ACE. I confess I know nothing about this, but couldn't the ALICE packs just be removed from the models?
  4. At the start of the video, it mentions improved view distances.. while this doesn't necessarily have an important effect, actually being able to see the horizon (as you can in the video) is a lot neater and more immersive than the random wall of gray fog a few kilometers away. On further inspection it seems that the combination of a larger view distance with having the VD fog match the sky instead of being gray is used. Even this would be very welcome however, assuming it doesn't destroy FPS. I'm not sure why it hasn't been put in, actually, considering that this is in VBS2 and ARMA 3 has a lot of emphasis on graphical upgrades.
  5. kosmonaut

    Cover Systems, Lean & Realism

    I'd also suggest usage of a system similar to RO2's. It feels really fluid and not all that restrictive.
  6. kosmonaut

    Civilian kill Counter

    This script works perfectly well, but, using ambient civilians, I'm having civilians walk off of buildings (at least I assume) because the kill count goes up on its own.
  7. Well that's a pity. Thanks anyway, both of you.
  8. When I do that, he appears to have no backpack ingame and there is no action to open a backpack, but after I kill him an option (but still no backpack) appears. Very strange.
  9. Thanks a bunch Humvee! It works fine now. On a (mostly) unrelated note, I'm modifying Binkowski's Army '09 units (for personal purposes of course) and I'm having trouble giving a unit a functioning backpack. class bink_usa_aar : USMC_Soldier { vehicleClass = "BINK_ACUMen"; faction = "USArmy"; [color="Red"] backpack = "US_Assault_Pack_AmmoSAW_EP1"; [/color] displayName = "Asst. Automatic Rifleman"; model = "\BINK_US_ACU\models\bink_usa_rifleman_1"; weapons[] = {"rh_m4a1aim", "NVGoggles", "Throw", "Put", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_556x45_STANAG", "30Rnd_556x45_STANAG", "30Rnd_556x45_STANAG", "30Rnd_556x45_STANAG", "30Rnd_556x45_STANAG", "HandGrenade_West", "HandGrenade_West", "SmokeShell", "SmokeShell"}; respawnWeapons[] = {"rh_m4a1aim", "NVGoggles", "Throw", "Put", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_556x45_STANAG", "30Rnd_556x45_STANAG", "30Rnd_556x45_STANAG", "30Rnd_556x45_STANAG"}; class Wounds { tex[] = {}; mat[] = {"BINK_US_ACU\data\r1hhl.rvmat", "BINK_US_ACU\data\r1hhl_w1.rvmat", "BINK_US_ACU\data\r1hhl_w2.rvmat", "BINK_US_ACU\data\r1l.rvmat", "BINK_US_ACU\data\r1l_W1.rvmat", "BINK_US_ACU\data\r1l_W2.rvmat"}; }; }; The unit was based off the basic bink_usa_rifleman_1, but obviously I changed him into an automatic rifleman. I also added a SAW ammo backpack. However, when I get ingame, he has no backpack at all. The backpack line (in red) is the same as in BIS' assistant automatic rifleman unit. What did I do wrong? many thanks And I'm sorry for being so needy, I'm just sort of jumping headlong into config modding and there doesn't seem to be much readily available documentation on the sorts of problems I encounter :(
  10. http://pastebin.com/Sxxkac5w here ya go
  11. class SoldierWB : CAManBase { class TalkTopics : TalkTopics {}; }; class US_Soldier_Base : SoldierWB {}; class US_Soldier_Pilot_EP1 : US_Soldier_Base { weapons[] = {"rh_m4a1r", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnWeapons[] = {"rh_m4a1r", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class US_Delta_Force_EP1 : US_Soldier_Base { weapons[] = {"rh_m4a1aim", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "M9"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "ACE_Battery_Rangefinder", "HandGrenade_West"}; respawnweapons[] = {"rh_m4a1aim", "NVGoggles", "Binocular_Vector", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "M9"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "ACE_Battery_Rangefinder", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "15Rnd_9x19_M9", "15Rnd_9x19_M9"}; }; }; This didn't give me any errors on launch, but in the editor the units were both removed from the US faction, and moved to BLUFOR -> Other -> Men {ARMY) and {Special Forces) for the pilot and operator respectively. This also occurred with some Takistani army units I replaced the weapons for. help?
  12. Thanks m8, I'll see what I can do.
  13. So I could define it as whatever I wanted? I'm afraid I don't really understand.
  14. So I want to replace the default weapons of various Takistani insurgents/Russians/CDF/etc with RH's AK pack. I've been using this replacement pack by RangerPL for reference. Here's an example bit of code from it: class USMC_Soldier : USMC_Soldier_Base { weapons[] = {"RH_m16a4aim", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"}; respawnWeapons[] = {"RH_m16a4aim", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West"}; }; .. replacing the basic USMC rifleman's default M16A4 with its RH equivalent. What I need help with is specifically the "USMC_Soldier_Base" component - where do I find a list of these and how do I know which to use for which unit? thanks in advance
  15. Could anyone help me with doing just that? I'd like to get the buy menu from warfare sans everything else to do with warfare. Is this even possible, and if so is it editable?
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