Jump to content

Remi .A

Member
  • Content Count

    125
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Remi .A

  1. Remi .A

    Switching weapons on the move

    I have tried just about everything to get this to work, and it just doesnt. Tried tab+1/2 tried binding tab+1/2 to my side mouse buttons on the naga, tried other combos, nothing. any help is appreciated.
  2. [x]Release Version 1.2 [x]Addon has gone open source, heres the link below Opensource Link v1.2 https://dl.dropboxusercontent.com/u/84975333/backwardshat.rar ====================== http://i.imgur.com/MGXRxXx.jpg (457 kB) ======================== Known issues: White texture at range - FIXED ========================== INSTALLATION : ====================== Extract into the ArmA 3 Directory, by default this is located in: 32-Bit - C:/Program Files/Steam/Steamapps/Common/ArmA 3/ 64-Bit - C:/Program Files (x86)/Steam/Steamapps/Common/ArmA 3/ After extraction it should look like this: Steam/Steamapps/Common/ArmA 3/@your_mod_folder_name You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. You'll also need add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name For using multiple mods you would then do so like this: -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4 If you still have problems to install it look into this guide - http://www.armaholic.com/forums.php?m=posts&q=20866 ====================== CREDITS AND THANKS : ====================== Dissaifer - rvmat and much need config help Mumblz - Concept and Oxygen work Special thanks to BI studios for letting the community use the example models to fool around and have a good time. ====================== DOWNLOAD : ====================== v1.2 https://dl.dropboxusercontent.com/u/84975333/%40Bhats.rar Link has been updated with the newest version. ---------- Post added at 21:54 ---------- Previous post was at 21:53 ---------- Any questions for concerns feel free to ask, would like to see what everyone else can do and make out of this small tweak.
  3. Remi .A

    Backwards Hat

    I will be working this week and some new retextures of the hat, some small stuff but if anyone has any ideas of what someone might want. Logos, sports hats that sort of thing please by all means post it here and ill see if I can incorporate it into the next update.
  4. Remi .A

    Backwards Hat

    The opensource and the regular are updated to use the original a3 files.
  5. Remi .A

    Backwards Hat

    I just uploaded a new version on the main page, I just got a message back from thomas saying the textures show now.
  6. Remi .A

    Backwards Hat

    best way is to use Virtual ammo box addon OTScript, http://www.armaholic.com/page.php?id=19134 theres the link to it, very easy to use in missions. Thomas Ill check the path to the textures I thought I changed them but I must have been mistaken.
  7. Remi .A

    Backwards Hat

    already fixed Thomas reDownload from the first page, all textures are fixed.
  8. Remi .A

    Texture missplaced

    forgot to thank you for this help surpher, your a big help man
  9. Im having a problem with the coveralls re-texture, I re textured all the right areas but for some reason it seems to load the texture wrong. Or something to that affect, heres a picture of what it looks like. http://i.imgur.com/s7rDfJL.jpg (435 kB) heres my config just in case enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_uniform_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item model = "\A3\Characters_F\blufor\b_soldier_03.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\tansuit\data\tancamo.paa"}; }; class Example_Soldier_G : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Black and Tan"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Black_tansuit"; //the uniform item model = "\A3\Characters_F\blufor\b_soldier_01.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\tansuit\data\coveralls_bltan_co.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Tan Operator Suit"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\blufor\b_soldier_03.p3d"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class Black_tansuit : Uniform_Base { scope = 2; displayName = "BlkTan Suit"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\blufor\b_soldier_01.p3d"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_G"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; };
  10. I am having a problem with my hat addon, when I rotate it the hat it seems to stay in the exact same postion when I save and load it into the game. Any ideas?
  11. Remi .A

    Backwards Hat

    thanks for the heads up pomigit
  12. Remi .A

    Backwards Hat

    Would love to talk to you on steam when you got time, so I can sit down and test it out with you. Would like to try and recreate what is happening to you so I might be able to fix it.
  13. Remi .A

    Backwards Hat

    I tested the hat on dev build, and had no problem. I am running the same build as you and same version of the addon, if anyone else could test the hat on dev build and give me some feedback would be much appreciated.
  14. Remi .A

    Backwards Hat

    I haven't tested this on the dev build, I will check in on this
  15. Remi .A

    Backwards Hat

    the orginal arma 3 files are locked to the public, unless they release the file to the public not everything is able to be modified. =============================================== Also for anyone that has download, I did a small update that fixed a problem with the texture not showing at long distances. A new link as been added on the main post.
  16. Remi .A

    Backwards Hat

    if you could get BI to release the example model for the hats with headset it would be very possible :)---------- Post added at 00:00 ---------- Previous post was at 23:59 ---------- thanks for the info, ill have to take a look into that.
  17. Remi .A

    Backwards Hat

    Hope you get use out of them Thomas :)
  18. Remi .A

    Backwards Hat

    I only made on color, my idea was to just turn the hat around so people can retexture and have fun with it.
  19. Im working on re-texturing the multicam texture, what im wondering is how to determine weather or not the addon uses the regular mtp uniform or the recon mtp. To make that simpler I want to use the short rolled sleeves version instead of the long sleeve.
  20. Remi .A

    Uniform question

    that didnt seem to change anything, model stayed the same after changing it to b_soldier_03.p3d. Heres the config code. enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_uniform_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\tansuit\data\tancamo.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Tan Operator Suit"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\blufor\b_soldier_03.p3d"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; };
  21. make sure your texture files are in the right directory, I fixed my invisible texture when I realized my texture path was wrong.
  22. I am having this same problem with a uniform retexture, did you ever figure out the problem?
  23. hello, im working on a config file and have 3 items in it, the first 2 show up in the box but the last one doesnt. I didnt come up with any pbo packing errors so Im not sure exactly what im looking for. Heres the config file. To me all 3 look the same not sure where im going wrong. Just a quick edit to give more info on which class isnt working. Displayname is TF91 Operator white, thats the one thats not showing up in the box. enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_uniform_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class TF_Operator1 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "TF91 Operator"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"TF91operator\data\tanbluejeans.paa"}; }; class TF_Operator2 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "TF91 Operator2"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"TF91operator\data\litetanbluejeans.paa"}; }; class TF_Operator3 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "TF91 Operator3"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"TF91operator\data\jeanswhitet.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class TF_operator : Uniform_Base { scope = 2; displayName = "TF91 Operator"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "TF_operator1"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class TF_operator2 : Uniform_Base { scope = 2; displayName = "TF91 Operator Lite"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "TF_operator2"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; class TF_operator3 : Uniform_Base { scope = 2; displayName = "TF91 Operator white"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "TF_operator3"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; }; };
  24. Please delete this
×