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Everything posted by Pomi Git
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Retexture is not showing, possible issue with config.
Pomi Git replied to handlebar's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I wouldnt use my config verbatim, it was made back in alpha so its possible the class information is no longer correct. I directed you to it to check the hiddenselections. My recommendation would be to use the A3 BLUFOR diver as your base class. If you havent already depbo A3_characters from the Addons folder and look at the main config, just copy the blufor diver class with updated hiddenselection details and it should work fine. -
Retexture is not showing, possible issue with config.
Pomi Git replied to handlebar's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
try Mikero's pbo tools. http://forums.bistudio.com/showthread.php?118821-Mikero-s-Dos-Tools It looks like the tools you are using is not unbinarizing the config. If the config ends in .bin instead of .cpp then this will be the case -
Retexture is not showing, possible issue with config.
Pomi Git replied to handlebar's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What are you using to depbo it? -
Retexture is not showing, possible issue with config.
Pomi Git replied to handlebar's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
One of two things spring to mind 1) your texture path is incorrect 2) diver doesnt use hiddenselection named "camo". I did a mod back in alpha (now redundant) to unlock unused diver textures. Perhaps have a look at my config for that: http://www.armaholic.com/page.php?id=20303 -
Kiory's balaclava Expanded (more textures)
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry for not replying to peoples questions, i haven't been on here much over the past year. Regarding requests for different versions of the balaclava; Kiory made the model so you're best to direct your requests to him, his original thread is here. I simply made some texture variants and on that note I have no plans to further expand this mod. I can look into server key if people are still after that -
Cannot find the error in my config (probably very simple)
Pomi Git replied to j_murphy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
BadLuckBurt is correct, your vehicleclass is invalid. You've entered a text description when you should be referencing a predefined vehicle class. Have a look here on what you need: https://community.bistudio.com/wiki/CfgVehicleClasses -
Configuring new voice profile
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Figured it out and got it working. For anyone else interested, here is a full breakdown guide on what you need to do: depbo 'dubbing_radio_f_data' and copy one of the voice profiles e.g Male01 to your mod folder You'll note the voice profile contains a series of folders for radio protocols e.g RadioProtocolENG, RadioProtocolENGB, etc. You only need one, unless you intend to do different versions. So stick with RadioProtocolENG and delete the rest Rename the folder "Male01" to your own preferred name (ive used Sample01 below) Within RadioProtocolENG you will see more folders e.g Combat, CombatContact, etc and within these are the sound files you need to replace. Note: its really important you dont change the file structure after "Male01". In particular you need to keep the folder "RadioProtocolENG" and this needs to be last folder before the standard sound file folders. So in my example the folder structure is 'mymod\Sample01ENG\RadioProtocolENG\'. This was my key mistake. The most time consuming part of this process; go through every single one of these sound files and replace them with your own version. They need to be in .ogg file format Create a new config file and copy/paste my sample below Rename all the class and reference names to your own preference. You need both an identity and a voice class defined in order to use the new voice profile. Within the voice class, update 'directories' with your voice profile folder path excluding 'RadioProtocolENG';. It needs to be stated twice. No idea why Open the config file for your mod which contains your units and update identity types to reference the identity you created. So e.g in my case its "identityTypes[] = {"SampleID"}; Lastly and most obvious. Recompile your mod and it should work Sample voice config is as follows: class CfgPatches { class samplemod_Dubbing_Radio_F { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgIdentities { class SampleID { name = "Sample ID"; face = "whiteHead_01"; // doesnt have to be this one, you can use any head you want. Just look up the class names glasses = "None"; speaker = "Sample01ENG"; // your voice class defined below pitch = 1; nameSound = "Kerry"; // I believe this ties to the sound file for Kerry, I'm guessing you can change this but I havent bothered }; }; class CfgVoice { voices[] = {"Sample01ENG"}; micOuts[] = {"micOut1","micOut2","micOut3","micOut4","micOut5","micOut6"}; preview = "preview.ogg"; default = "Sample01ENG"; class ENG; class Sample01ENG: ENG { protocol = "RadioProtocolENG"; directories[] = {"\mymod\Sample01ENG\","\mymod\Sample01ENG\"}; identityTypes[] = {"SampleID"}; scope = 2; displayName = "Sample Voice"; author = "Pomigit"; }; }; }; Within the units class you add: identityTypes[] = {"SampleID"}; // Change to your identity class Final note: one thing I couldn't figure out is how to create a group of voice profiles and Id's which are randomly picked by a unit. What I have above locks in a unit to use one specific face and one specific voice -
Configuring new voice profile
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for responding Karel. I may need a little more info. Here is what I have in a config file: class CfgPatches { class MYMOD_Dubbing_Radio_F { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVoice { voices[] = {"MYDUB01ENG"}; micOuts[] = {"micOut1","micOut2","micOut3","micOut4","micOut5","micOut6"}; preview = "preview.ogg"; default = "MYDUB01ENG"; class ENG; class MYDUB01ENG: ENG { directories[] = {"\mymod\myvoice\","\mymod\myvoice\"}; scope = 2; displayName = "Test Voice"; author = "Pomigit"; }; }; "mymod" is the pbo directory where I have my modified version of the sound files for "male01". Is this all I need to define it? If so, what do I then need to put in the unit class to get him to use it? I assumed I needed to define some sort of identity. Cheers Pomigit -
Cheers guys, That's correct
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Done http://steamcommunity.com/sharedfiles/filedetails/?id=382235187
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They're rhetorical questions to make my point that it's a poorly implemented mission that has clearly frustrated a lot of people. As I said freedom of choice is great, but I think they left this mission too open and thus imo it feels convoluted. I think any good mission designer has a clear idea of what they want the primary outcome to be. Despite the stated objective of "escape from the island", it's not clear to me what they really want the outcome to be, or how they expect a player to go about it. Irrespective of freedom provided you at least need a basic idea of how you expect the mission to play out and likely challenges experienced. You don't need to fill the entire island of Altis with "stuff" to achieve this. We are not in disagreement there, but wouldnt enabling saves provide more options and cater for different skill levels? I mean a player can choose not to use them. You could even just do the mission on expert level for a true challenge Well that's your opinion but to me it's not clear. If they're not encouraging you to have a crack at going to the other side of island to visit a heliport, why put it there? (Rhetorical question again, you don't need to answer this) I think you mean enforce because promote implies there's a choice. Keep in mind that utilising saves is not compulsory
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BI's intention for this ending is confusing and doesn't appear to have been thought through properly. If the intention is for a player to die and never escape then why not set up the mission so its impossible to escape? Surround you with wave after wave of enemy AI until you die would make more sense and to be honest would be a kinda fun way to end it. Go out in a blaze of glory. If the intention is for the player to escape via the quickest and safest route, why fill the whole island with stuff? Why not just give you one location to reach? Id still prefer a save option for this mind you. If the intention is to encourage players to visit all the stuff they've put around the island, then why remove the save option? Why would anyone in their right mind make the effort, not to mention time, of going to the other side of Altis to escape, when there is no save option! reading through posts on this forum highlights how annoying this is. You spend two hours to make your way to a location and then get sniped. Game over. I'm all for freedom of choice, but this is a no brainer for me, unless you want the player to die and never return, a save option is a must.
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It's really not necessary to create a modified version of the mission. You just need to create a simple script to override save disabled. I've created a mod that does this and it works perfectly in this campaign mission. I can post it later if anyone is interested.
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it was uploaded to PW6 without permission so I cant imagine its up to date. I wouldnt rely on it. People were asking me to upload it to PW6 a while back but i found the app frustrating to use so gave up. BadHabitz have you considered uploading the mod to steam?
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This jip issue was raised in the old thread. Kerc Kasha appeared to have a solution http://forums.bistudio.com/showthread.php?159271-PG-Services-Private-Military-Company&p=2719660&viewfull=1#post2719660
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I actually have one which I ported to the game and intended to include in the mod, but its source is questionable. I think it may have been ripped from a game, but I'm not sure.
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Introduction Visit the PG Services Website Features Available Units Disclaimer Permissions Known Issues Credits Change Log/Release Notes Version 0.5 (first Release) First release is 0.5. That might be an odd number to start with but its reflective of the iterations I've gone through and the fact that its still not 100% complete. Random uniform, vest and headgear should be multiplayer compatible. I have tested and seemed to be working The mod's fully signed and includes bikey Does not currently include road vehicles. Units can be found under 'Independent>PG Services' Version 0.6 Added earpiece model (uses night vision goggles slot) Added VIP Client model Replaced the normal and specular map for uniforms using the BLUFOR uniform (to remove shiny patch and flag outline)) Removed most of the hex edited models. Now only have the ones for the MX rifles since they still dont have camo selections Adjusted the capacity for all uniforms and vests to be in line with game vanilla versions Added faction icon Removed the class I created for the EBR with SOS scope since there is now one in game by default. Designated Marksman now uses the default in game class A few other minor config changes which wont be noticable to most people There may be other things I've done which are not listed here. Ive been working on this update on and off for the past few months so its possible ive forgotten a few things Version 0.6.1 Black MX rifles will now work with VAS (Note they still look the same as the standard mx in the VAS menu as I havent done custom icons) Fixed a missing icon error for underwear Removed a redundant ammo crate which wasnt working (there is still an ammo crate containing all weapons used in the mod, i forgot to mention in the last release) Fixed loadout issue which was still resulting in some units shouting "out of ammo" Texture Templates I've decided to upload the PSD files I used to create textures for this mod. You are free to edit and re-use them for whatever purposes you like. NATO Combat Uniform - Not suitable for beginners. It includes many layers which ive set up to make it easy for me to switch out colours easily. Please do not message me asking how to use it. If you need to ask its not for you DOWNLOAD V0.6 @MEDIAFIRE DOWNLOAD PATCH v0.6.1 @MEDIAFIRE Class List
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PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi everyone. I’m very pleased to advise BadHabitz is taking over full control of this mod and will be responsible for all future updates. He has my full support to do as he wishes with this mod. A new thread will be created by BadHabitz to relaunch the mod and provide details of his plans. I’ll post a link and decommission this thread once he has done this. Thanks to everyone who has used and supported this mod to-date. The change in hands means the mod will get the attention it deserves, and I look forward to seeing where it goes from here. Cheers Pomigit -
How to use UnitCapture in Arma 3.
Pomi Git replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's an easy fix, you just need to use "engineon" in the helicopters init. It's not actually flying, it's just moving along the pre recorded path. Turning the engine on just makes it look more real :) this action ["engineOn", vehicle this] -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd probably say semi retired. I will make further updates, but they will be infrequent and won't be on the scale I originally planned. I will fix these outstanding problems as soon as I can but I can't give an exact ETA at this point. Hopefully in the next couple of months. If you or anyone else for that matter is interested in taking over maintenance and upgrades of this mod on a permanent basis, feel free to PM me and we can discuss. Cheers Pomigit -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can only assume BI have changed how camo selections work for this vest in a recent patch. It should be the darker black as per the screenshots. Will look in to it. Cheers -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
:cool: yeah I just don't think the mx looks right in plain black. I tried it at the time and didn't like how it looks -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The script is designed to randomise uniform on respawn. The duplicate items is an odd one. Will look into that. And are you saying everyone's uniform changes when someone jips? -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank the heavens, great to hear :) Thanks mate, and no way. I personally think my black mx looks better with the green stock and grip, and green digi-cam magazine. But i am biased of course :D -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fair enough, makes sense I guess. I did a quick search of "field technician" and came up with at least one job advert which sounds more like a repair specialist, but to be honest when I originally created it I didnt really think about it too much. I just tried to align it with the ARMA 2 PMC DLC. I suppose I can change it to an Engineer, its pretty easy to do. You may have to wait a while though, officially I've retired this mod due to lack of time to work on it but I might make a few small updates to address things like this and Zeus compatibility. I also have some tactical goggles I made a while ago and never got round to adding to the mod, so I guess I could add that too.