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Everything posted by knightmaher
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Australian Defence Force Uncut - DISCONTINUED
knightmaher replied to Raid's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Love the mod it turns out that the missing files issue is related to play withsix. After downloading it manually the mod works completely. This is the same with me and my mates too. -
Hi all So I have done a retexture job on the wearable bandanna masks in the game. I have set up my cfgGlasses. In the Virtual Arsenal. The item is visible in the list and is clickable without error but the texture is missing. I suspect the model is the wrong one so if someone could verify that that would be nice. Here is my config. /// AMCU Recon Wrap /// class cfgGlasses { class None; class AMCU_wrap: None { author = "knightmaher"; displayname = "AMCU Recon Wrap"; model = "\A3\characters_f_bootcamp\Guerrilla\Data\g_bandana_clean"; picture = "\A3\Characters_F_bootcamp\data\ui\icon_g_bandmask_tan_ca.paa"; identityTypes[]={}; mass = 4; hiddenSelectionsTextures[] = {"\AMCU_Headgear\Mod\Data\AMCU_ReconWrap.paa"}; identityTypes[] = { "NoGlasses",0,"G_NATO_default",300,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",50,"G_NATO_SF",300,"G_NATO_sniper",0, "G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",00,"G_HAF_default",50,"G_CIVIL_female",0,"G_CIVIL_male",0 }; }; }
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Arma 3 mod with new vehicles
knightmaher replied to DasfSturm's topic in ARMA 3 - QUESTIONS & ANSWERS
Would definitely recommend RHS: escalation mod. Has a tonne of Russian gear plus an American expansion with Humvees, M113s, M2s, M1s, A10s, UH-60s, AH64ds plus much more. -
Code for changing scopes ranges
knightmaher replied to bulldogzxz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi As far as i know, the only way you can modify the effective range of a weapon or the zeroing of a scope, is to make an entirely new scope/weapon which is essentially a new mod. This would require not only scripting knowledge on your side but for all the players on your server to have this mod installed. as far as i know there is no way too do what you want with a simple mission script. Someone else might know a bit more than me so wait out. -
Australian Defence Force Uncut - DISCONTINUED
knightmaher replied to Raid's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, this is definitely my favorite mod. I noticed recently that all the weapons except for the F88SA1 and F88SA1GL are missing. The optics are also missing too. Everything else seems to still be their in regards to uniforms tho. -
So the fatigue you are experiencing is in a mission you have made in the editor? You have used a script to disable it but it is still working? I would suggest checking that all of your paths and calling scripts are correct, if your not sure post them up here so we can take a look
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one thing that may be worth mentioning as well is wasteland servers have a lot of crap lying around. If the mission version of wasteland you play on has not been optimised and de-cluttered + the server has low memory + poor connection all these things can add up to decrease your performance. Now matter how good your computer is, if the server is bad/cheap your game will run slow
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Unit Config Help
knightmaher replied to knightmaher's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Righto lads update I got the texture in game. It was a basic mistake by me regarding to the path. If anyone knows anything about how to get rolled sleeves and t-shirts into the uniform that would be much appreciated -
Hey So i recently updated the textures for my set of units and when I replaced the .paa file however when i went ingame the uniform texture was missing (invisible). The mod worked fine before i changed the old .paa file out. The new .paa file has the same name as the old one so that's not the problem. Things I have checked/ tried - Ensuring .paa names are the same - changing the .paa names in config and the file - using depbo and eliteness to convert to pbo Also if anyone knows how to get t-shirts and rolled sleeves working that would be nice too. Class Config Patches class CfgPatches { class ADF_AMCU_Class1 { units[] = {}; weapons[] = {}; requiredVersion = 0.00; requiredAddons[] = {"A3_Characters_F_Common", "A3_Characters_F", "AMCU", "A3_Weapons_F", "A3_Characters_F_BLUFOR", "ADFU_faction", "adfu_uniform_amp"}; version = "1.01"; }; }; #define magentry(mag, num) \ class _xx_##mag \ { \ magazine = #mag; \ count = num; \ } #define wepentry(wep, num) \ class _xx_##wep \ { \ weapon = #wep; \ count = num; \ } #define itementry(item, num) class _xx_##item { name=#item; count = num; } class CfgVehicleClasses { class ADF_AMCU_Class { displayName = "ADF AMCU"; }; }; Class config Vehicles // Units class CfgVehicles { class NATO_Box_Base; class B_recon_F; class B_recon_LAT_F; class B_recon_exp_F; class B_recon_medic_F; class B_recon_TL_F; class B_recon_M_F; class B_recon_JTAC_F; class B_Competitor_F; class B_Carryall_oli; class B_TacticalPack_rgr; //Operator class ADF_Operator_AMCU: B_recon_F { side = 1; scope = 2; author = "knightmaher"; genericNames = "NATOMen"; vehicleClass = "ADF_AMCU_Class"; uniformClass = "ADF_AMCU_1_rolled"; displayName = "ADF Operator 1"; weapons = {"ADFU_F88SA1_elcan", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; respawnWeapons = {"ADFU_F88SA1_elcan", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; Items = {"FirstAidKit"}; RespawnItems = {"FirstAidKit"}; magazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE"}; respawnMagazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE"}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa"}; linkedItems[] = {"H_HelmetB_plain_mcamo","NVGoggles","ADFU_CarrierLite_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnlinkedItems[] = {"H_HelmetB_plain_mcamo","NVGoggles","ADFU_CarrierLite_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; // Operator AT class ADF_Operator_LAT_AMCU: B_recon_LAT_F { side = 1; scope = 2; author = "knightmaher"; genericNames = "NATOMen"; vehicleClass = "ADF_AMCU_Class"; uniformClass = "ADF_AMCU_1_tee"; displayName = "ADF Operator AT 1"; weapons = {"ADFU_F88SA1_elcan", "ADFU_carlgustav_m3", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; respawnWeapons = {"ADFU_F88SA1_elcan", "ADFU_carlgustav_m3", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; magazines = {"ADFU_magazine_84mm_heat_551c", "ADFU_magazine_84mm_heat_551c", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE", "SmokeShell", "SmokeShellRed", "SmokeShellGreen", "SmokeShellYellow"}; respawnMagazines = {"ADFU_magazine_84mm_heat_551c", "ADFU_magazine_84mm_heat_551c", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE", "SmokeShell", "SmokeShellRed", "SmokeShellGreen", "SmokeShellYellow"}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa"}; linkedItems[] = {"H_HelmetB_plain_mcamo","NVGoggles","ADFU_CarrierLite_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnlinkedItems[] = {"H_HelmetB_plain_mcamo","NVGoggles","ADFU_CarrierLite_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; // Operator Demo Specialist class ADF_Operator_exp_AMCU: B_recon_exp_F { side = 1; scope = 2; author = "knightmaher"; genericNames = "NATOMen"; vehicleClass = "ADF_AMCU_Class"; uniformClass = "ADF_AMCU_1_tee"; displayName = "ADF Operator Demo Specialist 1"; weapons = {"ADFU_F88SA1_elcan", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; respawnWeapons = {"ADFU_F88SA1_elcan", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; Items = {"FirstAidKit"}; RespawnItems = {"FirstAidKit"}; magazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE"}; respawnMagazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE"}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa"}; linkedItems[] = {"H_HelmetB_plain_mcamo","NVGoggles","ADFU_PlateCarrier_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnlinkedItems[] = {"H_HelmetB_plain_mcamo","NVGoggles","ADFU_PlateCarrier_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; // Operator Corpsman class ADF_Operator_medic_AMCU: B_recon_medic_F { side = 1; scope = 2; author = "knightmaher"; genericNames = "NATOMen"; vehicleClass = "ADF_AMCU_Class"; uniformClass = "ADF_AMCU_1_tee"; displayName = "ADF Operator Corpsman 1"; weapons = {"ADFU_F88SA1_elcan", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; respawnWeapons = {"ADFU_F88SA1_elcan", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; Items = {"FirstAidKit"}; RespawnItems = {"FirstAidKit"}; magazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE"}; respawnMagazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE"}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa"}; linkedItems[] = {"H_HelmetB_plain_mcamo","NVGoggles","arifle_MXC_Black_F","ADFU_PlateCarrier_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"AMCU_Bushhat","NVGoggles","ADF_CarrierLite_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; // Operator Team Leader class ADF_Operator_TL_AMCU: B_recon_TL_F { side = 1; scope = 2; author = "knightmaher"; genericNames = "NATOMen"; vehicleClass = "ADF_AMCU_Class"; uniformClass = "ADF_AMCU_1_rolled"; displayName = "ADF Operator Team Leader 1"; weapons = {"ADFU_F88SA1_elcan", "ADFU_weapon_hpII", "ADFU_weapon_m72a6", "Throw", "Put", "Binocular"}; respawnWeapons = {"ADFU_F88SA1_elcan", "ADFU_weapon_hpII", "ADFU_weapon_m72a6", "Throw", "Put", "Binocular"}; magazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell"}; respawnMagazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell"}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa"}; linkedItems[] = {"ADFU_Helmet_Desert","NVGoggles","ADFU_PlateCarrier_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; RespawnlinkedItems[] = {"ADFU_Helmet_Desert","NVGoggles","ADFU_PlateCarrier_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; // Operator Marksman class ADF_Operator_M_AMCU: B_recon_M_F { side = 1; scope = 2; author = "knightmaher"; genericNames = "NATOMen"; vehicleClass = "ADF_AMCU_Class"; uniformClass = "ADF_AMCU_1"; displayName = "ADF Operator Marksman 1"; weapons = {"ADFU_sr25_ta648", "ADFU_weapon_usp_snds", "Throw", "Put"}; respawnWeapons = {"ADFU_sr25_ta648", "ADFU_weapon_usp_snds", "Throw", "Put"}; magazines = {"20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "SmokeShell", "ADFU_f1_grenade", "ADFU_f1_grenade"}; respawnMagazines = {"20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "SmokeShell", "ADFU_f1_grenade", "ADFU_f1_grenade"}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa","ADFU_CarrierLite_Sand"}; linkedItems[] = {"ADFU_Helmet_Grass","NVGoggles","arifle_MX_Black_F","ADFU_PlateCarrier_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnlinkedItems[] = {"ADFU_Helmet_Grass","NVGoggles","ADFU_PlateCarrier_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; // Operator JTAC class ADF_Operator_JTAC_AMCU: B_recon_JTAC_F { side = 1; scope = 2; author = "knightmaher"; genericNames = "NATOMen"; vehicleClass = "ADF_AMCU_Class"; uniformClass = "ADF_AMCU_1"; displayName = "ADF Operator JTAC 1"; weapons = {"ADFU_F88SA1_gl_ta648", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; respawnWeapons = {"ADFU_F88SA1_gl_ta648", "ADFU_weapon_hpII", "Throw", "Put", "Binocular"}; magazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell"}; respawnMagazines = {"ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "ADFU_30Rnd_aug", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "ADFU_F1_GRENADE", "ADFU_F1_GRENADE", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell"}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa"}; linkedItems[] = {"ADFU_Helmet_Sand","NVGoggles","arifle_MX_Black_F","ADFU_PlateCarrier_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnlinkedItems[] = {"ADFU_Helmet_Sand","NVGoggles","ADFU_PlateCarrier_Sand","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; Class config Weapons class CfgWeapons { // rifles class arifle_MX_Black_F; class arifle_MXC_Black_F; class U_B_CombatUniform_mcam; class U_B_CombatUniform_mcam_vest; class U_B_CombatUniform_mcam_tshirt; class UniformItem; class VestItem; class ADFU_PlateCarrier_Sand; class H_HelmetB_light_grass; class ItemInfo; class V_PlateCarrier1_rgr; class H_Booniehat_mcamo; class AMCU_Bushhat; class U_Competitor; // standard class arifle_MX_Black_ACO_pointer_snds_F: arifle_MX_Black_F { class LinkedItems { class LinkedItemsOptic { item = "optic_ACO"; slot = "CowsSlot"; }; class LinkedItemsAcc { item = "acc_pointer_IR"; slot = "PointerSlot"; }; class LinkedItemsMuzzle { item = "muzzle_snds_H"; slot = "MuzzleSlot"; }; }; }; // standard Carbine class arifle_MXC_Black_ACO_pointer_snds_F: arifle_MXC_Black_F { class LinkedItems { class LinkedItemsOptic { item = "optic_ACO"; slot = "CowsSlot"; }; class LinkedItemsAcc { item = "acc_pointer_IR"; slot = "PointerSlot"; }; class LinkedItemsMuzzle { item = "muzzle_snds_H"; slot = "MuzzleSlot"; }; }; }; // standard TL class arifle_MX_Black_RCO_pointer_snds_F: arifle_MX_Black_F { class LinkedItems { class LinkedItemsOptic { item = "optic_Hamr"; slot = "CowsSlot"; }; class LinkedItemsAcc { item = "acc_pointer_IR"; slot = "PointerSlot"; }; class LinkedItemsMuzzle { item = "muzzle_snds_H"; slot = "MuzzleSlot"; }; }; }; // Uniforms class ADF_AMCU_1: U_B_CombatUniform_mcam { scope = 2; displayName = "AMCU CUTS"; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "ADF_Operator_M_AMCU"; containerClass = "Supply50"; mass = 50; hiddenSelections[] = {"Camo"}; }; }; class ADF_AMCU_1_rolled: U_B_CombatUniform_mcam_vest { scope = 2; displayName = "AMCU Rolled"; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "ADF_Operator_AMCU"; containerClass = "Supply50"; mass = 50; hiddenSelections[] = {"Camo"}; }; }; class ADF_AMCU_1_tee: U_B_CombatUniform_mcam_tshirt { scope = 2; displayName = "AMCU CUS"; hiddenSelectionsTextures[] = {"\AMCU\Mod\data\AMCU CUTS.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "ADF_Operator_LAT_AMCU"; containerClass = "Supply50"; mass = 50; hiddenSelections[] = {"Camo"}; }; }; };
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Unit Config Help
knightmaher replied to knightmaher's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yes the texture is in 2048x2048 saved in texview 2. The same as the old texture. -
Unit Config Help
knightmaher replied to knightmaher's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks BadHabitz i put an underscore in but the texture is still invisible. "\AMCU\Mod\data\AMCU CUTS.paa" to "\AMCU\Mod\data\AMCU_CUTS.paa" when i click on the uniform in the virtual arsenal i get the error "size: 'weapons/' not an array" This is the log i get when packed through BinPBO File c:\users\theresa\documents\armawork\arma 3\usmc fr\amcu test\mod\config.cpp, line 61: '/CfgVehicles/ADF_Operator_AMCU.weapons': Missing ';' prior '}' File c:\users\theresa\documents\armawork\arma 3\usmc fr\amcu test\mod\config.cpp, line 62: '/CfgVehicles.respawnWeapons': Missing ';' prior '}' File c:\users\theresa\documents\armawork\arma 3\usmc fr\amcu test\mod\config.cpp, line 63: '.Items': Missing ';' prior '}' Config : some input after EndOfFile. Error 3 while parsing Error in config c:\users\theresa\documents\armawork\arma 3\usmc fr\amcu test\mod\config.cpp File c:\users\theresa\documents\armawork\arma 3\usmc fr\amcu test\mod\config.cpp, line 61: '/CfgVehicles/ADF_Operator_AMCU.weapons': Missing ';' prior '}' File c:\users\theresa\documents\armawork\arma 3\usmc fr\amcu test\mod\config.cpp, line 62: '/CfgVehicles.respawnWeapons': Missing ';' prior '}' File c:\users\theresa\documents\armawork\arma 3\usmc fr\amcu test\mod\config.cpp, line 63: '.Items': Missing ';' prior '}' Config : some input after EndOfFile. Error 3 while parsing Error in config c:\users\theresa\documents\armawork\arma 3\usmc fr\amcu test\mod\config.cpp Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found -
i would like this mod but for the sake of organisation im going to hold back until its on play withsix
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Help on script after removal of processInitCommands
knightmaher replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the help but the vehicle will still not spawn -
Help on script after removal of processInitCommands
knightmaher replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can someone please fix this script for me im making a life mission but im not still learning how to script RED - hopefully makes it easy to understand what what means. -
Creating a recon mission
knightmaher replied to thetrooper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can i get an example mission. ive been at it for hours and i cant get it to work. in what file do i put what. I dont understand and your instructions are unclear to me. -
Missing 3D tank interiors
knightmaher replied to supercereal4's topic in ARMA 3 - QUESTIONS & ANSWERS
without the 3d interiors the vehicle can become somewhat ineffective. tanks have poor visibility so they have multiple periscopes to see out. the driver in 2d view is limited to 1 periscope when in 3d there can be more then 3 periscopes widening the field of view for the driver commander and passengers (apc's like the bradely and bmp have viewports for passengers). anyway if they can do it for plane cars and boats why not the tanks. Operation flashpoint and VBS2 lite had 3d interiors for their M1 abrams tanks why cant virtual reality 4.0 have this too? -
Im not appsalutly sure but it looks like it isnt patched to the latest version. The server you chose on the video wasnt showing all it info. maybe you should upload another one on a better server http://www.arma2.com/supply/game-updates here is a link to patch website
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airplaneHUD and other stuff missing
knightmaher replied to UniQ's topic in ARMA 2 & OA - TROUBLESHOOTING
If they are ArmA 2 or OA files you need to repair the game. Or , if the installer doesnt have that option, reinstall it all together. Since your using six updater its probably one of those two. Anyway AirplaneHUD.bones sounds pretty important judging by the file extension. -
Point Click Helicopter Circle?
knightmaher posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok so basically i want to be able to click on a position on a map and make a helicopter fly to that position and circle around it. however i want to be able to keep doing this as much as the user wants. I have already been on loads of threads and im not good at writing scripts so i dont know how to merge the two scripts i have below. please help. Map click.sqf (executed by radio trigger ingame) MapClicked = false; hint "click point on map"; onMapSingleClick {nul = [_something] execVM "circle.sqf"; MapClicked = true}; waituntil {MapClicked}; hint "point marked"; MapClicked = false; //reset the variable for if you want to do it again Circle.sqf (executed via mapclick.sqf) _radius = _this select 1; _height = _this select 2; _centerPos = getMarkerPos "TN_Heli_Circle_Area"; _dir = [_centerPos,_radius,180] call TN_Find_Point_Circle; //Add height _dir set [2, _height]; //Move heli to spot _heli doMove _dir; while { ( (alive _heli) && !(unitReady _heli) ) } do { //put a delay for rechecking the above command sleep 1; }; //Disable AI on heli pilot _heli disableAI "TARGET"; _heli disableAI "AUTOTARGET"; _heli disableAI "MOVE"; //Circle in progress TN_End_Cir = 0; _angle = 0; while { (alive _heli) || (TN_End_Cir == 1) } do { sleep 0.005; if (_angle < 360) then { _angle = _angle + 0.1; } else { _angle = 0; }; //Get a position on outside of circle _heliPos = [_centerPos,_radius,_angle] call TN_Find_Point_Circle; //append heli height _heliPos set [2,_height]; //_heli setDir TN_Rotate_Angle; _heli setPosATL _heliPos; }; mainly i just need to figure out how to map click and create a game logic named "TN_Heli_Circle_Area" -
Point Click Helicopter Circle?
knightmaher replied to knightmaher's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the help but i dont really understand how to apply this to the script. I have created a trigger in the editor that when activated by radio launches click.sqf which has the following MapClicked = false; hint "click point on map"; onMapSingleClick "'LOGIC' createUnit [_pos, group player]; true;"; MapClicked = true}; waituntil {MapClicked}; hint "point marked"; MapClicked = false; //reset the variable for if you want to do it again and circle.sqf _radius = _this select 1; _height = _this select 2; _centerPos = getMarkerPos "_this"; _dir = [_centerPos,_radius,180] call _this; //Add height _dir set [2, _height]; //Move heli to spot _heli doMove _dir; while { ( (alive _heli) && !(unitReady _heli) ) } do { //put a delay for rechecking the above command sleep 1; }; //Disable AI on heli pilot _heli disableAI "TARGET"; _heli disableAI "AUTOTARGET"; _heli disableAI "MOVE"; //Circle in progress TN_End_Cir = 0; _angle = 0; while { (alive _heli) || (TN_End_Cir == 1) } do { sleep 0.005; if (_angle < 360) then { _angle = _angle + 0.1; } else { _angle = 0; }; //Get a position on outside of circle _heliPos = [_centerPos,_radius,_angle] call _this; //append heli height _heliPos set [2,_height]; //_heli setDir TN_Rotate_Angle; _heli setPosATL _heliPos; }; Ive noticed that it creates the game logic because their grouped to me but the map clicking does not stop and i create a new one everytime i click the map. Also, it does not make the helicopter (names "_helo") do anything. what is wrong??? -
Point Click Helicopter Circle?
knightmaher replied to knightmaher's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can anybody help? -
Things you wish NOT to have in the game!
knightmaher replied to NeuroFunker's topic in ARMA 3 - GENERAL
NOOOOOO this would destroy the game if it were free to play. look at TF2, Command and Conquer and Battlefield.