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EO

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Everything posted by EO

  1. @mattis Blindfolds are part of Contact DLC. 😉
  2.  EO

    [COOP] Seven Samurai

    We deal in lead, friend. ^^ Looks great Rydygier! edit: and who's to say we can't create cowboy-esque characters from vanilla assets.
  3. Your config looks to have a few syntax errors, try removing the trailing commas at the end of the units and weapons arrays in CfgPatches, like this...
  4. Mmm, tbh not so sure about the Rosche assets, as a Scot I'd have to say the use of Livonia assets look just fine for creating an authentic piece of Scottish terrain.
  5.  EO

    S & S

    Curious as to what gives the uniform models to have a much softer shadow compared to vanilla models... Just to be clear I don't see this as a bug, I think it looks much better when compared with the sharp shadow cast by the vanilla model. This soft shadow is present on virtually all S&S gear with the exception of the radio backpacks and a few vests. While i'm here I'll take this opportunity to give a great big thumbs up to S&S.
  6. Interesting piece from the BBC regarding the Beirut port explosion. https://www.bbc.co.uk/news/extra/x2iutcqf1g/beirut-blast
  7.  EO

    [COOP] Seven Samurai

    Hazar-Kot Valley could easily pass for an authentic piece of Mexican land, small performance friendly with several named villages, the only drawback being the size of the villages. There are two decent sized villages that could easily cope with the mission objective, the others may be a bit on the small side. But for immersion purposes it would get my vote.
  8. Defining a new uniform in your mission file's description.ext is the wrong approach, if you want to a new retextured uniform to be available in the VA then you have to create an addon. I'd recommend reading the guide again my friend. If it's any help here is an example of what a config.cpp should look like for a retextured uniform... class CfgPatches { class eo_uniforms { units[]={}; weapons[]= { "" }; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F_Exp" }; }; }; class CfgWeapons { class UniformItem; class U_B_CTRG_Soldier_F; class eo_bandit: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit"; containerclass="Supply80"; armor=50; mass=30; }; }; }; class cfgVehicles { class B_CTRG_Soldier_base_F; class eo_bandit: B_CTRG_Soldier_base_F { scope=1; displayName="EO Bandit Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_bandit"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; };
  9. This guide will give you everything you need to achieve your goal. https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
  10. Steam Workshop. Steam Workshop. Thanks to the Unsung Team for permission.
  11. A selection of non-military styled GM Gear, designed to give an armed civilian look to the Global Mobilization universe. Parkas: Field Dress Uniforms: Combat Uniforms: Battle Uniforms: Requirements: Global Mobilization - Cold War Germany. Classnames: Credits: Vertexmacht for kindly sharing their texture templates. Download links: Steam Workshop. Armaholic. License: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Please be respectful of the license.
  12.  EO

    Ravage

    @Romanops Ravage is totally modular, if you don't want zombies in your scenario just leave out the Ambient Zombies module. If, however, your referring to the Altis Demo mission that ships with Ravage that would require editing the mission file itself in order to remove the Ambient Zombie module.
  13.  EO

    [COOP] Seven Samurai

    Sounds exciting. good luck! ^^ Regarding icewindo, it's a real shame he's not around anymore, Arma 3 would have had a much richer tapestry if he was still making content.
  14. This error keeps popping up in Eden... All other units in the NATO (Woodland, EMP) faction have editorpreviews with the exception of the ammo bearer, just running your mouse over this unit in Eden produces error message. No other mods loaded other than Contact.
  15.  EO

    [COOP] Seven Samurai

    I mean this with the greatest of respects, but did you give them time to arrive? My observations on solo playthroughs, and depending on the town location, bandits can sometimes take a good few minutes to start their attacks.
  16. @R0adki11, The respawn backpack system was the inspiration for this, however this modified config removes the respawn functionality to make way for a simple tent with Inventory. 😉
  17.  EO

    [COOP] Seven Samurai

    Mods I've used in the past to create a Western feel ...Frith's Ruin, DBO Horses, IFA3, CUP.
  18. Configured to add an inventory to all Arma 3 camping tents, including the solar tents from Contact DLC. Also configured to be used as simple objects via their "special states" attribute. Unbinarized config file, feel free to edit maximumLoad or TransportItems classes to suit your own needs. Current Maximum Load: 2000 Current TransportItems: First Aid Kit, Map, Compass. Steam Workshop.
  19. I do indeedy, and already implemented.
  20. First run seems to have worked out okay, a selected backpack assembles an enhanced tent, and as you can see you can pack some gear into the tent, disassemble it, move on, reassemble tent and your gear is still there. I'll try and add this extra functionality soon.
  21. Hey there, so taking the above description.ext as an example, the numbers relating to sfxsound are as follows... sfxsound[]={"sound\OutbreakRadio1.ogg",10,1,18,1,1,1,0}; Where 10 is soundVolume, 1 is soundPitch, 18 is maxDistance, 1 is probability, 1 is minDelay, 1 is midDelay, 0 is maxDelay I think for your purpose you need to edit maxDistance. This wiki page might help too. https://community.bistudio.com/wiki/CfgSFX Hope this helps.
  22. @RCA3 cool idea mate, i'll look into that for sure!
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