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Everything posted by EO
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It also helps to post the CfgPatches section of your config too.
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There are a few errors in your config from first glance and maybe a few things not required for a simple retexture I think the main error is defining the wrong model... model = "\A3\Characters_F\Common\headgear_helmet_heli.p3d"; Should be... model="A3\Characters_F\Common\headgear_helmet_heli_shield"; There are also a few errors in your class ItemInfo: HeadgearItem section... Again your defining the wrong uniformModel... uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain"; Should be... uniformModel="A3\Characters_F\Common\headgear_helmet_heli_shield"; In any case, for a simple retexture I don't think you need the class ItemInfo: HeadgearItem section in your config at all And unless you want to edit new values in HitPointsProtectionInfo then you don't need this in your config either as it will inherit those values from H_CrewHelmetHeli_B. A simplified version might look something like this... class CfgWeapons { class H_CrewHelmetHeli_B; class custom_helmet_heli_blk_co: H_CrewHelmetHeli_B { author="Bohemia Interactive, Billy"; scope=2; weaponPoolAvailable=1; displayName="Beavers HGU-56"; picture="\A3\Characters_F\data\ui\icon_H_Crew_Helmet_Heli_B_CA.paa"; model="A3\Characters_F\Common\headgear_helmet_heli_shield"; hiddenSelectionsTextures[]= { "\RaiderCustoms\Data\custom_helmet_heli_blk_co.paa" }; }; };
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Most likely a mod conflict as it works perfectly in a vanilla set-up.
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To open and close the mine detector, if equipped and by default, use the open/close brackets keys [ ] IIRC, only a Mine Specialist, if equipped with a toolkit, can deactivate mines through an addAction that pops up when in range of an active mine.
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[IceBreakr/IBIS] Project Yulakia
EO replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Shaping up to be another classic IB terrain, looking forward to exploring this armed with a compass and a backpack. -
Plenty of open positions if you think you can do any better.... https://careers.bohemia.net/positions?projects=13&projects=12
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It's seen as bad forum etiquette to bump threads, see the "Do Not Cross-post" section of the forum Guidelines The Forum is very quiet these days so it might take a while for someone to reply with any kind of help, so bumping is not necessarily going to get you an answer faster. Have you tried asking on the official Discord, that seems to be where all the "cool" people hang out these days.
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Making enemies "flock" to gunfire
EO replied to ValentinBk (DayZ)'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ravage has a "Gunshot Reactions" feature within the Settings module, I guess you could check out it's FiredAlert function for reference. -
From my untrained eye the only typo I see is a semi-colon too many at Rifle_base_F.... class cfgWeapons { class UGL_F; class Rifle_base_F; class arifle_SPAR_01_base_F: Rifle_base_F; Should read.... class cfgWeapons { class UGL_F; class Rifle_base_F; class arifle_SPAR_01_base_F: Rifle_base_F Maybe?
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Worth a read, assuming you haven't already....https://community.bistudio.com/wiki/Arma_3:_Simple_Objects
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Is there a way to change the main menu music?
EO replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, but requires making a small mod. You can create your own static scenario that will play out behind the main menu, any music that you add to this scenario should playback while in the main menu.- 1 reply
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Default audio device doesn't work
EO replied to Pol Nicolas Ruiz's topic in ARMA 3 - QUESTIONS & ANSWERS
Have you tried hitting the refresh button in the audio options menu?....usually works for me. -
Sullen Skies, Ambient Animals, Animals Module-Extended
EO replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Private patch released for your pleasure....https://steamcommunity.com/sharedfiles/filedetails/?id=3053016821- 273 replies
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Livonia Ambience - An Environmental SoundSet Replacement Mod
EO replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Designed to fix the "no rain" sound bug but also adds some new features to bring Beketov up to a more modern A3 standard. Livonia Lighting. Environmental soundscape from Livonia. (Fixes the "no rain" sound bug on Beketov) Wind affected leaves, grasses and pollen. Adds crows, kestrels, eagles to the ambient system. Server key included. Steam Workshop. -
Sullen Skies, Ambient Animals, Animals Module-Extended
EO replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@ABCDFE Sullen Skies doesn't fix anything on Beketov, it just changes the cloud formation. I never released a version for Beketov as it inherits the Simulweather class from Stratis, so running the vanilla version of Sullen Skies (Altis,Stratis,Malden) should still work on Beketov. Regarding your other queries.... Sullen Skies produces the same effect regardless of what map it's made for. The config patch I suggested for fixing the rain sounds on Beketov was never implemented by the author, maybe I could look at uploading a mod that fixes the rain sounds, I'll take a fresh look.- 273 replies
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Sullen Skies, Ambient Animals, Animals Module-Extended
EO replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://www.dropbox.com/scl/fo/zfyull90fryz1sn31rcz0/h?rlkey=wfmj7nnx5dg4ms3015cjosuyp&dl=0- 273 replies
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Grass and shrubs/ objects pop in within 5m of player
EO replied to Legionberg's topic in ARMA 3 - TROUBLESHOOTING
Broken LOD's on most grasses and ground clutter, numerous tickets raised, no official fixes unfortunately and unlikely at this point in time. Based on what Enfusion/Reforger is showing, Arma 4 shouldn't suffer the same fate. -
Sullen Skies, Ambient Animals, Animals Module-Extended
EO replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@gatordev Here's the Tanoa version, Dropbox link for now.... https://www.dropbox.com/scl/fo/0kqv31h7f806of6a6vw57/h?rlkey=1v3ntn6uyoqd6oc71hiu50wzj&dl=0 Going forward I think I'll wait until I've created a few versions of the cloudless variant before uploading to the Workshop, then make a separate collection of them, so as not to confuse with existing versions of the original Sullen Skies, if that makes sense.😅 And your absolutely right, it looks cool on Tanoa... (Using the Time Acceleration module for a quick transitions test)- 273 replies
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Sullen Skies, Ambient Animals, Animals Module-Extended
EO replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@gatordev Thanks for the kind words and suggestions. Yes, I still remember wrestling with the "no cloudless skies" feature before the first version was ever released, but I went with it for a couple of reasons.... Scotland, we rarely get cloudless skies here in Scotland but we are great at generating dark, low lying clouds. And Ravage, for creating that ominous post apocalyptic feel. While I live and breathe I'm always happy to take on requests, I'll upload a version for Tanoa and Lythium. (I can actually picture how attractive a Tanoa version would be with the way you've described it. ) I was having some Workshop issues, mainly the Publisher software but I've found a workaround so I should be able to upload them to the Workshop too.- 273 replies
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Sullen Skies, Ambient Animals, Animals Module-Extended
EO replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Steam Workshop. @redarmy Now you can eat....- 273 replies
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Sullen Skies, Ambient Animals, Animals Module-Extended
EO replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey man, yes the boar mod always came with the caveat that it was more than a little buggy, user discretion for sure. Unfortunately none of the other vanilla ambient animals have any scripted fleeing behaviours, with the exception of rabbits if Ravage is loaded. (advanced animal behaviour for rabbits is active by default in the Settings module) Regarding Chernarus 2020 and lack of wildlife, I'll upload a mod that adds ambient animals to the map, can't have fellow Ravagers going hungry.....- 273 replies
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Sullen Skies, Ambient Animals, Animals Module-Extended
EO replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For Overlord Zorn. Steam Workshop.- 273 replies
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