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EO

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Posts posted by EO


  1. The only discrepancy I can see is your classname ESAT_Flag_F differs from your units input (ESAT_Flags) in CfgPatches, to my knowledge it should be the same as your classname.

    If it helps here is a working config for my flag mod, might help as a reference....

    Spoiler
    
    class CfgPatches
    {
    	class eo_flags
    	{
    		units[]=
    		{
    			"eo_flagCarrier",
    			"eo_plain_white",
    			"eo_plain_grey",
    			"eo_plain_red",
    			"eo_crow",
    			"eo_crow_red",
    			"eo_peace",
    			"eo_peace_grey",
    			"eo_redeye",
    			"eo_blackeye",
    			"eo_war_grey",
    			"eo_war_white",
    			"eo_skp_red",
    			"eo_skp_white"
    		};
    		weapons[]={};
    		requiredVersion=1;
    		requiredAddons[]=
    		{
    			"A3_Data_F"
    		};
    	};
    };
    class CfgVehicles
    {
    	class FlagCarrier;
    	class eo_flagCarrier: FlagCarrier
    	{
    		icon="\eo_flags\data\eo_flag_ca.paa";
    	};
    	class eo_plain_white: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_plain_white";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_plain_white_co.paa""";
    		};
    	};
    	class eo_plain_grey: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_plain_grey";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_plain_grey_co.paa""";
    		};
    	};
    	class eo_plain_red: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_plain_red";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_plain_red_co.paa""";
    		};
    	};
    	class eo_crow: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_crow";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_crow_co.paa""";
    		};
    	};
    	class eo_crow_red: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_crow_red";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_crow_red_co.paa""";
    		};
    	};
    	class eo_peace: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_peace";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_peace_co.paa""";
    		};
    	};
    	class eo_peace_grey: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_peace_grey";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_peace_grey_co.paa""";
    		};
    	};
    	class eo_redeye: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_redeye";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_redeye_co.paa""";
    		};
    	};
    	class eo_blackeye: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_blackeye";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_blackeye_co.paa""";
    		};
    	};
    	class eo_war_grey: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_war_grey";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_war_grey_co.paa""";
    		};
    	};
    	class eo_war_white: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_war_white";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_war_white_co.paa""";
    		};
    	};
    	class eo_skp_red: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_skp_red";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_skp_red_co.paa""";
    		};
    	};
    	class eo_skp_white: eo_flagCarrier
    	{
    		scope=2;
    		accuracy=1000;
    		displayName="$STR_eo_skp_white";
    		class EventHandlers
    		{
    			init="(_this select 0) setFlagTexture ""\eo_flags\data\eo_skp_white_co.paa""";
    		};
    	};
    };

     

     


  2. I was having a lot of difficulty and head scratching trying to figure out why my changes to the M151A2 back seat (bench) weren't applying. The bench is a separate model and not part of the main vehicle but I finally found how the bench is "attached" to the main vehicle model.

     

    Select the vehicle prefab you want to edit, in this case M151A2_EOV_4.et, then under Object Properties select SlotManagerComponent, from there you can choose your edited bench prefab by browsing Prefab, in this case I selected M151A2_bench_EOV_4.et. 

    NKdmAk0.png

    Uw3ILm9.png

    Job done, just don't forget to save this prefab while your still in the World Editor. 

       

    • Like 1

  3. Hey folks, thought I'd open this thread to show progress of my first mod for Arma Reforger and hopefully share some Workbench tips along the way. 

     

    Used Vehicles will retexture and recolour a few of the Reforger vehicles giving them a much more worn and dilapidated look. It's very much an experimental project just to get to know the Workbench and how it functions.

    I've started working on the open top version of the M151A2, and configured both armed and unarmed versions.

    Further down the line I'll make a few versions of the UAZ-469 in a similar style, and maybe some Ural's too.

     

    So for your amusement or enjoyment here are a few WIP screenshots of the M151A2....

    uqVtxiW.jpg

    RBEfmZY.jpg

    Mry3xhh.jpg

    6C3laQM.jpg

    FtwZPp4.jpg

    saC3AoP.jpg

    HRUM6Ql.jpeg

    Sy9gdib.png

    If you got this far, thanks for taking a look. 

    • Like 8

  4. I’m fairly certain ArmanIII was quoted as saying he was making the Zone for DayZ so he’s still should available to contact via Discord.

    That does indeed suck that it’s been pulled from the Workshop, I can imagine that’s scuppered a whole heap of cool missions. Shame.

    I’ll try and reach out to him on Discord  later today, I’m sure I’ve spoke with him privately a while back. 

    • Thanks 1

  5. Hey JB, this looks like a fantastic package of features and a reason for me to get back into and enjoy SOG in SP form.

    I would have left this community behind a long time ago if it weren’t for a small core of SP scripting swashbuckler’s who make solo play immersive, fun and satisfying.

    Kudos to you my friend. 

    • Like 3
    • Thanks 1
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