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Posts posted by EO
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First run of the UAZ469....
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Fairly happy with these M151A2's....
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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....
Spoilerclass 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"""; }; }; };
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Open the Zeus Game Master module and under Default addons select All Addons (including unofficial ones)
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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.
Job done, just don't forget to save this prefab while your still in the World Editor.
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I occasionally use an Xbox controller, I always make sure it’s already on before I launch Arma, then if needed, in the controls section hitting the refresh button usually activates the Xbox control scheme if it’s not already activated.
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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....
If you got this far, thanks for taking a look.
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Check out the Diagnostics Exe, there's a section at the bottom about editing configs on the fly....https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe
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Someone's watching....
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Mods: Ravage
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Noice!!
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Das hasn't been around here for quite a while, however the link provided still works for me, not sure why you can't download it.
Here's an alternate link I can provide, hope it works for you....https://www.dropbox.com/sh/kizqyzx72vd9jyw/AABMI-FVvqZTddHUWdR8jv11a?dl=0
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18 hours ago, tpw said:The other decent change is to TPW FOG, which now correlty identifies which hemisphere the map is in and adjusts the weather accordingly. Enjoy!
More than decent my friend, thank you.
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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.
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.....enjoy the sunshine buddy!
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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.
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Check out the Warlords wiki, there's a section on creating your own custom assets list....
https://community.bistudio.com/wiki/Arma_3:_MP_Warlords#2._Custom_asset_lists
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Stellar work buddy.
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1 hour ago, FlatDarkSpace said:I like Bludclot's PKL a lot, but wasn't thrilled with Unsung as a requirement.
PKL Legacy or RHS PKL have no requirements and never have to my recollection.
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FYI....although not evident in this picture, but the zombie in front of me continued to visually bleed out like a geyser after being killed.
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Used Vehicles (WIP)
in Arma Reforger - Mods: Discussion
Posted