BadHabitz
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Everything posted by BadHabitz
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I'll see about packing the next version with the newest tool.
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That's strange. I've never had a complaint about the key so far, and it's the same key I've been using since before I started working on this mod. Try this key Even though it's the same key I've always used, reformatting my PC a few times seems to have altered the time stamp of the keys. The key and private key are the same time (11:34pm) , but the key I supplied in the pack is exactly 7 hours behind (4:34pm). I've only created it once, so I have no idea how it happened. I'm pretty sure the key in the link will work.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
BadHabitz replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would it work if I added this to the config of my units? Or do I have to add it to gear somewhere? "ACE_GForceCoef = 0" -
Eek, not sure how that packed with only one file. The previous links have been fixed.
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This mod has two flavors of units for INDEP and BLUFOR. There are the 'vanilla' units (using vanilla weapons) and 'modded' units (using modded weapons). The replacement pbo's overwrite the weapons of the 'vanilla' units. That's why you can then delete the weapons pbo, because you don't need the 'modded' units or the mod weapons, which are in that pbo. Think of the weapons pbo as a mod for the mod. You can run the mod without the weapons pbo and just have units with vanilla weapons. The 'requiredAddons[] = {};' is the cfgPatches name of the configs that you're overwriting for the replacement. In this case we're overwriting the PG_SERVICES_PMC_UNITS cfgPatches, because that's where the 'vanilla' units are. PG_SERVICES_PMC_WEAPONS_UNITS is the cfgPatches class name of the config where the 'modded' units are. The replacements are looking for the WEAPONS_UNITS because you deleted the weapons pbo. Try a replacement from this file and see if it works. I just fixed them. Should now work the way I wanted it to.
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Line 1682 of the config has an extra ladders[] = {}; outside of any class name that shouldn't be there. That's where the ladders error comes from.
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Does the M16A4 have a special barrel or whatever where it can't be suppressed? I'd think that if other similar weapons can be suppressed, then that one would as well, regardless of not finding pictures on the internet.
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If you add "PG_SERVICES_PMC_UNITS" to CfgPatches>requiredAddons in the replacement pbo, I'm thinking that should fix the problem. It was a big shift, adding BLUFOR units and moving half of the units to a different pbo, but I guess I missed one thing. Updated replacements: I'll update the whole mod in a few days. Want to see if there are other reported errors first.
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So, you're saying they will spend time coding measures to fix files broken because of a development update? There's a huge difference between building an importer for 2D editor files to 3D standards, and wasting time on creating a way to fix developmental files during the developmental process. There's every possibility that the files you make now will work when Eden hits the stable branch, but if one of their development changes irreparably breaks your Eden missions then you're going to be shit out of luck. The idea of them releasing this to you now is for you to help them get it right for release.
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I don't know if I can wait until 2016. I need to find a time-travelling DeLorean!
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Need to be able to customize the inventory of vehicles and containers. Seems basic, but it's a huge deal.
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Update sent to PWS and Armaholic. Both services should reflect the change once processed. Revision 24SEP15 Added BLUFOR version of all units, vehicles and groups. Moved 'M4, M4/M203, M249' units and groups to 'pg_services_pmc_weapons.pbo' Updated replacement configs to work with new BLUFOR units. Included fix for invisible ballistic helmet. The biggest change from this update is PG Services is now somewhat configurable. Option #1: You like PG Services units with MX weapons and other units with M4 weapons included in this mod = Install as usual. Option #2: You like PG Services units with MX weapons and do not like the M4 weapons included in this mod = Install, but delete 'pg_services_pmc_weapons'. Option #3: You do not like PG Services units with MX weapons or the M4 weapons, and use a different weapon mod = Install, delete 'pg_services_pmc_weapons' and move the appropriate pbo from the 'optional' folder to the "@PG_Services/addons" folder.
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https://store.bistudio.com/ https://store.bistudio.com/category/arma-series https://store.bistudio.com/category/dayz-editions https://store.bistudio.com/category/take-on https://store.bistudio.com/category/back-catalogue https://store.bistudio.com/category/merchandise works for me
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Or you could go away from using BIS stuff and model your own pods? Not to give you more work, but from your work on the firearms I figure you're more than capable. Food for thought. Thanks again.
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Eric, my only stylistic complaint for your helicopters is the green rocket pods. The aircraft are really great, but those pods really stick out to me. If you had rocket pods that matched it would be great. I still enjoy using your work, but thought I'd chime in with my opinion.
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Perhaps I can.
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Arma 3 Eden Editor Sneak Preview Live Stream
BadHabitz replied to BohemiaBeck's topic in ARMA 3 - EDEN EDITOR
Does this generate a mission.sqm, or is it a different file now? -
Are we going to see improved mechanics in the realm of tasks/missions/objectives? Right now I feel that I have to sacrifice a chicken to the gods of voodoo in order to get tasking to work in MP. And when it does work, it's not easy.
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Thanks, and I apologize for not responding sooner. I somehow missed your post. There is no way to support this mod. I do it for free, as did my predecessor. That will not change, but thanks for the sentiment. I've been thinking about Steam. I'll look into what the requirements are from a technical standpoint. I'll look into the medics. Not sure why they don't act like regular medics, but I'll try to unravel the mystery. Thanks again
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Awesome! Can't wait!
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NATO SF and Russian Spetsnaz WEAPONS for A3
BadHabitz replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think massi was very polite in informing you that you could make a replacement config for your purpose. I'm sure he gets a ton of requests for people to make custom stuff/modifications for their communities, and it can get frustrating. -
NATO SF and Russian Spetsnaz WEAPONS for A3
BadHabitz replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Every mod creator was in your position at one point in time. -
United States Air Force( 2015)
BadHabitz replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I asked, and the pilot said "I tried them all" but specified GBU-12 as an example. -
United States Air Force( 2015)
BadHabitz replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
/facepalm My last line was just a thank you to Fuller. Read my post again and cover the last line with your finger. -
US Naval Warfare Pack [WIP]
BadHabitz replied to Foxone's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It sucks getting old. They keep changing everything on me.- 744 replies
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