BadHabitz
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Everything posted by BadHabitz
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Fixed. Will be in next release.
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I just tried everything I could think of in the config to break the night vision. It either breaks the item completely, or doesn't remove night vision. So unless someone has a way of doing it, it will stay the way it is. ---------- Post added at 06:47 ---------- Previous post was at 05:50 ---------- Fixed. Will be in next release.
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The only thing that changed in the vehicles config was the RequiredAddons, and I'm not sure how that would cause the problem. I'll try to reproduce it and try to fix it. ---------- Post added at 23:04 ---------- Previous post was at 23:02 ---------- We have no plans to create new headgear models at this time. ---------- Post added at 23:08 ---------- Previous post was at 23:04 ---------- I believe it was originally used in the NVG slot so that you can use it and still be able to equip helmets and face wear. It might not be authentic, but leaving the NVG ability offers an option to people that want NVG capability without bulky gear attached to the front of their head. I could make a second version with the NVG disabled. I'll look into it.
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Player looking for squad (not for squads to post looking for players!)
BadHabitz replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Please disregard. Thanks to all that were interested. -
Thanks. Looks like I never converted safety.wav to the proper extension. I'll look into the other errors as well.
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Zombies & Demons 5.0
BadHabitz replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome! Thumb up on YT. Are the zombies in their own pbo? Would be nice to have just zombies, without your other stuff. Do you have plans for signed pbo's and server keys? Do you have plans to make BLUFOR and OPFOR factions of zombies? It would offer a greater flexibility. Some people (myself included) predominantly play in the Independent faction. Some people play as OPFOR. -
Mods are usually made by people who want to add something to their game, and when completed they share it with the community. They don't do it to provide a service to you, and to say that "service here is lacking" is insulting. http://forums.bistudio.com/forumdisplay.php?170-ARMA-3-ADDONS-Configs-amp-Scripting Follow that link. Read some tutorials. Break open the game files and see how BI does it. Be the first person in the community to release a public Soundtrack Mod for Zeus using new tracks!
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help finding the error in personnel.hpp
BadHabitz replied to milano's topic in ARMA 3 - QUESTIONS & ANSWERS
Every instance of = { should be [] = { if it's not already like that. The error log isn't always accurate. backpack = "B_AssaultPack_mcamo"; costRate = 0; equipment = "Marksman Rifle, Handgun, Hand Grenades, First Aid Kits, Medi Kit, Headgear, Vest, Backpack"; description = "British Knights Combat Medic / Marksman"; handgrenadeCount = 2; handMagCount = 3; handWeapon[color="#FF0000"][b][][/b][/color] = {"CUP_hgun_Colt1911","CUP_hgun_SA61","CUP_hgun_Com pact","CUP_hgun_Duty","CUP_hgun_Glock17","CUP_hgun _M9","CUP_hgun_Makarov","CUP_hgun_MicroUzi","CUP_h gun_PB6P9_snds","CUP_hgun_Phantom","CUP_hgun_SA61" ,"CUP_hgun_TaurusTracker455_gold","CUP_hgun_Taurus Tracker455","hgun_P07_F"}; headgearPool[color="#006400"][][/color] = {"", "H_HelmetSpecB", "H_HelmetB_camo", "H_HelmetSpecB_paint1", "H_HelmetSpecB_paint2", "H_HelmetSpecB_blk", "H_Booniehat_mcamo", "H_Cap_khaki_specops_UK", "H_MilCap_mcamo", "H_Bandanna_mcamo"}; identity = "EPA_B_James"; items[color="#006400"][][/color] = {"FirstAidKit","FirstAidKit","FirstAidKit","FirstA idKit","FirstAidKit","FirstAidKit","FirstAidKit"," FirstAidKit","FirstAidKit","FirstAidKit","Medikit" }; primMagCount = 10; primWeaponPool[color="#006400"][][/color] = {"srifle_EBR_MRCO_pointer_F","CUP_arifle_Mk20","CU P_arifle_xm8_sharpshooter","CUP_srifle_DMR","CUP_s rifle_LeeEnfield","CUP_srifle_M110_ANPAS13c2","CUP _srifle_M110","CUP_srifle_Mk12SPR","CUP_srifle_SVD ","srifle_EBR_SOS_F","srifle_EBR_ARCO_pointer_F"," RH_mk12mod1", "RH_samr", "RH_ar10", "Ej_m110", "Ej_m24d"}; uniform = "U_C_WorkerCoveralls"; unique = 1; // One time use only secMagazines[color="#006400"][][/color] = {"smokeGrenade", "smokeGrenade", "smokeGrenadeRed", "smokeGrenadeGreen"}; secWeapon = ""; show = 2; // Stage B vestPool[color="#006400"][][/color] = {"V_PlateCarrierL_CTRG", "V_PlateCarrierH_CTRG"}; }; I'm assuming the '[]' was missing from 'handWeapon', and every copy/paste you did afterwards is incorrect. Both of your errors mention 'handWeapon'. -
War happens in many places, not just in the hills and plains.
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It's because he didn't chime in to talk about bridges. Since he seems to be commenting to the contrary to your claims of a lack of content, it would only be polite to respond in kind.
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Complementary expansion? Oh yeah, I'm sure BI would look forward to the "we should have had this at launch, so we shouldn't have to pay for this" type of rants.
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I'd also like to know if/when we'll be able to pre-order this, so I can get it for my friends.
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The perfect aircraft to jump out of.
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They also said an expansion is designed as a content addition. If they have to add a feature for the sake of their content then they will. This is just the beginning. And even if that's really all there is, it's new stuff, and people are going to be hyped for new stuff.
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Oh damn, I do see the other strip. It's good to be wrong some time.
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Looks more like a backwater for sure. No international airports this time.
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So, they're trying to aim for "first half of 2016", which means Q2-Q3 of 2016 (April-September). If there was much of a chance it could be Q1 then I think he'd have used different words. DX12 sounds good. Not much to really chew on past that.
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Especially now that there will be all new resources available for the updated version.
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Revision 15JUN15 - Added AAF reskin items to uniform ammocrate. - Fixed missing 'PG_SERVICES_CONFIG_UNITS' in 'pg_services_pmc_config'. - Added 'RequiredAddons' to various configs. - Adjusted armor/mass/passthrough values for headgear to more closely match BI items.
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Certainly looks like the trawler is pushing water.
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If you say it for a third time it will come true.
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How to attach accessories to the weapon of a unit in the config.cpp?
BadHabitz replied to ramiroxd1's topic in ARMA 3 - QUESTIONS & ANSWERS
Backpacks work almost the same way, in that you have to create a 'new' backpack class name, and give it whichever items you need. class base_backpack_class; class new_backpack : base_backpack_class { scope = 1; class TransportItems { class _xx_medikit { name = "medikit"; count = 1; }; class _xx_toolkit { name = "toolkit"; count = 1; }; }; class TransportMagazines { class _xx_myMagazine { magazine = "myMagazine"; count = 1; }; }; }; The medikit and toolkit code I copied from an old post I made. The Transportmagazines portion I did from memory (since I'm not at home to verify) so it could have an error. I think there's also a TransportWeapons, and a TransportBackpacks (which would be used for ammo crates). The same method is used to add inventory to ammo boxes, backpacks and vehicles. -
How to attach accessories to the weapon of a unit in the config.cpp?
BadHabitz replied to ramiroxd1's topic in ARMA 3 - QUESTIONS & ANSWERS
You have to create a new weapon, with the code listed below, using the accessories that you want, and then give that weapon to the unit. Given my example, your new code would be: weapons[] = {"myNewWeapon","hgun_Rook40_F","Throw" ,"Put","Binocular"}; respawnWeapons[] = {"myNewWeapon","hgun_Rook40_F","Throw" ,"Put","Binocular"}; class cfgWeapons { class hlc_rifle_Bushmaster300; class myNewWeapon : hlc_rifle_Bushmaster300 { scope = 1; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "opticClassName"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "pointerClassName"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "muzzleClassName"; }; class LinkedItemsUnder { slot = "UnderBarrelSlot"; item = "bipodClassName"; }; }; }; }