BadHabitz
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Everything posted by BadHabitz
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Is there a way to change the orient/rotation of a model by way of config? I've been working on a config that uses models from vanilla A3, and when used as Intel Items in the editor the objects appear properly. When I use those same models as an inventory item and place them on the ground they are rotated 90 degrees (can't remember on which axis). Is there a way to change this, or is it the coding in the game that determines that each object type (Intel item vs dropped inventory item) determines a set orientation?
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The answer you were waiting for: carriers are possible in arma 3
BadHabitz replied to mankyle's topic in ARMA 3 - MODELLING - (O2)
Great news! Let me know if I can do anything to help. -
RHS Escalation (AFRF and USAF)
BadHabitz replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It would help with reducing confusion and Arsenal clutter if those backpacks were set to 'scope=1;'- 16577 replies
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- Weapons
- Accessories
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RHS Escalation (AFRF and USAF)
BadHabitz replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
C-130 suffers from a lack of 'attenuationEffectType = "OpenHeliAttenuation";', which causes echoing effect when inside the vehicle in 1st person view.- 16577 replies
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- Weapons
- Accessories
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If you can't join the server that you normally join, you know it's time to check for updates.
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init.sqf & description.sqf 2 questions from noob
BadHabitz replied to thelegendarykhan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Not sure I understand, which is why I didn't answer. You should be fine without using anything else. -
init.sqf & description.sqf 2 questions from noob
BadHabitz replied to thelegendarykhan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
assuming that your second mod also asks you to include another string into the Extended_PreInit_EventHandlers class Extended_PreInit_EventHandlers { class outlw_magRepack { clientInit = "outlw_magRepack_Var = [] execVM 'outlw_magRepack\MagRepack_init.sqf'"; disableModuload = true; }; [color="#FF0000"] class My_Second_Mod_class_name { codeCodeCode = "blahblahblah"; anotherCommandWithStiffInIt = false; };[/color] }; -
any *.pbo needs to be in a folder called 'addons' to work. You could have 100 pbo's in 100 different folders (all named 'addons') and it would work, or 100 pbo's in one folder ('addons') and it would work. For your purposes, the actual RH Pistol pbo and the hotfix pbo should be in the same place, so you know where they are and can get rid of them. If you put pbo's in the 'Arma3/addons' folder you might lose track of it, or forget it, and wonder why you can't connect to a public server.
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NATO SF and Russian Spetsnaz WEAPONS for A3
BadHabitz replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You want two versions of the same weapon? One with a front sight and another without it? Because that's what you're proposing. The game is designed to let you switch optics in the field, but removing the front sight is not done without some dis-assembly of the weapon, making it unreasonable as a part of A3 optic switching. Maybe there's a way to get it done, but I think massi's time could be better spent on something else. -
NATO SF and Russian Spetsnaz WEAPONS for A3
BadHabitz replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You don't simply remove iron sights from a weapon where iron sights are not designed to be easily removed. If your optic doesn't work well with non-adjustable iron sights then you pick a different optic. -
[WIP] The Lost Coast 30x30km terrain (preview version included)
BadHabitz replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking really damn good! -
Weird Vehicle Init Issue
BadHabitz replied to opendome's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (isServer) then { clearMagazineCargoGlobal _this; clearWeaponCargoGlobal _this; clearItemCargoGlobal _this; clearBackpackCargoGlobal _this; _this addWeaponCargoGlobal ["tf47_m3maaws", 1]; }; -
try this https://drive.google.com/file/d/0B3aP4n_r-2_xTndpcGttUHRQZEk/view?usp=sharing
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is it possible to make an addon run automatically no matter what mission?
BadHabitz replied to twisted's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is this something I would use if I wanted to attach a simple addAction script option to the scroll wheel options? If anyone is willing to give me a hand, please send a PM my way. Thanks. -
I guess it's possible that if you use PG Services units and have a saved game, that changing the weapons of the units would cause a problem. Try it with a fresh game and see if it works okay. I don't have any saved games to test it with, as I primarily play multiplayer co-op. edit: Or if you're talking about the last full version update (and not the weapon replacement packs), I don't know how changes can have an effect on saved games.
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I thought that CUP Vehicles was getting close to releasing, and the PMC SUVs should be a part of that. If it's not soon I'll have to take another stab at it. On the custom content front, sykoCrazy tells me he's resumed work on the truck I teased a few pages back. I'm more looking forward to that than going back and porting A2 stuff. But who knows...
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Update to original post; near the bottom Weapon replacement packs: If you want PG Services units to use weapons from popular mods DOWNLOAD : Combined Replacement Pack. Individual files for all six weapons mods. DOWNLOAD : RobertHammer's RH M4/M16 pack DOWNLOAD : RHS: Escalation (AFRF and USAF) DOWNLOAD : HLC "Toadie's SmallArms and Animations for Arma3" DOWNLOAD : Massi's NATO SF and Russian Spetsnaz WEAPONS for A3 DOWNLOAD : Community Upgrade Project - Weapon Pack DOWNLOAD : EricJ Weapons Pack =================== INSTRUCTIONS =================== 1. Place "PG_Services_***.pbo" and "PG_Services_***.pbo.BadHabitz.bisign" (the matching pair) into your "Arma 3/PG_Services/addons" folder. 2. Leave "config.cpp" alone, unless you know what you're doing. 3. Delete NOTHING. This replaces unit weapons, but no FILES need to be replaced, just added. ==================================================== ======================== FAQ ======================= Q: I use multiple weapon mods. Can I use more than one replacement file at one time? A: No. Pick which one you want. If you use more than one it will not nuke your game, but I can not guarantee the outcome. Q: I don't like your choice of optics. Will you make a custom file with the optics I want? A: No. Please don't ask. I've included the source file so you can make changes if you'd like. Q: Will you teach me the arcane arts of writing configs so I can alter your files? A: No. Config help from the community can be found at http://forums.bistudio.com/forumdisplay.php?170-ARMA-3-ADDONS-Configs-amp-Scripting Q: Can you make a weapon replacement file for my private mod? A: No. Q: Can you make a weapon replacement file for the ______________ weapons mod? A: If there's enough interest then I can make something for the community. ==================================================== =================== UNINSTALL ====================== 1. Delete "PG_Services_***.pbo" and "PG_Services_***.pbo.BadHabitz.bisign" (the matching pair) from your "Arma 3/PG_Services/addons" folder. ====================================================
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Good. I've posted to the Alive thread to get their wiki changed to reflect the correct information.
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ALiVE - Advanced Light Infantry Virtual Environment
BadHabitz replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://alivemod.com/wiki/index.php/Supported_Factions Please change your wiki information: [b]Community Unit Mod Factions[/b] PG Services - Private Military Company Faction: PMC_POMI should be; [b]Community Unit Mod Factions[/b] PG Services - Private Military Company Faction: PG_Services -
'PG_Services' should be correct. The information on this page is outdated. class CfgFactionClasses { class PG_Services { displayName = "PG Services (PMC)"; priority = 1; side = 2; icon = "\PG_Services_PMC_config\Characters\PMC\cfgfactionclasses_pgs.paa"; }; }; Edit: The ALiVE wiki page has been updated to the correct class name for the PG Services faction.
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I'm trying to add medikits or repair kits to containers but it isn't working.
BadHabitz replied to zyg0tic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this addItemCargoGlobal ["Medikit", 1] Should also be the same for the others. The class names don't have 'Item_' in them. https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Items -
I'm trying to add medikits or repair kits to containers but it isn't working.
BadHabitz replied to zyg0tic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you're clearing using Global, then you should add using it as well https://community.bistudio.com/wiki/addItemCargoGlobal Not sure if that's going to fix the issue though -
Toadie's SmallArms and Animations for Arma3
BadHabitz replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's good stuff. Thanks for the clarification and for the effort to make this content, and to let others share in that awesomeness! -
Toadie's SmallArms and Animations for Arma3
BadHabitz replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does this mean that the resources will be completely open source, like CUP? As it stands, the resources you've made available so far are pretty rough and more 'resource' than 'finished and open source'. Please don't get me wrong, I appreciate anyone releasing their unbinarized materials, and I appreciate that you directly released more information after I mentioned it, but I'm just looking for a more explained answer concerning this quoted line. -
You can't shoot from the back? The vehicle inherits from the standard Offroad, so if that works then the PG Services versions should work as well. There are no logos on the Offroads. This allows all groups to use the vehicles if they want. Story-wise, clients provide much of the equipment, so they're not going to have vehicles with logos. I think this mod is also distributed by PlayWithSix, but I'm not sure, because they're never contacted me or replied to my private messages. I don't plan on releasing it any other way at the moment. Perhaps Steam Workshop in the future, but that's not certain.