BadHabitz
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Everything posted by BadHabitz
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There's nothing that you can do, if you're referring to the lower-left window that comes up when you're picking your weapon. You can always go to Items>Attachments and load it up that way.I think the problem comes in that each weapon has a line of code that tells which attachments are allowed. This pack lists each attachment and gives each a 1 or 0 (yes or no) accordingly. I'm assuming that the way R3F uses to specify attachments is incompatible with VAS. R3F handles silencers in a different way, which is why those work but optics/flashlights/pointers do not.
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[WIP] Lockheed Martin FB-22 Bomber
BadHabitz replied to randomslap's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
"The Lockheed Martin FB-22 (sometimes called the Strike Raptor) was a proposed United States Air Force bomber aircraft. Its design was derived from the F-22 Raptor. The FB-22 was canceled following the 2006 Quadrennial Defense Review." But these things are canceled for a myriad of reasons, so if you want to put the time and effort into this I am sure plenty of people would use it and be appreciative. -
[WIP] USAF Air Asset MOD
BadHabitz replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Exceeding expectations! -
I hate proxies. It's a hindrance to the spirit that this game thrives off of. Reskinning BI stuff is a simple way to increase the enjoyment some of us get out of BI's efforts. Putting a roadblock in the way just doesn't make sense to me.
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I would include it in your mod, but have it sit in a different pbo. People who don't want it can delete it or never install it in the first place. Lifting and fastroping are things I like to use very often. Not having to put into every mission with a script is nice.
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Any chance there could be segmented releases? 'ASM Weapons', 'ASM Vehicles: Phase One' and 'ASM Vehicles: Phase Two'. Benefits to that approach would be if you made change to a single weapon you wouldn't need to update the entire mod. Same thing for the vehicles. And this way you can release most of the work, satisfy the community, and still have more waiting to come.
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I saved a mission on Bystrica and it named it 'MyMission.Woodland_ACR'. Is that right? Shouldn't it be 'MyMission.Bystrica'? Bukovina saves as '*.Bootcamp_ACR'. Also, just found out that on Zargabad, the water on the north-east side of the Abe Shur dam is bugged where you can not swim. You start the swim animation but then you are stuck, unable to move. I searched the thread for these issues and didn't see them addressed.
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I took a break from Arma for a few months, and when I came back this was the first mod I checked for updates.
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Need paratroopers, A.S.A.P.!
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figured it out. Moderator, please delete this thread
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Altering a turret from a parent [help needed]
BadHabitz posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm making a NATO version of an AAF vehicle, which is easy enough for me to do. What I'd like to do is add another ammo type for the main turret. Problem is when I put in the subclasses I get errors saying I have an undefined blase class. When I define that base class it tells me that it's already defined. What am I doing wrong. I double checked to make sure my entire config was devoid of open brackets. Other than that I'm not sure what's going on. File p:\my_addons\vehicles\lav\config.cpp, line 111: /CfgVehicles/lav.Turrets: Undefined base class 'Turrets' class Turrets: Turrets { class MainTurret: MainTurret { magazines[] = {"40RND_30mm_W_HE_shells", "140Rnd_30mm_MP_shells_Tracer_Yellow"}; }; }; -
[WIP] USAF Air Asset MOD
BadHabitz replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Most often it seems that mods like these can take months to finish. Threads can go dormant for weeks or longer. -
Virtual Ammobox System (VAS)
BadHabitz replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
You see VAS assigned to crates in certain missions, but any object in the game can have VAS assigned to it, but it has to be installed into the mission. I sent you a PM to carry on our discussion, without derailing this thread any further. -
Virtual Ammobox System (VAS)
BadHabitz replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
You'd have to open the campaign files on your computer, install VAS for each mission, and then repack those files back into a new pbo using the old name. Conventional wisdom says things go wrong when you mess with the files from Bohemia. I tried doing that, but instead of VAS I placed a custom crate filled with the stuff I wanted to use. When I repacked the pbo I couldn't access the campaign. So, if you don't know much about A3 modding, then you're not going to get very far. If you're mediocre (like me) when it comes to modding, then you might try things and maybe you can get something to work. -
Virtual Ammobox System (VAS)
BadHabitz replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
As far as I know, VAS doesn't work with AI. -
The Virtual Ammobox thread has instructions listed a few times on how to block/enable things in VAS.
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MRAP Maxxpro-Light armoed Vehicle
BadHabitz replied to lincolnlou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm looking for someone that knows how to work with O2 and knows the workings of the model.cfg, to work with me on this mod. I can do config.cpp, but the other stuff is still outside of my comfort zone. -
NATO SF and Russian Spetsnaz WEAPONS for A3
BadHabitz replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If he did that then that mod would be a requirement to run this one without errors. Some mod makers make an alternative pbo to make their mods work with others, but that's up to them. -
It's already been addressed as a change in an upcoming version.
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Because then you leave the radio behind on the ground then, and that eats server resources, doesn't it? I guess you could put it in a box somewhere, if you have a crate or vehicle around. I just thought it would be more efficient to default to no LR radios, and they can be picked up if needed, or written into a config for a milsim unit. There are times when we play where LR radios aren't needed. For instance, I'm writing a config for my unit to have custom classes and loadouts, and those that need LR radios have them assigned. If default was set to no LR radios, then we wouldn't have to give it another thought. The way it is now, everyone who creates a mission has to remember to add to the init.sqf, otherwise my squad leaders will have to swap backpacks at the beginning of a mission. It's not gamebreaking the way it is now, so if you feel it's better that way then I'll just live with it.
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Woot!
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MRAP Maxxpro-Light armoed Vehicle
BadHabitz replied to lincolnlou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The files at armaholic have binarized models. The links provided in the other thread with unbinarized models no longer functions. That's why I need the other files. -
F/A-18 Super Hornet and Su-35S Flanker E
BadHabitz replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
CT, no offense, but I'd recommend that if he crossed a line you should just report the post and state your case to the moderators. Going off on him isn't going to get you anywhere, and I'd hate to see you get into trouble trying to correct people that likely won't take kindly to your advice. -
TAW View Distance Script
BadHabitz replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I haven't messed with it. I just figured if you had to alter one then you'd need to alter the other. Since it seems to not be the case then the answer to my question is that the addon doesn't need to be updated.Thanks for this mod. Both versions. I've used each of them at some point. -
TAW View Distance Script
BadHabitz replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this updated for the addon version as well?