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tansvanio

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Everything posted by tansvanio

  1. Greetings, I am encoutering a very strange problem and I wonder if anyone has a solution. The problem I have is that task manipulation via SQF (task functions) wont work inside triggers. For example, lets say that a trigger on activation does: hint "Activated"; task1 setTaskState "Suceeded"; Upon activating the trigger, the hint will appear but the task wont complete. If I do this via modules and sync it all works. This time, this failed with the setTaskState function, but I remember this happening with other task related functions. Does anyone have a solution to this problem? Cheers, Tansvanio
  2. Greetings everyone, I am sorry if my question is not apropriated here but I have searched and I have not found that which I seek. Is there any plugin, mod or custom settings that improves Arma 3's ingame editor scripting capabilities (the code windows in init, triggers etc) ? It would be great if it was possible to make those text boxes behave more like a normal text editor, with line droping, bracket completion and other things. Does anyone know something of the sort? Cheers, Tansvanio
  3. Is there any comprehensive tutorial/video of a complete workflow from Blender -> Arma 3 directly?
  4. Greetings everyone! So I am having some trouble adding an insignia to the configuration of a unit and I wonder if anyone over here might be able to help me, so to the point. According to the wiki, you can define an insignia class like this: class CfgUnitInsignia { class 111thID { displayName = "111th Infantry Division"; // Name displayed in Arsenal author = "Bohemia Interactive"; // Author displayed in Arsenal texture = "\a3\UI_F_Bootcamp\Data\CfgUnitInsignia\B_111thID_texture_ca.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; Wich I did the correct way. Now, you can use the script via sqf script like this: [[ player, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP; Wich I did, and it allowed me to test that my insignia was working properly. Now thing is, how do I add an insignia to a unit on the configuration file? Not using a sqf script at all? I suspect it might be a hiddenSelection of the uniform, but I really have no idea. Can anyone help me with this? I thank you all, for your time.
  5. tansvanio

    Authentic Gameplay Modification

    I have tried adding AGM_Earbuds to the linkeditems vector a soldier unit in a config yet the items refuse to appear in game. Is there any explication for this? EDIT: Same goes for AGM_Bandage and probably all AGM items.
  6. Portuguese Armed Forces [PAF] by Tansvanio Introduction: Hello dear members of this community. I have created this thread in order to share with you my first and latest project in modding ARMA III. I first started messing with configurations and creating simple pbos and quickly I created a concept I wanted to realize. This concept was the creation of the armed forces of my own country, the Portuguese Armed Forces. The Portuguese Armed Forces [PAF]: is full addon/module for ARMA III whose aim is to implement in said game the portuguese armed forces to their full extent. Features (Current Version 0.6): -> Basic infantry units and groups. -> M1025 M2 -> M1151 M2 -> Pandur II combat vehicle. -> Retextured uniforms and Vehicles. -> Almost all basic infantry unit types. -> Special Forces: Commandos and Paratroopers. -> Retextured Berets. -> Lynx Mk-95 -> Air Force helicopter operators. -> Special Operation Troops (Rangers). -> Marines -> EH101 - Merlin Download: http://www.armaholic.com/page.php?id=26358 Dependencies: -> NATO SF and Russian Spetsnaz Weapons (also download the soundfix from that page if massi has not yet fixed it himself) -> G36 Pack (dont forget to get the sound fix) Media:
  7. tansvanio

    Portuguese Armed Forces [PAF]

    Thanks for posting Foxhound, hope you had a good vacation! :)
  8. tansvanio

    Portuguese Armed Forces [PAF]

    Greetings! The newest version is awaiting to be posted on Armaholic! Meanwhile you can get the link here: http://www.mediafire.com/download/k8bt6fvj6o1o1ly/%40PAFdev0.6.rar Version 0.6 - EH-101 Merlin - Marines - New groups
  9. tansvanio

    Portuguese Armed Forces [PAF]

    Greetings everyone! I leave with you a preview of the next update! Portuguese Marines: You will also be able to check out the EH-101 Merlin, a sturdy helicopter that does its job well, that is, transporting troops from here to there. EH-101 Merlin: That is it for today! Please reply any info, tips, feedback you feel inclined to. Cheers, Tansvanio
  10. tansvanio

    Portuguese Armed Forces [PAF]

    This addon aims to recreate the modern day armed forces of Portugal. But who knows, maybe if when I am finished with this I might add some vintage gear for the sake of it.---------- Post added at 22:36 ---------- Previous post was at 22:31 ---------- Newest Version 0.5 released and awaiting aproval on armaholic! Meanwhile you can get the link over here: http://www.mediafire.com/download/f454lpwjivvlml4/PAF0.5.rar Changelog: - Lynx Mk-95 - Air Force helicopter operators. - Added ranger troops, for stealth specops missions. - New groups along with all this. - Retextured helicopter, and two new uniforms (Ranger and Air Force operators).
  11. Nothing in particular. In my opinion to get a good grasp at your blender script one should already know how to use Object Builder/Oxygen 2, wich by itself itself is no easy task. For instance, new Arma modellers could benefit a lot from having a guide with only blender in mind, forgetting that O2 even exists. Like my previous suggestion with the video, something more pratical and showed for. Of course things are easier said than done and you already have done an amazing job with this, I am just leaving my friendly input.
  12. Well, thats a shame :) Regardless, I look forward to any further documentation you might provide to help us navigate trough your addon.
  13. This is really great work Alwarren, congratulations! I cant help but wonder ... have you ever considered making making an youtube video sort of documenting/tutorial of your export script, modelling a simple item from scratch and implementing in game?? I cant wait until you develop this further and us blender users can forget about O2/Object Builder, that software is just messy. Cheers!
  14. Hello guys, Does anyone know how to, or a can point me out to a tutorial on how to port Arma 1/Arma 2 models to Arma 3? For instance, an helicopter. If I have the config, model, textures and materials of said helicopter for Arma 1 or Arma 2 how should I change the configuration in order for it to be fit for Arma 3? I would appriciate very much all input on this matter. Cheers, Tansvanio
  15. Thank you very much! That is the sort of thing I was looking for.
  16. tansvanio

    Portuguese Armed Forces [PAF]

    New version (v0.4) is out and validating in armaholic! Meanwhile you guys can use this link: https://www.mediafire.com/?sgpvq56ys2a258g Version 0.4 - More regular units, in particular missile especialists. - More commando units. - New groups for all the new units.
  17. I am starting this thread becouse I thought it would be a cool idea. Basicly the goal here is to just leave a simple post with a link to a song/theme of tradional music from your own country. Something national you would like to share with people from different countries. I will start by posting here some Portuguese fado from Coimbra: Fado is a traditional type of music from Portugal with two main variaties, fado from Lisbon and fado from Coimbra. The first is sung by male and female singers while the second is sung only by male singers, typically university students. Both however are played with the portuguese guitar, unique to the gender. Check it out and leave your post ;)
  18. Glad to see you sorted things out! By the way, I took a look at your config and I believe you dont need to reset the model, since you are inheriting attributes from "V_Press_F" that model would already be set by default. Correct me if I am wrong, cheers :)
  19. Title explains it self. How do you set a unit you have configurated to have one of the standard camoflaged faces already in Arma III? I suppose it should be just one line to change the face type, but I really have no idea.
  20. tansvanio

    Portuguese Armed Forces [PAF]

    New version 0.3 is on hold on armaholic waiting to be released, meanwhile you can use this link: Version 0.3 Screenshots of some of the new content: [/img] [/img]
  21. Moderator, please delete this thread. Sorry for the mess.
  22. Pandur II and current PAF units! There are two pieces of the model that still have the the old AAF texture becouse I cant find where it is in the file and replace it with
  23. Hello dear community members, I have decided to create this thread so that I can share what I have been working for about 1 week and maybe get some tips from you guys as I work deeper into my project. Like I said before, I started about a week ago and back then I knew nothing about modding ARMA III, only a bit about mission editing. But at last, thread after thread, I managed to start understanding some small things and I kept adding things, and experimenting things with my configuration folder. Before I start sharing more info and showing content I would like to thank da12thMonkey and surpher for the help they gave me in my noob posts wich help me overcome my biggest obstacle that took me 2 days to sort out, wich was to retexture and configure an AAF uniform. Like the title sugests, the idea of this project is to recreate the modern day armed forces of Portugal and learn more about modding arma in the process. So far, I have fully retextured one uniform and one helmet with the latest standard camo used by the portuguese armed forces, equiped 7 different foot units with it and also added one of the HMMWV that the PAF use. I should also state that my addon is dependent on the following addons: African Conflit (Very useful to create scenarios that the PAF would have faced in during/post overseas war in an hipothetical scenario). HAFM - Arma 2 HMMWV´s import. (To get the HMMWV´s from ARMA II). NATO SF and Russian Weapons. (Provides the G3 wich is the standard rifle of the PAF). Carl Gustav/MAAWS. (Provides the Carl Gustav wich is one of the AT weapons of the PAF). I will leave screenshots below, and upgrade the progress as I go. If you want to give any tips about the equipement being used or general tips about the addon, by all means do it! PS: I am a computer science student and I am not in the military. I am aware that the PAF dont use or most likely dont use the sights some units have on their G3s, but for the sake of gameplay, lets assume they do. Screenshots here. Map being used is called Tropica and mimics Mozambique, one of the theaters of war during the overseas war.
  24. Thank you for the tips! I retextured and added one of the Humvees so now the addon is more independent. Right now the next big mark is to retexture the AAF Gorgon APC in order to have a PANDUR II.
  25. Hello, I have decided to start learning a bit about modding ARMA 3 about a week ago. Today I tried to retexture one of the uniforms from the addon "African Conflit" to learn about retexturing. I started off by editing the texture (basicly just replacing the NATO flag in the uniform by another flag) and then I went on to face the configuration. This is how I set it up: Unit that uses the retextured uniform: class PT_Rifleman : B_Soldier_base_F { _generalMacro = "PT_Rifleman"; scope = 2; displayName = "Rifleman"; // In-game name of unit faction = pt_units; // Puts unit under new faction vehicleClass = "men_units"; // Puts unit in the vehicleclass icon = "iconManLeader"; nakedUniform = "U_BasicBody"; uniformClass = "PT_Uniform"; // Uniform Class hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\PAF\Textures\ptuniform.paa"}; backpack = "B_FieldPack_oli"; // Backpack Class linkedItems[] = {"V_mas_afr_TacVest_b", "H_HelmetIA", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio","FirstAidKit"}; // Item's added to the unit. respawnLinkedItems[] = {"V_mas_afr_TacVest_b", "H_HelmetIA", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio","FirstAidKit"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"arifle_mas_g3","Binocular","hgun_mas_usp_F","Throw","Put"}; // Weapons added to the unit. respawnweapons[] = {"arifle_mas_g3","Binocular","hgun_mas_usp_F"}; // Weapons added to the unit. Should be identical to the linkedItems secti magazines[] = {"20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","HandGrenade","HandGrenade","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag"}; Respawnmagazines[] = {"20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","20Rnd_mas_762x51_Stanag","HandGrenade","HandGrenade","HandGrenade","12Rnd_mas_45acp_Mag","12Rnd_mas_45acp_Mag"}; }; Uniform configuration in Cfgweapons: class CfgWeapons { // Uniforms class U_mas_afr_B_uniform; class UniformItem; class ItemInfo; class PT_Uniform: U_mas_afr_B_uniform { scope = 2; displayName = "Portuguese Standard Uniform"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "PT_Rifleman"; containerClass = "Supply50"; mass = 50; }; }; }; After all this was done I compiled it all, started up arma and as soon as I hit the menu I get the following error "No Entry: bin\Config.bin/CfgVehicles/PT_Uniform.scope", wich is very wierd becouse I clearly have the scope defined. When I check out the uniform in game, the model of the uniform is different than "U_mas_afr_B_uniform" wich is what I am using to extend the class and the texture is there, but all messed up, like the UV mapping is all wrong. If any one can assist a fellow beginner, I would be very thankfull. Also, please forgive any grammar errors, I wrote this in a bit of a hurry. Tansvanio.
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