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Everything posted by silentassassin
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Iron Front as mod in Arma 3
silentassassin replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does the PlaywithSix install work with this update? I haven't downloaded the mod since a while back when I heard the withSix install was broken. -
Iron Front as mod in Arma 3
silentassassin replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I wanted to make a retexture for the M43 field cap in this mod, does anybody know where I can find the M43 cap files? -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Ok, thanks again Surpher. -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Thanks it works perfectly. I have two separate retextures and when I activate both of them only the Ukrainian one works, but If I don't activate the Ukrainian one, then the other retexture that I made works. What would I have to change in order for both of the mods to be functioning in the game at the same time. Sorry for asking so many questions, I'm just finding it hard to wrap my head around certain parts of the config. Here is the config for the other retexture if you need to compare them: class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Forest Ops"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; model = "\a3\characters_f_beta\indep\ia_soldier_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forestops\data\clothing1_needle_co.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Pine Uniform"; picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply20"; mass = 80; }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Pine Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forestops\data\equip1_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"Camo"}; }; }; class Vest_Camo_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Pine Camo Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forestops\data\Vest_Needle_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"Camo"}; }; }; }; -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Thanks again surpher, there are no longer error codes when launching the game, but the new problem is that I can only see the first set of retextured items in the game. When I go into the arsenal, the retextured helmet, vest, uniform, and backpack appear, but I cannot find the retextured patrol cap. I'm not exactly sure if I closed the bracket correctly or if it might be from some other problem.:confused: Here's an updated config: enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Ukraine"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; model = "\a3\characters_f_beta\indep\ia_soldier_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Uniform_co.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class B_Carryall_oli; class Ukraine_carryall: B_Carryall_oli { displayname = "Ukrainian Carryall"; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Tortila"; picture = "\a3_weapons_f\ammoboxes\bags\data\UI\icon_b_c_tortila_hex.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Ukraine\data\Ukrainian_Carryall.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Ukraine Digital Uniform"; picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply20"; mass = 80; }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukraine Digital Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\Ukraine\models\Cha_6b7_1"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Helmet2_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\Ukraine\models\Cha_6b7_1"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"Camo"}; }; class ItemCore; class HeadgearItem; class Ukrainian_Patrolcap :ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukrainian Patrol Cap"; picture = "\a3\characters_f\data\ui\icon_h_cap_patrol_ocamo_ca.paa"; model = "\a3\characters_f\Common\cappatrol"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukrainian_Patrolcap.paa"}; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\Ukraine\models\Ukrainian_Patrolcap"; modelSites[] = {3,1}; armor = 2*0.5; passThrough = 0.5; hiddenSelections[] = {"Camo"}; }; }; } class Vest_Camo_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Ukraine Digital Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Vest_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"Camo"}; }; }; }; -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
I added the missing bracket, but when I launch the game I get this error: File ukraine\config.cpp, line 104: '/cfgWeapons/example_HelmetB/Ukrainian_Patrolcap.hiddenSelections ': '{' encountered instead of '=' -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Hi, on one of my retextures that I'm working on, I have run into a small problem. I learned how to retexture backpacks, helmets, uniforms, and vests, but the problem I have run into is that I do not understand how to add multiple retextures of headgear in one config. I have retextured a helmet and tested the retextures ingame and it works fine, but the config stopped working as soon as a put in the lines for the patrol cap retexture. How would I properly implement this? Here's my config: enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Ukraine"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; model = "\a3\characters_f_beta\indep\ia_soldier_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Uniform_co.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class B_Carryall_oli; class Ukraine_carryall: B_Carryall_oli { displayname = "Ukrainian Carryall"; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Tortila"; picture = "\a3_weapons_f\ammoboxes\bags\data\UI\icon_b_c_tortila_hex.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Ukraine\data\Ukrainian_Carryall.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Ukraine Digital Uniform"; picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply20"; mass = 80; }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukraine Digital Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\Ukraine\models\Helmet1"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Helmet2_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\Ukraine\models\Helmet1"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"Camo"}; }; class ItemCore; class HeadgearItem; class Ukrainian_Patrolcap :ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Ukrainian Patrol Cap"; picture = "\a3\characters_f\data\ui\icon_h_cap_patrol_ocamo_ca.paa"; model = "\a3\characters_f\Common\cappatrol"; hiddenSelections{} = {"Camo"}; hiddenSelectionsTextures{} = {"Ukraine\data\Ukrainian_Patrolcap.paa"}; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\Ukraine\models\Ukrainian_Patrolcap"; modelSites[] = {3,1}; armor = 2*0.5; passThrough = 0.5; hiddenSelections[] {"Camo"}; }; }; class Vest_Camo_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Ukraine Digital Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ukraine\data\Ukraine_Vest_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"Camo"}; }; }; }; -
The Unsung Vietnam War Mod V 2.6 Release
silentassassin replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Downloading right now :D -
Iron Front as mod in Arma 3
silentassassin replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've tried to download this several different ways during the past 2 days but can't seem to find out why it isn't working. I usually install my mods manually, but when that didn't work I decided to try playwithsix and I had the same problem. It seems that the game isn't loading lib_core.pbo at all and the install is also having trouble finding @IF in the Arma 2 Operation Arrowhead folder during the conversion. When I checked the editor to see if the maps from Iron Front were installed, I can only see AiA maps from the previous Arma games I own and none of the Iron Front maps. Is there something that I am missing or is there an error with the playwithsix install right now? -
Arma 3: Community wishes & ideas- NO DISCUSSION
silentassassin replied to Maio's topic in ARMA 3 - GENERAL
Any chance that we could get balaclavas with goggles and without the mouth hole in the game officially. Like this one http://cloud-2.steampowered.com/ugc/612796458870883305/4F2142ABE41FD5D68420B300B084611BD7842543/ (298 kB) -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Wow, the config.cpp thing was the problem. Thanks for all of the help, it was really bugging me that I couldn't seem to get the mod working. -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Unfortunately I have set up the mod in several of these ways to see if it would load, but it doesn't seem to be happening. Could it be the file structure that I compressed to make the .pbo? Snowblind>data>(the texture files). I have the config inside the Snowblind folder next to data. I used BinPBO to convert it to a .pbo file. -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Ok this time I looked in CfgWeapons, I don't see any of the classes mentioned above in there. -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
I found a config called Vest_Camo_Base. I'm not sure if that is part of the mod or if it was a default config. -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Where is the in-game config viewer located and what would I be looking for after I get into it? -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
No, I don't get any error messages, it just starts the game normally with no changes. -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Hi, my hard drive recently failed so I lost my working config. I tried to create it again, but it doesn't seem to be working. Could someone check my config, I'm not sure what could be wrong. When I activate the mod in-game I can't spawn the unit or any of the gear in the editor. enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"32ndSnowblind\data\clothing1_needle_co.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"32ndSnowblind\data\equip1_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"Camo"}; }; }; class Vest_Camo_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"32ndSnowblind\data\Vest_Needle_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"Camo"}; }; }; }; -
Kiory's balaclava Expanded (more textures)
silentassassin replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any chance that this mod will be updated to add a Marpat variant and a UCP variant camo texture. Great job on expanding the balaclava pack btw. -
Great to see that the mod is going to be on Arma 3. I would have to say Sicily and some Italian military units would be cool because of the setting of Arma 3.
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Headgear and Glasses Pack
silentassassin replied to Binkowski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
http://www.armyproperty.com/images/products/v1/AG_BMD01_L_1.jpg -
Hi. I've been trying to setup a trigger that lets me activate custom music in-game. I set the trigger to activate with radio alpha, but I don't know how to where to find radio alpha on Arma 3. I've used the radio to do this in Arma 2. Is there a certain button I have to press in-game for the radio to show up or is it not available in the alpha yet? The On Act script I used was unit1 say3D "Song"; :confused:
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Radio Alpha Trigger Question for Arma 3
silentassassin replied to silentassassin's topic in ARMA 3 - TROUBLESHOOTING
Thanks for the reply I'll try this when I get home today. -
Arma3 Characters Modding Tutorial
silentassassin replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Thank's, this info will help me a lot:bounce3: -
Headgear and Glasses Pack
silentassassin replied to Binkowski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Any chance of getting a black balaclava with some of those helmets:p By the way your Arma 2 USMC mod was awesome.