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brad7

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Posts posted by brad7


  1. 5 hours ago, burnes15th said:

    Btww if theres anything you want to have explained/demonstrated in blender modelling or arma modding please feel free to suggest it as a tutorial topic here 

     

    And i will make a tutorial video on it in the near future

     

    Maybe a little bit on UV mapping? I always seem to lose interest at this stage, probably because i've never really got my head around it. 

    • Like 1

  2. Im using notePad++, but i still get the error after i put the }; in?

     enum { 
       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 Bcg_Flek_Troop {  
           units[] = {};  
           weapons[] = {};    
           requiredAddons[] = {"A3_Characters_F"};  
       };  
    };  
    class cfgFactionClasses
    {
    class Ger_Units
    {
    	displayName = "Bundeswehr";
    	priority = 3;
    	side = 1;
       };  
    };
    
    class CfgVehicles {  
    
       class B_Soldier_base_F;  
    
       class Bcg_Flek_Troop : B_Soldier_base_F {  
           _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Rifleman";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"};  
           Backpack = "Flek_Pack";
           weapons = {"arifle_MX_Black_Hamr_pointer_F","throw","put","binocular"};
           respawnweapons = {"arifle_MX_Black_Hamr_pointer_F","throw","put","binocular"};
           magazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           respawnmagazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           linkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
      };
      class Bcg_Flek_Troop2 : B_Soldier_base_F
      {
    _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Officer";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"}; 
           Backpack = "";
           weapons = {"hgun_Rook40_f"};
           respawnweapons = {"hgun_Rook40_f"};
           magazines = {"30Rnd_9x21_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Mag"};
           respawnmagazines = {"30Rnd_9x21_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Mag"}; 
           linkedItems[] = {"Flek_Beret","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Beret","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
      };
      class Bcg_Flek_Troop3 : B_Solder_F
      {
           _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Marksman";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"};  
           Backpack = "Flek_Pack";
           weapons = {"arifle_MXM_Black_SOS_pointer_F","throw","put","binocular"};
           respawnweapons = {"arifle_MXM_Black_SOS_pointer_F","throw","put","binocular"};
           magazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           respawnmagazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           linkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
      };
      class Bcg_Flek_Troop4 : B_Solder_F
      {
           _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Medic";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekMedicUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"};  
           Backpack = "Flek_MedicPack";
           weapons = {"arifle_MX_Black_Hamr_pointer_F","throw","put","binocular"};
           respawnweapons = {"arifle_MX_Black_Hamr_pointer_F","throw","put","binocular"};
           magazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           respawnmagazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           linkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
      }; 
      class Bcg_Flek_Troop5 : B_Solder_F   
      {
           _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Machine Gunner";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"};  
           Backpack = "Flek_Pack";
           weapons = {"LMG_MK200_F","throw","put","binocular"};
           respawnweapons = {"LMG_MK200_F","throw","put","binocular"};
           magazines = {"200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","HandGrenade","SmokeShell"};
           respawnmagazines = {"200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","HandGrenade","SmokeShell"};
           linkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"};    
      };   
    };   
      class cfgWeapons {  
       class Uniform_Base;  
       class UniformItem;  
    
       class Ger_Flek : Uniform_Base {  
           scope = 2;  
           displayName = "Flecktarn Uniform(GER)";  
           picture = "\A3\Characters_F\data\ui\icon_u_b_combatuniform_mcam_ca.paa";  
    
           class ItemInfo : UniformItem {  
               uniformModel = "-";  
               uniformClass = "Bcg_Flek_Troop"; //would be same as our made soldier class  
               containerClass = "Supply20"; //how much it can carry  
               mass = 80; //how much it weights 
           };  
     };  
    }; 


  3. I get the error "Config: some input after EndofFile"

    enum { 
       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 Bcg_Flek_Troop {  
           units[] = {};  
           weapons[] = {};    
           requiredAddons[] = {"A3_Characters_F"};  
       };  
    };  
    class cfgFactionClasses
    {
    class Ger_Units
    {
    	displayName = "Bundeswehr";
    	priority = 3;
    	side = 1;
       };  
    };
    
    class CfgVehicles {  
    
       class B_Soldier_base_F;  
    
       class Bcg_Flek_Troop : B_Soldier_base_F {  
           _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Rifleman";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"};  
           Backpack = "Flek_Pack";
           weapons = {"arifle_MX_Black_Hamr_pointer_F","throw","put","binocular"};
           respawnweapons = {"arifle_MX_Black_Hamr_pointer_F","throw","put","binocular"};
           magazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           respawnmagazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           linkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
      };
      class Bcg_Flek_Troop2 : B_Soldier_base_F
      {
    _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Officer";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"}; 
           Backpack = "";
           weapons = {"hgun_Rook40_f"};
           respawnweapons = {"hgun_Rook40_f"};
           magazines = {"30Rnd_9x21_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Mag"};
           respawnmagazines = {"30Rnd_9x21_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Mag"}; 
           linkedItems[] = {"Flek_Beret","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Beret","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
      };
      class Bcg_Flek_Troop3 : B_Solder_F
      {
           _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Marksman";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"};  
           Backpack = "Flek_Pack";
           weapons = {"arifle_MXM_Black_SOS_pointer_F","throw","put","binocular"};
           respawnweapons = {"arifle_MXM_Black_SOS_pointer_F","throw","put","binocular"};
           magazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           respawnmagazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           linkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
      };
      class Bcg_Flek_Troop4 : B_Solder_F
      {
           _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Medic";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekMedicUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"};  
           Backpack = "Flek_MedicPack";
           weapons = {"arifle_MX_Black_Hamr_pointer_F","throw","put","binocular"};
           respawnweapons = {"arifle_MX_Black_Hamr_pointer_F","throw","put","binocular"};
           magazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           respawnmagazines = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","SmokeShell"};
           linkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
      }; 
      class Bcg_Flek_Troop5 : B_Solder_F   
      {
           _generalMacro = "B_Soldier_F"; 
           side = 1;
           faction = "Ger_Units";
           scope = 2;  
           displayName = "Machine Gunner";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "Ger_Flek"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"FlekUniform\data\FlekUniform_co.paa"};  
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           identityTypes[] = {"NoGlasses"};  
           Backpack = "Flek_Pack";
           weapons = {"LMG_MK200_F","throw","put","binocular"};
           respawnweapons = {"LMG_MK200_F","throw","put","binocular"};
           magazines = {"200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","HandGrenade","SmokeShell"};
           respawnmagazines = {"200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","200Rnd_65x39_cased_box","HandGrenade","SmokeShell"};
           linkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Flek_Helmet","Flek_Vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"};    
      };  
      class cfgWeapons {  
       class Uniform_Base;  
       class UniformItem;  
    
       class Ger_Flek : Uniform_Base {  
           scope = 2;  
           displayName = "Flecktarn Uniform(GER)";  
           picture = "\A3\Characters_F\data\ui\icon_u_b_combatuniform_mcam_ca.paa";  
    
           class ItemInfo : UniformItem {  
               uniformModel = "-";  
               uniformClass = "Bcg_Flek_Troop"; //would be same as our made soldier class  
               containerClass = "Supply20"; //how much it can carry  
               mass = 80; //how much it weights 
           };  
     };  
    };  

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