brad7
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Everything posted by brad7
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Burnes Armories Tanks and Deployment Vehicles
brad7 replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
I've managed to solve it by altering the hud layout. Its not as is on the layout editor however i just had to aim off left as to where it would be on screen.
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I was wondering if someone could help me out, I've had a look around but cant seem to find anything related. The HUD for vehicle weapon systems (Top Right of screen) appears off the screen although when on foot there is no problem. Images: http://imgur.com/a/3tAGK Thanks in advance.
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I was wondering if someone could help me out, I've had a look around but cant seem to find anything related. The HUD for vehicle weapon systems (Top Right of screen) appears off the screen although when on foot there is no problem. Images: http://imgur.com/a/3tAGK Thanks in advance.
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I have retextured some items for a swat uniform, but I end up with invisible gear in the game... If someone could write the config or help me to do so would be a great help! I'll post the configs below. Swat uniform; 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_uniform_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 = "Swat Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"SwatUniform\data\SwatUniform_co.paa"}; model = "\A3\Characters_F\blufor\b_soldier_01.p3d"; }; }; 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\blufor\b_soldier_01.p3d"; 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 }; }; }; SwatVest; 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_vest_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgWeapons { class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "Swat Vest"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"SwatVest\data\SwatVest_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"}; }; }; }; SwatHelmet; #define _ARMA_ //Class swat : config.bin{ class DefaultEventhandlers; class CfgPatches { class swat { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; class cfgWeapons { class Rifle; class ItemCore; class ItemInfo; class InventoryItem_Base_F; class HeadgearItem; class Uniform_Base; class UniformItem; class Vest_Base; class VestItem; class SwatHelmet: ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "SwatHelmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\SwatHelmet\data\SwatHelmet_co.paa"}; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; class ItemInfo: HeadgearItem { mass = 50; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3,1}; armor = 100000; passThrough = 1; } }; }; }; //};
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Does anyone know where to find the .paa file for the Raven vest [V_TacVestIR_blk] cannot seem to find it or the .p3d file anywhere.
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Link doesn't work i just get a 404 error? Just me?
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Download link isnt working...
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Getting a helo to drop off a squad, then fly off.
brad7 replied to enad's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sync the Infantry Get out with the helo unload -
Getting a helo to drop off a squad, then fly off.
brad7 replied to enad's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Place a helo with the appropriate waypoints with ""transport unload"" as the drop off point then the ""move"" waypoint afterwards. Then in the desired squad units init put "this moveincargo HeloName" That should work... -
Nice work, the MAG58 is awesome! Maybe you could implement the bipod to animate on a key press?
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Yeah, but aint that the ag36?
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The M320 GL isnt used on the sa80 though i dont think...
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http://forums.bistudio.com/showthread.php?159143-The-basic-model-of-Russian-paratroopers
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Great quality work - especially love the sounds from inside the puma
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ARMA 3 Addon Request Thread
brad7 replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Im sure its already in under plane wreck or something similer? -
ARMA 3 Addon Request Thread
brad7 replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Some more static arty like the l119 howitzer -
Toadie's SmallArms WIP thread
brad7 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Read the First Post -
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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Error on config stops game loading
brad7 replied to brad7's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Allright cheers for that got it working ingame now :) -
Error on config stops game loading
brad7 replied to brad7's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 }; }; }; -
Error on config stops game loading
brad7 replied to brad7's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Still get the same error with that.. -
Will the terrain be a separate download to the insurgents?
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Tunø, Denmark (Island WIP)
brad7 replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Haha, i dont think there will be any successful landings on that runway -
Tunø, Denmark (Island WIP)
brad7 replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cant wait for this looks very nice however id rather catch the ferry to this one as the runway seems "just abit" bumpy :D