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brad7

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Everything posted by brad7

  1. 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.
  2. brad7

    HUD Layout error

    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.
  3. 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.
  4. 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.
  5. 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; } }; }; }; //};
  6. 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.
  7. brad7

    astast: WIP Thread

    Link doesn't work i just get a 404 error? Just me?
  8. brad7

    BLUFOR IFV-Marid retexture

    Download link isnt working...
  9. Sync the Infantry Get out with the helo unload
  10. 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...
  11. brad7

    ADF Uncut

    Nice work, the MAG58 is awesome! Maybe you could implement the bipod to animate on a key press?
  12. brad7

    L85A2 Release

    Yeah, but aint that the ag36?
  13. brad7

    L85A2 Release

    The M320 GL isnt used on the sa80 though i dont think...
  14. brad7

    Russians

    http://forums.bistudio.com/showthread.php?159143-The-basic-model-of-Russian-paratroopers
  15. brad7

    BWMod

    Great quality work - especially love the sounds from inside the puma
  16. Im sure its already in under plane wreck or something similer?
  17. Some more static arty like the l119 howitzer
  18. 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 }; }; };
  19. Allright cheers for that got it working ingame now :)
  20. 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 }; }; };
  21. Still get the same error with that..
  22. brad7

    Sangin WIP

    Will the terrain be a separate download to the insurgents?
  23. brad7

    Tunø, Denmark (Island WIP)

    Haha, i dont think there will be any successful landings on that runway
  24. brad7

    Tunø, Denmark (Island WIP)

    Cant wait for this looks very nice however id rather catch the ferry to this one as the runway seems "just abit" bumpy :D
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