brad7
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Posts posted by brad7
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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 just got an account on p3d.in. this lets me upload models and let you preview them in real time :)This is just a test, here is the BDU uniform i have made http://p3d.in/Kjn0f
Link doesn't work i just get a 404 error? Just me?
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Download link isnt working...
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Thanks I'll try that, but I recall having to Synchronize two waypoints, is that still something I have to do and you just forgot or is it unnecessary?Sync the Infantry Get out with the helo unload
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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...
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Nice work, the MAG58 is awesome! Maybe you could implement the bipod to animate on a key press?
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Yeah it is :At home: http://img692.imageshack.us/img692/2928/sa80ag36big.jpg
Yeah, but aint that the ag36?
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Nice work Kiorybtw when you done the UGL variant , consider doing the M320 GL - since its railed and short version of the original UGL/AG36
The M320 GL isnt used on the sa80 though i dont think...
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Great quality work - especially love the sounds from inside the puma
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could somebody please import the C-130 Wreck from arma2 so we can create crash missionsIm sure its already in under plane wreck or something similer?
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Some more static arty like the l119 howitzer
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Say what breakthrough did Kiory come up with that he earned tribute in video?Read the First Post
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Allright cheers for that got it working ingame now :)
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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 }; }; };
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Still get the same error with that..
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Will the terrain be a separate download to the insurgents?
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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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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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Funny you should mention the bumpiness of the airfield :). This photo is from the southern end of the airfield:http://i.imgur.com/Djbu0NS.png (378 kB)
Haha, i dont think there will be any successful landings on that runway
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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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Burnes Armories Tanks and Deployment Vehicles
in ARMA 3 - ADDONS & MODS: COMPLETE
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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.