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brad7
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Posts posted by brad7
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Max Power: How do i do that?
Mumblz: ill try that now should it be: "pboname\data\texturename.paa" ?
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That is looking good!
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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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Anybody got the config for a backpack, Need the .cpp already got the .cfg.
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Is this loads going to be a pack of random content or is it all related for one big mod? btw - cant wait!
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Have you got classnames for everything in the mod?
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Ive made a backpack and cant get it in game, i modified the kiory alice pack and that worked in game but when i made my own pack it would'nt appear in game and i would get bad vehicle type error dont know where i am going wrong. I copied all the other files he had but i altered the config and texture if someone could help me get it in game it would be great thanks...
Heres my config:
#define private 0
#define protected 1
#define public 2
#define true 1
#define false 0
class CfgPatches {
class My_Backpacks {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = { "A3_Weapons_F" };
};
};
class cfgVehicles {
class ContainerSupply;
class Bag_Base;
class B_Bergen_Base; // External class reference
class UrbanPack : B_Bergen_Base {
scope = public;
class TransportMagazines{};
class TransportWeapons{};
isbackpack = 1;
transportMaxWeapons = 2;
transportMaxMagazines = 50;
class DestructionEffects{};
displayName = "Urban Pack";
model = "\My Backpack\UrbanPack.p3d";
vehicleClass = "Backpacks";
allowedSlots[] = {1000};
};
};
Edit = underlined bits are what i changed...
---------- Post added at 16:38 ---------- Previous post was at 15:18 ----------
I've got it in game but i cant get to position correctly on the player its either above or below the correct positioning then when i go to a low stance its floating above the player?
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Wouldnt let me edit post so had to post another...
link:
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how did you know! I already have the wings capable of being folded :) and yes ALL of my vehicle models will have hidden selections as well as wireframe templates for you to retexture. Ill try to do desert, woodland, snow, and grey (see ah1 or c130J) as included camos for all models as well except the submarines obviouslyHave you got any more WIP images for us? ;-)
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Do you have a CADPAT-arid template i could use?
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Has anyone made a ticket to vote for the bolt animation?
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Do you have a classname for the accuracy international?
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Shouldnt the GM6 have a dust cover where the bolt it? - and is there only suppose to be half a stock on the m302 rifle?
image - https://plus.google.com/u/0/105468471193414769054/posts
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So is it not possible to get the units/gear out of the last two images on their own? [i just thought it was going to be a separate addon]
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but thats not the reason it dosent work is it?...
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Have you tried temporary replacing your texture with the original helmet texture to see if that loads, if it does load you know its a problem with your texture if not it could be the tool you are packing the pbo with. Config looks fine.I dont see why i wouldnt work i did the same with a custum backpack?
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Still get cannot load texture?
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_helmet_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class Parahelm : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Para helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Para helmet\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"}; }; }; };
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Which pbo's do i use for the new Vest and uniform etc without the kit from the different nations?
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Allright got it working in game however there is no texture?
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Is the classname the display name in the 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_helmet_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Para helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"C:\Users\Brad\Downloads\Texture Work\Helmet tex\Para helmet\Data.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"}; }; }; };
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Thanks ive finally got into game but it dosent appear in game? - ive even tried with vas?
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Yeh that is the complete config shouild there be more? and ill try adding those now...
---------- Post added at 18:06 ---------- Previous post was at 17:43 ----------
Still getting errors?...
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Just tested the mp5 and i have sound for that weapon. The issue is that on dev they have altered the sounds so when it goes into the stable version everyone else will be left without sound - i think. Just a heads up...
VTS Simple weapon resting
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Is it not possible to prevent weapon sway?