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brad7

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Posts posted by brad7


  1. I was bored today and decided to try this.. I used a mixture of these templates and some of my own that I made. I still can't manage to get the config to work, but I have them in game using the setOjbectTexture method. I currently have no plans on releasing these publicly as there are some quality addons coming down the pipe in the future, these are mainly just for personal and in house use.

    http://i.imgur.com/TLe8RwO.jpg

    http://i.imgur.com/o0fM2qe.jpg

    Them glasses in the game?


  2. I have done a retexture of the new Green army gear and it is appearing invisible but the uniform isnt appearing in game at all. I think it is something to do with the configs so ill post them below - any help would be great.

    Helmet;

    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 Desert_Helmet 
       { 
           units[] = {}; 
           weapons[] = {}; 
           requiredVersion = 0.1; 
           requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"}; 
       }; 
    }; 
    
    class cfgWeapons 
    { 
       class ItemCore; 
       class ItemInfo; 
       class HeadgearItem; 
       class Desert_Helmet: ItemCore 
       { 
           scope = 2; 
           weaponPoolAvailable = 1; 
           displayName = "Desert Infantry Helmet"; 
           picture = "\DesertAcu\Headgear\ui\deserthelm_CA.paa"; 
           model = "\A3\Characters_f\blufor\headgear_b_helmet_plain.p3d"; 
           hiddenSelections[] = {"camo"}; 
           hiddenSelectionsTextures[] = {"\DesertAcu\Headgear\data\deserthelm_co.paa"}; 
    
           class ItemInfo: HeadgearItem 
           { 
               mass = 100; 
               uniformModel = "\A3\Characters_f\blufor\headgear_b_helmet_plain.p3d"; 
               modelSides[] = {3,1}; 
               armor = "3*0.5"; 
               passThrough = 1; 
               hiddenSelections[] = {"camo"}; 
           }; 
       }; 
    };  

    Uniform;

    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 US_DES_Soldier {  
           units[] = {};  
           weapons[] = {};  
           requiredVersion = 0.1;  
           requiredAddons[] = {"A3_Characters_F"};  
       };  
    };  
    
    class CfgVehicles {  
    
       class B_Soldier_base_F;  
    
       class US_DES_Soldier : B_Soldier_base_F {  
           _generalMacro = "B_Soldier_F"; 
           scope = 2;  
           displayName = "US Infantry Riflemen";  
           nakedUniform = "U_BasicBody"; 
           uniformClass = "US_Infantry"; 
           hiddenSelections[] = {"Camo"};  
           hiddenSelectionsTextures[] = {"DesertAcu\Uniform\data\desertuniform_co.paa"};  
           model = "\A3\Characters_f_beta\INDEP\ia_soldier_01.p3d"; 
    
           linkedItems[] = {"Desert_Helmet","DesertVest","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
           respawnLinkedItems[] = {"Desert_Helmet","DesertVest","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
       };  
    
    };  
    
    class cfgWeapons {  
       class Uniform_Camo_Base;  
       class UniformItem;  
    
       class US_Infantry : Uniform_Camo_Base {  
           scope = 2;  
           displayName = "US Infantry Riflemen";  
           picture = "\DesertAcu\Uniform\ui\desertuniform_ca.paa";  
    
           class ItemInfo : UniformItem {  
               uniformModel = "-";  
               uniformClass = "US_DES_Soldier"; //would be same as our made soldier class  
               containerClass = "Supply20"; //how much it can carry  
               mass = 80; //how much it weights  
           };  
       };  
    };  

    Vest;

    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 Desertvest_config {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"A3_Characters_F_BLUFOR"};
    };
    };
    
    class cfgWeapons {
    class Vest_Camo_Base;
    class VestItem;
    
    class DesertVest : Vest_Camo_Base {
    	scope = 2;
    	displayName = "US Infantry Vest";
    	picture = "\DesertAcu\Vest\ui\desertvest_ca.paa";
    	model = "\A3\Characters_f_beta\INDEP\equip_ia_vest01";
    	hiddenSelections[] = {"camo"};
    	hiddenSelectionsTextures[] = {"\DesertAcu\Vest\data\desertvest_co.paa"};
    
    	class ItemInfo : VestItem {
    		uniformModel = "\A3\Characters_f_beta\INDEP\equip_ia_vest01";
    		containerClass = "Supply100";
    		mass = 50;
    		armor = 5*0.5;
    		passThrough = 0.7;
    		hiddenSelections[] = {"camo"};
    	};
    };
    };


  3. Cool that works thanks - just one more thing; i remember seeing a while ago for arma 2 there was a way you could script it so that whatever you do is recorded so that the ai will for example land a helicopter exactly the way you did it? Do you know how to do this or if it even works for arma 3.

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