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About andor14

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  1. andor14

    Veles RPG / AT pack

    You are using blender right? What is the general workflow you use for the high-poly?
  2. andor14

    Veles RPG / AT pack

    Impressive list already! Are only they only as high-poly models currently or are there low-poly/textures in the works or finished? Also do you have some previews of the RPG-29?
  3. andor14

    Soviet AF Pack

    Wow, you are unstoppable with modding so many different things across arma 3. Looking forward to this.
  4. andor14

    PRACS: SLA Faction 2017

    This is some amazing stuff you got going here, looking forward to a release. I have some questions and forgive me if they have been asked before, but since you use RHS as a base; - Will the new vehicles be using the RHS armor system? - Will some of the new vehicles feed back into RHS mod for other factions? I guess you would'nt do this yourself as you stated you are making SLA mod and not a universal one, but maybe there is interest already from RHS. - If not, will you allow retextures? Thank you for your hard work already and everyone else involved. Sadly I dont know anything about the PhysX system to help with that.
  5. andor14

    Some help with Hiddenselections

    Ah okay, that is a bummer. So what is the best alternative? Do i just make 3 p3d's with the different textures?
  6. andor14

    Some help with Hiddenselections

    Yes, I have posted the model.cfg in my post.
  7. Hello, I am making a weapon sight for arma 3 with a custom model. I want to add some texture variations and i understood i can achieve this with hiddenselections. The problem is that I cant seem to get another texture assigned to it ingame. I looked over a number of other threads dealing with hiddenselections, but so far i could not find out where i am going wrong with this. My model has a selection named "camo" in Object builder: This is the Model.cfg, I just added this in the mod directory, do i need to assign the model.cfg to the model somewhere? class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Andor_hartman_mh1 : Default { sections[] = { "camo" }; }; }; This is the config.cpp: #include "basicDefines_A3.hpp" #include "CfgPatches.hpp" class asdg_OpticRail; class asdg_OpticRail1913: asdg_OpticRail { class compatibleItems { Andor_hartman_mh1 = 1; Andor_hartman_mh1_tan = 1; Andor_hartman_mh1_olive = 1; }; }; class cfgWeapons { class ItemCore; class InventoryItem_Base_F; class InventoryOpticsItem_Base_F; class Andor_hartman_mh1: ItemCore { displayName="Hartman MH1 (Black)"; author= "Andor"; picture="\Andor_Hartman_mh1\Data\Hartman_mh1_icon_ca.paa"; model = "\Andor_Hartman_mh1\Andor_hartman_mh1"; scope = 2; descriptionShort = "Hartman MH1"; weaponInfoType = "RscWeaponZeroing"; hiddenSelections[] = {"camo"}; hiddenSelectionTextures[] = {"\Andor_Hartman_mh1\Data\Hartman_mh1_CO.paa"}; class ItemInfo: InventoryOpticsItem_Base_F { mass = 6; //opticType = 1; optics = true; modelOptics="\A3\Weapons_F\empty"; class OpticsModes { class Hartman_mh1_optic { opticsID = 1; useModelOptics = 0; opticsZoomMin = 0.25; opticsZoomMax = 1.25; opticsZoomInit = 0.75; memoryPointCamera = "eye"; opticsFlare = 0; opticsDisablePeripherialVision = 0; distanceZoomMin = 200; distanceZoomMax = 200; cameraDir = ""; visionMode[] = {}; opticsPPEffects[] = {"OpticsBlur1"}; }; }; }; inertia = 0; }; class Andor_hartman_mh1_tan: Andor_hartman_mh1 { author= "Andor"; displayName="Hartman MH1 (Tan)"; hiddenSelections[] = {"camo"}; hiddenSelectionTextures[] = {"\Andor_Hartman_mh1\Data\Hartman_mh1_Tan_CO.paa"}; }; class Andor_hartman_mh1_olive: Andor_hartman_mh1 { author= "Andor"; displayName="Hartman MH1 (Olive)"; hiddenSelections[] = {"camo"}; hiddenSelectionTextures[] = {"\Andor_Hartman_mh1\Data\Hartman_mh1_Olive_CO.paa"}; }; }; The default texture i assigned in Object builder loads on all 3 variants. I have the feeling i am forgetting something simple?? Any help is much appreciated.
  8. Thanks for posting this script, it works perfectly, however it also fills the Fire from vehicle Slots. Is there a way to make sure those are not filled while "normal" turret positions are?