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zeotrope

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About zeotrope

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  1. zeotrope

    Apex EPBO Access Timeframe

    Without getting abusive, that's a rubbish answer. I am respectful of the fact that BIS have encrypted their work and understand why they do so. All I was inquiring was if someone from BIS could give me some sort of realistic time-frame for this content to be available (EPBO Access) to the community.
  2. As the topic states, what would be a reasonable time-frame / date as to when the modding community will be granted access to the Encrypted APEX PBO files.
  3. zeotrope

    Balaclava Config

    Ok....I've sorted it out.....It was inheriting from the incorrect model it seems... { class Zeotropes_Balaclava_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[]={}; }; }; class Headgear_Base_F; class Item_Base_F; class CfgGlasses { class G_Balaclava_blk; class Balaclava_Jungle_D : G_Balaclava_blk { author = "Zeotrope"; _generalMacro = "Balaclava_Jungle_D"; scope = 2; scopeCurator = 2; scopeArsenal = 2; displayName = "Tac-Ops Balaclava (jungle camo)"; model="\A3\Characters_F_Bootcamp\Guerrilla\g_balaclava_clean.p3d"; picture="\A3\Characters_F_Bootcamp\Data\UI\icon_G_Balaclava_clean_ca.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"tacops_balaclava\balaclava\data\balaclava_jungle_co.paa"}; identityTypes[]={}; mass=6; }; };
  4. zeotrope

    Balaclava Config

    Thanks but I can't see it working for the Balaclava. May work for the Shemagh
  5. For some reason I cannot get the following config to work. { class Zeotrope_Balaclava_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Beta", "A3_Characters_F_Bootcamp"}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; // External class reference class Uniform_Base; // External class reference class UniformItem; // External class reference class Vest_Camo_Base; // External class reference class H_Bandanna_surfer; // External class reference class Vest_NoCamo_Base; // External class reference class VestItem; // External class reference class ItemInfo; // External class reference class G_Balaclava_blk; // External class reference class HelmetBalaclava; // External class reference class Balaclava_Jungle_D : G_Balaclava_blk { author = "Zeotrope"; _generalMacro = "Balaclava_Jungle_D"; scope = 2; scopeCurator = 2; scopeArsenal = 2; displayName = "Tac-Ops Balaclava (jungle camo)"; model = "\A3\Characters_F_Bootcamp\Guerrilla\g_balaclava_clean.p3d"; picture = "\A3\Characters_F_Bootcamp\Data\UI\icon_G_Balaclava_olive_ca.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"tacops_balaclava\balaclava\data\balaclava_jungle_co.paa"}; identityTypes[] = {}; mass = 6; }; };
  6. Hi All, For some unknown reason, perhaps since the new Eden update, my Quadbike re-skins are not showing. The bikes show in the editor but are do not show my custom skins. I have not altered anything.....did BIS alter something ? Couldn't find a solution to get this working (again) enum { OrdinalEnum = 2, 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 DefaultEventhandlers; class CfgPatches { class Zeos_Quadbike_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Soft_F"}; }; }; class CfgVehicles { class B_Quadbike_01_F; class Quadbike_tacops_D : B_Quadbike_01_F { author = "Zeotrope"; crew = "tacops_Soldier6_E"; displayName = "Tac-Ops Quadbike (frost camo)"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"tacops_quad\Bike\Data\quad_body_co.paa","tacops_quad\Bike\Data\quad_wheels_co.paa"}; }; class Quadbike_des_tacops_D : B_Quadbike_01_F { author = "Zeotrope"; crew = "tacops_Des_Soldier3_D"; displayName = "Tac-Ops Quadbike (silica zebra camo)"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"tacops_quad\Bike\Data\quad_des_body_co.paa","tacops_quad\Bike\Data\quad_des_wheels_co.paa"}; }; class Quadbike_chill_tacops_D : B_Quadbike_01_F { author = "Zeotrope"; crew = "tacops_Chill_Soldier2_D"; displayName = "Tac-Ops Quadbike (chill leopard camo)"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"tacops_quad\Bike\Data\quad_chill_body_co.paa","tacops_quad\Bike\Data\quad_chill_wheels_co.paa"}; }; class Quadbike_jungle_tacops_D : B_Quadbike_01_F { author = "Zeotrope"; crew = "tacops_Jungle_Soldier5_D"; displayName = "Tac-Ops Quadbike (jungle camo)"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"tacops_quad\Bike\Data\quad_jungle_body_co.paa","tacops_quad\Bike\Data\quad_jungle_wheels_co.paa"}; }; };
  7. zeotrope

    Re-Texturing Scopes

    It's a real shame we cannot access some of the accessories in A3. I wonder if any DEVS are reading this and can lend some insight as to if and when we can re-skin stuff like this.
  8. zeotrope

    (AEF) Uniform Pack

    Nice to see your work in the mix man. Well done.
  9. zeotrope

    Sniper Ghillie config.cpp

    Ok. as of yesterday we have access to re-skin the Sniper / Ghillies. Big thanks to Locklear. Cheers bro.
  10. All sorted. Dev branch A3Tools has the new templates. Thanks for the help.
  11. Cheers. Will check it out.
  12. Ok Thanks for the info guys. So it switching the tools to dev branch just a matter of switching Arma 3 to dev using the Arma3 properties (steam) / Betas / Opt Into Beta etc.? Or is there another way to do it. Sorry I'm at work etc.
  13. Bump! Can anyone confirm they also have the new PSD templates for the TARU in their sample folders (Arma 3 tools) ????? If so can somebody, perhaps a Dev shed some light on how I may obtain these ? Please ?
  14. So this is my config for our Tac-Ops Coveralls (in this case our snow variation) but also contains the NVG's and re-texturing thereof.... 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 DefaultEventhandlers; class CfgPatches { class Zeotropes_Coverall_chill_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Common"}; }; }; class CfgVehicles { class B_Soldier_base_F; class tacops_C_heli_pilot1_F: B_Soldier_base_F { author = "Zeotrope"; _generalMacro = "B_Helipilot_F"; scope = 2; identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_pilot"}; model = "\A3\Characters_F\Common\coveralls.p3d"; modelSides[] = {3,1}; uniformClass = "Tacops_Pilot1_chill_Uniform"; // Edit displayName = "Tac-Ops Chill Ranger Pilot (Chill base)"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"tacops_coverall_chill_1\clothes\Data\cover_chill_camo_co.paa"}; cost = 160000; camouflage = 2.0; //attendant = 1; icon = "iconManLeader"; backpack = "tacpack_chill_mongoose_1_R"; // HOTH PACK - FIELD PACK items[] = {"FirstAidKit"}; weapons[] = {"tacops_arifle_MXM_aka_F","throw","put","Rangefinder"}; respawnweapons[] = {"tacops_arifle_MXM_aka_F","throw","put","Rangefinder"}; magazines[] = { "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","Chemlight_blue","Chemlight_blue", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","Chemlight_blue","Chemlight_blue", }; Respawnmagazines[] = { "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","Chemlight_blue","Chemlight_blue", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","Chemlight_blue","Chemlight_blue", }; LinkedItems[] = {"ItemGPS","ItemMap","ItemCompass","itemRadio","ItemWatch","Vest_ice_tacops_D","Tacops_chill_helmet_hel1"}; respawnLinkedItems[] = {"ItemGPS","ItemMap","ItemCompass","itemRadio","ItemWatch","Vest_ice_tacops_D","Tacops_chill_helmet_hel1"}; }; }; class cfgWeapons // Uniforms, vests and headgear go in here. { class Uniform_Base; // External class reference class UniformItem; // External class reference class ItemInfo; // External class reference class Tacops_Pilot1_chill_Uniform: Uniform_Base // Edit { scope = 2; displayName = "Tac-Ops Chill Ranger Pilot (chill base)"; picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa"; model = "\A3\Characters_F\Common\coveralls"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "tacops_C_heli_pilot1_F"; // Edit containerClass = "Supply60"; mass = 80; }; }; class NVGoggles; // External class reference class Tacops_CH_NVGoggles: NVGoggles { scope = 2; modelOptics = ""; // Use this to remove the restrictive oval model = "\A3\Weapons_f\binocular\nvg_proxy"; displayName = "Tac-Ops NVG Goggles (chill camo)"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"tacops_coverall_chill_1\clothes\Data\nvg_chill_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "A3\weapons_f\binocular\nvg_proxy.p3d"; modelOff = "A3\weapons_f\binocular\NVG_proxy_off.p3d"; hiddenSelections[] = {"camo"}; }; }; }; So. Works for me.
  15. Did I read that right? You cannot re-texture the NVG's ? I managed to do it with no issues. They DO have hidden selections. Our Tac-Ops mod uses 3 types: Frost Green / Silica Sand / Chill Snow. I am currently at work but the config (from memory) was a sub section of my blufor soldiers config. Will look into it when I get home.
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