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1stLtHunter

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Everything posted by 1stLtHunter

  1. I made a retexture of the Nato Uniform, Vest, and ECH. I looked all over for information on how to make it into a addon and stumbled across Stiltman's Config tutorial.. I follow all the steps and binPBO'd my addon without any errors.. When I go to place the unit in the editor and hit preview i get 1 of 2 errors and i cant preview my mission: 1st Error: No entry 'config.bin/CFGWeapons/FUTARM_PlateCarrier1_rgr.disposableWeapon'. or 2nd Error: No entry 'config.bin/CFGWeapons/FUTARM_PlateCarrier1_rgr.selectionFireAnim'. Here is my Config.cpp, am I doing something wrong?:
  2. Thank you guys! I appreciate the help. I am awesome with graphics but when it comes to trying to learn a new piece of code to implement said graphics I start getting a headache. Lol! This FUTARM mod I am working on is my first mod ever and I am sure it is going to be a lot of headaches. I have a working alpha version thanks to you, now comes the testing and finishing!
  3. 1stLtHunter

    Roadside IED Script

    Im using the latest download from the link (4 days) and calling the script inside my Init.sqf with //IED INIT null = ["ied1", 7, 500,"West", 1] execVM "IED\ied.sqf"; null = ["ied2", 7, 500,"West", 1] execVM "IED\ied.sqf"; null = ["ied3", 7, 500,"West", 1] execVM "IED\ied.sqf"; null = ["ied4", 7, 500,"West", 1] execVM "IED\ied.sqf"; null = ["ied5", 7, 500,"West", 1] execVM "IED\ied.sqf";
  4. 1stLtHunter

    Roadside IED Script

    Having a problem with the disarm part of the script.. I have a toolkit and clean up set to 1 , when i approach the potential IED slow and mousewheel over the item I don't get an action to disarm. I figured it wasnt an IED so i ran to the other side and BOOM lol.. any ideas?
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