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Posts posted by AveryTheKitty
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Awesome work with the new vests, already created some awesome textures.
Though I wish there was a better multicam sample, not the mashed together one, oh well. ;)
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Can we get the vests too? They were shown in the tweet announcing the PSD samples.
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I wouldn't mind a stealth version of the Apache or Viper in the expansion. :D
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I have already created the uniform in CfgWeapons, I'll check RPT once I re-enable the hiddenSelectionsMaterials.
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If this is in the wrong area please move to the correct location. ;)
Hi, I'm looking to assemble a team for Arma 3 Aegis. After being in Alpha (and still kinda is) for 1.5 years now, I feel it is time to start adding more features. Features that affect gameplay and aesthetics. I myself mainly work in unit config and textures, as well as porting. However, I don't have much knowledge or skill in actually scripting in features. And thus I want to assemble a team.
I currently need:
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3D/2D Artists
- Programmers
You must have some skill in said field.
PM me or add me on STEAM.
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3D/2D Artists
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I hope either they return to contemporary times, or do a game in between Arma 2/Arma 3, or after. I love the future setting!
Or maybe a Cold War gone hot but in Berlin, NATO vs PACT. :D
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1
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I'm still having an issue with this. Can somebody please help?
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I've been trying to get it to work with the BLUFOR and OPFOR soldiers but it doesn't work.
Config:
class O_Soldier_base_F; class O_RU_Soldier_base_F: O_Soldier_base_F { author = "$STR_A3_Aegis_Night515"; _generalMacro = "O_RU_Soldier_base_F"; expansion = 1; identityTypes[] = {"LanguageGRE_F", "Head_NATO", "G_IRAN_default"}; faceType = "Man_A3"; side = 0; faction = "OPF_RU_F"; genericNames = "RussianMen"; vehicleClass = "Men"; portrait = ""; picture = ""; icon = "iconMan"; accuracy = 2.300000; sensitivity = 3; threat[] = {1, 0.100000, 0.100000}; camouflage = 1.400000; minFireTime = 7; cost = 40000; canCarryBackPack = 1; scope = 0; class Wounds { tex[] = {}; mat[] = {"\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing.rvmat", "\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing_injury.rvmat", "\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing_injury.rvmat"}; }; armor = 2; armorStructural = 5; model = "\A3\characters_F\OPFOR\o_soldier_01.p3d"; modelSides[] = {0, 3}; nakedUniform = "U_BasicBody"; uniformClass = "U_O_CombatUniform_rucamo"; weapons[] = {"arifle_Katiba_ARCO_pointer_F", "hgun_Rook40_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_Katiba_ARCO_pointer_F", "hgun_Rook40_F", "Throw", "Put"}; magazines[] = {"30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellRed", "Chemlight_red", "Chemlight_red"}; respawnMagazines[] = {"30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellRed", "Chemlight_red", "Chemlight_red"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; linkedItems[] = {"V_HarnessO_blk", "H_HelmetO_blk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles_INDEP"}; respawnLinkedItems[] = {"V_HarnessO_blk", "H_HelmetO_blk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles_INDEP"}; hiddenSelections[] = {"Camo1", "Camo2", "insignia"}; hiddenSelectionsTextures[] = {"\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing_rucamo_co.paa", "A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\tech_rus_co.paa"}; hiddenSelectionsMaterials[] = {"\A3_Aegis\Aegis\content\OPFOR\Russians\data\characters\clothing.rvmat", "\A3\Characters_F\OPFOR\data\tech.rvmat"}; };
RVMAT:
class StageTI { texture = "a3\characters_f\opfor\data\clothing_ti_ca.paa"; }; ambient[] = {1, 1, 1, 1}; diffuse[] = {1, 1, 1, 1}; forcedDiffuse[] = {0, 0, 0, 0}; emmisive[] = {0, 0, 0, 1}; specular[] = {1, 1, 1, 1}; specularPower = 100; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "a3_aegis\aegis\content\opfor\russians\data\characters\clothing_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage4 { texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage5 { texture = "a3_aegis\aegis\content\opfor\russians\data\characters\clothing_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1,0.7)"; uvSource = "none"; }; class Stage7 { texture = "a3\data_f\env_co.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; };
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Like this:class CfgWorlds { class GenericNames { class MyTag_WelshNames { class FirstNames { Aeron = "Aeron"; Aled = "Aled"; Afon = "Afon"; Alun = "Alun"; Bevan = "Bevan"; Bleddyn = "Bleddyn"; Bryn = "Bryn"; Cadoc = "Cadoc"; Cadwgan = "Cadwgan"; }; class LastNames { Alban = "Alban"; Awbrey = "Awbrey"; Anwyl = "Anwyl"; Bach = "Bach"; Barry = "Barry"; Baugh = "Baugh"; Cadwalader = "Cadwalader"; Carew = "Carew"; Conway = "Conway"; Dafydd = "Dafydd"; }; }; class MyTag_GermanNames { class FirstNames { Alexander = "Alexander"; Andreas = "Andreas"; Benjamin = "Benjamin"; Bernd = "Bernd"; Christian = "Christian"; Daniel = "Daniel"; David = "David"; Dennis = "Dennis"; }; class LastNames { Muller = "Muller"; Schmidt = "Schmidt"; Schneider = "Schneider"; Fischer = "Fischer"; Weber = "Weber"; Schafer = "Schafer"; Meyer = "Meyer"; Wagner = "Wagner"; Becker = "Becker"; Bauer = "Bauer"; Hoffmann = "Hoffmann"; }; }; }; };
You can have as many entries as you want in first names and last names, and use strings, if you're not a terrible coder like me. (Generally around 30 to 50 first and last names are enough to make sure you don't have a full squad of Aaron A. Aaronsons :p )
Thanks a ton!
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Example: genericNames = "NATOMen";
How would one create the class for genericNames, ex. "RussianMen" or "BritishMen"? And how would one set up the actual names for the specified classes?
Thanks.
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Interesting to see where this might go...
And also,
+Supports Multiple Languages such as Korean, Spanish, French, Sweden, and more! Bad grammer?! Sorry I'm english Let me know if I screwed up on a word!You mean grammar? (Sorry just had to point that out. :rolleyes:)
A word of advice: Don't make a WIP thread if you don't have a substantial amount of in-game content to show off.
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Russia is likely not in CSAT, and we'll probably see Chinese forces.
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From a user who has Arma2 Arma2CO and arrowhead, DayzSA and Arma 3.I feel cheated me lords of BI.
Why do I have to suffer gunshot I can not use, I do not and paid the game like the others ?.
I buy the game early version and my work now is to see how there are helicopters that can not use and weapons that can not use, are not as bad people and separate servers premium without content, I have no money to spend again more money on a game that already me and bought, nor do I want, so I ask you please to immediately remove servers shared content or I will be forced to look at legal options you may have to avoid this unfair behavior by bohemia interactive, Thanks for your time.
I want to make clear that after seeing your new form of marketing I open my eyes, I will not ever trust you and I will not buy anymore a game early access and I'm thinking of buying some game more of your company.
lern 2 gammer n englis
Really? Is it really that bad?
Sure, you can't use it because you don't own it, but hey. At least you can see it and play with it in the Arsenal. You can still use it there or if you're forced to use it in a mission.
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To be consistent across all scopes, all values in the last column should be the same number (looks like BI's target value was 3).Half life 3 confirmed?
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Thanks a ton!
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In the beginning of my mission, I want to have the 4 players walk into the base playing the walk animations from Survive's HUB.
I have no idea how to do animations, so any help is much appreciated!
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I'd say put a waitUntil {!isNull player} at the top of the spawn in the init.sqf[] spawn { waitUntil {!isNull player}; scriptName "initMission.hpp: mission start"; playMusic "LeadTrack01_F_Mark"; titleText ["", "BLACK FADED", 1]; Sleep 1; titleText ["", "BLACK IN", 3]; titleFadeOut 1; 5 fadeSound 1; 5 fadeMusic 1; enableEnvironment true; enableRadio true; Sleep 1; [] call Aegis_fnc_showOSD; /* _introText= [ ["MAY 15 2035","<t size='0.9' font='puristaLight'>%1</t>",2], ["9:30","<t size='0.9' font='PuristaMedium'>%1</t><br/>",2], ["CENTRAL ALTIS","<t size='0.9' font='puristaLight'>%1</t>",40] ]; [ _introText, (-safezoneX - 0.05), 0.95, "<t color='#FFFFFFFF' shadow = '1' size = '0.9' align = 'right'>%1</t>"] spawn BIS_fnc_typeText; */ };
Awesome, it works. Thanks!
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Hi, I'm currently developing some missions for a campaign, and I'm very new to mission editing.
In the beginning of my mission, I want the "showOSD" function to play after the screen fades in.
initMission:
// Mission [] spawn { scriptName "initMission.hpp: mission start"; playMusic "LeadTrack01_F_Mark"; titleText ["", "BLACK FADED", 1]; Sleep 1; titleText ["", "BLACK IN", 3]; titleFadeOut 1; 5 fadeSound 1; 5 fadeMusic 1; enableEnvironment true; enableRadio true; Sleep 1; [] call Aegis_fnc_showOSD; /* _introText= [ ["MAY 15 2035","<t size='0.9' font='puristaLight'>%1</t>",2], ["9:30","<t size='0.9' font='PuristaMedium'>%1</t><br/>",2], ["CENTRAL ALTIS","<t size='0.9' font='puristaLight'>%1</t>",40] ]; [ _introText, (-safezoneX - 0.05), 0.95, "<t color='#FFFFFFFF' shadow = '1' size = '0.9' align = 'right'>%1</t>"] spawn BIS_fnc_typeText; */ };
description:
author = "Night515"; briefingName = "Mission 01"; onLoadName = "Mission 01"; onLoadMission = ""; // loadScreen = "loadScreen_ca.paa"; overviewText = ""; // overviewPicture = "loadScreen_ca.paa"; class CfgIdentities { class a3_B_Bennett { name = "Bennett"; nameSound = "Bennett"; face = "Kerry_B2"; glasses = "G_Tactical_Black"; speaker = "Male03ENG"; pitch = 1.0; }; }; class CfgFunctions { class Aegis { class MyMission { class showOSD { file = "scripts\fn_showOSD.sqf"; }; }; }; };
If anyone could help, it'd be much appreciated.
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Plot twist: Penguins take over the world.
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They're also at the top right of the editor place unit menu.
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I just thought of something... I know how, some guns have faction camo's on it... But i realized just how un-realistic this is. It's almost... idk, It's not just that however, i was flying around today, and i then got kinda annoyed how the CAS aircraft looked with Infatry camo on it. It than became un-accepatable to me, so now i'm bringing it up here. Why is there Infatry designed camoflauge patterns on aircraft? Surely, this could be exceptional to some vehicles, like the MRAP's, but the aircraft like the Buzzard, and Neophron... Let me show you a few examples.The Czech use the L-159, but it has a certain paint scheme on it, and it doesn't have Infantry designed camo painted all over it.
The Iranians fly a variety of aircraft, and they do have camo on most aircraft, however, it's not straight up patterns from their ground forces. This needs to change in Arma 3, to make it look more authentic. As of now, it just doesn't look ok in my opinion. Not really a priority thing, i just thought i'd bring it up.
Completely totally indefinitely agree, this needs to change.
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Ok so my main question now is, what's the difference between the 4 five .45 11 Rnd Mag regular version and MRO version?Also the Zubr regular version and Yorris J2 version? The MRO and Yorris are not in the Arsenal.
MRD and Yorris are scopes for the 4-Five/Zubr.
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Most people think next terrain will likely be in Southeast Asia, but allow me to speculate and guess more specific location.Indonesia
http://i.imgur.com/0Mfa8sz.jpg (127 kB)
On this picture we can see a wooden pier with a thatched roof, so we can tell next map will be an island.
Next we have a lot of rattan furniture.
http://i.imgur.com/AYlgGsz.jpg (299 kB)
Everyone knows rattan furniture is made in Indonesia.
Not conviced, you say? Then look at this:
http://i.imgur.com/M0WQJrm.jpg (49 kB)
A traditional teak bench. This design is very typical for Indonesia, specifically Bali.
Case closed.
Just wondering, where did you get these pictures?
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New dog model
Or rather an armed quad-copter. ;)
My trip to Bohemia HQ in Mnisek (28. April 2015 - 1. May 2015) Audio Q&A inside!
in ARMA 3 - GENERAL
Posted
Awesome post OP!
PS: Does anyone remember BI's mascot, the Raccoon? I re-watched the first livestream and got curious.