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Everything posted by Vasilyevich
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LEA - Loadout Editor for ArmA 3
Vasilyevich replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Not all of them, but the lines for the loadout. Think of it like an extra button on the loadout editor screen - you click it and get the "linkedItems", "respawnLinkedItems", "Weapons" and "respawnWeapons" lines including the loadout you just assembled copied to your clipboard so you can just paste it in the addon config on the right place.I don't know if this is easy or not, and i'm not demanding it - just some crazy thought here :) because i love LEA <3 - Vasilyevich -
LEA - Loadout Editor for ArmA 3
Vasilyevich replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
It would be awesome to be able to use LEA for Loadouts in Mods, where the code looks like this for example: class NOR_T_S1_WOOD: NOR_Soldier_Base_Wood { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Soldier (Wood)"; uniformClass = "NOR_Uniform_Wood"; backpack = "NOR_Backpack_Soldier_Wood"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Norwegian_units\data\wood\Norwegian_clothing_co.paa"}; linkedItems[] = {"NOR_Carrier_1", "NOR_Helmet_Wood", "NOR_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"NOR_Carrier_1", "NOR_Helmet_Wood", "NOR_NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Weapons[] = {"arifle_mas_hk416_a","hgun_mas_glock_F","Throw","Put","Binocular"}; respawnWeapons[] = {"arifle_mas_hk416_a","hgun_mas_glock_F","Throw","Put","Binocular"}; Magazines[] = {"30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell","Chemlight_green","Chemlight_green","Chemlight_green","15Rnd_mas_9x21_Mag","15Rnd_mas_9x21_Mag","15Rnd_mas_9x21_Mag"}; respawnMagazines[] = {"30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell","Chemlight_green","Chemlight_green","Chemlight_green","15Rnd_mas_9x21_Mag","15Rnd_mas_9x21_Mag","15Rnd_mas_9x21_Mag"}; }; The "linkedItems", "respawnLinkedItems", "Weapons" and "respawnWeapons" are the important lines (the "respawn" is always identical to the first line and is just for handling the loadout for respawning). This would be great because, as you can see - the code is quite messy to edit. It should also be possible to give units inside a mod their loadouts via script (eventhandler directing to an loadout.sqf) but i don't get it to work atm. - Vasilyevich PS: it would also be cool if LEA could read "config.cpp" files, not just "config.bin"s, afaik is the code inside the same. -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
Vasilyevich replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
At march 14 in 2013 you anounced A.C.R.E. for Arma 3. I have not shaved since then. This is how i look like today (sorry for the instagram filter) -
Update The MBT Textures are still slightly WIP. There are some small details on the desert APC who i can't retexture atm. There WILL BE a fix for the Weapon Sounds in the upcoming Bootcamp Patch. So don't worry about that :) Sorry for pushing so much updates @ Armaholic / PW6 :) i'll try to put more in less in the future. Changelog: v1.2 - added and APC (both camos) - added MRAP (both camos) - added an MBT (both camos) - added tank/APC crew (both camos) - units are working in zeus mode - the glock is now the standard pistol again - norwegian names for the units in singleplayer groups - renamed "Fireteam (Wood/Desert) to "Soldiers (Wood/Desert) for editor placement - moved the "Command (Wood/Desert" units to "Soldiers" for editor placement
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NATO SF and Russian Spetsnaz WEAPONS for A3
Vasilyevich replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If it is just a "fix" who does not include the original mod you would probably not need any permission - it's like an optional config i think - correct me if i'm wrong. But there will be an update... hopefully. -
Voices...
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Click the image to see a larger version. Thanks for all the feedback guys :) I get alot of inspiration from those images. I hope that i can push an update in the next one or two days, depending on how much i want to get in :) Most of the "Big issues" are fixed, Zeus is working for example - The Glock will be back and so on. The APC above is still slightly WIP and will have an brother in desert camo, and a proper crew of course! :) - Vasilyevich
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Oh man, thanks for the link.. finaly some good material to look at, i was working with google image search here :D Looks like i can implement the Stooner Caseless LMG and the .50cal for the Sniper (is already in the Norwegian Supply Box - Maybe the LAW Launcher for some units And also ECH helmets \o/ Regarding Non armor harnesses: Since the units in arma are usually fighting you probably want the armor, otherwise you die alot :/ but i will (maybe) do "light" units. @ BTW1: If you could include classnames or normal names of the gear that is in Arma 3 it would make everything easier, but only if you REALLY want to click here for a list @ BTW2: Yeah... Wikipedia was missleading me to the USP, it's changed, the glock will return in the next update. Thanks for the great input mate. PS: It looks like the norwegians are using some vehicles who look similar to the HEMTT and the Hunter - i have texture templates for both of them so i might implement them, should not be to much work i think O.o
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
Vasilyevich replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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I am working on an custom unit mod for Arma 3 - I would like to make them work with Curator / Zeus, but i can't find anything regarding this so i'm in the dark :butbut: If someone knows a tutorial/wiki or something regarding this topic please let me know :) EDIT: Okay someone showed me: https://community.bistudio.com/wiki/Curator#Unlocking_Addons i'm apparently blind and very stupid - sorry for spamming here, this thread can be closed, sorry again. - Vasilyevich
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I just found out that the Units are not working with ZEUS, they will however work with MCC (Unit Groups are not working in MCC atm, but Garrison, and single units work just fine). I will try to fix this issues ASAP, if someone knows how i can do that please let me know. - Vasilyevich PS: I finished implementing Norwegian First and Surenames. So the soldiers will have "immersive" names in singleplayer groups (included in next update). EDIT: Zeus Issue is resolved, will come in next update.
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Update Be sure to check the "Norwegian Supply Box" under Empty > Ammo > Norwegian Supply Box, it should help by getting the gear you want :) There is also a new Beret and a Bonniehat. And finaly a AT and Marksman - i'm still trying to get the Ghillie working, then i will do a proper Sniper. Oh everything should look slightly "weathered" to make the units look a bit more real, it is a start and i'm working on the textures to make it look even more "real". Changelog: v1.1hotfix - fixed some missing ".paa" endings, textures work again v1.1 - changed "Autorifleman Mk48" to ""Rifleman AT" - added an Marksman - "Norwegian Supply Box" added - officer Beret for Troop CO and Troop NCO - bonniehat Woodland/Desert - all custom items now have icons matching them - refined all loadouts - units now have Binoculars and Rangefinders - USP is nor standard pistol - weathered look for all uniforms, backpacks and headgear - updated mod.cpp - classname adjustments
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Looking good <3 If you want to see more diversity in Vests/Carriers please let me know what Arma3 Vests or Carriers are similar or identical to Norwegian Military ones and i will try to make a proper retexture of them (if possible you could include a Photo so i know the colors) - i'm just saying because i need to work with Google Image search and it's not that great :D >> same for backpacks and helmets.
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If this is true, i can imagine some people would get very angry O.o so i will wait if they really want to pull this off.. if they do i will change this mod (ofcourse) but i honestly can't believe it :S Edit: i just checked, massi is still active on the forums. So i think he is aware of eventually upcoming changes and will update his mod accordingly. BTW: there will be a patch soon to bring an Norwegian AT and Sniper/Marksman - i hope i can figure out how the ghillie works, if i fail to do so it will be a boring Marksman :P
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It's currently not planned. Since it's the "Dev" branch i'm sure they will fix it soon(ish). You can always spawn a weaponscrate and equip with vanilla weapons if you wish to do so :)
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Hi Foxhound, thanks for the upload :) could you update the requirements plz ? i forgot that in the initial post :/
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Hi, i'm looking for the Norwegian Camouflage Shemes (Seamless would be best), does anyone have some by any chance ?
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i don't know why but the NATO and AAF Pilot uniforms have CSAT Glows.. since forever O.o
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HEMTT Retexture Templates and Mod
Vasilyevich replied to Vasilyevich's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you Foxhound <3 I Finished the CSAT plane today. :) -
old and still not fixed >> Hidden Sections on the HEMTT are not working >> Tempest has the same issue!
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Hidden selections of HEMTT Open Transport, Covered Transport and Ambulance are still not working http://feedback.arma3.com/view.php?id=19461 This is so frustrating, please fix it.. i would even pay for it.
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HEMTT SetObjecttexture not working on Transport Cover
Vasilyevich replied to Vasilyevich's topic in ARMA 3 - MODELLING - (O2)
So i would need to make it a dedicated mod ? -
Kinda the same problem here i guess ? http://forums.bistudio.com/showthread.php?179764-HEMTT-SetObjecttexture-not-working-on-Transport-Cover&p=2720303#post2720303
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After securing the Diplomat from hostile forces we sufferd heavy losses and lost contact with lead. This is what follows includes epic ending ;)
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AngelWingGamingJacob's Hunter Retexture templates
Vasilyevich replied to LykosMactire's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MrapTex1 = ["woodland_camo\mrap_0.jpg"]; MrapTex2 = ["woodland_camo\mrap_1.jpg"]; MrapTex3 = ["woodland_camo\mrap_2.jpg"]; this setObjectTexture [0, MrapTex1 select 0]; this setObjectTexture [1, MrapTex2 select 0]; this setObjectTexture [2, MrapTex3 select 0]; Would be great to have something like this for the HEMTT