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scorch_052

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Posts posted by scorch_052


  1. It is...unfortunate that this project has been struck by the cruel mistress that is copyright law, but, I've yet to see a mod by pomigit and co. that didn't add something new and interesting to ArmA 3. So, I eagerly await their next addition to the modding scene.

     

    And, for those complaining, accusing, and whatnot. Remember, however disappointed you feel, I guarantee you the team feels at least 10x worse, so, don't add to that, please.

    • Like 3

  2. If the hands and legs of your uniform don't match the skin color of your unit's face, you need to copy the class Wounds{}; from whatever unit you're inheriting it from.

    So, what that means is if I am implementing a custom uniform model and inheriting from B_Soldier_F, my config would need to look like this:

     

    
    class B_Soldier_F;
    class SC_Nam_Soldier: B_Soldier_F
    {
    scope = 1;
    scopeCurator = 0;
    author = "simkas & Scorch052";
    displayName = "-";
    uniformClass = "SC_Nam_Uniform";
    model = "\SC_Nam\uniform_main.p3d"; 
    weapons[] = {"Throw","Put"};
    respawnWeapons[] = {"Throw","Put"};
    Items[] = {"FirstAidKit"};
    RespawnItems[] = {"FirstAidKit"};
    magazines[] = {};
    respawnMagazines[] = {};
    linkedItems[]  = {"SC_Nam_FlakVest","SC_Nam_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
    respawnLinkedItems[]  = {"SC_Nam_FlakVest","SC_Nam_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
    hiddenSelections[]  = {"camo1","camo2","insignia","boots_bloused","pants_bloused","shirt_rolled","shirt_rolledt","shirt_rolled_hands","shirt_rolledt_hands"};
    hiddenSelectionsTextures[]  = {"SC_Nam\data\jacket_co.paa","SC_Nam\data\pants_co.paa"};
    
    
    class Wounds /// changes material of skin according to damage
    {
    tex[] = {};
    mat[] = {
    "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", 
    
    
    "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat",
    "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", 
    
    
    "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", 
    
    
    "A3\Characters_F\Heads\Data\hl_white_old.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", 
    
    
    "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat",
    "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" 
    };
    };
    };

    If you have a material for wounds on your model, you would put that at the beginning, like so:

    class Wounds /// changes material of skin according to damage
    {
    tex[] = {};
    mat[] = {
    "SC_Nam\Data\uniform.rvmat",
    "SC_Nam\Data\uniform_injury.rvmat",
    "SC_Nam\Data\uniform_injury.rvmat",
    
    "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
    
    
    "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat",
    "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
    
    
    "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
    
    
    "A3\Characters_F\Heads\Data\hl_white_old.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
    
    
    "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat",
    "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
    "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"
    };

    If a mod could consider adding this to https://forums.bistudio.com/topic/139468-arma3-characters-modding-tutorial/

    I could not, for the life of me, find info on how to fix this issue, and I'm sure I'm not the only one.

    • Like 1

  3. Ah finally something that makes sense. From reading the description on steam/armaholic, it made it sound like this was already a prebuilt mission, not something we had to build.

     

    Everything does show up in the editor without a problem, and have been playing with it there. Thought it did come with built-in missions, which was what I was trying to figure out. Thanks for that.

     

     

    Update: Do any of you have a good mission created that you can share? I must admit, I'm not that good at creating missions.

    I would check the steam workshop.

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