-
Content Count
463 -
Joined
-
Last visited
-
Medals
Posts posted by scorch_052
-
-
Are you working alone?
Good luck.
-
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.
- 3
-
New version frontpaged on the Armaholic homepage.
Operation Trebuchet v0.13.1 alpha
** The small(er) update(s) you have released are available as 'small' patch files from the same downloadpage so people who already have an earlier version can also choose to download those.
Thanks, Foxhound.
-
Hotfix Update to address v1.54 issues
New Christmas Community Event
- 1
-
https://www.reddit.com/r/OperationTrebuchet/comments/3s37pb/uplink_b0005_nov082523/
Another Uplink has been posted.
While we know not everyone prefers reddit for various reason, it is definitely the best source of information for fans of the mod.
-
-
Not sure if this is the right place to ask but;
Has anyone considered making an open steam group for all of us OPTRE players? Sometimes the servers are empty and I think that if we could all gather in a group we could easily find people to play with.
We have now
- 1
-
For the drop pods is there a script or init line that allows me and a few other AI to drop with the full built in action at the start of spawn? I've seen it in videos but I can't exactly find out how. No one will answer my question. Lol
Check the showcase mission included in the download.
-
New Uplink posted
https://www.reddit.com/r/OperationTrebuchet/comments/3p6jtu/uplink_b0002_oct172523/
An official public server has been put up running OPTRE and CBA only
ArmA 3 Server IP - 69.46.27.242:2302
TS3 Server IP - 69.46.27.242
- 1
-
-
I just played a similar (hopefully :)) mod for arma 2. Invasion 1944 if you have heard of it. Do you think you'll make this one as big as Invasion 1944?
Thats the goal.
- 2
-
-
You're missing a file that can be found in the download. Copy the userconfig folder in @OPTRE to your A3 Directory. Don't worry if you can't figure it out because that step won't be necessary after the next update.
-
-
I think I'm gonna revive this mod
-
I apologize if it was asked already, but have you guys considered contacting the Project: Contingency team?
Their project is non-prophet and their models are made by hand so they may let you use some of them if you ask
We have not. I was under the impression that was on hiatus so I'm very glad to see they are continuing work.
-
-
We'll make sure you can do those in the future :)
We dont want to use A2 assets in A3, we are going for quality over quantity.
Plus, I remember the I44 team saying alot of that content was actually ported from the ArmA 1 version and needed a makeover, which is what I think actually slowed them down so much.
-
Damn, you got me excited for a second thinking someone was making those. AFAIK those vests have not been recreated in ArmA 3, but you can get LBTs here.
- 1
-
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.
- 1
-
I believe using prefershadowvolume = 0 as a property in the Geometry LOD will achieve that effect, but the shadows will come out blurry and honestly a little ugly looking.
-
Hey, not sure if this is the right subforum for this, but I'm trying to figure out how I can update a mod on the Steam Workshop.
The mod in question is http://steamcommunity.com/sharedfiles/filedetails/comments/470585513
I'm listed as a contributor, but I don't see an update button or anything like that.
Any help is much appreciated.
-
Nice, I would recommend investigating the possibility of allowing additional mouse buttons as well, such as Mouse Buttons 4 and 5. Also, is there a reason it makes the MX bolt action?
-
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.
Community Made Terrains Pack
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Soooo, just a pack full of other people's maps? Why? If someone can install one mod, they can install 2 or 10 or 100.