

Victim9l3
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Everything posted by Victim9l3
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Skinning the new addon helicopters?
Victim9l3 replied to antonstruyk's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The pbo's for the helicopters aren't in the A3 Addons folder. The are in the "heli" folder, then in the "addons" for that folder. But like they say, they are ebo's. -
As I was retexturing, i came across a few units that had "camo" in it's hidden section instead of camo1 and camo2. What is the difference? Can the "camo" unit be retextured? I'm was going to retexture the FIA squad leader and team leader. But every way I tried, it wouldn't change. But I thought I was able to retexture others like that before. Can those 2 be retextured? I really want them. Also does a "insignia" interfere? Thanks
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AI crew exit vehicle when moved from player group to a separate AI group
Victim9l3 replied to alarm9k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not sure what exactly is going on or how you make the changes but I might have an idea. This doesn't have anything to do with my answer but, are you creating a new group or making them join a group that exists already? If a new group, you might want to put down a unit with 0% chance of spawning. Even though he doesn't spawn, it will make the group exist at start of mission. Now my idea; Units spawned outside the vehicle are probably leaving the vehicle because it's no longer theirs. Joining a new group gives new orders. If the group doesn't "own" that vehicle, the leader will likely tell them to get out. You might want to assign them to the vehicle so that even if they switch groups, they still see the vehicle as theirs. Like a few missions I've played where we start in a vehicle, then get out on foot to fight, then you end up with a stupid AI group leader telling units to get back into vehicles that are miles away. If you use "assignascargo" or "assignasdriver" etc. command then they know that they belong to that vehicle. You can also include those "assignas" to trigger when the switch triggers. If you look around the scripting page, looking up "assaign..." you will see other options that might be similar that might help. So my advice is to have the group created from start of mission. even if you have one unit with 0 probability of presence. Second is to use the assign command to tell the units where they belong or don't belong. Also, a small side note, they might be getting out because their leader is telling them to get in. Sometimes if the vehicle isn't yours, you being in it makes the AI think it's yours because you are inside it. Sometimes the Ai will tell you to do something you are already doing. Whenever I select all my units to get in, if someone is inside already, they get out and get back in. That's why I hate having vehicle crew in my group. -
Thanks, that's what I wanted to know. Except for the FIA squad leader and team leader. It says "camo" in his hidden selection, with this texture: "A3\characters_f_beta\indep\data\officer_spc_co.paa" but I haven't been able to use; this setObjectTexture [0,"blah, blah, blah.PAA"]; It works for all the others. But not him. I really want to retexture him for csat. I don't want to use the opfor/indy officer like everyone else does. The FIA SL and TL look good. So I hope someone can help me figure this out. I also ran into this "camo" issue before. I was retexturing a Hind and was using the SFP mod. Their hind said "camo" and "insignia" and I couldn't change it's textures. That's why I asked if "insignia" might interfere. I was using A2 hinds until I got rid of A2 stuff in A3. So I have a really good looking AAF hind and 3 Russian/csat ones but haven't found a good one yet. One mod has some but they come out really really dark. Thanks
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If you go to the Arma Assets pages, scroll down to find the name of the helicopter. Last time I looked, there wasn't a picture for it. But if you go all the way to the last column, on the right side of the screen, you will find codes for things. You have a lot of possibilities. You can change heli textures and the individual containers. The new helis and their containers have codes in each ones column telling you how to change textures, also sling load abilities, positions, and vehicle specific scripts, etc. This is the page for opfor: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EAST the heli's are at the bottom.
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Arma 3 Assets - Objects, Weapons, Magazines and much more
Victim9l3 replied to moricky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, but that's in game. And I would have to select one at a time right? I want to be able to have some kind of list similar to if you look up equipment on the ASset page. Where on one side you have the classname of every bag and on the other side a list of everything in them. I have created Green, Desert, and Army units for a CSAT mod. I've re textured most backpacks. So I have an empty back pack, that I want to make for a type of soldier and I want to be able to look up what is in the CSAT counterpart, or even and independent counterpart. I've changed loadouts, so it won't be identical. So I couldn't just use a straight transfer. If I have a single list I can look up info in about 10 seconds. typing out everything in the game or using gme functions like config viewer will take hours. The reason I ask for a list or generate one is because on the ASSETS page it says : Generated by BIS_fnc_exportCfgWeapons So maybe there is a way I can find a way to generate what is inside packed backpacks. -
Arma 3 Assets - Objects, Weapons, Magazines and much more
Victim9l3 replied to moricky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I checked the arma assets pages. I can find the backpacks, but I wan't to know what is inside the backpacks. Is there a list of each backpack and what is in them. I'm creating an army with new backpacks. I want to see the backpack inventory so I can use the same items or add or subtract things from the ones i'm making. I'm talking about repair backpack, explosive backpack, etc. I already know the classnames of the bags. Maybe I can generate a list. And one last thing. A suggestion. Why don't you include backpacks in the list of items soldiers have on the assets page? For example, if I go to opfor asset page, I can go to the repair soldier. I can see what ammo, weapons, items that he carries. He carries a backpack, why isn't that in that list? Thank you. -
How do I exec the script that gives the TARU it's black texture? Also, I was using the mini gun on the HURON, I fired directly on a Mohawk. I emptied the magazine on it. I had less than 200 bullets left. I've never fired one in real life before but it seems to me that 1800 rounds would have disintegrated that helicopter. I would think 200 would have done the trick.
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Victim9l3 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm a little confused. What is the difference between: AiA TDP (5.0 GB) - data only pack along with single dowload for each terrain: and AiA TDP 2014 10 18 Patch (1.4 GB) - data only pack along with single download for each terrain: I went to use MEGA. In the list of possible downloads I see the ATDP and below it the ATDP patch. Do I need both or one or the other? I'm assuming I would need one or both data packs and whatever terrain I want. Is that correct? Thanks -
Map looks great! I can't wait to try it
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I was trying to put this (G_Balaclava_blk) on a unit using headgear command but it didn't work. I looked on a config.bin to make sure I got the name right. I saw that it was under "facewear". I went to the bi wiki to find scripting commands for facewear and couldn't find any. That is when I noticed that the last time the scripting command page was modified was over a year ago. the Assets pages are months old too. So is there some updated scripting command page? I see new commands added all the time in the dev branch but they don't get added to list. For now, how do I give a unit facewear in it's init? Thanks
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Updated scripting commands?
Victim9l3 replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you. I wouldn't have thought about that. Is that what the G stands for at the beginning of it's name? -
Thanks for the reply and zukov. But I must have confused. I thought that the whole reply would get quoted. My question quoted a reply to someone asking about the "Raven Vest". Locklear answered, so my question was a follow up to his response. I asked where the texture ("_co") for the raven vest because I could not find it. That was my question. The rest was me saying that maybe I missed it because it shared a texture with something else. Similar to the Vest/Harness that is in the opfor clothing. I can give a AAF unit a "V_HarnessO_brn" and the texture for the harness is on the OPFOR clothing. It does not have a separate texture .paa. I just threw that in the end of my question without going into detail cause it wasn't important. But it seems that's the only thing that caught the eyes. Thanks
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Where is the vest located? I keep looking for the _co for it but I can't seem to find it. Unless it's using one that is being used by another. Like the chest rig/ vest/armor. The ones that use only part of a paa. If anyone knows what I mean.
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Remove or blacklist specific glasses
Victim9l3 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bi loves their random. I can't stand how they have civilian stuff randomized into military matters. I want to remove the option for civilian glasses appearing on soldiers. I made CSAT army and they look really "Americanized" with florescent green glasses. So I want to be able to disable specific glasses that the random code uses. Or at least a way to remove all glasses from a specific side. On the same note, I absolutely HATE guerillas having flowers on their head bandanas. Thanks -
Amen. I personally, absolutely hate the ghosthawk. It looks stupid TO ME. Then they did it to the A10, which will probably never have a stealth version, and giving the engines a triangle shape makes it look like a bad (yes BAD) 1980 scifi movie idea of future jets. I love the chinook. The MOST ridiculous thing about it is that they made it look "stealthy" and then in the same paragraph they said it's too big to be stealthy. Why design a vehicle to look stealthy, when you know that there is no way in hell that it would EVER be stealthy? And the icing on the cake is that Arma 3 HAS NO STEALTH. Stealth is a punch line. Nothing is stealth. I hate to ALWAYS look like the bad guy who does nothing but complain. But I love the game. When they do things that don't make sense, it drives me insane. Most of Arma3 makes no sense. I could say a million good things about the game, but it wouldn't make the game better. Besides there are enough players that say good things. The game only gets better by fixing the bad things. And after saying that, looking at the picture from behind of the Huron, it looks like it might look good. So at least if it looks good, I can still use it and forget about all those bad things. But they could always work on the important things. Like the Karts. Thanks for wasting time on that rather than fix how Madrids get stuck trying to get out of water.
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Orshanets terrain 12.8x12.8km (Ukraine)
Victim9l3 replied to Shelestov's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I played the map finally. I started off in a heli and immediately thought I had the wrong map. But once I got close to the ground I fell in love with it. It is truly awesome. The colors, the overgrown everything, etc. This map is very tiny but I can see many types of missions. If this map gets bigger it will just get better. The pond isn't necessary, so if you can't fix it, you can easily get rid of it. I really like this map a lot. It is the only map outside of stratis and altis that I keep in the game. The only problem, might be a big one. Your fences don't have holes in them. Grenades don't break them down. So if I want to cross a fence, I have to go all the way around it. That is in every section. The big areas make you target practice when you realize you can't go through them. The areas with the houses need ways of getting out. Since there is so much overgrowth, you can't see much. If there is a battle, you need to be able to move through the small yards without going out to the street. Bi has not made any way of jumping or getting over obstacles that you could in real life, so making a few changes might be necessary. Again, excellent work. Thank you. -
Orshanets terrain 12.8x12.8km (Ukraine)
Victim9l3 replied to Shelestov's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've gotta say, from the video, this island looks great. And I am very picky about islands. I can't stand when buildings are all blocked in together perfectly, or use dirt for the ground textures in cities instead of taking the time to create proper streets. And walls. People love to put walls around everything. A nice house all by itself on a nice grassy hill and it's got cement walls 10 meters around it and no road to get there. Your placement looks really good, your terrain and textures look really good. I could imagine myself sitting in that car in the video. It looks real. I can't wait for the HUGE download. Good job. On the opposite side of that, there was something that I would criticize. And it's common in a lot of maps. Put (my humble suggestion) paths and worn out/dirt areas where people use a lot. In the pictures there is only grass from fence to the house door. The car parks under the tree but there is still grass there. Even in rainy seasons the paths that people use would still be there. I would just go around the map and put some dirt textures where cars might park, dirt paths from fence to door and even from door to a bench or to the car etc. That is the most common thing I see in islands. Probably 90% of them. Bi usually does a good job doing that with their maps. Most user maps are nothing but main roads and buidlings with walls. You have a great looking island. The paths I mention would have your map rival bi maps. Excellent work. -
I was only pointing out that there is more than one way to achieve balance rather than changing features of one vehicle in order to make it equal to an opposing vehicle. And that was only IF balance was the reason, which it might not be. And bringing up comment I made about bi just putting in whatever they want was taken out of context. I was talking about how it seems the game was not where it was supposed to be at time of release. They had some issues a while back. I thought I remember something about a kind of direction change early on. How many things were unfinished by release? Pictures of vehicles that belonged to opposite factions at release. You can find a lot of skins/textures that weren't used. Greek and Russian was dropped. I would guess that they had vehicles completed that needed a new home. So rather than scrapping stuff, they found ways to work it into the factions we see now. You didn't see TK army with Stykers. But CSAT has a german vehicle. And Israel is not in NATO but most blufor vehicles are from Israel even though Israel doesn't give out those vehicles. So yes, they did put in what they wanted and forced it to work. And it doesn't mean they ONLY put in what they want. Having an attack heli for blufor doesn't mean they should put helfires on a Merlin just so both sides have similar armaments. So having a mission with AA troops when there is a heli on the opposing side is not a fantasy. 2 armed Hunters can possibly fight off a heli. That is near balance. I obviously type too much, but that doesn't mean it's that big of a deal. No matter how bad bi might do things (not that they do make things bad), I can still expect them to do what they have been doing previous armas. On topic, I know this might not be a popular opinion, but the heli's look really bad when their blades disappear. I think it looks worse than leaving them on. Maybe you can replace the blades with a damaged version that still spins with little stubs for blades. It's especially worse when the blades don't get hit when hitting something with wheels or lower part of heli or bad landing. Also when it still flies a few hundred meters before crashing.
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Why would the Kajman not be able to sling load? It carries passengers and cargo so why not sling load? I hope it's not because of game balance. Cause that is stupid. Since the blufor attack helicopter is the other heli that can't load, it makes me think that it's about balance. Which does not factor in war. The Kajman, with it's 2 blades makes it ideal for sling load. Besides balance can be achieved many ways. Not just 1 heli for another. Maybe one heli against 2 land vehicles or 4 aa soldiers or jets, etc. This isn't Battlefield where every vehicle has an equal and opposite counterpart. rant over.:)
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Change walking behaviour/stance/animation
Victim9l3 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to find a way to change how we walk in the game. Bi has us walk with one hand on the gun and one hand hanging loose. I can understand if that was only on "careless" but it's not practical. It looks bad too when every unit is walking like that. They look like robots. I am wanting to go back to how they used to walk with both hands on the weapon. This is war. I'm sure it won't be so likely to have real soldiers walking around a battleground with one hand on their gun. I would hope to change everyone to have both hands on the gun, or at least a mix. with only few walking with one hand. Thanks for any help. p.s. off topic, I just made new CSAT army to add to the bi ones, instead of alternate, I am trying to find which faces to use, i'm not sure where they are. -
Burnes Armories Tanks and Deployment Vehicles
Victim9l3 replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are we supposed to delete the last version? I searched the readme and there was no mention of it -
I think the problem with MRAPs vs mines is a perfect example of what Arma3 is, or actually, what Arma3 isn't. I appreciate all they have done making this game and all the work they put into it. It's easy for us to sit on the outside and complain about the game when we no idea what they have done to bring this game to us. The problem is that, almost from the beginning, it seems like this game was a rescue mission more than it was a presentation of the next quality installment to the series. The entire problem with mines and MRAPS is due to the fact that they didn't give us regular vehicles. Everything was aimed at stealth, which does not work at all, or cutting edge futuristic vehicles and weapons that seem "cool". In previous Armas there was variety. 6 or 8 cars per army, 4-8 armor vehicles, different versions of everything. ARMA 3 has failed miserably in that department. We have 1 vehicle for each type. MRAPs are the only vehicle. There is no choice. They are forced to make MRAP's vulnerable because that would make all the mines they gave us useless. Random vehicles from different country are thrown together and called "Nato". This game is a result of creators making a list of what they want to see in a game. They created all the things they wanted, then built a game around it. So the game is filler. Making sense was an after thought. Give a Merkava but not give Israel, give us Strider, but not Germany. Make a variety of mines then make all vehicles resistant to mines. And the worst part, make OPFOR soldiers in super high tech clothing, with all the tech that is to come in the future, but make them no different than the Guerillas they fight. Clothing that does nothing special, no Infared protection like designed. No Hud in those glasses. Opfor has a tube going in the back of the head for no reason. The helmet covers their ears and ends up nothing but sun glass holder. All these military advantages but then back pedal to make balance between armies. There is no balance in war. Just give us another Operation Arrowhead. a game to fix the game.
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I am creating an addon that will bring CSAT army units and green version of vanilla. I'm using a config from a user created addon as an example. They reskinned the same units I'm using, so they had a near identical type of addon I have. So I see what I need to do for mine. I see that some soldiers had: _generalMacro="blah, blah,blah"; While other units don't have the _generalmacro. So what does it do and why do some have it and others don't? Thanks
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Can we get a list of classnames please.