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Victim9l3

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Everything posted by Victim9l3

  1. I have been trying to get the autonomous ground vehicles to keep it's lights off and have not had success. If I take controls I can get lights off but once I release the lights come on. Since they are autonomous I would like to leave the guns unattended and let them surprise the enemy. I tried sync them to the Setmode module but the stealth does nothing. Also tried contolling it and giving waypoints but there is no stealth option. Thanks Just tried giving it waypoints in the editor. They move to waypoint but ignore stealth command
  2. Since bi decided to make FIA units spawn with random headgear, I can't go around it. I used this "THIS addHeadgear "H_Booniehat_indp";" as an example. It works on non FIA units but not FIA. They continue to want to wear stupid surfer bandanas and other things, but will not let me change it. I even looked at the pbo to see the list of random options and I selected headgear that is supposed to work on those units. Why would bi make random a default for anything. As mission makers we usually choose everything specifically. And if we want something random, we make it random. It doesn't make sense. It's about control and making units or vehicles random takes out the point of creation. Put random in the armory or bootcamp or whatever, but not mission making/editor. Random should not be default. Not for mission makers. Thanks. p.s. I was also looking for the previous guerilla1 uniform. The one for rifleman. I thought maybe I could script in an occasional unit to still have the old one, just like hidden selections for vehicles. But I can't find it anywhere. I saved the entire game as a backup 2 different times and I can't find that uniform in any of them.
  3. With the lack of fixed wing aircraft I decided to brush off my retexturing skills. My first release is the SU-39 or 25, whatever the difference. It's not my favorite but it fits with what's out there right now. It was also a good oppurtunity to try the headache that is the hexagon camo pattern. Headache because a single hexagon put in the wrong place can throw off the pattern on the opposite side of the plane. But I did it. I made the regular brown pattern, then while I was playing around with colors, I liked how the green looked in place of the middle brown color. So there is also a green camo in case any of you like it. I'm also not a fan of every vehicle having the same paint, like the AAF. So i made a gray (or grey) one too. I was going to detail it better and make it a little dirtier but the Arma 2 vehicles all have a really glossy shine. You can see in most pictures how glossy they look. So until I figure out how to remove the gloss, I'll just keep them how they are. I have asked how in threads before, but have gotten no answer. Why I only made textures instead of the whole vehicle? I'm sure that after a few weeks or months, we will have many addons created by users with the data packages bi released. So rather than me give you another SU-39 to add to all the others, I am giving you textures that you can apply to ANY mod. No compatability needed. In the main folder there is: 3 Bodies - with a gray underside 3 Bodies - with the original blue underside 3 Bodies - CSAT Flag on tail -gray underside 3 Bodies - CSAT Flag on tail -blue underside 3 Wings - gray under 3 Wings - blue under The Optional Folder 3 bodies - dragon head on tail 3 bodies - dragon with swords Gray body - dragon head and CSAT flag on tail *Note: You will notice that there are more textures for bodies and only 2 wing textures for each color. That is becuase the wings don't change like the bodies. Like flags, etc. Just blue or grey underneath. So match the body to a wing with same under color. To use them: -Copy the .paa of the textures you want and put them in the mission folder. -Put the code below into the init of the SU-39. this setObjectTexture [0,"SU_39_BROWN_BODY.PAA"]; this setObjectTexture [1,"SU_39_BROWN_WINGS.PAA"]; -The body is the 0 texture and the wings are the 1 texture. ***************THE LINK*********** http://www.filefactory.com/file/grr9f14ra5z/SU-39SKINS.rar -Also included is a .txt file that has the codes for init already typed out. It has every combination of textures. So all you need to do is copy the line you want. ********Anyone can use these. If you want to put it into your mod, go ahead. It would be nice to give me some credit for the work. If you want me to change or add something or request for a vehicle, let me know. Thanks
  4. I've been looking through the pbo's in arma 3 addon folder and I can't seem to find the backpacks. I want to retexture those terrible blue backpacks that are supposed to be urban opfor camo. I don't know why they made them completely blue then on top of that they give opfor recon those blue packs. Why not paint a target on them. So I want to make them more like the regular urban colors. I've looked in the characters pbo and weapons pbo, but somehow I just can't find them, or maybe they are there. Can someone help point me in the right place? thanks
  5. I've been working on texturing soldiers. I use the regular, "setObjectTexture" so that I can view them quickly in game. I noticed that I can kill everyone in a huge area. In order to find out if it was everyone or just the units using the textures, I tested other units and found some odd issues. As for those, i'm not trying to fix them here, but what I found out was eye opening. I set CSAT units and AAF units, evenly spaced around. ONLY AAF get killed by grenades. CSAT units never died. With a grenade at the feet of a CSAT guy, AAF guys 20 meters away died or badly wounded. CSAT barely flinched. But my question here is just about the textures for now. Here is a picture:
  6. With the change to the randomize headgear for FIA, What do I do now to shut that off? This is what I have been using: this setVariable ["BIS_enableRandomization",false];
  7. Never mind. I found the problem and it was not an editor problem it was a Kosovo addon. Can someone delete this thread please thanks.
  8. What are you doing? It's easier to help you if you tell us how you are trying to change it. Are you putting code in the init, or doing something in game or out of game. What texture are you changing, the uniform or the folded uniform? They are very different. What have you tried so far? Details please.
  9. As I was in the editor I found that my civilians are gone. All except one. Marshal. I do have civilian vehicles and all the addons/mods that have civilians. It just the Arma 3 civilians that are missing. I'm sure it's probably someones addon that caused this but I don't know which one, and I have TONS of user addons. So using the process of elimination, it would take a very, very long time. Starting and closing over and over again. So i'm hoping someone here might have come across this and might be able to help pin point which mod it is. Thank you
  10. I'm a little confused. Part, because I had no idea what CUP meant. Just looking at your readme, it doesn't say what it stands for. But my question is the same. Do we use both @CUP and @ACR_A3? And if we use @CUP do we need to download anything extra. The armaholic page says community upgrade project is optional, but your CUP folder has a lot inside it. The readme made it sound like the all the A2 upgraded stuff is inside the CUP folder. So does your latest download contain everything needed? I've been waiting for all this stuff, i'm glad it's finally coming together. Thanks
  11. Victim9l3

    Kunduz, Afghanistan [10km] v1.20

    How about everyone give feedback to this map and stop talking about AiA. This is not the place to talk about it. Hardwork has been done to make this map, so please respect that. If you want to talk about how most maps using AiA are terrible and use mostly A1 terrible looking building, completely bringing down A3 quality, :p go somewhere else. This thread is for Kunduz, Afghanistan.
  12. While I was doing my config for my mod, I copied from other mods as examples and I found a difference with armor value for helmet and vests. After my stuff was done, I looked at bi configs. I started changing values on my config (which was copied from a mod) and I started replacing the edited value from the mod with the values that bi has. That way my mod is closer to bi. I noticed on several different mods the armor value is set up like this: uniformModel="\A3\Characters_F\Common\equip_tacticalvest.p3d"; containerClass="Supply100"; mass=40; armor="5*0.8";--------------------this value is quoted and isn't just a number passThrough=1; on bi the armor looks like this: armor=20;-------------------------this value is a whole number and not quoted So my question is why are they different and which should I use. What do the *and. mean? Thanks
  13. Victim9l3

    Armor value differences

    Thanks. That makes sense. But it seems odd that someone would use a calculation of such a small number. You can do the math in your head in less than one second. Why not just put 40 instead of 5*0.8. And I looked at 5 other mods and every one of them used that calculation. Just with different numbers. It seems like they use "3*0.4" for helmets and "5*0.8" for vests. In fact for all the mods I looked at, bi is the only one that doesn't use that formula.
  14. For some reason, your mod removes the T-100 Varsuk. I tried using my normal missions after adding this and everything with a varsuk became unplayable. The varsuk is missing from the drop down menu completely. When I removed only your mod, it was back again. Not sure why. Maybe you or someone else can confirm it.
  15. I searched and found a thread exactly for what I am looking for. However, it was a year ago and no one responded. Hopefully I'll be luckier. My mod is almost done and I need to get the icons/pictures for the inventory, etc. It doesn't look like people are just retexturing the icon picture. It looks like an ingame shot of each piece. A helmet, for example. User icons look identical to bi's. Is there a template or a procedure or what? What do I need to do please?
  16. Victim9l3

    Config help

    Where did you get the pbo? is it a bi pbo or a user created one? Also, you said you changed the weapon to your choice. What does that mean? Did you change the weapons or did you change the weapons that the soldiers are equipped with? The way you describe it makes it sound like how I used to change things in BF2. For this, it can be complicated. First, you can't mess with bi pbo's. The game is watching you. And if it sees one of it's little babies manipulated, then the entire pbo won't work at all for textures. I tried a jet once. It was in the game, but textures wouldn't work so I was flying around in an invisible jet. Second, changing the name of something won't change anything, because it's still the same model. Third, on a soldier, changing the weapon can be easier. You just need to find the right classname and replace it. https://community.bistudio.com/wiki/Arma_3_Assets So you need to be clear. What exactly did you change. Maybe you could copy the section you changed and post it here so we can see it so we know exactly what you are doing. But most important, all of the things I mentioned can all be changed in the mission. Well, as long as you create it. Changing someone elses mission is a different story. So please be specific.
  17. Damn, I have been working on a CSAT mod for a long time now. I am creating the config files for them right now. Being my first time creating config, it's taking me a little longer than I hoped. Your units look extremely close to mine. I did every back pack, vests, etc. I also did different headgear for bi's urban. I have desert and woodland versions of bis CSAT and Army units in the regular hex and green hex camo. I knew this would happen, but I took a break to work on Hind. Well, you beat me to it. Good job and the units too.
  18. I have made a CSAT mod that adds about 5 new choices for units. Desert and woodland versions of current CSAT and brown camo and green camo units that were AAF reskinned to be CSAT Army. Also a few other things. When I created them, I was using AAF D and ACC mods that were similar units to test my skins on. I am now at the config stage. I don't know why, but there doesn't seem to be any tutorials or even guides or definitions. At least none that I have found. While searching, most responses tend to tell people to copy working configs and replace with your stuff. So I have been using 1 mod as my guide. When I come across a problem, i'll look to others to find the answer. But that only confused me more. It seems every mod has a different way of doing their configs. There is rarely any consistency from 1 to another. I think I got the backpacks and uniforms and units correct. I have hit a wall with helmets and vests. One mod uses: class MOD X_Helmet: ItemCore another uses: class MOD Y Helmet: H_HelmetB Both are the same helmet. So with their being no list of definitions or anything I don't know why the 2 mods are using different codes. Basically it's the AAF helmet. I made a couple textures for the helmet and I need to know what I should put. Maybe someone has the full code I need for the helmet that I can just copy and paste for each texture I made. But I still need to know the difference so I can understand and get better. I'm not interested in changing values of anything so I just want to retexture using CSAT or AAF or NATO values that bi gave them. I thought I understood because of the backpacks. I knew that if I put: CSAT_B_Kitbag: B_Kitbag_Base I knew that I was taking the values of B_Kitbag_Base and creating a new bag. And then any other bag I made would us CSAT_B_Kitbag values. Like this: CSAT_B_AmmoPack: CSAT_B_Kitbag CSAT_B_LATPack: CSAT_B_Kitbag I had same issue with Vests. I got some help understanding Vest_NoCamo_Base and Vest_Camo_Base. But the mod I'm "copying" seems to use them the same. Both have "camo" and hiddenselection info identical. Both have the same info under it. Every line under it is the same except the name of texture. BUT looking at another mod, they replace Vest_Camo_Base with Vest_V_PlateCarrier2_rgr. So the same vest in different mods look like this: Vest_X: Vest_NoCamo_Base Vest_X: Vest_Camo_Base Vest_X: Vest_V_PlateCarrier2_rgr So I don't know which I should use. So if anyone is left that isn't completely confused by all this, I could really use a lot of help. I have no idea what i'm doing. Thanks.
  19. Victim9l3

    Need to understand config

    Thanks. Let me see if I am getting this. Here are 2 examples of different mods that are creating the same soldier. It's an auto rifleman. This first SampleModA is creating "SampleModA_Soldier_AR" and he is using all the information and inheritence from the AAF AR "I_Soldier_AR_F". While SampleModX creates his from O_Soldier_base_F. I'm guessing that the soldier_base is the base for all soldiers of that kind. Meaning that even the I_Soldier probably has that same base. The 2 examples I use are at the bottom. The ModX needs to add more info because the base is the base. The base won't have weapons or ammo or uniform or anything. So Mod X NEEDS to put all that info into his AR. But the ModA is using an already existing unit. So whatever he does not include will be taken from the I_Soldier_AR. For example, ModA does not have a display name, but ModX does. So what will the display name be in the game for ModA? Since the display name is missing, the game will show whatever the display name is for "I_Soldier_AR_F". AutoRifleman. Because it inherited the name from I_soldier. However, if ModX did not put a display name, there would not be one. or won't work at all or something. Is that correct? I'm guessing that anything I add into the modA sample, that would override the info from I_Soldier_AR_F. For example, the "linked items". If I put "linked items" in my soldier, then that is what it will have and it won't use "linked items" from I_Soldier_AR_F. But if I don't add Linked items, then my soldier will have whatever I_Soldier_AR_F has. But are there any settings that can't change when Using I_Soldier_AR_F instead of base? Like a "display name". if i add a display name will it still show or would I_Soldier_AR_F rule out mine? One last one. You can't see it since I didn't want to copy all the codes, but Sample ModA did not include any magazines. Only items and weapons.Can I still add magazines even though they aren't included? (ModA is the mod i have been basing my stuff after), and I don't want I_Soldier_AR_F loadouts, so if i add my own loadouts will it be ok using I_Soldier_AR_F or would it be better to use the Base? Thanks for the help. class SampleModA_Soldier_AR: I_Soldier_AR_F { author="xxxxx"; _generalMacro="SampleModA_Soldier_AR"; scope=2; side=2; faction="SampleModA"; vehicleClass="SampleModAmen"; model="\A3\Characters_F_Beta\INDEP\ia_soldier_01"; uniformClass="SampleModA_Uniform_A"; linkedItems[]= { "SampleModA_PlateCarrier_IA1", "SampleModA_Helmet_IA", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; class SampleModX_Soldier_AR: O_Soldier_base_F { author="xxxxxx"; _generalMacro="O_Soldier_F"; scope=2; displayName="Automatic Rifleman"; vehicleClass="ModX_men"; nakedUniform="U_BasicBody"; uniformClass="ModX_Camo"; backpack="ModX_Carryall"; hiddenSelections[]= { "Camo1", "Camo2" }; hiddenSelectionsTextures[]= { "blah\blah\blah.paa", "blah\blah\blah.paa" }; linkedItems[]= { "ModX_Vest", "ModX_Helmet", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" };
  20. I don't know if you are aware of it, or maybe it's on purpose, but there is a section of connected buildings on the beach near the concrete pipes and tall rocks. It's definitely out of place. You can crawl under it. The island is small but looks good. I'm sure it will have a few good mission ideas. thank youy.
  21. I must be missing something somewhere cause I don't even see questions about it. But how do I get my work on to the steam workshop. I seem to keep going in circles.
  22. A while after A3 came out, I was missing the Hind. So I basically did something along the lines of porting it into A3, but as A3 advanced, I gave up. I did, however, start making textures for them for when someone did port them over. I originally created them for AAF but couldn't stop. Now I have a few. They are basically complete, well, complete enough to release. They still need a little work but I don't know when I will have time to finish completely. So here they are. I made 3 AAF and 2 Russian. I also put logos or symbols on a few to be used for other factions. Each Hind has a clean and dirty version (since a lot of you like clean) and each has an unmarked version so that any faction can have them. *As a little side note, I tried using the CSAT Hexagon, but it just kept ending up looking like a giant flower. So I settled for a small flag. I wish bi would consider a new or different Logo that looks good on vehicles. ***Feel free to do whatever you want with them. Modders can put the textures in their mods, And anyone is free to manipulate them to their liking. If anyone wants a specific texture, just let me know. Once I finished the digital pattern that was murder trying to line up with all the crooked pieces and changing angles, the rest is easy. **Even though including readme's have come close to extinction, I still chose to include one in the download. It gives all the information needed. There is also a mission that has all the textures on display. Chairbornes Hinds are required only for the mission. There are a few mods that use Hinds, but one mod in particular doesn't work as well. I don't remember the mod, but all the textures end up extremely dark. Chairbornes hinds work well. I'm not sure of the others. All have clean and dirty versions: AAF digital AAF green - I'm finally getting used to that terrible green color:) AAF gray Russian Black Russian Camo (Atis friendly colors) Black with CSAT flag logo Black with CSAT lion/sun logo Camo with CSAT flag logo Gray with Griffin logo Black unmarked Camo unmarked Green unmarked Gray unmarked Pictures Below, Download link at bottom. Download: http://www.filefactory.com/file/1rxdvfr2jgxt/HIND_TEXTURES.rar
  23. Victim9l3

    PAK-FA (T-50) AddOn: Work in Progress

    I downloaded this mod on the 8th, your last update. On Armaholic, it says "For usage and information instructionss of how to use xxxxxxxxxxxxxxx please refer to the included documentation." But the problem is that you did not include anything except the pbo in that download. I just want to know how to change skins. The module is self explanatory.
  24. Victim9l3

    X-Cam prototype map

    What? It looks awesome. Cluttered? Most community maps are terrible. Like 9 out of 10 make you feel sorry that someone wasted that much time and effort on a map that no one will ever use. But some people don't care and are happy just playing around a world of obstacles. With good maps, there are still bad places. You can find a few good screenshots where there are areas that make the download worth it. But when I see this map, It's difficult to find a bad picture at all. There are A LOT of pics and all show an awesome map. Even the videos. All I see is good. The vegetation has a great mix, the huge rocks are perfectly placed. It's not "filled" with fillers everywhere. It's as if everything was created to be beautiful, rather than a few "awesome" (which usually aren't) FOB's and a couple of detailed towns with the rest of the country filled randomly. I can't wait to go around in this place. Even as is. Great work
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