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logan83

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Posts posted by logan83


  1. hi guys, i have this error displayed when i put a retextured soldier with a custom *.Rvmat texture in game editor...

    the scrrensoth of the msg error:

    BLSZ33G.jpg

    the unit config.cpp fragment:

    class BT_BDU_Cuadros_Base: B_Soldier_03_F {
       _generalMacro = "B_Soldier_03_F";
       scope = 1;
       side = 2;
       faction = "BT_LG83";
       author = "Logan83";
       vehicleClass = "BT_02_HDC";
       displayName = "BT BDU Uniform Base";
       nakedUniform = "U_BT_BASE_BasicBody";
       identityTypes[] = {"Language_EN_EP1","Head_NATO","G_NATO_default","Head_TK","G_IRAN_default","Head_Greek","G_CIVIL_male"};
       genericNames = "NATOMen";
       modelSides[] = {3,1};
       uniformClass = "U_BT_BDU_ATACS_1";
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {"\LG83_BT\textures\Uniforms\U_BT_BDU_ATACS_1.paa"};
       class Wounds {
         tex[] = {};
         mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_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"};
       };
       //class EventHandlers: EventHandlers {
        // init = "(_this select 0) execVM ""\LG83_BT\Scripts\randomize_CombatUniform.sqf""";
       //};
     };
    
     class BT_BDU_ATACS_1: BT_BDU_Cuadros_Base {
       scope = 1;
       uniformClass = "U_BT_BDU_ATACS_1";
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsMaterials[] = {"\LG83_BT\textures\Uniforms\BDU_Cuadros.rvmat"};
       hiddenSelectionsTextures[] = {"\LG83_BT\textures\Uniforms \U_BT_BDU_ATACS_1.paa"};
        class Wounds {
         tex[] = {};
         mat[] = {"LG83_BT\textures\Uniforms\BDU_Cuadros.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_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"};
       };
     };
    

    the BDU_Cuadros.rvmat file:

    class StageTI
    {
    texture="LG83_BT\textures\Uniforms\clothing1_ti_ca.paa";
    };
    ambient[]={1,1,1,1};
    diffuse[]={1,1,1,1};
    forcedDiffuse[]={0,0,0,0};
    emmisive[]={0,0,0,1};
    specular[]={1,1,1,1};
    specularPower=150;
    PixelShaderID="Super";
    VertexShaderID="Super";
    class Stage1
    {
    texture="LG83_BT\textures\Uniforms\BDU_CUADROS_nohq.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage2
    {
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage3
    {
    texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage4
    {
    texture="LG83_BT\textures\Uniforms\clothing1_as.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage5
    {
    texture="LG83_BT\textures\Uniforms\BDU_CUADROS_smdi.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage6
    {
    texture="#(ai,64,64,1)fresnel(1,0.7)";
    uvSource="none";
    };
    class Stage7
    {
    texture="LG83_BT\textures\Uniforms\env_co.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    
    

    Can u Helpme?


  2. Hi guys, i have a problem with the vest V_TacVest_blk_POLICE i define a Texture to the Vets in the config.cpp... but when i put in my soldiers the vest is the vanilla... not my colored vest... here the line:

    class V_BT_TacVest_Pink: Vest_Camo_Base {

    scope = 2;

    displayName = "BT Chaleco Ligero Pink";

    picture = "\A3\characters_f\Data\UI\icon_v_tacvest_blk_ca.paa";

    model = "A3\Characters_F\Common\equip_tacticalvest";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"\LG83_BT\textures\Gear\BT_tacticalvest_pink.paa"};

    class ItemInfo: VestItem {

    uniformModel = "A3\Characters_F\Common\equip_tacticalvest";

    containerClass = "Supply120";

    };

    };

    some help? :\


  3. Hi guys, im working in a PMC mod... and i get stuck triying to add a custom Interior texture in my vehicle config.cpp how can add a custom Texture to my Little bird? i try this:

    #define _ARMA_
    
    
    class DefaultEventhandlers;
    
    class CfgPatches {
    
     class LG83_BT_Vehicles {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {};
       version = 0.1;
     };
    };
    
    
    class CfgVehicles {
    
     class B_Heli_Light_01_F;
    
     class BT_MH6: B_Heli_Light_01_F {
       displayName = "BT MH-6 LITTLEBIRD";
       side = 2;
       faction = "BT_LG83";
       author = "Logan83";
       crew = "BT_Helipilot";
       hiddenSelections[] = {"Camo1","Camo2"};
       hiddenSelectionsTextures[] = {"LG83_BT\textures\Vehicles\heli_light_01_ext_BT.paa","LG83_BT\textures\Vehicles\heli_light_01_Int_BT.paa"};
     };
    }; 
    
    
    enum {
     =2,
     destructengine=2,
     destructdefault=6,
     destructwreck=7,
     destructtree=3,
     destructtent=4,
     stabilizedinaxisx=1,
     stabilizedinaxesxyz=4,
     stabilizedinaxisy=2,
     stabilizedinaxesboth=3,
     destructno=0,
     stabilizedinaxesnone=0,
     destructman=5,
     destructbuilding=1
    };
    

    But the vehicle interior dont change,still whit the OD Seats vanilla version ... :S can help me?

    PS sorry about my english :icon5:


  4. [/color]

    I do not know if this has been brought up yet, but saves on altis cannot be loaded when this mod is activated. It complains about dependencies. No problems with loading saves on maps from the pack, though.

    I have the same problem and Steam users, are reporting the same problem when loading savegames with this addon actived... can un fix this IMPORTANT ISSUE?


  5. some time ago... i've been getting some problems with the "||" or "or" operator... can somebody tell me why this dont work?

    		waitUntil{(_vip knowsAbout player > 1) || (!alive jefe1) || (!alive jefe2) || (alive jefe3)};  
    					_vip switchmove "False";
    					_vip enableAI "ANIM";
    					_vip enableAI "MOVE";
    					_vip allowFleeing (random 0.8);
    					_vip setBehaviour "AWARE";
    					_vip setCombatMode "YELLOW";
    					_vip addWeapon "hgun_mas_mak_F";
    					_vip addEventHandler ["FiredNear", {_vip setcaptive true}];

    the problem is this group of conditions

    waitUntil{(_vip knowsAbout player > 1) || (!alive jefe1) || (!alive jefe2) || (alive jefe3)};  

    if i accomplishedby any of these four conditions, nothing happens... bu if i put the conditions individually like this one...

    waitUntil{(_vip knowsAbout player > 1)};  

    works when the condition is accomplished...

    Any Help???? how can i put the four conditions in the right form???


  6. Ok i have a little problem... i want simulate a shut Down on the MK30A HMG .50 (O_HMG_01_A_F classname its the static gun Ai controlled...)... ok... i Put in the MK30A HMG .50 in the edito, name it like iagun and in the init field or Devconsole i put this:

    iagun setHit ["Gun", 1];

    And the Gun simulates a shut down, but if i pass near the gun is trying to aim to me...

    If i shoot to the "control Module" placed below the gun, the weapon aim down and the control module gets smoked... how can i do This? How can i Set hit to the "control Module"?

    I try to sethit gun and disable all Ai's features... but dont work...

    Can help me?

    Ps... Im sorry about my english :(


  7. Hi to all!

    Im trying to add a event Handler Fired to a side or to all Units (i prefer to a side....) but i havent no resoults... i try simething like this...

    {_x addEventHandler ["Fired", { if (_this select 1 == "arifle_mas_akms") then {FusShot=true}];} forEach (allunits);

    and dont works... how can i add a envent handler to a side or to all units???


  8. uhm... what a Fail.... ok i can do it in this script... only run putting the stuff in this order...

    // Accesorios
    _soldado addHeadgear "H_mas_usn_Cap_headphones";
    _soldado addGoggles 'G_Tactical_Clear';
    _soldado linkItem  "b_uavterminal";
    _soldado addweapon "laserdesignator";
    
    // Mochila
    _soldado addbackpack "B_mas_AssaultPack_mul";
    clearAllItemsFromBackpack _soldado;
    {_soldado removeMagazine _x} forEach magazines _soldado;
    _mochi = unitBackpack _soldado;
    _mochi addMagazineCargoGlobal ["12Rnd_mas_45acp_Mag",2];
    _mochi addMagazineCargoGlobal ["20Rnd_mas_762x51_Stanag",5];
    
    _mochi addMagazineCargoGlobal ["HandGrenade",2];
    _mochi addMagazineCargoGlobal ["smokeshell",2];
    _mochi addMagazineCargoGlobal ["smokeshellblue",1];
    _mochi addMagazineCargoGlobal ["smokeshellred",1];
    _mochi addMagazineCargoGlobal ["smokeshellgreen",1];
    
    _mochi addMagazineCargoGlobal ["Chemlight_green",2];
    _mochi addMagazineCargoGlobal ["Chemlight_Blue",2];
    _mochi addMagazineCargoGlobal ["Chemlight_RED",1];
    
    _mochi addMagazineCargoGlobal ["Laserbatteries",1];
    
    	// Armamento
    	_soldado addMagazine "20Rnd_mas_762x51_Stanag";
    	_soldado addWeapon "arifle_mas_hk417_m203c_d_sd";
    	_soldado addPrimaryWeaponItem 'FHQ_optic_HWS_G33_tan';
    	_soldado addPrimaryWeaponItem 'FHQ_acc_ANPEQ15';
    
    	_soldado addMagazine '12Rnd_mas_45acp_Mag';
    	_soldado addWeapon 'hgun_mas_m23_F_sd';
    
    		//Chaleco
    		_soldado addVest "V_mas_usn_PlateCarrier1_rgr";
    		_soldado addMagazine "HandGrenade";
    		_soldado addMagazine "HandGrenade";
    
    		_soldado addMagazine "12Rnd_mas_45acp_Mag";
    		_soldado addMagazine "12Rnd_mas_45acp_Mag";
    
    		_soldado addMagazine "20Rnd_mas_762x51_Stanag";
    		_soldado addMagazine "20Rnd_mas_762x51_Stanag";
    		_soldado addMagazine "20Rnd_mas_762x51_Stanag";
    		_soldado addMagazine "20Rnd_mas_762x51_Stanag";
    
    		_soldado addMagazine "Laserbatteries";
    
    		_soldado addMagazine "smokeshell";
    		_soldado addMagazine "smokeshell";
    		_soldado addMagazine "smokeshellgreen";
    		_soldado addMagazine "smokeshellblue";
    		_soldado addMagazine "smokeshellred";
    
    		_soldado addMagazine "1Rnd_HE_Grenade_shell";
    		_soldado addMagazine "1Rnd_HE_Grenade_shell";
    		_soldado addMagazine "1Rnd_HE_Grenade_shell";
    		_soldado addMagazine "1Rnd_HE_Grenade_shell";
    		_soldado addMagazine "1Rnd_HE_Grenade_shell",
    
    		_soldado addMagazine "1Rnd_SmokeRed_Grenade_shell";
    		_soldado addMagazine "1Rnd_SmokeRed_Grenade_shell";
    		_soldado addMagazine "1Rnd_SmokeRed_Grenade_shell";
    		_soldado addMagazine "UGL_FlareGreen_F";
    		_soldado addMagazine "UGL_FlareRed_F";
    
    		_soldado addMagazine "Chemlight_green";
    		_soldado addMagazine "Chemlight_green";
    		_soldado addMagazine "Chemlight_Blue";
    		_soldado addMagazine "Chemlight_Blue";
    		_soldado addMagazine "Chemlight_RED";
    		_soldado addMagazine "Chemlight_RED";
    		_soldado addItem "ItemGPS";
    
    			//Uniforme
    			_soldado addUniform "U_mas_usn_B_CombatUniform_mcam_vest";
    			_soldado addItem "FirstAidKit";
    			_soldado addItem "FirstAidKit";
    			_soldado addMagazine "Chemlight_Yellow";

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