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nightovizard

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Everything posted by nightovizard

  1. nightovizard

    Project - Vertical Lift 2035

    Very cool project, this reminds me of what I attempted to do some years ago regarding VTOLs Keep up the good work!
  2. nightovizard

    BIS Aircraft Carrier

    And so the carrier in the Nimitz mod. But since we are getting one in the vanilla game I was wondering if the tow tractor was going to be in too. Since many servers do not use any mods I think it would be appreciated.
  3. nightovizard

    BIS Aircraft Carrier

    Indeed a great surprise. Hell, this is awesome! Do you guys know if a tow tractor will be added so that we can move the aircrafts properly like in a real carrier?
  4. Hello, Recently I have been retexturing some arma vehicles with a friend in order to create a new faction. However, while we have had some success, there are some vehicles that are not showing up the new textures. I am not getting any errors, they are just spawning with default textures. So I have no idea of what could be wrong. I would appreciate it if someone could aid us with this. Here the config parts that are not working: class Apc_Btr_k : O_APC_Tracked_02_cannon_F { displayName = "BTR-K Kamysh"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\apcs\btrk\btr_ext1.paa", "\Mifact\data\apcs\btrk\btr_ext2.paa", "\Mifact\data\apcs\btrk\btr_turret.paa"}; }; class Apc_Btr_AA : O_APC_Tracked_02_AA_F { displayName = "ZSU-39 Tigris"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\apcs\btrAA\btr_aa_ext1.paa", "\Mifact\data\apcs\btrAA\btr_aa_ext2.paa"}; }; class Apc_Marid : O_APC_Wheeled_02_rcws_F { displayName = "MSE-3 Marid"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\apcs\marid\marid_ext1.paa", "\Mifact\data\apcs\marid\marid_ext2.paa"}; }; class Car_Quadbike : B_Quadbike_01_F { displayName = "Quadbike"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\quadbike\quadbike_main.paa"}; }; class Car_Prowler_Unarmed : B_T_LSV_01_unarmed_F { displayName = "Prowler (Unarmed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\prowler\prowler_main.paa"}; }; class Car_Prowler_Armed : B_T_LSV_01_armed_F { displayName = "Prowler (Armed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\prowler\prowler_main.paa"}; }; class Heli_Huron_Unarmed : B_Heli_Transport_03_unarmed_F { displayName = "Huron (Unarmed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\huron\huron_ext1.paa", "\Mifact\data\choppers\huron\huron_ext2.paa"}; }; class Heli_Huron_Armed : B_Heli_Transport_03_F { displayName = "Huron (Armed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\huron\huron_ext1.paa", "\Mifact\data\choppers\huron\huron_ext2.paa"}; }; class Heli_Hellcat_Unarmed : I_Heli_light_03_unarmed_F { displayName = "Hellcat (Unarmed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\hellcat\hellcat_main.paa"}; }; class Heli_Hellcat_Armed : I_Heli_light_03_F { displayName = "Hellcat (Armed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\hellcat\hellcat_main.paa"}; }; The paths are correct. Textures are right and work because I manually tested all of them before. So what is the problem? Here the entire config file: #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class Mifact_Vehicles { author = "Nightovizard & Freak"; units[] = {}; weapons[] = {}; requiredAddons[] = {}; }; }; // Faction Config class cfgFactionClasses { // Faction Calling Name class TEST_FACTION { // Faction name in-game displayName = "Test Faction"; // Path to texture next to the faction name in editor "PBOname\filename.paa" //icon = "TEST\img.paa"; // How far down it is on the menu priority = 1; // 1 = Blufor | 2 = Opfor | 3 = Independent side = 1; }; }; class CfgVehicleClasses { // Name of unit group e.g Air, Infantry, Armour class TEST_Units { // In-game name displayName = "Vehicles"; // How far down it is on the menu priority = 2; }; }; // Vehicle Config // External class references class CfgVehicles { //Cars class B_Quadbike_01_F; class B_T_LSV_01_unarmed_F; class B_T_LSV_01_armed_F; class B_MRAP_01_F; class B_MRAP_01_hmg_F; class B_MRAP_01_gmg_F; class I_MRAP_03_F; class I_MRAP_03_hmg_F; class I_MRAP_03_gmg_F; class B_Truck_01_transport_F; class B_Truck_01_covered_F; class B_Truck_01_mover_F; class B_Truck_01_box_F; class B_Truck_01_Repair_F; class B_Truck_01_ammo_F; class B_Truck_01_fuel_F; class B_Truck_01_medical_F; //APCs class B_APC_Wheeled_01_cannon_F; class I_APC_tracked_03_cannon_F; class I_APC_Wheeled_03_cannon_F; class O_APC_Tracked_02_cannon_F; class O_APC_Tracked_02_AA_F; class O_APC_Wheeled_02_rcws_F; //Tanks class I_MBT_03_cannon_F; class B_MBT_01_TUSK_F; class B_MBT_01_arty_F; class B_MBT_01_mlrs_F; //Choppers class B_Heli_Light_01_F; class B_Heli_Light_01_armed_F ; class B_Heli_Attack_01_F; class B_Heli_Transport_01_F; class B_Heli_Transport_03_F; class B_Heli_Transport_03_unarmed_F; class I_Heli_light_03_F; class I_Heli_light_03_unarmed_F; class I_Heli_Transport_02_F; // Cars & Trucks & Quads class Car_Quadbike : B_Quadbike_01_F { displayName = "Quadbike"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\quadbike\quadbike_main.paa"}; }; class Car_Prowler_Unarmed : B_T_LSV_01_unarmed_F { displayName = "Prowler (Unarmed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\prowler\prowler_main.paa"}; }; class Car_Prowler_Armed : B_T_LSV_01_armed_F { displayName = "Prowler (Armed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\prowler\prowler_main.paa"}; }; class MRAP_Hunter_Unarmed : B_MRAP_01_F { displayName = "Hunter (Unarmed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hunter\Hunter_Base.paa", "\Mifact\data\wheeled\hunter\Hunter_Add.paa"}; }; class MRAP_Hunter_Hmg : B_MRAP_01_hmg_F { displayName = "Hunter (HMG)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hunter\Hunter_Base.paa", "\Mifact\data\wheeled\hunter\Hunter_Add.paa", "\Mifact\data\wheeled\hunter\Hunter_Turret.paa"}; }; class MRAP_Hunter_Gmg : B_MRAP_01_gmg_F { displayName = "Hunter (GMG)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hunter\Hunter_Base.paa", "\Mifact\data\wheeled\hunter\Hunter_Add.paa", "\Mifact\data\wheeled\hunter\Hunter_Turret.paa"}; }; class MRAP_Strider_Unarmed : I_MRAP_03_F { displayName = "Strider (Unarmed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\strider\strider_ext.paa"}; }; class MRAP_Strider_Hmg : I_MRAP_03_hmg_F { displayName = "Strider (HMG)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\strider\strider_ext.paa", "\Mifact\data\wheeled\strider\strider_turret.paa"}; }; class MRAP_Strider_Gmg : I_MRAP_03_gmg_F { displayName = "Strider (GMG)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\strider\strider_ext.paa", "\Mifact\data\wheeled\strider\strider_turret.paa"}; }; class Truck_Hemtt_Transport_Open : B_Truck_01_transport_F { displayName = "Hemtt (Transport - Open)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hemtt\hemtt_ext1.paa", "\Mifact\data\wheeled\hemtt\hemtt_ext2.paa", "\Mifact\data\wheeled\hemtt\hemtt_cargo.paa"}; }; class Truck_Hemtt_Transport_Cover : B_Truck_01_covered_F { displayName = "Hemtt (Transport - Cover)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hemtt\hemtt_ext1.paa", "\Mifact\data\wheeled\hemtt\hemtt_ext2.paa", "\Mifact\data\wheeled\hemtt\hemtt_cover.paa"}; }; class Truck_Hemtt_Mover : B_Truck_01_mover_F { displayName = "Hemtt"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hemtt\hemtt_ext1.paa", "\Mifact\data\wheeled\hemtt\hemtt_ext2.paa", "\Mifact\data\wheeled\hemtt\hemtt_truck.paa"}; }; class Truck_Hemtt_Box : B_Truck_01_box_F { displayName = "Hemtt (Box)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hemtt\hemtt_ext1.paa", "\Mifact\data\wheeled\hemtt\hemtt_ext2.paa"}; }; class Truck_Hemtt_Repair : B_Truck_01_Repair_F { displayName = "Hemtt (Repair)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hemtt\hemtt_ext1.paa", "\Mifact\data\wheeled\hemtt\hemtt_ext2.paa"}; }; class Truck_Hemtt_Ammo : B_Truck_01_ammo_F { displayName = "Hemtt (Ammo)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hemtt\hemtt_ext1.paa", "\Mifact\data\wheeled\hemtt\hemtt_ext2.paa", "\Mifact\data\wheeled\hemtt\hemtt_ammo.paa"}; }; class Truck_Hemtt_Fuel : B_Truck_01_fuel_F { displayName = "Hemtt (Fuel)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hemtt\hemtt_ext1.paa", "\Mifact\data\wheeled\hemtt\hemtt_ext2.paa", "\Mifact\data\wheeled\hemtt\hemtt_fuel.paa"}; }; class Truck_Hemtt_Medical : B_Truck_01_medical_F { displayName = "Hemtt (Medical)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\wheeled\hemtt\hemtt_ext1.paa", "\Mifact\data\wheeled\hemtt\hemtt_ext2.paa", "\Mifact\data\wheeled\hemtt\hemtt_cover.paa"}; }; // APC's & IFV's class Apc_Marshall : B_APC_Wheeled_01_cannon_F { displayName = "AMV-7 Marshall"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\apcs\marshall\marshall_base.paa", "\Mifact\data\apcs\marshall\marshall_adds.paa", "\Mifact\data\apcs\marshall\marshall_tows.paa"}; }; class Apc_Mora : I_APC_tracked_03_cannon_F { displayName = "FV-720 Mora"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\apcs\mora\mora_ext1.paa", "\Mifact\data\apcs\mora\mora_ext2.paa"}; }; class Apc_Gorgon : I_APC_Wheeled_03_cannon_F { displayName = "AFV-4 Gorgon"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3", "camo4"}; hiddenSelectionsTextures[] = {"\Mifact\data\apcs\gorgon\gorgon_ext1.paa", "\Mifact\data\apcs\gorgon\gorgon_ext2.paa", "\Mifact\data\apcs\gorgon\gorgon_turret.paa", "\Mifact\data\apcs\gorgon\gorgon_ext_alpha.paa"}; }; /* class Apc_Btr_k : O_APC_Tracked_02_cannon_F { displayName = "BTR-K Kamysh"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\apcs\btrk\btr_ext1.paa", "\Mifact\data\apcs\btrk\btr_ext2.paa", "\Mifact\data\apcs\btrk\btr_turret.paa"}; }; class Apc_Btr_AA : O_APC_Tracked_02_AA_F { displayName = "ZSU-39 Tigris"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\apcs\btrAA\btr_aa_ext1.paa", "\Mifact\data\apcs\btrAA\btr_aa_ext2.paa"}; }; class Apc_Marid : O_APC_Wheeled_02_rcws_F { displayName = "MSE-3 Marid"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\apcs\marid\marid_ext1.paa", "\Mifact\data\apcs\marid\marid_ext2.paa"}; }; */ // MBT's & Artillery class Mbt_Kuma : I_MBT_03_cannon_F { displayName = "MBT-52 Kuma"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\mbts\kuma\kuma_ext1.paa", "\Mifact\data\mbts\kuma\kuma_ext2.paa", "\Mifact\data\mbts\kuma\kuma_rcws.paa"}; }; class Mbt_Slammer : B_MBT_01_TUSK_F { displayName = "M2A1 Slammer"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\mbts\slammer\slammer_body.paa", "\Mifact\data\mbts\slammer\slammer_tow.paa", "\Mifact\data\mbts\slammer\slammer_addons.paa"}; }; class Art_Scorcher : B_MBT_01_arty_F { displayName = "M4 Scrocher"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\mbts\slammer\slammer_body.paa", "\Mifact\data\mbts\slammer\slammer_scorcher.paa", "\Mifact\data\wheeled\hunter\Hunter_Turret.paa"}; }; class Art_MLRS : B_MBT_01_mlrs_F { displayName = "M5 Sandstorm MLRS"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\mbts\slammer\slammer_body.paa", "\Mifact\data\mbts\slammer\slammer_mlrs.paa"}; }; //Attack & Transport Helicopters class Heli_Littlebird_Unarmed : B_Heli_Light_01_F { displayName = "Littlebird (Unarmed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\littlebird\littlebird_main.paa"}; }; class Heli_Littlebird_Armed : B_Heli_Light_01_armed_F { displayName = "Littlebird (Armed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\littlebird\littlebird_main.paa"}; }; class Heli_Comanche : B_Heli_Attack_01_F { displayName = "Comanche"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\comanche\comanche_main.paa"}; }; class Heli_Ghosthawk : B_Heli_Transport_01_F { displayName = "Ghosthawk"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\hawk\ghosthawk_ext1.paa", "\Mifact\data\choppers\hawk\ghosthawk_ext2.paa"}; }; class Heli_Huron_Unarmed : B_Heli_Transport_03_unarmed_F { displayName = "Huron (Unarmed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\huron\huron_ext1.paa", "\Mifact\data\choppers\huron\huron_ext2.paa"}; }; class Heli_Huron_Armed : B_Heli_Transport_03_F { displayName = "Huron (Armed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\huron\huron_ext1.paa", "\Mifact\data\choppers\huron\huron_ext2.paa"}; }; class Heli_Hellcat_Unarmed : I_Heli_light_03_unarmed_F { displayName = "Hellcat (Unarmed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\hellcat\hellcat_main.paa"}; }; class Heli_Hellcat_Armed : I_Heli_light_03_F { displayName = "Hellcat (Armed)"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\hellcat\hellcat_main.paa"}; }; class Heli_Mohawk : I_Heli_Transport_02_F { displayName = "Mohawk"; faction = "TEST_FACTION"; vehicleclass = "TEST_Units"; side = TWest; crew = "B_Soldier_F"; author = "Nightovizard & Freak"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {"\Mifact\data\choppers\mohawk\mohawk_ext1.paa", "\Mifact\data\choppers\mohawk\mohawk_ext2.paa", "\Mifact\data\choppers\mohawk\mohawk_ext3.paa"}; }; }; Files: https://www.dropbox.com/sh/da1lqbt49nwiuqb/AAAlgJVcLgbMvTYId5hdQZrDa?dl=0 Thank You
  5. nightovizard

    Vehicle retexture issue

    CSAT vehicles now show retextures, looks like everything is working fine. Thank you so much for your example. Truth be told I would appreciate it if you posted other vehicle examples, mostly because ther emust be other stuff besides availableForSupportTypes[] = {"Drop","Transport"}; and slingLoadMaxCargoMass = 30000; for other classes and vehicle types. EDIED: For some weird reason the hellcat is not being retextured, so far the huron and kamysh/tigris work, But the hellcat doesn't? In case anyone has the same issue, here is an example of an opfor vehicle in blufor side: class MIT_KAMYSH_1 : O_APC_Tracked_02_cannon_F { _generalMacro = "MIT_KAMYSH_1"; author="Nightovizard"; side = 1; scope = 2; displayName = "IFV-9 Terminator"; faction = "MITHRIL"; vehicleClass = "mithril_Units"; crew = "B_Crew_F"; textureList[] = {"MIT_KAMYSH_01", 1}; class textureSources { // This texture source will be available for every defined factions class MIT_KAMYSH_01 { // Display name of the texture, use displayName = "MIT IFV-9 Terminator"; // Author of the texture author = "Nightovizard"; // Textures, in the same order as the hidden selection names textures[] = { "\MITHRIL\data\APCS\kamysh\kamysh_ext1_co.paa", "\MITHRIL\data\APCS\kamysh\kamysh_ext2_co.paa", "\MITHRIL\data\APCS\kamysh\kamysh_turret_co.paa" }; materials[] = {}; // if such is needed // This source should be available for the following factions factions[] = { "BLU_F", "BLU_G_F", // Side Blufor "OPF_F", "OPF_G_F", // Side Opfor "IND_F", "IND_G_F", // Side independent "CIV_F" // side civilian }; }; }; };
  6. This is an awesome feature I did not know about, thanks for the feedback!
  7. I think I have a similar isdue, thanks for the feedback.
  8. nightovizard

    Vehicle retexture issue

    Thank you I will take a look, One of my issues was the huron so your example is going to be useful. Though I have seen people complaining about opfor vehicles retextures not working After the Apex update, do you know if this is still an issue? If I manage to get it to work I'll let you know.
  9. nightovizard

    Vehicle retexture issue

    I get it, but still there are other mods that actually retexture those succesfully. For instance the marid: http://www.armaholic.com/page.php?id=30594 http://www.armaholic.com/page.php?id=24989 http://www.armaholic.com/page.php?id=31257 It has hiddenselections in their configs so in theory this should be retexturable, those mods are proof. Yet it is not working for me, so I concluded it must be something in the config. EDITED: Just checked those mods and for some reason the same is happening, it shows the normal textures, not the custom ones. Is something wrong with Arma?
  10. nightovizard

    HideTurret in Config.cpp

    mmm could it be possible to give the gorgon another turret then?
  11. nightovizard

    Vehicle retexture issue

    My issue is, for instance, I retextured the CSAT kamysh and put it in a Blufor faction. However it still keeps same main texture as in vanilla. That just happens with some vehicles, not all of them. This are the textures applied manually: https://steamuserimages-a.akamaihd.net/ugc/88226010743501580/CBDA6CA81A5433E38DDB5263189EB98C6C7CAAE0/ But textures via config are not applied. I'm not sure what you are trying to say. If that is not retexturable, how can you retexture the vehicle in itself? EDIT: The weirdest example is the hellcat, I have the armed variant with the new textures, and the unarmed one with the vanilla textures. Uses the same exact config, what can be wrong?
  12. nightovizard

    Y-32 From CSAT to BLUFOR Issue

    How did you fix this? None of the opfor vehicles in blufor side are showing the custom textures.
  13. How did you fix this? I'm Having this issue with some AAF and CSAT vehicles.
  14. nightovizard

    Tanks DLC Feedback

    Am I the only one that would like to have more variants of the actual vehicles? I remember there were screenshots before the release where they showed variants of the vehicles which never made into it. For instance: Would it be that hard to just release an update and include those vehicles they already showed in ingame screenshots? I mean, they could even add more variants using the method they have been using: Sharing turrets between factions. The NATO and CSAT AA vehicle use the same turret, but they have different chasis, so if they decided to do it that way, why not expanding the vehicle variety even further? It would be fairly easy. For instance, look at the first image. Vehicles like the marshal, gorgon and marid could take advantage of that, and they could become very useful fast mobile artillery vehicles. They would just need to combine what they have already done and change the camo textures so they match with the faction. Now look at the second image link, I am not too fond of using a tank variant with a coil gun, instead I would much rather let the marshall, gorgon and marid have it, I'm not crazy, after all the stryker would be pretty much the same: Now, another thing that would be very welcome is for the blufor faction to have an IFV with autocannon and ATGMs, so I would really appreciate if the devs included a Panther or Marshal variant, with the gorgon and kamysh turret. Mostly because when playing blufor on vanilla multiplayer, I have seen people use gorgon and kamyshes rather than their own faction vehicles, and that feels really weird. All the factions share turret in design, yet bluefor is lacking something and forcing the player to use other faction vehicles? I think something has to be done there, and maybe the dlc tanks will be the time for it. So ATGMS for blufor vehicles please, even more if we have to face redfor tanks which have ATGMS too. Visual example: https://steamuserimages-a.akamaihd.net/ugc/88226010754602403/A204907AB1087C19AE8AD33318C14B4BF8199620/ https://steamuserimages-a.akamaihd.net/ugc/88226010754603200/CECA5316BB8AC805484DD5595DCC9709029A57AD/ https://steamuserimages-a.akamaihd.net/ugc/88226010754409787/214E76E61A9B8EE2158E40D3157311ED60AC7875/ https://steamuserimages-a.akamaihd.net/ugc/88226010754408759/68A45A8528249ED401B07DC6FD202BDDB5C2ABC9/ Now, another thing it would not be hard to add is the F-35, which you showed early in ingame screenshots too: I'm not a fan of the F-35, really. But its VTOL capabilities were really appreciated, and the F-35 from the image looks phenomenal, so could its addition be possible for the Jets dlc? Or maybe as a free update seeing you have it already prepared to be ingame. I know you can find it in mods, but there are many servers out there that only use vanilla stuff, so I think it would be something nice to have in vanilla game. Now when it comes to tanks themselves, I do not think interiors are that important, mostly because you are looking through optics, and all the action happens outside the vehicle. It is not like an aircraft cockpit where you need to lock around you, so I am not really sure why people are asking for detailed interiors when you are not even going to see them at all. Quality over quantity for a DLC is something I agree with, but spend your resources wisely, and I do not think spending a lot on interiors would be wise. I would rather have 2 tanks that look amazing from the outside, than just 1 that looks amazing both outside and inside, where I am never going to be looking at. So, focus on improving the ones we already have ingame, (for instance improving the damage and collision model and other related stuff people have stated in other comments), and adding features such as a ''Trophy'' system. I am not sure which tanks you are going for, but if you do the same as in the jets dlc (2 for bluefore, 1 for opfor, 1 for independent) I would say: Blufor: Near future improved abrams tank: I am too used to the Abrams tank that it would be weird not to have it, and it would complement the merkava tank really well. The M1A2 SEP could be the best option for it, but as you have done before you can do your own inspired by it. for instance: http://vignette4.wikia.nocookie.net/tomclancy/images/3/38/EndWar_JSFTANK.jpg/revision/latest?cb=20110621005417 PL-01: As a secondary tank it would do so well in the Blufor side, its stealth design fits both in the faction and the future context. I would not use it as the main battle tank due to its infantry fighting vehicle origins, but it is a perfect addition. OPFOR: T-14 ARMATA: The devs were looking at it in the scanning the horizon 2017 video, so I am pretty sure they are going to include it. Maybe there is the possibility for other ARMATA platforms to be included too? Although that does not seem to be necessary at all. Independent: Challenger 2: Since they have British an German stuff, and already a German tank, I think a British addition would be a good addition. Another option could be the Turkish tank altay, or maybe the k2 black panther, though maybe that last one is too good. But AAF already got a leopard tank which many say is the best in the world so... If you are only going to add 3 tanks, then just do them for blufor and redfor, I would much rather have 2 new tanks in either blufor and opfor than 1 in each 3 of them. Independent side does not have artillery neither any AA vehicle nor gunship, so for what reason would they get another new tank? It is better to give them vehicles they lack for balancing purposes. And you can do it the easy way: - for the AA vehicle take the FV-720 Mora chassis and put the cheetah turret with their own camo on it. - for the artillery take the MBT52 Kuma chasis and put the M4 scorcher turret with the faction's camo on it. - although it is not indispensable, you could also give the panther turret to either the gorgon or mora as grenade launchers on apc and ifvs is something they also lack. - reskin the prowler to fit in the AAF faction too. - for the gunship a new one would be needed, which means that it would be the hardest thing to do. Unlike blufor and redfor there is no need for a VTOL for independent side, as it wouldn't make sense. But there is always the option for a xi'an or blackfish reskin option to fit independent side if it is needed. I'm surprised BI has not yet done any private military company for independent side since it is set in the future. But well, for the AAF gunship there are few options: - Superhind: any different countries own Hinds, and it would be a way to bring back one of the classic vehicles, with its improved version of course. I think it would b the best option for them: - TAI/AgustaWestland T-129 ATAK: a Turkish gunship based on an Italian gunship, since altis is set in Europe, close to turkey, it would not be crazy, though I sill think the hind is a better option: - eurocopter tiger: Another European helicopter possibility: - ah-1z viper: The good thing about the viper is that you would only need to port it from arma 2, with some improvements of course, but doing that would save a lot of time and resources. It would just require a AAF camo and you are done. - your own: For the game setting you have the possibility of creating a new non existing vehicle, although that would maybe be giving too much attention to the independent side, and it would have to be done from scratch. I specially like this design for the altis forces: And finally more APC and IFV variants for all factions, with more weapon options, like the ones I stated at the beginning of the message. You could give us a lot of new content the easy way, so i'll be looking forward to it as I have seen many people requesting similar stuff, and I know BI really takes into account our feedback.
  15. Hi, I was trying to do a mission where enemy units spawn after the player reaches a waypoint/trigger, I used https://community.bistudio.com/wiki/createUnit but is not working. Any known solution to it? I've been searching the forums but I haven't found an exact way to do this. The most similar: http://www.armaholic.com/page.php?id=6197 But I would like units to spawn just once, when player reaches a waypoint/trigger. (So they don't appear at the beginning of the mission) Thank you very much. ---------- Post added at 22:40 ---------- Previous post was at 22:26 ---------- To specify more: - Place in the editor a NATO soldier as player, and add a "move" waypoint. - Place in the editor another non playable unit, with waypoints too - After the NATO soldier (player) reaches the "move" waypoint, the CSAT unit you placed in the editor, spawns, and follows the waypoints. I even tried with the unitname hideobject true; and unitname hideobject false;, but that only makes them invisible, they are still there.
  16. nightovizard

    BHI Mods Discussion thread

    Sad to hear about this, but it is understandable, Disney... Is Disney. About what doing next, I could recommend a Killzone or Terminator mod, but these could have legal issues too. I don't know if it would be possible for you to aid the optre dev team, or even join forces with them, but I think that, considering your capabilities and skills, you would achieve something really amazing in a shorter time due to the number of people working on it, and in the end the community would benefit from it. Have you considered that? It is just that I can't even imagine what you guys could achieve together, both in optre and first contact. The other option would be to create your own futuristic science fiction scenario, or base it on something that has no way to legal action or copyright, pretty much like the lost dragons mod. About some reference, well in deviant art there are tons of stuff, from written to actual pictures and concepts. You can always take inspiration from there or ask the authors permission to use something of their creation. http://nightovizard.deviantart.com/favourites/?catpath=%2F&offset=456 So well, really optre has so many stuff on it, so many possibilities and content, very rich universe, there are 2 human factions and there is the covenant, etc. But in case you want to have more freedom and take more liberties, go for something of your own. That is all I can say, you guys can really do amazing stuff for the community, so please keep up the good work! Best regards.
  17. nightovizard

    [WIP] Terrain "X-Cam-Taunus"

    This map is so awesome it makes me wish you made one of the terrains for operation trebuchet.... I mean, it looks so professional. wonder what could you do with this: http://imgur.com/a/px4rh http://imgur.com/a/gqsjm Can't wait for the release, keep up the amazing work!
  18. Genial! --- Awesome, are there any other screenshots of this map? It is really looking wonderful, I really wished someone did a terrain like that using those assets http://steamcommunity.com/workshop/filedetails/discussion/514315790/523897653299666074/
  19. I really miss the V-22 and the C-130 from Arma 2, I was hoping BI released something related to that, but ''at the moment'' it seems that they are only working on 2 CAS aircrafts (Which are good news BTW). But still there is a lack of heavy choppers and cargo planes. In addition the only heavy transport helicopter is the Mohawk for independents, and there is not any Cargo plane. Some time ago I saw an AC-130 addon for Arma 3 http://forums.bistudio.com/showthread.php?159315-AC-130X-for-Arma-3 , and I was surprised by it's quality (despite that known issues and problems it may have). So I decided to talk to J0nes , the creator of that Addon. I told him that since the game is set in the year 2035, and that tiltrotor/vtol/stealth technology is improving, he could try to create new addons for Arma 3 related to those such as the V-22 , V-44 (QTR heavy VTOL) , AV-44 (Kinda AC-130) and the V-280. But since it is set in the year 2035, it should incorporate some STEALTH technology, because ''non-stealth aircrafts won't survive in the battles of tomorrow''. (At least for NATO) He said he would like to do that, but that he is busy with the AC-130 and other projects at the moment, so he wouldn't be able to start until next year, or later. So I decided to try to get something done, and these are the results, though I don't have enough skills to get them finished for arma 3 by myself, so I would appreciate if someone volunteered to help me finish this project.(Still WIP): NATO: V-25 Phantom Osprey (V-22 Osprey + weapon underside + Stealth) V-45 Pelican (V-44 QTR concept + Stealth) http://img92.exs.cx/img92/3766/spivey1page219lz.jpg AV-45 Spectre Pelican (Gunship variant of the V-45, kinda AC-130) http://img485.imageshack.us/img485/6901/v4419qq.jpg http://www.hahnsoft.com/images/quad_tiltrotor.jpg AHV-284 Courage ( Attack helicopter + Chopper + VTOL + ''Stealth'' similar to the AH-80 Blackfoot) http://www.photosheaf.com/pics/t/pp59541.jpg HV-911 Eagle Eye (Tiltrotor unmanned UAV, it doesn't have weapons due to it's size and stealth design, so it is used for recon missions and to design targets with laser for the Valors and Comanches missiles as well as other attack aircrafts.) http://stargazer2006.online.fr/pics/eagleeye-3view.jpg https://www.fas.org/irp/program/collect/TRUSgroundmount.jpg CSAT: ZYPO-201 Piranha ( Attack helicopter + Chopper + VTOL similar to the mi 48 kajman + http://farm4.staticflickr.com/3716/12880920043_ac88254d02_m.jpg) ZY-28 Sea Lion (2 wing tiltrotor aircraft + weapon underside, similar to the v 22 osprey) ZY-50 Whale (V-44 QTR concept + Chinese blue whale concept) http://img92.exs.cx/img92/3766/spivey1page219lz.jpg ZYO-50 Killer Whale Gunship variant. 1 x GAU-12/U 25 mm, 1 x Bofors 40 mm , 1 x 120 mm Mortar KZ-73 Hawk Eye Same as NATO. As you can see, I tried to add to them a STEALTH feeling, kinda similar to UH-60 to UH-80 upgrade. So it doesn't have that ''sci-fi'' feeling at all, it's not that distant, it's not like if they had an invisible cloaking system or things that seem imposible at the moment, they fit the 2035 setting. Hope you like it, If you have any other suggestions feel free to post them. General overview: V-25 Phantom Osprey - http://www.defensereview.com/wp-content/uploads/2009/04/MV-22_Osprey_with_RGS_1.jpg Basically a gun yes, I might not place it at the end due to balancing purposes. V-45 Pelican - None AV-45 Spectre Pelican - 1 x GAU-12/U 25 mm , 1 x Bofors 40 mm , 1 x 120 mm Mortar (And then maybe AGM-114 Hellfire or Hydra 70. Maybe 1 x Mk 44 Bushmaster II instead of the 25 mm one, but this was a cancelled military project) AHV-284 Courage - 1 x M230 30 mm , AGM-114 Hellfire , Hydra 70 and AIM-92 Stinger. (But upgraded to Arma 3 comanche ones) HV-911 Eagle Eye - None, its a laser target designator and recon vehicle. Same for CSAT counterparts. Also: considering that the devs may have used this as a concept for the A-164 Wipeout: http://www.armaholic.com/forums.php?m=posts&q=17185 I think those VTOLS could become helpful too, it would be great if the devs were inspired by them just like what happened with the futuristic A-10.
  20. nightovizard

    ARMA 3 Addon Request Thread

    A 10 x 10 km flat urban terrain containing the assets seen in: http://www.armaholic.com/page.php?id=29035 http://www.armaholic.com/page.php?id=23869 http://www.armaholic.com/page.php?id=26898 Just some suburbs, with gas stations, McDonalds, parking slots, some skyscrapers and narrow and wide streets. 1 airport and 1 military air base. Maybe a beach and a river (thus the use of bridges) could be possible. Anyone that wants this to happen? https://www.youtube.com/watch?v=K3KpZfgfek8 https://www.youtube.com/watch?v=n1fcNw-8uYk plus a beach would allow: https://www.youtube.com/watch?v=b77gQ0X4nMA
  21. Elites are getting their ass seriously kicked lol. Looking forward for both the next release of optre and first contact :) Any updates for the longsword? I saw some WIP screenshots some time ago. Edit: Halo wars 2 trailer has been released: https://www.youtube.com/watch?v=TPvhjz51bYw
  22. nightovizard

    Minihattan Island - A3

    I was thinking the same exact thing. http://images.popmatters.com/blog_art/m/mw2_nates.jpg https://www.youtube.com/watch?v=K3KpZfgfek8 I wish I had a better understanding of the arma tools just to make a flat terrain and fill it with lots of buildings and streets, with some river, bridges etc. The urban part of santa catalina and the enterable skycrappers of minihatan combined would be awesome.
  23. Oh yes this is one of the things I'm looking for the most! I really missed the ospreys from A2 although they were ported to A3 in the form of mods. Hope they take advantage of this futuristic setting to include bigger VTOLS that we could hypothetically see in the future. (VTOL AC-130 anyone?)
  24. nightovizard

    [WIP] Halo Covenant

    http://www.moddb.com/mods/operation-trebuchet-total-conversion-for-arma-3/news/optre-first-contact-v01-release That's the first release, finally, looks like some optre devs have helped you drake, im glad for that :) Btw now that the mod has been released this thread should be moved, it is no longer just discussion. aside form the bugs everything feels quite good, so good job :) Edited: I've noticed you can not see anything in first person while you drive the ghost. http://halo4nation.com/wp-content/uploads/2012/06/Screen-Shot-2012-06-24-at-4.48.46-PM.png Maybe the head could be higher? Or maybe a camera, so you also know what are you exactly aiming at with the ghost weapons.
  25. Estube en la isla hace 4 dias, si hubiera sabido que alguien estaba haciendo un mapa de ella para arma 3 te hubiera tomado fotos xD Aunque por lo que he visto en las fotos y videos del mapa te puedo asegurar de que es muy, pero que muy similar. Muy bien hecho. Tampoco me parece mal que te tomes algo de libertad y seas algo creativo, al fin y al cabo el context de arma 3 es 2035 muchas cosas pueden cambiar.
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