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MarcusCunningham

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Posts posted by MarcusCunningham


  1. Good mod, looks nice, but the dependency on CSE as well as the Weapon Pack doesn't make sense nor is it helpful

    Well my skills in 3d editing are terrible, and the M4 pack by RH is one of my favorite weapon packs for Arma 3, as for CSE, the mod was developed for my community, and we use CSE so I needed the medical gear in the loadouts.

    ---------- Post added at 05:16 ---------- Previous post was at 04:34 ----------

    Updated to version 1.1

    https://dl.dropboxusercontent.com/u/108541901/%40Additional_Units_A3.zip

    Changelog:

    - Server Key added (Sorry I forgot it)


  2. Something simple to try is thru steam..., local files: 'Verify integrity of game cache..'.

    Tried that, along with a re install and still nothing. It just crashes on the menu, sometimes in the Editor and almost always when you join a multiplayer mission, so its not just multiplayer.

    ---------- Post added at 04:44 ---------- Previous post was at 04:43 ----------

    From the newest Sitrep

    If you are using a Killer network card (these can be on your motherboard), and you experience multiplayer BSODs, please try updating the drivers for this hardware.

    Another known issue seen by a few users is the Bootcamp recommendation pop-up not closing when selecting 'NO'. We don't yet know why, but in this case it seems the game is unable to write data to your user profile. As a work-around, try adding the following entry to your \Documents\Arma 3\<GameProfileName>.Arma3Profile: bootCampWarning = 1;

    Alright I'll have a play with the drivers and make sure everything is up to date.


  3. Already changed your Picture, just takes a while until the network syncs, it should be up shortly :)

    Awesome thanks.

    ---------- Post added at 14:50 ---------- Previous post was at 14:48 ----------

    I dont think you'd want crims to have GL's nor can they acquire them.. I mean they would look too heavily armed and be recognized as PMCs almost.

    I wanted there to be an equal force between Criminals and Police, so I didnt want to under power the Criminals too much, so that is why they are armed so heavily.


  4. New mod v1.0 available at withSIX. Download now by clicking:

    http://img-cdn.withsix.com/mods/rv/@additional_units_a3.png

    @ Mk;

    Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself.

    To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work.

    For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

    Awesome, thanks alot Sonsalt. Could you change the picture to this one : http://cloud-4.steampowered.com/ugc/81379587898877228/F3BA34FFC272F69574881CD88B713A012C4B2D3B/.

    Thanks for adding it.


  5. F3BA34FFC272F69574881CD88B713A012C4B2D3B

    B4B8DA556E3D07A95C67E52CA324238503AC1186

    Download:

    @additional_units_a3.png

    Dropbox: https://dl.dropboxusercontent.com/u/108541901/%40Additional_Units_A3.zip

    Requirements:

    RH_M4_A3 by Robert Hammer : http://www.armaholic.com/page.php?id=23277

    Description:

    This addon adds 11 new units in the Civilian faction, these units include:

    Criminal 1 : http://cloud-4.steampowered.com/ugc/81379587898877228/F3BA34FFC272F69574881CD88B713A012C4B2D3B/

    Criminal 2 : http://cloud-4.steampowered.com/ugc/81379587899013611/396F27FBD351AAC8E920FCC2BFECEB878C850E4F/

    Criminal 3 : http://cloud-4.steampowered.com/ugc/81379587898905383/96AFBDE32E26E905EAAFBE73538163B5D468F107/

    Criminal 4 : http://cloud-2.steampowered.com/ugc/81379587898906941/C8EE0A78D9A3DB2ACB512A85E9381F21FE8015E8/

    Criminal 5 : http://cloud-4.steampowered.com/ugc/81379587898908349/9304A58B7D9B856CAF5058844B40E1A219ECCEAB/

    Police Officer 1 : http://cloud-4.steampowered.com/ugc/81379587898910035/B4B8DA556E3D07A95C67E52CA324238503AC1186/

    Police Officer 2 : http://cloud-4.steampowered.com/ugc/81379587898911604/43D618E9A2120CA4ED7A316DDC99E89509E6838C/

    Police Officer 3 : http://cloud-4.steampowered.com/ugc/81379587898913336/1C624BA2157DCBDA581BC144FE9B112280FCCD74/

    Police Officer 4 : http://cloud-4.steampowered.com/ugc/81379587898914641/0AE3FB2899CF758A5B3F7B8EF9E68FC9F60D226E/

    Press Journalist : http://cloud-4.steampowered.com/ugc/81379587898916116/B1CCE505F0F112463AF8085DE3ADD5F239DC914C/ (Backpack was removed)

    Press journalist 2 : http://cloud-4.steampowered.com/ugc/81379587898917537/E11D91D7251D35D33CF85C83351A106AEBB8BB57/ (Backpack was removed)

    I thought the game was lacking some civilians, and I thought these would make for some interesting PVP games aswell.

    Class Names:

    Class names can be found inside the addon in a file called Class Names

    Changelog:

    V 1.0 - First Release

    V 1.1 - Removed CSE as a requirement

    Future Plans:

    I hope to add police vehicles, but I am not sure how to change around the offroad truck to have the police lights, nor do I have any decent police truck textures so if anyone would like to contribute, I would love to collaborate.


  6. This should work for you.

    class CfgPatches
    {
    class Insurgent_Uniforms
    {
    	units[] = {};
    	weapons[] = {};
    	requiredAddons[] = {"A3_Characters_F"};
    	author[] = {"Your Name Here"};
    	versionDesc = "Insurgents";
    	version = "0.1";
    	versionStr = "0.1";
    };
    };
    class CfgVehicles
    {
    class SoldierWB;
    
    class B_Soldier_base_F: SoldierWB
    {
    	modelsides[] = {3,2,1,0};
    };
    class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
    {
    	modelsides[] = {3,2,1,0};
    };
    class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
    {
    	modelsides[] = {3,2,1,0};
    };
    class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
    {
    	modelsides[] = {3,2,1,0};
    };
    class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
    {
    	modelsides[] = {3,2,1,0};
    };
    class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
    {
    	modelsides[] = {3,2,1,0};
    };
    class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
    {
    	modelsides[] = {3,2,1,0};
    };
    };

    What it does is unlocks the uniforms to all sides and then allowing it to work correctly with Opfor units. Haven't tested it but it should work just fine and you can directly use the Blufor item classname on your opfor character as long as it is listed above as being unlocked to all modelsides.

    Let me know if it works for you :)

    Where exactly do I add that, because I added it where you put yours and it was unsuccessfull.

    Have a look at my code below and tell me if its in the right spot.

    enum {
     //  = 2,	// Error parsing: Empty enum name
    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,
    };
    
    class CfgPatches {
    class unit_config {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"A3_Data_F", "A3_Characters_F", "A3_Characters_F_OPFOR", "cse_sys_medical", "cse_sys_cc", "cse_sys_advanced_interaction", "cse_sys_equipment"};
    };
    };
    
    class CfgFactionClasses
    {
    class Mk_Insurgents
    {
    	displayName = "Insurgents"; //Faction Name under BLUFOR
    	author = "Mk";
    	icon = "\A3\Ui_F_Curator\Data\CfgMarkers\minefieldAP_ca.paa"; // Needs to be 16x16 in resolution and it needs to be in the form of a PAA.
    	priority = 2;
    	side = 0; //Opfor
    };
    };
    
    class CfgVehicleClasses
    {
    class Mk_Insurgents_Men
    {
    	displayName = "Men"; // Name of the Group of Units
    };
    
    };
    
    class CfgVehicles {
    
    class SoldierWB   ;
    
    class B_Soldier_base_F: SoldierWB
    	{
    	modelsides[] = {3,2,1,0};
    	};
    
    	class U_BG_Guerilla3_1: B_Soldier_base_F
    	{
    	modelsides[] = {3,2,1,0};
    	};
    
    	class U_BG_leader: B_Soldier_base_F
    	{
    	modelsides[] = {3,2,1,0};
    	};
    
    	class U_BG_Guerilla1_1: B_Soldier_base_F
    	{
    	modelsides[] = {3,2,1,0};
    	};
    
    	class U_BG_Guerrilla_6_1: B_Soldier_base_F
    	{
    	modelsides[] = {3,2,1,0};
    	};
    
    	class Mk_Insurgent_Militant : SoldierWB  {
    	_generalMacro = "Mk_Insurgent_1"; 
    	scope = 2;
    	displayName = "Militant"; // In-game name of unit
    	faction = "Mk_Insurgents"; // Puts unit under new faction
    	vehicleClass = "Mk_Insurgents_Men"; // Puts unit in the vehicleclass
    	icon = "iconMan"; //In-game Map Icon
    	nakedUniform = "U_BasicBody";  // Do not change
    	uniformClass = "U_BG_Guerilla3_1";  // Uniform Class
    	backpack = "B_FieldPack_cbr"; // Backpack Class
    	linkedItems[] = {"V_BandollierB_khk", "H_ShemagOpen_tan", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. 
    	respawnLinkedItems[] = {"V_BandollierB_khk", "H_ShemagOpen_tan", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. Should be identical to the linkedItems section.
    	weapons[] = {"arifle_TRG21_F", "hgun_Rook40_F"}; // Weapons added to the unit.
    	respawnweapons[] = {"arifle_TRG21_F", "hgun_Rook40_F"}; // Weapons added to the unit. Should be identical to the linkedItems section
    	magazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit.
    	Respawnmagazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit upon respawn, should be the same as above.
    	};
    
    	class Mk_Insurgent_Striker : SoldierWB  {
    	_generalMacro = "Mk_Insurgent_Striker"; 
    	scope = 2;
    	displayName = "Striker"; // In-game name of unit
    	faction = "Mk_Insurgents"; // Puts unit under new faction
    	vehicleClass = "Mk_Insurgents_Men"; // Puts unit in the vehicleclass
    	icon = "iconMan"; //In-game Map Icon
    	nakedUniform = "U_BasicBody";  // Do not change
    	uniformClass = "U_BG_leader";  // Uniform Class
    	backpack = "B_FieldPack_oli"; // Backpack Class
    	linkedItems[] = {"V_BandollierB_rgr", "G_Bandanna_oli", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. 
    	respawnLinkedItems[] = {"V_BandollierB_rgr", "G_Bandanna_oli", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. Should be identical to the linkedItems section.
    	weapons[] = {"arifle_TRG21_F", "hgun_Rook40_F"}; // Weapons added to the unit.
    	respawnweapons[] = {"arifle_TRG21_F", "hgun_Rook40_F"}; // Weapons added to the unit. Should be identical to the linkedItems section
    	magazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit.
    	Respawnmagazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit upon respawn, should be the same as above.
    	};
    
    	class Mk_Insurgent_Bomber : SoldierWB  {
    	_generalMacro = "Mk_Insurgent_Bomber"; 
    	scope = 2;
    	displayName = "Bomber"; // In-game name of unit
    	faction = "Mk_Insurgents"; // Puts unit under new faction
    	vehicleClass = "Mk_Insurgents_Men"; // Puts unit in the vehicleclass
    	icon = "iconMan"; //In-game Map Icon
    	nakedUniform = "U_BasicBody";  // Do not change
    	uniformClass = "U_BG_Guerilla1_1";  // Uniform Class
    	backpack = ""; // Backpack Class
    	linkedItems[] = {"V_Chestrig_oli", "H_ShemagOpen_khk", "G_Squares_Tinted", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. 
    	respawnLinkedItems[] = {"V_Chestrig_oli", "H_ShemagOpen_khk", "G_Squares_Tinted", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. Should be identical to the linkedItems section.
    	weapons[] = {"arifle_TRG21_GL_F", "hgun_Rook40_F"}; // Weapons added to the unit.
    	respawnweapons[] = {"arifle_TRG21_GL_F", "hgun_Rook40_F"}; // Weapons added to the unit. Should be identical to the linkedItems section
    	magazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit.
    	Respawnmagazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit upon respawn, should be the same as above.
    	};
    
    	class Mk_Insurgent_Machine_Gunner : SoldierWB  {
    	_generalMacro = "Mk_Insurgent_Machine_Gunner"; 
    	scope = 2;
    	displayName = "Machine Gunner"; // In-game name of unit
    	faction = "Mk_Insurgents"; // Puts unit under new faction
    	vehicleClass = "Mk_Insurgents_Men"; // Puts unit in the vehicleclass
    	icon = "iconMan"; //In-game Map Icon
    	nakedUniform = "U_BasicBody";  // Do not change
    	uniformClass = "U_BG_Guerrilla_6_1";  // Uniform Class
    	backpack = "B_FieldPack_oli"; // Backpack Class
    	linkedItems[] = {"V_Chestrig_oli", "H_Bandanna_khk", "G_Bandanna_oli", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. 
    	respawnLinkedItems[] = {"V_Chestrig_oli", "H_Bandanna_khk", "G_Bandanna_oli", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. Should be identical to the linkedItems section.
    	weapons[] = {"LMG_Zafir_F", "hgun_Rook40_F"}; // Weapons added to the unit.
    	respawnweapons[] = {"LMG_Zafir_F", "hgun_Rook40_F"}; // Weapons added to the unit. Should be identical to the linkedItems section
    	magazines[] = {"150Rnd_762x51_Box", "150Rnd_762x51_Box", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit.
    	Respawnmagazines[] = {"150Rnd_762x51_Box", "150Rnd_762x51_Box", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit upon respawn, should be the same as above.
    	};
    
    
    class B_Kitbag_rgr;
           class Mk_Kitbag_Green: B_Kitbag_rgr //Rifleman, Rifleman AT, Team Leader, VEH Driver, VEH Gunner
           {
           scope = 2;
    	displayname = "Kickbag Green";
    
    	class TransportMagazines
    		{
    		class Mk_30Rnd_556x45_Stanag
                           {
                             magazine = "30Rnd_556x45_Stanag";
                             count = 4;
    					};
    		};
    	};
    
    	class B_AssaultPack_blk;
           class Mk_Assault_Pack_Black: B_AssaultPack_blk //Rifleman, Rifleman AT, Team Leader, VEH Driver, VEH Gunner
           {
           scope = 2;
    	displayname = "Assault Pack Black";
    
    	class TransportMagazines
    		{
    		class Mk_30Rnd_556x45_Stanag
                           {
                             magazine = "30Rnd_556x45_Stanag";
                             count = 4;
    					};
    		};
    	};
    };
    
    

    ---------- Post added at 10:52 ---------- Previous post was at 10:50 ----------

    That code above works, just the problem with it is its in the Blufor team. So I changed the SoldierWB to SoldierEB (Opfor Skin) and it didnt work. I am clueless now.


  7. I want to create Insurgent looking units, and so I have alot of Blufor FIA gear that I have put together to look like insurgents.

    Problem is I want to set them as Opfor.

    Is there anyway I can use the Blufor gear with an Opfor player in the Config.cpp file?

    I dont want to use any scripts in game because I want this to be a standalone mod.

    All help is appreciated, thanks.


  8. Messed around with the multicam today and just about creamed my pants. Still loving em and can't wait on the update

    Awesome, update will be coming soon, I have everything ready. Just talking to craig to see if he is going to release his update soon, because I am going to try and wait till that is released.

    The Rh_M4 pack sounds are broken with that last update, so I am hoping Robert can fix them soon.

    ---------- Post added at 06:35 ---------- Previous post was at 06:23 ----------

    Also guys, I am sorry, but I have to make CSE a requirement for my mod because my community has switched to it. Therefore I need all of the medical gear in the loadouts.

    I am sorry if this ruins it for people, but this mod was originally for my community, so they come first.


  9. ;2727814']Normally the modders ´round here put an "optional" folder inside the addons folder and there it goes the optional .pbos... or you can be "dummy proof" and make a whole new folder like @US_Army_optRHPistols' date=' but ya know, dummies will always be dummies (I had my dummy days too lol)

    Take a look at BlackMambas Dutch MARSOF, he does have oprional configs for arming his units with vanilla guns, instead of R3F rifles...

    You should make a replacement config for NATO with the help of TheEvanCat, the whole BIS foruns community would be eternally grateful to you...

    cheers![/quote']

    The problem with this method is that I developed this mod for my community, so we could eliminate out loadout script in our Mission Framework. If I include optional configs which my community must use, then I am going to have to get everyone to transfer the optional PBO to replace the old standard PBO, which makes for alot of work.

    ---------- Post added at 04:38 ---------- Previous post was at 03:56 ----------

    Secondly, if anyone knows how to port Arma 2 vehicles to Arma 3, then please tell me and I might have a play and port over some vehicles to use with this pack. Thanks guys.


  10. ..as optional configs, yeah would be good. Just about do anything you want as long as they're separate optional configs to allow people to configure the mod to their own likings.

    How do I do optional configs, would I just place another PBO with the whole mod again, just with the different loadouts?


  11. Yeah I have posted there before, I will do it again if I cant find anything soon.

    Also I have figured out how to add items to the backpacks so that will also be in the next update aswell.

    Also looking at adding CSE items (Medical items, Commanding Tablet) once its released tomorrow, what are everyone's thoughts on that?

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