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(AEF)Duck

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Everything posted by (AEF)Duck

  1. (AEF) Uniform Pack By (AEF)Duck Pack Includes over 200 Items including Equipment, Uniforms, Units and Squads Required Addons: None BiKey Included Full item list with classnames available in the addon folder as .pdf file Factions: ADCU - Alternate Desert Camouflage Uniform. DCU - Desert Camouflage Uniform. AUSCAM- Australian Army themed Uniform. AMCU - Australian Multicam Camouflage Uniform. TAC - Tactical Uniform. Maritime - Maritime Operations Uniform. Current version - 1.0.9.3 AEF Community Homepage Version 1.0.9.3 Teaser Release - Australian 2 Commando Regiment (2CDO RGT) Version 1.0.9.2 Hotfix Version 1.0.9.1 Hotfix Version 1.0.9 Added: 2CAV NA Officer Caps Additional Insignias Fixed: Minor Bug Fixes Light Vests now have correct model Version 1.0.8 Added: 3 Additional Uniforms - Alt-DCU Additional AMCU Types Additional Insignias Additional Flight Helmet Improved: All Insignias updated to high quality Updated green coveralls Version 1.0.7.1 Fixed: Issue with BiKey and Keyed servers Version 1.0.7 Added: AEF Maritime - New Faction AEF Marines - New Faction AMCU Themed Uniform - New Australian Uniform 2CAV NA Equipment 2CAV PMC Uniform Update of various existing uniforms Additional Patches Version 1.0.6.1 Added: Virtual Arsenal hotfix for Insignias. Version 1.0.6 Added: 2CAV Operation Patches, 2CAV NA Rank Patches, Additional Flag Patches,
  2. Post #12 has since been edited and corrected. you should be able to use that to get you started.
  3. So far I personally have not had any issues doing it this way, It has always worked. But what your saying makes sense. as I said before I edited that post...It was done on a phone, so I should get some slack :P and was only trying to help..
  4. Edit - Formatting Hi Mate, I had a read of your config and I must admit that I am a bit confused by it. IMO I feel that you are trying to do to much with the one file, I know that this possible to do, but it can make fault finding harder. my suggestion is to break it up, at least until you know everything is working. I am happy you help you set this up too. for example @Your mod\ Addons\ Your mod_uniforms Your mod_vests Your mod_units etc... How I normally do mine, is to define all the individual item classes, IE, uniforms, Vests, Headgear, Packs etc. Once I know each one is working, I then do my units and define the existing items in there. The other part that is confusing me is your unit selection. In some parts you seem to be using a mix of Opfor and Blufor in the one class, this could also lead config problems. I've put together some configs to help you get started off, and as I said before, more then happy to help. Either PM me or ask here. Uniform: //Uniforms class Default EventHandlers; class CfgPatches { class My_Mod_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; author[] = {"Velocity-Overdrive"}; //authorUrl = ""; //Add a URL here if you want to }; }; /* class CfgMods { class Mod_Base; // External Class Reference class mod_name : Mod_Base //Name your mod here { logo = ""; //.paa file. use ratio of 128x128 logoOver = ""; //.paa file. use ratio of 128x128. This will change when you select it. Re: the DLC's }; }; */ class cfgVehicles { class B_soldier_base_F; class Panther_RegimentUniform_veh: B_soldier_base_F { scope = 2; //Usable ingame scopeArsenal = 2; //visiable in the VA scopeCurator = 0; //usable with Zeus displayName = "Infantry"; author = "Velocity-Overdrive" uniformClass = "Panther_RegimentUniform_veh"; //Use the new classname model = "\A3\characters_f\blufor\b_soldier_01.p3d"; //b_soldier_01.p3d = long sleeve, b_soldier_02.p3d = tee, 03 = short sleeve.p3d hiddenSelections[] = {"camo","insignia"} hiddenSelectionsTextures[] = {"Blood&Sweat\Data\Panther_RegimentUniform.paa"}; }; }; class cfgWeapons { class ItemCore; class ItemInfo class Uniform_Base; class UniformItem; class Panther_RegimentUniform_we: Uniform_Base { scope = 1; author = "Velocity-Overdrive"; displayName = "Infantry"; descriptionShort = "Uniform of the Panther Regiment" //put in your own short description here. use <br> or <br><br> to add seperate lines model = "\A3\characters_f\common\suitpacks\suitpack_blufor_diver"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; // dlc = ""; //If required class Iteminfo: UniformItem { uniformModel = "="; uniformClass = "Panther_RegimentUniform_we"; containerClass = "Supply40"; mass = "40"; }; }; }; Vests: //vests class Default EventHandlers; class CfgPatches { class My_Mod_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; author[] = {"Velocity-Overdrive"}; //authorUrl = ""; //Add a URL here if you want to }; }; /* class CfgMods { class Mod_Base; // External Class Reference class mod_name : Mod_Base //Name your mod here { logo = ""; //.paa file. use ratio of 128x128 logoOver = ""; //.paa file. use ratio of 128x128. This will change when you select it. Re: the DLC's }; }; */ class cfgWeapons { class ItemCore; class ItemInfo; class Vest_Camo_Base; class Vest_NoCamo_Base; class S_D_Plate_Carrier: Vest_Camo_Base { author = "Velocity-Overdrive" //dlc = ""; _generalMacro = "S_D_Plate_Carrier"; scope = 2; scopeArsenal = 2; picture = "icon_S_D_Plate_Carrier.paa"; displayName = "S.D Plate Carrier"; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Plate_Carrier.paa"}; model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; descriptionShort = "Armour Level III"; class ItemInfo : ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; containerClass = "Supply140"; mass = 80; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 16; PassThrough = 0.3; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; class S_D_Ballistic_Vest: Vest_NoCamo_Base { author = "Velocity-Overdrive" //dlc = ""; _generalMacro = "S_D_Ballistic_Vest"; scope = 2; scopeArsenal = 2; displayName = "S.D Ballistic Vest"; picture = "\Custom_Uniform\ui\icon_S_D_Plate_Carrier.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01"; descriptionShort = "Armour Level V"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Ballistic_Vest.paa"}; class ItemInfo : ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 120; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; };
  5. (AEF)Duck

    Add background video

    Hey All, I'm having a go at this and I can't get the videos to play, there are no errors coming up, and all the splash images seem to be working Can anyone advise what the correct file extensions are? ie: MP4? @kaysio - As A test, I ran yours and had the same result. No video. Could this be something that was broken in the graphics update?
  6. Hi All, I am working on my first vehicle config. So far I have got it to work in the editor with all the correct textures I have. But the things I am having trouble with are 1) Adding it to the Virtual Garage 2) Working with Zeus 3) Adding the player action to run Just wondering if anyone can see what I am doing wrong config.cpp //aef_vehicles_v2 class DefaultEventhandlers; class CfgPatches { class aef_packs_v2 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Soft_F"}; author[] = {"Arcadia Productions"}; authorUrl = "http://aef-hq.com.au"; }; }; class CfgMods { class Mod_Base; //External Class Reference class AEF_Uniforms : Mod_Base { logo = "aef_headgear_v2\icon_va_aef_128.paa"; logoOver = "aef_headgear_v2\icon_va_aef_128_g.paa"; }; }; class cfgFactionClasses { class aef_vehicles { displayName = "[AEF] Vehicles"; author = "Arcadia Productions"; icon = "\aef_units\scripts\UI\ucp.paa"; priority = 9231; side = 1; }; } class CfgVehicleClasses { class AEF_units_vehicles { displayName = "Vehicles"; }; }; class cfgVehicles { class B_MRAP_01_F; class AEF_MRAP_MAS : B_MRAP_01_F { author = "Arcadia Productions"; dlc = "AEF_Uniforms"; _generalMacro = "AEF_MRAP_MAS"; scope = 2; vehicleClass = "AEF_units_vehicles"; scopeCurator = 2; scopeGarage = 2; picture = "\aef_vehicles\veh\Data\UI\icon_mrap_mas.paa"; displayName = "[AEF] MRAP, MAS"; hiddenSelections[] = {"Camo1","Camo2","riotpolice"}; hiddenSelectionsTextures[] = {"\aef_vehicles\veh\Data\complete\aef_mrap_mas_base.paa","\aef_vehicles\veh\Data\complete\aef_mrap_mas_add",""}; model = "\A3\soft_f\MRAP_01\MRAP_01_unarmed_F"; Icon = "\aef_vehicles\veh\Data\UI\icon_map_mrap_mas.paa"; crew = "aef_rifleman_amcu"; faction = "aef_vehicles"; class EventHandlers { init = "null =[_this select 0] execVM ""\aef_vehicles\veh\VA.sqf"""; }; }; }; VA.sqf ["Open",true] call BIS_fnc_arsenal;
  7. Hi All, Further to my first question I am trying to add the Virtual Arsenal to this in the cfgVehicles as an addAction. But so far I seem to be having no luck. My first attempt of: class EventHandlers { init = "null =[_this select 0] execVM ""\aef_vehicles\veh\VA.sqf"""; }; added after faction = "aef_vehicles"; worked when the mission was packed, but when the unit was placed using Zeus, it kicked the game master into the VA. My second attempt also received no errors when packing, but alas, No action has appeared class EventHandlers { init = "this addAction [Arsenal, {[Open,true] call BIS_fnc_arsenal}]"; }; Full config.cpp If anyone has a suggestion of what I can do to get this working it would be greatly appreciated. Cheers
  8. Cool, The Garage seems to be working now. Thanks for the help reyhard
  9. Hey All, So I am working on a config.cpp for a mod of mine, Just a retexture of the Vanilla items, and I have come across something odd. My new items are working fine, but some of them seem to be removing the originals from the VA. Either completely, or showing up in he list with no model on the unit (shadow still appears). I am not getting any errors show up either. Bellow is a sample that is messing with me, H_HelmetB is working fine, mine is showing, and so is the vanilla one, but the H_Beret_02 is where it is messing up. If anyone can point me in the right direction, that would help me out a lot, cheers These are the other ones I am having trouble with: H_Booniehat_khk_hs H_PilotHelmetHeli_B H_Cap_red H_MilCap_gry class cfgWeapons { class ItemCore; class H_Beret_02: ItemCore { class ItemInfo; }; class H_HelmetB: ItemCore { class ItemInfo; }; class AEF_ECH_Tac_Base : H_HelmetB { author = "(AEF)Duck"; _generalMacro = "AEF_ECH_Tac_Base"; scope = 2; picture = "\A3\Characters_F\data\ui\icon_H_HelmetB_light_black_ca.paa"; displayName = "[AEF] ECH Lite, Tac"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"aef_headgear_v2\hat\Data\completed\aef_ech_tac_base.paa"}; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light"; descriptionShort = "Armour Level I"; class ItemInfo : ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light"; mass = 30; class HitpointsProtectionInfo { class Head { HitpointName = "HitHead"; armor = 6; PassThrough = 0.5; }; }; }; }; class AEF_beret_members : H_Beret_02 { author = "(AEF)Duck"; _generalMacro = "AEF_beret_member"; scope = 2; picture = "\aef_headgear_v2\hat\Data\UI\icon_beret_m.paa"; displayName = "[AEF] Beret, Member"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"aef_headgear_v2\hat\Data\completed\aef_beret_member.paa"}; model = "\A3\Characters_F_EPB\BLUFOR\headgear_beret02"; descriptionShort = "No Armour"; class ItemInfo : ItemInfo { uniformModel = "\A3\Characters_F_EPB\BLUFOR\headgear_beret02"; mass = 6; class HitpointsProtectionInfo { class Head { HitpointName = "HitHead"; armor = 0; PassThrough = 0.0; }; }; }; }; };
  10. It is defiantly interesting to have that explained. It makes some other things I had noticed in other works I had done make a bit more sense. I had noticed in other items, that although I could get the visuals to work, the item specs, i.e. weight, ballistic and explosive protection where not getting transferred across, but now that makes sense why. Thanks again for the help, I was pleasantly surprised to see a BI Dev respond so quickly, I was not expecting that :)
  11. hey all, after some tweaking with jackal's suggestion everything seems to be working correctly. Thanks both of you for your input. Duck
  12. Thanks for the reply, I have tried your suggestion (see LINK for my config.cpp) and there was progress with some of them and not so much with others. H_Booniehat_khk - Retexture is working, Vanilla is showing in VA with no model H_Beret_blk - Retexture is working, Vanilla is showing in VA with no model H_HelmetB - (Heli Pilot) Retexture and Vanilla working fine HelmetBase - (Cap) Retexture and Vanilla working fine H_MilCap_oucamo - Retexture is working, Vanilla is showing in VA. Blue, Grey and AAF have no model, Hex and MTP working correctly.
  13. I just tried your suggestion. When I went to pack the file using the addon builder, I got the following error: Build failed. Result code=1 CfgConvert task failed. File E:\ etc... \config.cpp, line 54: /cfgWeapons/ AEF_ECH_Tac_Base.ItemInfo: Underfined base class 'ItemInfo' Config : some input after EndOfFile. Error reading config 'E:\ etc...\config.cp Class destroyed with lock count 1 Lines 53 - 55 hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"aef_headgear_v2\hat\Data\completed\aef_ech_tac_base.paa"}; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light"; When I converted back to my original, it will repack.
  14. Hi, Love the mod, very usefull with making missions 'on the fly' I have noticed one thing though with the Virtual Arsenal. When you place a full one it appears to be missing the Face, Voice and Patches Tab. We found we were having the same issues when we were making script based missions. When we placed and item in the editor with the command: ["Open",true] spawn BIS_fnc_arsenal; We would get the VA in game but it would be missing the last three tabs. Allthought, if we placed and item with the command: this addaction ["<t color='#dc143c'>Open Virtual Arsenal</t>","arsenal.sqf"]; this allowDamage false; then in the mission folder, created an a file arsenal.sqf and added the code: ["Open",true] call BIS_fnc_arsenal; We would then get the full VA, as seen in the learn section of the main menu. Not sure why it is working this way, but it may help you if you wish to change yours over to the full one. Cheers, Duck
  15. hey guys, I am trying to get that script to work with the other custom stuff I have done to a weapon. Can anyone see what I have done wrong? The item is showing in the VA with no errors, but the attacments are not coming up. I am trying to add a scope, flashlight, bipod and suppressor class AEF_weapon_mx_sw_bk: arifle_MX_SW_F { scope = 2; author = "Duck"; baseWeapon = "AEF_weapon_mx_sw_bk"; displayName = "(AEF) MX SW Custom"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"aef_weapons\arms\Data\aef_mxsw_blk.paa"}; picture = "\A3\Weapons_F_EPB\Rifles\MX_Black\Data\UI\gear_mx_lmg_black_X_CA.paa"; //compatibleitems[] = {"aef_arco_scope_F"}; }; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Hamr"; }; class LinkedItemAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; };
  16. (AEF)Duck

    Demian2435_Police_Mod

    Is this still a supported mod?
  17. Great news, Keep up the good work guys. Looking forward to taking it for a spin
  18. (AEF)Duck

    ATLAS Mod: LHD Plus

    Please help When using this LHD all appears to be working, then for some unknown reason the decks are not found by any units. Any units placed in the editor that were previously working now fall through the decks. the only way I have found to stop this working is by building the entire mission all over again. This is also including all the static weapons that come with the ship. I am not sure what is causing it to break. I have tried changing the order in the mission.sqm file to make sure it spawns first. Once the deck stops working in the editor, it also stops working in MP. Any help would be greatly needed, as I am loosing a lot of time remaking the same mission. Cheers, Duck ** EDIT - I have managed to narrow it down to the ALiVE Virtual AI System module. By removing this it seems to work. ** EDIT 2 - Within the module, In the option Synchronisation Option The selection Virtualize all editor placed units except synced units will cause the decks not to work. I have tried syncing the LHD but have the same result.
  19. I haven't been able to find this on steam. Is it available elsewhere?
  20. (AEF)Duck

    ATLAS Mod: LHD Plus

    Hey guys, Great MOD, We are using it in conjunction with the @burnes_mk10 LCU MOD and they work a treat. I have found a small minor bugs. 1 - When spawning a ship from the winch position, we get an SVD that will blow up straight away. If we bring a about along side and winch it into position it works perfectly. Would it be possible to the small boats roated 180Deg? So the face the same direction as the LHD? Also when a player gets out of the boats in the raised position, they fall into the ocean. 2 - When placing empty vehicles and AI in the editor, they tend to fall straight through the deck, As well as the fitted weapons systems falling through the system. This isn't happening all the time, but at different locations around the map. Is this because it is getting the height of the seabed? are there any tips to get this sorted? 3 - When using the R3F logistics creation factory, it is not seeing the ship as an object, therefor not spawning any items/units etc... is there a way to change this? 4 - Would it be possible to get a ladder from the well-deck/tank-deck to the vehicle deck (the middle one) Keep up the great work. We will continue to use this mod. Cheers, Duck
  21. (AEF)Duck

    USP Patches & Insignias

    Version 1.35 Key tested and working on our servers too.
  22. (AEF)Duck

    (AEF) Uniform Pack

    Thanks Foxhound, I wasn't expecting that :)
  23. (AEF)Duck

    (AEF) Uniform Pack

    hmmm, that's strange. Ive just had 3 people test it and it seems to work. although you can find it by either using the filter and searching 'AEF' or here is the direct link http://play.withsix.com/Arma-3/mods/B4E-cGBlOkSALCJQRlDi7g/AEF-Uniforms
  24. Hey Guys, I'm working on a re-texture for a LMG suppressor. I've got the config.cpp to run with out errors, but nothing is showing up in VA. Is there anyone that may know what I'm doing wrong? //aef_silencer_mg enum { 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 DefaultEventhandlers; class CfgPatches { class duck_silencer_mg_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_weapons_F"}; }; }; class CfgWeapons { class muzzle_snds_H_MG; class InventoryItem_Base_F; class ItemCore; class ItemInfo; class AEF_silencer_mg : muzzle_snds_H_MG { scope = 1; author = "Duck"; displayName = "[AEF] LMG Suppressor"; itemClass = "AEF_silencer_mg"; model = "\A3\Weapons_F\Machineguns\M200\lmg_suppressor"; hiddenSelections[] = {}; hiddenSelectionsTextures[] = {"\aef_silencer_mg\equip\data\silencer_co.paa"}; }; };
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