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Posts posted by General Kong
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You cannot change the 3D Model of any official assets because Bohemia locked them, we can only retexture (once the samples come out), which is possibly what Night is doing, since the samples for the Tanks DLC stuff is not out yet
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@wika_woo If you placed down soldiers that are using AT ammo for their launchers, the only use them on ground vehicles, while they use AA missiles only for Air vehicles
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I am really sorry that you were forced to close this. I wish you luck in your future endeavors, and hope to see you around again, people with your vision and wish to see it happen are hard to come by
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what are you having them fights against? they fire at tanks just fine for me.
Are you using any AI altering mods? -
Need help with a popup error fro some custom vests:
here is the code:
Spoilerclass RC_Vest_F: V_Press_F { displayName = "Ballistic Vest (Black)"; author = "GeneralKong"; scope = 2; picture = "VE_Essentials\Data\equip_RC_vest_01_co.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"VE_Essentials\Data\equip_RC_vest_01_co.paa"}; class ItemInfo: ItemInfo { containerClass = "Supply100"; }; }; class AATU_Vest_F: V_Press_F { displayName = "Ballistic Vest (AATU)"; author = "GeneralKong"; scope = 2; picture = "VE_Essentials\Data\equip_AATU_vest_01_co.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"VE_Essentials\Data\equip_AATU_vest_01_co.paa"}; class ItemInfo: ItemInfo { containerClass = "Supply100"; }; }; class Olive_Vest_F: V_Press_F { displayName = "Ballistic Vest (Olive)"; author = "GeneralKong"; scope = 2; picture = "VE_Essentials\Data\equip_olive_vest_01_co.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"VE_Essentials\Data\equip_olive_vest_01_co.paa"}; class ItemInfo: ItemInfo { containerClass = "Supply100"; }; };
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@oOKexOo: Thank you for the mod man, I cant Zeus without this, I wanted to ask, if you might either expand upon the AI animation tool to be able to use mod animations and poses? or even create a new tool altogether so that we can put static animations and such on the AI for screenshot purposes?
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@laxemann someone has uploaded your mod to steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1353491173&searchtext=
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he was possibly considering it, especially as it does not look like it is a pic from Arma 3
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just letting you know, Night has fixed the suppressor bug internally
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@IndeedPete: I wanted to thank you for these templates and camos, they really helped me out with my mod :D
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New question, does anyone have any templates (with Layers) for the Light NATO helmet, the AK12, The AAF Vest's and the black Stealth Balaclava?
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It has been fixed
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Righty, so I have gotten to the point of retexturing some vanilla assets, however, while my vehicle retextures are so far fine, the uniform retexture I have done is not showing up
Here is the code relevent to the Uniform, the unform is meant INDFOR and OPFOR units, but I also want to have it available to be used by CIV and WEST
class CfgVehicles { class B_Soldier_F; class RC_Uniform: B_soldier_F { author = "GeneralKong"; _generalMacro = "B_soldier_F"; scope = 0; displayName = "Custom Soldier"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "RC2035_FACTION"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO modelSides[] = {0,1,2,3}; uniformClass = "RC_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"VE_Essentials\Data\RC_SoldierFatigue_CO.paa"}; weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; };
class CfgWeapons { //UNIFORMS////////////////////////////////////////////////////////////////////////////// class ItemCore; class UniformItem; class Uniform_Base: ItemCore { class ItemInfo; }; class RC_Camo: Uniform_Base { scope = 2; displayName = "Combat Fatigues(Red Cell)"; picture = "VE_Essentials\Data\RC_SoldierFatigue_CO.paa"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; hiddenSelectionsTextures[] = {"VE_Essentials\Data\RC_SoldierFatigue_CO.paa"}; class ItemInfo : UniformItem { uniformClass = "RC_Uniform"; containerClass = "Supply50"; mass = 50; }; };
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does this have different voice's depending on the voice chosen? for instance I choose Farsi and my character will shout out in Farsi?
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oh damn, sorry to hear that man, If you decide to call it, I wont blame you
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@LykosMactire: A bit late of a response, but I can imagine that everyone would be fine with your units having to use only vanilla weapons
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Thanks a lot Man :D
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Any chance of having a version with only Crosscom? so that we dont have to download other mods (or at least only CBA)?
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ahh I see, in that case I dont blame you for not releasing on the workshop
If you can, excellent, if not, aww well- 1
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Has your stance changed on releasing this to the steam workshop?
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Yeah, missed that last time I read it, aww well, guess you cant really have your cake and eat it too.....
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42 minutes ago, stburr91 said:You assumed incorrectly. Someone correct me if I'm wrong, but I'm pretty sure that BI has stated that only those that purchase the DLC will have the content.
Wait, BI are dropping their DLC model when it comes to Third Party DLC?
So we are going to see divided multiplayer communities now?- 1
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I agree the AI is, to say the least, needing training wheels, but does that revoke their right to make sure their Logo isnt associated with what something they feel doesnt officially fit into the game?
Arma 3 Aegis
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Ahh fare enough so