Tannerson
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Lootspawner, configurable building loot system
Tannerson replied to na_palm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Im trying to use your script in Chernaus not from the AiA mod but the version of A3MP, but nothing spawns anywhere, is it a problem with the builidingpositions? -
Items and Weapons Saving
Tannerson replied to Tannerson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks bardosy! This help me a lot ;) -
!alive... trigger question
Tannerson replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
it shouldn't happen I have tested. Have you named your vehicles correctly? Perhaps try putting this in the condition: !alive h1 && !alive h2 && !alive m1 I've just tested and it worked. Hope this helps.. -
Hey guys! I'am making a campaing and I wanted to include the weapons and items "saving" throughout missions, like in the official campaing. Is there a way to do it?:confused: Thanks!:D
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[Tutorial] Simple Re-texturing Guide (From Start To Finish)
Tannerson replied to Amit's topic in ARMA 3 - MODELLING - (O2)
I´ve tried that but nothing seems to work -
[Tutorial] Simple Re-texturing Guide (From Start To Finish)
Tannerson replied to Amit's topic in ARMA 3 - MODELLING - (O2)
Thanks surpher you are being of great help. but there must be something Im doing wrong cause still shows up the default textures Edit: Must be a problem with the textures I will check that now I give up.. It's impossible I re check everything and still nothing.. I dont understand because I've already retexture a lot of other uniforms, but this one is impossible.. Thank you surpher for all your help and time -
[Tutorial] Simple Re-texturing Guide (From Start To Finish)
Tannerson replied to Amit's topic in ARMA 3 - MODELLING - (O2)
Thanks surpher.. I will test it right now.. But how do I know, for further retextures, wich ones use "camo 1", "camo 2", and wich ones dont EDIT: I'm still getting the AAF default textures in game.. I´ve updated my config and put "camo 1","camo 2" but I dont understand what second texture I have to put -
[Tutorial] Simple Re-texturing Guide (From Start To Finish)
Tannerson replied to Amit's topic in ARMA 3 - MODELLING - (O2)
I'm a complete noob in these and I've been trying to create a retexture from the AAF Officer. I've done the retexture and config.cpp and succesfully converted all into a pbo but in game it shows the default textures. I´ve tried every thing I know but still doesnt work. Please Help!!! Here is my config.cpp 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 NAF_Officer { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F_Common", "A3_Characters_F_Indep", "A3_Characters_F_epa", "A3_Characters_F"}; }; }; class CfgVehicles { class I_Soldier_base_F; class Example_Officer_F : I_Soldier_base_F { side = 1; //Blufor faction = "BLU_F"; //Your Faction author = "Tanny"; _generalMacro = "I_officer_F"; //unsure what this does scope = 2; displayName = "NATO Captain"; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {}; respawnMagazines[] = {}; cost = 300000; threat[] = {1,0.7,0.3}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; model = "\a3\characters_f_beta\indep\ia_officer"; camouflage = 1.6; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "U_NAF_Officer_2"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\NAF_Officer\data\naf_officer_uniform_2.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class U_NAF_Officer_2 : Uniform_Base { scope = 2; displayName = "Officer Uniform NATO"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Officer_F"; //would be same as our made soldier class containerClass = "Supply10"; //how much it can carry mass = 10; //how much it weights }; }; };