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Tannerson

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About Tannerson

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  1. 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?
  2. Tannerson

    Items and Weapons Saving

    Thanks bardosy! This help me a lot ;)
  3. Tannerson

    !alive... trigger question

    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..
  4. 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
  5. I´ve tried that but nothing seems to work
  6. 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
  7. 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
  8. 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 }; }; };
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