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sparfell_19

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About sparfell_19

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  1. sparfell_19

    Missing Units

    Update 2.9 A lot of additions and modifications for this one. A huge thanks to @zukov for his volontary help and his suggestions, I can say this update is also his work for a good part. Download : GitHub And Steam Workshop Changelog : Pictures : New Mercenaries : New Livonian Partisans :
  2. sparfell_19

    Missing Units

    Yes you can send me the code, appreciated. I'm using the black CSAT helmet on CSAT russian units. Is that the helmet you are talking about ?
  3. sparfell_19

    Missing Units

    Hello there. I'm preparing an update and I have some plans to do a complete redesign of the mercenaries faction. They would get a new appearance very different from their present look. Would it bother you as it could visually affect some already created missions ? In short, I want to drop the eclectic look for a more uniform military one that would suit a serious imaginary PMC.
  4. sparfell_19

    Missing Units

    Update 2.8 Download was moved from Gdrive to GitHub Download : GitHub And Steam Workshop Changelog :
  5. sparfell_19

    Missing Units

    Update 2.7 AKA "not the last one". Download : GoogleDrive And Steam Workshop Changelog :
  6. sparfell_19

    Arma 3 - Creator DLC Discussion

    I read that but I think the "that makes use of it" part make it unclear. Currently, if I'm not mistaken the ability to join is based on the content used in the mission, not the content loaded on the server. For example, let's say my community want to host a GM event on friday and a vanilla event on saturday. Do we need to restart the server between friday and sunday in order to be able to play saturday's mission with players that don't own the DLC?
  7. sparfell_19

    Arma 3 - Creator DLC Discussion

    Does a server with a "Arma 3 Creator DLC" loaded can be joined by players that don't own this "Arma 3 Creator DLC" if the loaded mission is not dependent on this "Arma 3 Creator DLC" ?
  8. sparfell_19

    CPC Factions

    CPC_Factions_CUP Updated V2.0
  9. sparfell_19

    Missing Units

    Update 2.6 Life goes on Download : GoogleDrive And Steam Workshop Changelog : And some pictures :
  10. You can use this function : https://community.bistudio.com/wiki/BIS_fnc_exportCfgGroups An easy way to use it in 3DEN : [(screenToWorld [0.5,0.5]),(get3DENSelected "object")] call BIS_fnc_exportCfgGroups; The exported data is config code that must be added under CfgGroups. You can see an example there : https://github.com/GdC-Framework/GdC_lib/blob/master/gdc_lib_compositions/config.cpp
  11. This is just because I made typo. There is a missing "s" in the first EventHandler_. ;)
  12. Then something like this should work : I_G_Soldier_base_F is the parent class where class EventHandler is defined in your case. class SoldierGB; class I_G_Soldier_base_F: SoldierGB { class EventHandler; }; class I_G_Soldier_TL_F: I_G_Soldier_base_F {}; class O_G_Soldier_TL_F: I_G_Soldier_TL_F {}; class O_STavrou_TL: O_G_Soldier_TL_F { scope = 2; scopeCurator = 2; scopeArsenal = 0; editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\I_G_resistanceLeader_F.jpg"; hiddenSelections[] = {"Camo","insignia"}; hiddenSelectionsTextures[] = {"\A3\Characters_F_EPB\Guerrilla\Data\ig_guerrilla4_1_co.paa"}; model = "\A3\Characters_F_EPB\Guerrilla\ig_guerrilla4_1.p3d"; uniformClass = "U_O_STavrou_TL"; linkedItems[] = {V_PlateCarrier1_GUE_K, H_Booniehat_khk_hs, ItemMap, ItemCompass, ItemWatch, ItemRadio, }; respawnLinkedItems[] = {V_PlateCarrier1_GUE_K, H_Booniehat_khk_hs, ItemMap, ItemCompass, ItemWatch, ItemRadio,}; class EventHandlers: EventHandlers { init = ""; }; };
  13. The class EventHandlers must be previously defined in the correct parent class. The issue is probably not in the code you are showing. For instance : class Civilian_F; class C_man_1: Civilian_F { class EventHandlers; }; class C_MU_man_random_civil_F : C_man_1 { scope = 2; scopeCurator = 2; displayName = $STR_MU_civilian_random_civil; class EventHandlers: EventHandlers { init = "(_this select 0) execVM ""\MU\MU_CIVILIAN\scripts\random_civil_body.sqf""; (_this select 0) execVM ""\MU\MU_CIVILIAN\scripts\random_civil_head.sqf"""; }; MU_PREVIEW(C_MU_man_random_civil_F); };
  14. You should not rebuild. You should use a replacement config dependent on the one you want to modify. In other words, you should create your own addon that act as a patch for the existing one.
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