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Found 122 results

  1. I wanna make the situation of like the "RED DAWN" movie, "World in Conflict" game. (not for life gameplay) But any A3 city police add-ons are almost "short-sleeved uniform" not match winter maps. So I'd to make a (long sleeved) uniform like an American POLICE. Not SWAT or FBI or some. City Police (like a DPD, SPD, LAPD, NYPD etc...). That using retexture of CUP or PROJECT OPFOR. or another way. Therefore, I want to change some textured material of uniform but I don't know how to changes that Rvmat. Or did someone know "long-sleeved USA Police officer Uniform"? If knew that, please tell me.
  2. U l t r a S i m p l e H e l i c o p t e r R e q u e s t I'd like to share a little thing, nothing big. KeyCat asked for this feature in another project and it didn't fit. Since I can not say no to cats, I wrote an extra mini addon. Description: Mini dialog to request any helicopter of your side, with a small crew that joins your group. Should work in any mission and with any properly configured addon, 2 chopper limit. Download: Community Base addons A3 Signed: Nope, since no MP restrictions were made and you could trick the script and spam choppers. Usage: Press Hotkey (default: END) to bring up mini-interface. Choose and request helicopter. Helicopter will spawn a few clicks away and report in after 10 seconds, then fly towards your position. There is a limit of 2 choppers at a time to prevent spamming. Known issues: Helicopter can crash on spawn in rare cases. Please note: There is nothing official about this. What you see here is me returning a favor to an old battle buddy and sharing it with you lot. No support, no updates, just so you know. Changelog: Enjoy!
  3. Hello, so ive spent a lot of time playing arma with my friend on my own created server with custom zeus vs zeus mode (we play with addons for russian and USA vehicles and soldiers, Russia vs USA) and we want to play with prices of soldiers so the other army cant cheat, and I tried for 30 mins searching google and trying to set up this mode on 1 zeus, but when I open zeus as game master, there is just drones section for russia NPC, and I cant even afford it cause prices with addons are bit bugged or arent set. Please help me, if you dont understand me, tell me, I try to explain more. Here is video of what im talking about, cause my english is bad:
  4. I get this error everytime the game starts up & when a mission is being startup. But only if i own the apex dlc! https://steamuserimages-a.akamaihd.net/ugc/964224088525703614/C8AB26D25C26A6AE7CF500F5286D1056D72CDCD7/ I have put disableSerialization in every of the 3 script files but it doesnt work either. Then i just moved every control over to uinamespace but it still is the same. What did i overlook? The script works anyway but the warning message is annoying for every subscriber ofcourse. Heres the workshop btw. The first script/function is loaded from the config: class initCompass {postInit = 1;}; here is initCompass sqf disableSerialization; waitUntil {!isNull player}; UGTX_needCompass = true; UGTX_toggle = true; UGTX_posTop = true; UGTX_imgCompImg = "\MyProject\compass\imgs\default-sfp.paa"; UGTX_imgScrollLock = "\MyProject\compass\imgs\key-scrolllock.paa"; UGTX_imgEnd = "\MyProject\compass\imgs\key-end.paa"; UGTX_imgPgUp = "\MyProject\compass\imgs\key-pageup.paa"; [] spawn { disableSerialization; while {true} do { waitUntil { UGTX_toggle && (!UGTX_needCompass OR (UGTX_needCompass && ("ItemCompass" in (assignedItems Player)))) }; _compassInit = [] spawn UGTX_fnc_showCompass; waitUntil { !UGTX_toggle OR (UGTX_needCompass && !("ItemCompass" in (assignedItems Player))) }; ["864", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; GTX_ctrlGrp = uiNamespace getVariable "GTX_ctrlGrp"; GTX_compNeed = uiNamespace getVariable "GTX_compNeed"; GTX_grpBg = uiNamespace getVariable "GTX_grpBg"; ctrlDelete GTX_ctrlGrp; ctrlDelete GTX_compNeed; ctrlDelete GTX_grpBg; };}; GTX_ctrlGrp = uiNamespace getVariable "GTX_ctrlGrp"; GTX_compNeed = uiNamespace getVariable "GTX_compNeed"; GTX_grpBg = uiNamespace getVariable "GTX_grpBg"; UGTX_fnc_keyDown = { switch (_this select 1) do { case 70: { UGTX_shift = true; _title = "<t color='#fbfbfb' size='1.3' shadow='1' font='PuristaSemiBold' shadowColor='#000000' align='center'>VoyagerCompass Lite</t><br/><br/><br/>"; _text = "<img image='"+ UGTX_imgScrollLock +"' size='2' /> + <img image='"+ UGTX_imgEnd +"' size='2'/> Toggle Compass<br/><br/>"; _text2 = "<img image='"+ UGTX_imgScrollLock +"' size='2'/> + <img image='"+ UGTX_imgPgUp +"' size='2'/> Toggle Position<br/><br/>"; _needcomp = ""; if (UGTX_needCompass) then { _needcomp = "Compass in inventory required!"; }; hint parseText ( _title + _text + _text2 + _needcomp); }; case 207: { if (UGTX_shift) then { if (UGTX_toggle) then { UGTX_toggle = false; }else{ UGTX_toggle = true; };};}; case 201: { if (UGTX_shift) then { if (UGTX_posTop) then { { _x ctrlSetPosition [(ctrlPosition _x) select 0, 0.93 * safezoneH + safezoneY, (ctrlPosition _x) select 2, (ctrlPosition _x) select 3]; _x ctrlCommit 0.1; } forEach [uiNamespace getVariable "GTX_ctrlGrp", uiNamespace getVariable "GTX_compNeed", uiNamespace getVariable "GTX_grpBg"]; UGTX_posTop = false; }else{ { _x ctrlSetPosition [(ctrlPosition _x) select 0, 0.01111 * safezoneH + safezoneY, (ctrlPosition _x) select 2, (ctrlPosition _x) select 3]; _x ctrlCommit 0.1; } forEach [uiNamespace getVariable "GTX_ctrlGrp", uiNamespace getVariable "GTX_compNeed", uiNamespace getVariable "GTX_grpBg"]; UGTX_posTop = true; };};};};}; UGTX_fnc_keyUp = { switch (_this select 1) do { case 70: { UGTX_shift = false; };};}; waituntil {!isnull (finddisplay 46)}; disableSerialization; (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call UGTX_fnc_keyDown;false;"];//["KeyDown", "hint str _this"]; (findDisplay 46) displayAddEventHandler ["KeyUp","_this call UGTX_fnc_keyUp;false;"]; systemChat "@VoyagerCompass-Lite 2.2 Addon:: Press [SCROLL LOCK] Key."; here is showCompass sqf disableSerialization; _comp = [] call UGTX_fnc_compileCompass; GTX_compImg = uiNamespace getVariable "GTX_compImg"; ["864", "onEachFrame",{ _sPos = screenToWorld [0.5,0.5]; _pPos = getPos player; _dir = (((((_sPos select 0) - (_pPos select 0)) atan2 ((_sPos select 1) - (_pPos select 1))) + 360) % 360)/100; _stripe = 0.96 * safezoneW; _calc = ((_stripe/570) * _dir)* 100 + (_stripe/570) * 45; GTX_compImg ctrlSetPosition [_calc - _calc*2,-0.01,_stripe,1.8 * safezoneH]; GTX_compImg ctrlSetText UGTX_imgCompImg; GTX_compImg ctrlCommit 0; }] call BIS_fnc_addStackedEventHandler; and the last one is compileCompass sqf disableSerialization; ("compassTitle" call BIS_fnc_rscLayer) cutRsc ["RscTitleDisplayEmpty", "PLAIN", -1, false]; with uiNamespace do { disableSerialization; _display = uiNamespace getVariable "RscTitleDisplayEmpty"; GTX_ctrlGrp = _display ctrlCreate ["RscControlsGroup", 7634]; GTX_ctrlGrp ctrlSetPosition [0.4 * safezoneW + safezoneX,0.01111 * safezoneH + safezoneY,0.2 * safezoneW,10 * safezoneH]; uiNamespace setVariable ["GTX_ctrlGrp", GTX_ctrlGrp]; GTX_ctrlGrp ctrlCommit 0; GTX_grpBg = _display ctrlCreate ["RscStructuredText", 7635]; GTX_grpBg ctrlSetBackgroundColor [0, 0, 0, 0.1]; GTX_grpBg ctrlSetPosition [0.4 * safezoneW + safezoneX,0.01111 * safezoneH + safezoneY,0.2 * safezoneW,0.038 * safezoneH]; uiNamespace setVariable ["GTX_grpBg", GTX_grpBg]; GTX_grpBg ctrlCommit 0; GTX_compImg = _display ctrlCreate ["RscPicture", 7636, GTX_ctrlGrp]; GTX_compImg ctrlSetText "\MyProject\compass\imgs\default-puristax2.paa"; uiNamespace setVariable ["GTX_compImg", GTX_compImg]; GTX_compImg ctrlCommit 0; GTX_compNeed = _display ctrlCreate ["RscStructuredText", 7637]; GTX_compNeed ctrlSetPosition [(0.5 * safezoneW + safezoneX)- 0.05,0.01111 * safezoneH + safezoneY,0.1,0.09 * safezoneH]; GTX_compNeed ctrlSetStructuredText parseText ("<t shadow=1><t align='center' size='0.4' font='PuristaLight'>I"); uiNamespace setVariable ["GTX_compNeed", GTX_compNeed]; GTX_compNeed ctrlCommit 0; };
  5. Hello ArmA community! This modification is kind of expansion for A3 3DEN editor. I very often use this editor during the development of modifications and other trivia stuff (like cinematic trailers etc...) and when it comes to animation configuring part, well... that sucs Previewing animation in Animation Viewer > setting it on unit with switchMove/playMove > [you know whats next]. Yeah, and then... the adjustment of animation. Launching mission to test it out > getting back to Eded to fix position > Doing all this stuff again and again... Then, the idea came to my mind: what if i will be able to preview animations right in eden editor and then just use it on unit with playMove/switchMove? This is the story about how this mod was born AnEVi (Animation Easy Viewer) - is a powerful tool (expansion) that allows you to preview and adjust animations on units right in editor. Currently, the half of work is done and almost ready for release, but the functional is not sufficient yet. I'm planning to add more animation control stuff like: animation speed, play/pause/reset (and other things). What do you think about my idea? And yeah, sorry for my bad engrish guys c: // Soon I'll add link to my Discord server Screenshots:
  6. I'm trying to start mission on server of our clan but every time I get CAData error in log: Warning Message: 15:02:10 Warning Message: Addon 'A3_Map_dingor' requires addon 'CAData' So... can you help me solve this? What should I reinstall or download on server? SOLVED: Lingor+Dingor addon wasn't up to date.
  7. i am a noob, i know that. im trying to create a server side addon that i can put my scripts/functions in. i have a test setup that is just supposed to do hello world. can someone please tell me what im doing wrong. thank you for any help. image of my current setup. https://imgur.com/a/cfRcA3i
  8. Hey, i have a strange problem, i´m working on a my own Map and custom Vegetation but all Plants are showing up with Black squares. the RPT Logs says no errors at all does anyone have an idea?
  9. Hey guys! I come across a mean issue where I am not able to use the function configuration that works for my addon-test mission in my packed addon.pbo. Erros in .rpt on startup 15:20:01 Warning Message: Script camp\fn_buildCampsite.sqf not found 15:20:01 Warning Message: Script camp\fn_packCampsiteItem.sqf not found 15:20:01 Warning Message: Script init\fn_init.sqf not found 15:20:01 Warning Message: Script init\fn_backpackInit.sqf not found 15:20:01 Warning Message: Script utils\fn_log.sqf not found .pbo file structure CfgFunctions.hpp class CfgFunctions{ class ReconMod{ class Camp{ file = "camp"; class buildCampsite {}; class packCampsiteItem {}; } class Init{ file = "init"; class init{preInit = 1;}; class backpackInit {}; } class Utils{ file = "utils"; class log{}; } } } CfgPatches.hpp class CfgPatches { class ReconMod { author = "xetra11"; name = "Recon Mod"; version = "1.0"; units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; config.cpp #include <CfgFunctions.hpp> #include <CfgVehicles.hpp> #include <CfgPatches.hpp> Did I miss a part where it says to have functions work in an addon I have to go another way of declaring functions? Thanks for your help in advance!
  10. Z. Fitch

    Zeus Add On Issues

    I have been having quite a few issues with the Zeus Interface. When I first load into the mission from the start, everything loads OK and all addons are available to be placed by Zeus. However when I save & exit and resume the mission, non of the addons show in the Zeus interface... Can anybody help me with this? Getting really annoying.
  11. I want to add a new uniform to the game. My PBO file is structured like this: config.cpp : When I test my game, this is what it looks like: Is there any mistake in my config file?
  12. Hi, I've just started to get in the modding scene for Arma 3. I'm starting off with the basics like config modifications. And I've made a lot of progress so far. However, I've been working on a new type of ammo that is roughly equivalent to artillery in power. Due to this I was hoping to have the same visual and sound effects of the 230 mm Rockets from the M5 Sandstorm MLRS play when the new round i'm working on impacts a surface/target. But I'm at a bit of loss of how to go about implementing that. Any advice or suggestions would greatly appreciated, thank you!
  13. So I have an issue with the Ares addon. It's not something that should be required to play or edit the mission, but for some reason, Arma thinks it is. I haven't used it more than just load up the map with the addon in the editor. After searching I found that I can simply remove the addon from the SQM mission file. Here comes the issue... When I go to edit the file with Notepad++ or notepad or any text editor it does not show what others see when they edit the file. As you can imagine this causes me not to know what to remove or not. I have tried CTRL+F searching for keywords, like "ares" and it brings them up but the context of their location is unknown to me. Maybe I'm viewing the file wrong or something. (: What I see when I CTRL+F in Notepad++ ares
  14. An unofficial extension Workshop GitHub "War is expensive: from laser-guided missiles to large-yield bombs, getting things done can be hard on your pocket. When funds start going low and budget cuts roll in, that's when warfare becomes about improvising and being creative. Sometimes, that means dropping barrels loaded with TNT and shrapnel on refugee camps." - The Guy Who Invented Barrel Bombs (probably) Description So both in celebration of the Laws of War DLC, and Al-Assad's birthday, I've decided to give myself the challenge to make a mod which in my opinion was long over-due: the ability to deploy Barrel Bombs in ArmA 3. After about three days of intense development, it's finally ready to ship: Customize the payload according to your strategic needs, load it into a helicopter, and drop away! How to use In the editor, search for and place Barrel Bomb Dispenser (Large) in your mission. ACE Interact with the dispenser, and Prepare a Barrel Bomb. You may now select between the types of fuse (Air-burst or Impact detonation), and the strength of the payload, or how many cluster munitions will be included in the barrel. If your dispenser has enough materials remaining, hit CONFIRM. As soon as you're done, a new barrel will appear, ready to be loaded. You may also inspect any barrels and read their label in order to confirm their properties. Carry the barrel to the desired Helicopter, then Prime and load it. Keep in mind that vehicles only have a limited amount of barrels that can be loaded - all barrels take up the same space. From the Helicopter - as either the pilot, copilot, or turret-gunners - ACE Interact with the vehicle and Check Barrel Bombs. Select the desired barrel and simply hit the confirmation button. F.A.Q. Yup. Should work with all Helicopters, I reckon. You bet. Both for self-hosted servers and Dedicated, works all the same. Use this function. Start an issue on GitHub. If you don't have an account there, use the Steam Workshop discussions. If none of these methods is accessible to you, then you can reach me on Steam and yell until things are fixed. Kind of. Regardless, be careful whenever deploying over a populated urban environment, as the paramedic/journalist/child-seeking shrapnel module is currently active, and it never misses. Sorry, not at this time. Shout-outs BromA, for being the coolest group of badasses autistic losers out there. McGabe and Wronglets, for helping me test this thing. The ACE3 Team, for keeping their mod the way all mods should be: open-source and extendable by the community. Cheers, fellas. And of course, Bashar Al-Assad, for re-popularizing this absolutely reprehensible, but still very amusing type of ordinance. Happy belated birthday! License This mod has absolutely no license whatsoever. Steal it, repack it, rename it, stretch it, twist it, lick it or suck it, it's your problem, I really, really don't care. Just to be real clear, you ARE free to: Unpack this mod and edit the everliving shit out of it. Rename it into something else and claim credits for yourself. Sell it or commercialize it, which in that case you've found someone stupid enough to buy it so my personal congratulations. Re-upload or re-repack it on any other website or re-distribution service, just don't blame me if your version is out-dated. Using it for real-life military purposes of any kind. Actually, if this mod ends up being used by actual armed forces for training, someone please let me know so I can tell all my friends and family about it. However, If you do plan on improving it it, this mod is stringtabled and can be translated - so that and any other contributions are better off done at Github so everyone else may benefit from it. AND REMEMBER KIDS:
  15. seelenlos Slay This mod allow to kill players and ai by using the ace interaction menu -> interaction. If you want you can define a item to show up the action. This can be done by changing the respective variable in sls_settings.sqf located in "userconfig\sls\" (Filepatching must be enabled). I created the mod because some ace settings e.g. prevent instant death, ai became unconscious 50/50 and long bleedingtime create little problems in some missions. For example a special person have to die but he is unconscious and you have to wait 20 minutes before he bleeds out. This mod solve this issue. Features: - server side only mod - define item which you have to carry with you to slay someone (userconfig\sls\sls_settings.sqf) Changelog: v.1.0.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Download Links: - Steam Workshop - Dropbox Required Mods: ACE3
  16. Hi, So in order to test my code I usually make everything that can be made in the editor in a mission (I create a subfolder which will be the addon root directory instead of putting everything in the mission's root directory). My question is the following: If you have a folder that is "myaddon\stuff", in your mission, when you turn it into a mod, you have to change every single path to "\myaddon\stuff" adding a \ at the start of every path in every single file the addon contains. I do this manually or with the replacement/search tool in Notepad ++. But maybe my method is not the correct one. How do you guys do this? What am I doing wrong? Is there a faster way?
  17. Hi i started to run my own server to enjoy arma3 with friends but i have little issue with server setting i want to get lid of these menu on configure option which everyone can see but i have no idea how to hide. these are the menu i want to hide : addon options, ace debug console, ace headbug fix menu.
  18. Vehicles not included! Ronin Tactical Services started off as a training academy with 25 staff members teaching military, law enforcement, and private investors on ways of thinking and utilizing various tactics in the field. Some instructors accepted small contracts by the US government to train other national armies and law enforcement to combat insurgency and terrorism. They also accepting contracts which involved Ronin advisors to take part in level zero patrol operations with Indigenous Forces accompanied by various NATO troops. These contracts (which were intentional to help expand the organization and side money for staffs) paid really well. More Ronin staff members were going overseas on defense contracts. Some Ronin staffs were also coming home injured or KIA which left more positions to be filled. the organization was short-handed and overstretched. With a lot of changes made to the organization, Ronin Tactical Services expanded from 20 to 1,000 members in 3 months and counting. With defense contracts becoming more popular among other PMCs, the organization expanded into a Security Force while still keeping their academy open. Another branch was open for Security deployments. Ronin Tactical Services are hiring special operators and training staff members for their Special Combat Unit to conduct emergency extract, rescue, recon, escort, special direct action, and other 'SWAT-like' assignments. Ronin Tactical Services are looked at by NATO and UN as a trusted security force that respects the laws of war. CLASSNAMES LIST Faction classname RONIN_PMC_faction Group classnames RONIN_PMC_CovertAssualtTeam RONIN_PMC_SpecialAssualtTeam RONIN_PMC_SecurityTeam_od RONIN_PMC_TacticalElement_od RONIN_PMC_SecurityTeam_tan RONIN_PMC_TacticalElement_tan Credits // For their fine mods that make this mod possible zabb teryaki Red Hammer Studios This addon is under Arma Public License Share Alike Steam Workshop: Subscribe Download: Ronin Tactical Services
  19. Hi. I want to make an addon with this script: ["unit", {(_this select 0) setVariable ["ace_movement_loadCoef", 1]}, true] call CBA_fnc_addPlayerEventHandler; I ve tried following instructions from here: here http://www.ofpec.com/forum/index.php?topic=35205.0 and here But it still doesn t work. Any ideas? Thanks
  20. hi guys, someone can help me create a config.cpp for my mod? the main idea is have a action on menu and when i select this action turn on a siren sound... i have the script to play the sound but the config.cpp dosen't work.
  21. hi guys, i was trying to create an addon to be a siren for bluefor using the addaction. but for some reason it not apear in the menu.. if some one can help me how to create the config.cpp right i'll be grateful =D
  22. Hi all, I'm trying to add Children units in ArmA3, but I have this problem: The problem was born when I had to resize my child unit at child size, if I use it with man size it works fine. Of course I've added also a "Skeleton_Pivots" for child size : These are my model.cfg and config: Model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="kid\Skeleton_Pivots.p3d";//my child skeleton }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class kid : ArmaMan {}; }; Config..... class CfgPatches { class kid { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; version = 0.1; }; }; class cfgWeapons { class Default; // External class reference class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; // External class reference class Uniform_Base; // External class reference class UniformItem; // External class reference class kid_cloths : Uniform_Base { scope = 2; displayName = "Kid Cloths"; //picture = ""; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "max_kid"; containerClass = "Supply0"; mass = 30; }; }; }; class CfgVehicles { class Man; class CAManBase: Man { class HitPoints { class HitHead; class HitBody; class HitHands; class HitLegs; }; }; class max_kid_base: CAManBase { threat[] = {1, 0.1, 0.1}; }; class Max_kid : max_kid_base { _generalMacro = "max_kid_base"; scope = 2; faction = "CIV_F"; vehicleClass = "Men"; side = 3; identityTypes[] = {"Language_EN_EP1", "Head_NATO", "NoGlasses"}; genericNames = "NATOMen"; displayName = "Kid"; author = "Maxjoiner"; model = "kid\kid.p3d"; uniformClass = "kid_cloths"; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; }; }; Any Idea or suggestion?!
  23. Hi, I'm currently working on converting a series of tools I made as script into a mod. I'd like to create a configure addon menu that would allow the user to select some options. (as well as server owners/ mission makers). I'd also like to give the user the option to change the keybinds for the mod. ACE3 and ACRE2 have such implementations for example, I have had a look at their files but I'm not sure how to do this, I guess they are using CBA to do this but have no idea how. Could anyone here point me in the right direction?
  24. I’m pleased to release an BETA version of my first addon - BOC Inflatable Raiding Craft (IRC). BOC IRC provides a backpack which can be assembled in to an inflatable raiding craft on land or in (or under) the sea. This addon was created as a means of learning a bit of config writing and was heavily inspired by O' Hally's boats and from whose mod some of the config entries were learnt. However, this addon has been written from scratch, with added textures, tweaked boat characteristics and different functions - boats cannot be repacked after assembly and when assembled underwater will surface slowly. Features Inflatable Raiding Craft Bag – a custom skinned black bag and other vanilla cam variants which, when worn, can be assembled into an inflatable raiding craft. Tardis-like qualities allowing an outboard motor to be carried with ease! Inflatable Raiding Craft - a tweaked version of the vanilla boat with slightly increased speed and manoeuvrability. Compatible with Backpack on Chest Addon and Feint paddle mod. Use The backpack is called the “Inflatable Raiding Craft Bag (Black)” (B_IRC_bergen_F B_IRCbergen_blk_F) and can be placed directly in the editor, via script, or through a character’s loadout selection. When the backpack is worn an option exists to assemble the Inflatable Raiding craft, which will pop in front of the player. If assembled underwater, it will rapidly rise to the surface above the player. Once assembled, the raiding craft can be used as per the vanilla boat. Additionally, the IRC (B_Boat_IRC_01_F) can be placed directly in the editor (but it cannot be disassembled). Changelog Hopefully this will be of use to someone! This work is licensed under the Arma Public License No Derivatives. This work may not be uploaded to Armaholic or used on Life servers. The addon can be downloaded from steam workshop here
  25. This weird thing happened to my textures after I reset the texture-location to work without "P:\" in object builder. In buldozer everything looks fine but after packing the addon the texture doesn't show any transparency anymore. Can anyone please tell me: what have I been doing wrong?! (As long as the texture assignment was reffering to my project drive the textures did look fine ingame as well. - of course that's no solution when you want to publish your work :-P)
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