Jump to content

Search the Community

Showing results for tags 'gear'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 47 results

  1. Feedback Tracker Ticket https://feedback.bistudio.com/T166665 Here are some of the biggest issues, please take a look at EFT as it is much more intuitive system, and can be made to work on consoles without massive "Dumbing down" There is a reason players love it so much and consider it the "gold standarad", it is simply because it is intuitive and makes a whole lot of sense 1) Every player wearable has the same amount of visible slots but different "Capacity", this is highly counter intuitive, for example players cannot put M249 belts into any ALICE vest except ALICE machinegunner, even though it looks like there is enough slots for it, yet we can put RPG's into the M70 Parka for the FIA. 2) Most magazines are the same slot size even though they are pistol / Rifle / M429 / RPK / PKM / Even 100rnd .50 cal boxes are 1 slot same as a bandage or a compass? Makes no sense. 3) Get rid of % Capacity of wearable items, keep the weight, make slot arangement represent what we can fit into vests, backpacks and pockets. 4) Make magazines, grenades, and all items non-stackable in the wearables but stackable in ammo boxes / vehicles. With a ceritain quantity limit per box representing the size (depth of the box). 5) Make magazines / belts / RPG's / an appropriate # of squares based on item size. 6) Make slot arrangments on vests unique and based on the capacity of that pocket. That way it is CLEAR on WHY a certain vest works with things like M249 magazines while others do not. 7) R key with item selected to rotate the item 😎 Bonus: Server side option to make only items on vest / pockets / hotkeyable, and magazines only from vest / pockets reloadable (launchers reloaded manually from backpack). Ai would ofcourse ignore this setting Thank you for reading!
  2. Feedback Tracker Ticket https://feedback.bistudio.com/T166663 Equipment slots seem a bit weird compared to even Arma 3. Its great that we can take off our pants and shoes and everything this is great, but could use more slots. If this is not planned for reforger please add this for Arma 4 1) Separate slots for webbing/vest and body armor (same as Escape from Tarkov) which can be combined (greyed out) for body armor with integrated pockets (soviet 6B-5-15 vest, modders can add plate-carriers etc) - US Army would get PASGT for armor and could put things like ALICE webbing on top - Soviet Army would get something like 6B2 with ability to put Lifchik and other vests on top 2) Belt as a seprate slot. Would be combined (greyed out) if the belt is part of the rig, or is incompatible with body armor / vest. There are already belts in-game with items seem to be disappearing from them when they are uneqipped, yet the belt stays behind. This would allow different belts with carrying capacity in combination with the vest / rig / armor. Future proof for more modern equipment such as battle-belts etc https://imgur.com/a/RSq8tz6 3) NVG slot, If reforger does not get NVG's because we are supposed to play in the dark with flashlights that is fine, please give us some way of adding them to helmets / head in ArmA 4 4) Face cover slot -> Bandanas / Ski Masks / Shemagh 5) Eye slot -> Where are our glorious Top Gun Aviators? 6) Arm bands -> These were used since at least WW1. In Vanilla they could be used just to identify medics, but this slot would give communities and mission creators a lot of freedom to run games the way players like to - Server side option to make them removable -> A way to identify nekkids from a distance through optics and binocs and not get penalties for Friendly Fire 7) Gloves -> We have boots, please add gloves. In my opinion, one of the major attactions of games like this is that we (Grown Men) can dress up our unique tacti-cool operators and participate in missions with our friends 😎 Left / Right shoulder patches -> please bring this back from Arma 3 -Thank you for reading!
  3. Ample Camo Pack Contains 73 items retextured 60 times, for a total of 4380 new pieces of equipment Each camo set has its own PBO, so you can pick and choose the camos you want to use. Just keep acp_main Create a copy of the "@Ample Camo Pack" folder, then delete each addon PBO. Each camo set is only 50-60mb. Camos: For the following items Headgear: Uniforms: Vests: Backpacks: Facewear: Get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2793899850
  4. A selection of retextured and recoloured Gorkas with various gear to compliment them. 38 Gorka variants. 19 Beanies. (Configured without headsets) 8 Boonie Hats. 2 Kipchack Vests. (Urban Camo) 1 Bergen. (Hunter Camo)
  5. MrCats Special Weapons And Tactics (SWAT) Mod [V1.0.1] introduction Welcome to my SWAT Mod for Arma 3. I'm a big fan of the SWAT TV series. That's why I developed this mod. This mod is also still under development, but an update with new content appears almost every week. My SWAT Mod adds new swat style combat vests, belts, helmets and uniforms to Arma 3. Vehicles are also included. But at the moment there is only one armored SWAT truck. Download my modification on Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2623846349 What is new - Tactical SWAT Vest - Tactical SWAT Belt - JPC Vest - Helmet with or without hearing protection - Vapid TARV - Lore-Friendly Bearcat -> automatic generated license plate -> Armor -> Lightbar + Sirens -> mew Airhorn + Signal Siren -> destructible body What is planned - Earpieces - Emerson 6094 Vest - More Versions for the SWAT Vests - SWAT Vehicles (Dodge Charger, Chevrolet Tahoe) - Weapons (40mm LAPD) Bugs Did you find any bugs or problems? Then write us a message immediately! Credits All vests, belts, holsters, pouches and helmet were bought by me from TurboSquid and CGTrade. Taser created by SZ Dan Axon Cam created by Hanako SWAT Patches created by Me Screenshots created by Adrian Aguilera (Choko) & kuro Vapid TARV - Lore-Friendly Bearcat by NACHO PELTOR PTT created by Razor9200 LAPD Badge creatd by me Important Links My Discord My Website some Pictures Update from 22nd October 2021 New Tactical Vest and Belt
  6. The Plague Healer

    ARMA 3 Addon Request Thread

    Hello! So in basic is there a Plague doctor mask mod out there? I haven't been able to find one If not Can somebody point me in the right direction to learn how to make my own or if somebody is willing to make one that would be awesome Thanks
  7. Hey everyone ! I'm stuck I just can't seem to figure out why my soldiers's head and face gear randomization is not working. I have been following manual here, but I'm missing something, could someone please assist ? https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#FIA_headgear_and_facewear_randomization No errors are reported, nothing happens to units in eden. Example of code: class spu_Soldier_base: I_Soldier_F { class EventHandlers: EventHandlers { init="if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; }; headgearList[] = { "SPU_PatrolCap_blue", 0.33, "spu_helmet_blk", 0.33, "H_Watchcap_blk", 0.33 }; allowedFacewear[] = { "G_Balaclava_blk", 0,33, "G_Bandanna_blk", 0.33, "G_Shades_Black", 0,33 }; }; class spu_soldier_SL: spu_Soldier_base { author="FoxFort"; scope=2; faction="spu_battalion"; editorSubcategory="spu_men"; displayName="Squad Leader"; nakedUniform="U_BasicBody"; uniformClass="spu_uniform_01"; icon="iconManLeader"; role="Grenadier"; hiddenSelectionsTextures[]= { "\spu_data\Data\spu_uniform_01_co.paa" }; hiddenSelections[]= { "Camo", "insignia" }; weapons[]= { "arifle_TRG21_GL_MRCO_F", "hgun_Rook40_F", "Throw", "Put", "Laserdesignator" }; respawnWeapons[]= { "arifle_TRG21_GL_MRCO_F", "hgun_Rook40_F", "Throw", "Put", "Laserdesignator" }; Items[]= { "FirstAidKit", "FirstAidKit" }; RespawnItems[]= { "FirstAidKit", "FirstAidKit" }; magazines[]= { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "Laserbatteries", "SmokeShell" }; respawnMagazines[]= { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "Laserbatteries", "SmokeShell" }; cost=300000; threat[]={1,0.69999999,0.30000001}; linkedItems[]= { "SPU_PatrolCap_blue", "spu_spcs_black", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; respawnLinkedItems[]= { "SPU_PatrolCap_blue", "spu_spcs_black", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; };
  8. simcardo

    S & S

    Sus and Sus Service and Supply For you bunch of hippies to chew on. utilisable pieces of wearables from the Cold War, primarily 60s-era US military. (and some bonus like the Nederlanders and possibly more to come!) This addon is composed of 20% cotton, 40% synthetic polymer, 40% Spastic nylon Blend, OG-107 Ranked Uniforms S&S includes a modified version of KP Ranks, which (currently) only works for S&S Uniforms. in an MP game, the host can assign ranks to players via the KP ranks menu which is accessible through the in-game context menu. All credits to Wyqer for the original KP ranks code Source code : github Download: Steam Workshop Units/Groups S&S includes no units/groups by default as these and only has arsenal items. groups/units that are insertible via eden/zeus however can be found here: S & S: Units (Armed with CUP weapons, therefore requires it) Additionally, Radios in S&S are compatible to TFAR. For ACRE2 compatibility, please use this workshop entity: S & S: ACRE Compatibility Files This pack has been configured to be rather modular so that you can remove certain files if you wish to not play with certain things. - simc_uaf_67: US army assets - simc_uaf_68: more US army assets - simc_uaf_67_preview: icons for arsenal and editor etc (do not remove) - simc_mc_67: USMC assets - simc_nv_67: North Vietnam assets - simc_svn_67: South Vietnamese assets - GR_Medium_Utility_Helicopters: modified version of Medium Utility Helicopters by Grumpy Rhino which includes a set of UH1Ds and Hs - sns_dutch: Cold war era Dutch Army - sns_vehicles: M38A1/Nekaf Jeep - simc_uaf_67_cfg: config files for US army gear, requires simc_uaf_67 - simc_uaf_68_cfg: config files for additional US army gear, requires simc_uaf_67, simc_svn_67, and simc_uaf_68 - simc_mc_67_cfg: config files for USMC gear, requires simc_mc_67 and simc_uaf_67 - simc_nv_67_cfg: config files for North Vietnamese gear, requires simc_nv_67 - simc_svn_67_cfg: config files for South Vietnamese gear, requires simc_svn_67 - simc_uaf_67_gruppe: config files for all the groups. requires CUP Weapons Known Issues - M38A1 Jeep is currently missing proper backlight - Dutch Faction is still WIP and does not have its own webgear, however, we recommend using SPEARPOINT's british webgear for now 🙂 Included contents: Full Changelog: (Possible) Upcoming content Disclaimer: No designated ETA - Dutch Web gear - US Field Jackets - ARVN rucksack - ANZAC If you do enjoy the content i made, please consider supporting me vie patreon or make a donation to my paypal (address: arkan_ebi@hotmail.com ) Credits - Justin N. : Lead-dev; assets such as Machete, 3D scanned compass pouch and mitchell pattern covers, Dutch uniforms and helmets, VC and NVA uniforms, importing vehicles - Grumpy Rhino: Hueys that are included, originally from Medium Utility Helicopters - Wyqer: original KP Ranks script - Bohemia Interactive: arma sample models - Motta: providing M1 helmet shell and chinstrap, M61 grenade model, and Leather combat boots - Ethridge: M1 Helmet shell texture - Lakarak: M1 Helmet cover, Towels - Jujurat: M56 pouch, 100rnd box bandoleer, and ALICE pack model (converted to an LW rucksack) - Petr Švenda: PRC-77 model - Olmo Potmus: M1974 SWDG model; part of the CVC helmet model - Pandemic: making eden/zeus group configurations - Frenchy56: collar rank textures, screenshots - adriaNsteam: Tiger stripe pattern texture - TeTeT: Fixing NEKAF rearlight - Lackrica: Unit patch textures - Bigstone: Unit patch textures - Schwienyy: helmet accesories texture, screenshots - Toney: USMC advisor - Шоиветс: references and death threats - Carrick: ACRE racks config for vehicles - ashton324 and Joe: TFAR compatibility for radios - did I miss anyone? S&S: Service and Supply title was coined by Motta and Ethridge Brought to thee by Justin N. along with the Simcardo Association: - Simcardo (himself) - Brainfag - TheGrass - Vagineer089 - Casper_TFG - did I miss someone? Additional screenshots : (Disclaimer: S&S only includes uniforms, gear, and M38A1 Jeep and the hueys, every other thing u see in the screenshots (such as guns) are from other mods such as CUP Weapons or UNSUNG.
  9. Hi, i wanted to ask wich Mods are used on the right guy. I asked the maker of the picture but didnt get any answer... Maybe someone can help me, cuz i love the backpack and would like to use it! Thanks already for the help.
  10. krzychuzokecia

    Krzy's Hunting Mod

    Hunting Mod by krzychuzokecia A pack of hunting-themed equipment retextures. Most of the items feature details covered in a high-visibility blaze orange colour. Content: hunting clothes in several variations (red, green and blue shirts with coyote, olive and camo pants), hunting vest in three types (coyote, olive and camo), LDF Forest Ranger summer clothes, blaze orange beanie, baseball caps in blaze orange and camo, two bavarian-style hats, brown safari/cowboy hat. More to come later. Credits: Bohemia Interactive Studios - original models and textures, krzychuzokecia - retexturing, EO aka Evil_Organ - inspiration and hunting camo. Downloads: Steam Workshop (current, v. 0.50), ModDB (outdated). Addon is signed, key included.
  11. RCA3SFX Description: Config based addon that boosts CfgVehicles>> Man>>CAManBase>>sensitivityEar (AI hearing), footsteps/gear sounds and JSRS footsteps/gear sounds. Each pbo is optional, unbinarized and has it's own userconfig\file.hpp so you can fine tune each value to your liking. Coincidently when running both ai_hearing.pbo and footsteps.pbo/footsteps_JSRS.pbo AI can hear the player/other AI walk/run/sprint almost at the same range as the player can hear it, possibly contributing for some challenging CQC. Features: Improved AI hearing Increased footsteps and gear sounds Increased JSRS footsteps and gear sounds Download: Google Drive Usage: Unzip to your mods folder. Copy userconfig\RCA3SFX to your Arma\userconfig folder. Notes: AI hearing tests were realized with player approaching AI from 180º and returning !(isNull (AI findNearestEnemy (getPos AI))), except for rifle tests where AI would not know immediately of player but instead start scanning horizon. Rifle shots were aimed opposite to AI. Known issues: (none) License: Credits: Bohemia Interactive LordJarhead and JSRS-Studios Thanks to: danil-ch for helping me out with the Gear Sounds config. Foxhound and Armaholic.com for hosting, hard work and patience (and a long community service). Everyone supporting me @BI Forums. Changelog:
  12. Hello everyone! I made a small mod with adds a new unit to the Vanilla FIA factions on all sides. If you just place the "Fighter" down and start the scenario, then the script will randomize the gear based on hand made list. The soldier will have random weapons with ammo as well, with chance to have a launcher too. I really like the randomness of the gear, it can make your guerillas look more varied. The script was made with CUP in mind, but it will detect if CUP Units and Weapons are loaded and it will work without them and use Arma 3 stuff only instead. No, I do not plan making RHS version, it took me long enough to make this one. Each of the FIA factions (BLUFOR, OPFOR and INDFOR) have a new soldier called "Fighter". You just place him on the map and start the scenario. When the scenario starts the script will randomize the gear. If you change the gear in the editor using arsenal, the script will not overwrite your changes and leave the unit as it is. KNOWN ISSUES: * Some clipping between gear can happen. Changelog: V4 - current version * fixed group sides for OPFOR and INDFOR guerilla groups, they spawned on BLUFOR side in zeus. V3 * added groups (sentry, fire team and squad) made out random fighters to each FIA on each side V2 * now actually works, sorry about the mess up V1 - initial release DOWNLOAD: https://www.mediafire.com/file/cgh6vuakkiglynp/@taro_random_fighterV4.zip/file
  13. DESCRIPTION The Livonian People's Army (Ludowe Wojsko Inflanty, LWI) constituted the Livonian Armed Forces from 1946–1989. The armed forces of the Livonian communist state ruled by the Livonian Workers' Party. The communist-led Livonian armed forces, allowed and facilitated by Joseph Stalin, were the result of efforts made in the mid 1940s in the Soviet Union by Tomasz Sroczycka. From 1955 Livonia was part of the Warsaw pact. Strange activities were noticed in the Livonian territories however all reports thereof remained a state secret untill the collapse in 1990. FEATURES Branches: Army infantry, Paratroopers, Airforce, Borderguards and Worker's Militia Vehicles: T-55, T-72, PT-76A, OT-64A, BMP-1, ZSU-23, BTR-60, UAZ, Ural, BRDM, 2s3 and others Aircraft: Mig-29, L-39, Mi-8 and Mi-24 And more DOWNLOAD Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1973667851 RELEASE DATE: 01-Feb-20 ----------------------------------------------------------------------------------------------------------- KNOWN BUGS/ISSUES None known at the moment. REQUIREMENTS Arma 3 Global Mobilization DLC RHSAFRF RHSGREF CREDITS: BIS - Arma 3 game Vertexmacht - Global Mobilization DLC RHS Lennard Basher Xacino - Pilotka Lakarak - SSH-40 Per Jeppsson - SKS Artem Goyko - PPSH-41 Alex Kirby - Sa Vz. 26 Alexander Burov - Mosin M91/30 Elinor Quittner - Leather backpack Eprdox - Soviet 6x30 Binoculars Tounoushi - Camo patterns Fingolfin - Amoben tarn M62 helmet covers (bonus content) EULA By downloading this content you agree with the following: - The addon shall in no way be modified or repackaged, unless permission is given by the original author. - No responsibility can be claimed on the original author for (im)possible damage to your system/game that may be caused by installation of this addon. - You may not use this addon for any commercial or military training purposes. ----------------------------------------------------------------------------------------------------------- Have fun!
  14. Hi, we are looking for someone who can make custom gear for our Arma 3 community. Please send me a message if interested.
  15. Hello everyone: I need help deciphering what I am doing wrong when setting up my new balaclava. I already made several new textures for the vanilla arma3 balaclavas previously without problems. class CfgPatches { class TCGM_BanBal01 { units[]={}; weapons[]= { "TCGM_BalaclavaTI_JapR", "TCGM_BalaclavaTI_Skul", "TCGM_BalaclavaTI_SkulArdiDig" }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_BalaclavaTI_JapR: None { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_JapR"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBHanRed"; faction="TCGM_SF"; model="\A3\Characters_F_Exp\BLUFOR\G_Balaclava_TI_F.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_JapR_co.paa" }; identityTypes[]={}; mass=6; }; class TCGM_BalaclavaTI_Skul: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_Skul"; displayName="$STR_TCGM_BB1SBSkBlk"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_Skul_co.paa" }; }; class TCGM_BalaclavaTI_SkulArdiDig: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_SkulAridDig"; displayName="$STR_TCGM_BB1SBSkDigAr"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_hex_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_SkulHex_co.paa" }; }; }; Now I am starting to make my own models and have been successful in virtually the entire process... I have the new balaclava in the game working properly, with the default texture that I have embedded in the model. But I could not add a second texture as I did with vanilla balaclavas before. A second balaclava appears in the game but with the same texture as the first. class CfgPatches { class TCGM_BanBal02 { units[]={}; weapons[]= { "TCGM_Balaclava_Blk_Scrp" "TCGM_Balaclava_Blk_NoMask", }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_Balaclava_Blk_Scrp: None { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_Scrp"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBBlkScrp"; model="\TCGM_BanBal01\Models\TCGM_Balaclava_Blk_Scrp.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_co.paa" }; identityTypes[]={}; mass = 7; faction="TCGM_SF"; }; class TCGM_Balaclava_Blk_NoMask: TCGM_Balaclava_Blk_Scrp { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_NoMask"; displayName="$STR_TCGM_BB1SBBlk"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_co.paa" }; identityTypes[]={}; mass = 7; }; }; I made my model in blender from scratch, configured the texture and materials there and exported the work to the p3d format. https://imgur.com/RjPv1Za In Object Builder I added some LOD (level of detail) layers, like "Geometry" and I add the property "autocenter" with value "0" https://imgur.com/vfWnuKh I am sure there has to be a way to add a new balaclava using the same model with a new texture... Because I did it with the vanilla ones. Here is my file of model materials. TCGM_Balaclava_Blk_Scrp.rvmat class StageTI { texture="#(argb,8,8,3)color(0,0,0,0)"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.1,0.1,0.1,1}; specularPower=20; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(2,0.5)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Here is my "model.cfg" file 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="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; 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", "insignia", "ghillie_hide" }; skeletonName = "OFP2_ManSkeleton"; }; class TCGM_Balaclava_Blk_Scrp: ArmaMan { sections[] = { "camo" }; }; }; Please Help me to find the solution. Thanks. https://imgur.com/bIXaasm
  16. Repo's Custom Textures V0.3RC A retexture mod of MLO. Currently still being developed and worked on. Everything is WIP unless otherwise stated. Current patterns: Uniforms: Helmets: Please join the development discord for better support and requests: https://discord.gg/SVUAk8E Any Requests, please put them in the discord above, or in the comments below. You are more likely to be acknowledged if you post in the discord however. Plenty more is planned for this project, and things will change quite often currently. Credits: VanSchmoozin - Creating in my opinion the best looking gear textures in ArmA. Task Force Raven - Putting up with my gear addiction. DOWNLOADS: https://steamcommunity.com/sharedfiles/filedetails/?id=1849718114
  17. This addon will add Cold War era aircraft reskins to your A3 for several NATO and Warsaw pact armies. It is intended for use together with the GM DLC to give the some air mobility. It also adds pilot gear for both sides. RELEASE DATE: 28-Apr-19 UPDATE V 1.03: 16-December-19 AUTHOR: Lennard (Steam name: Thunderstreak) ----------------------------------------------------------------------------------------------------------- CLASSNAMES: BW UH-1D - "len_uh1d_bw" CSLA Mig-29A - "len_mig29a_01_cs" LWP Mi-8 - "len_mi8amt_lwp" LWP Mi-24D (AT) - "len_mi24d_AT_lwp" LWP Mi-24P (AT) - "len_mi24p_AT_lwp" LWP Mig-29A - "len_mig29a_01_lwp" NVA Aero L-39 - "len_l39_nva" NVA Mi-8 - "len_mi8amt_nva" NVA Mi-24D (AT) - "len_mi24d_AT_nva" NVA Mi-24P (AT) - "len_mi24p_AT_nva" NVA Mig-29A - "len_mig29a_01_nva" SCREENSHOTS: REQUIREMENTS: Arma 3 RHSAFRF RHSUSAF RHSGREF KNOWN BUGS/ISSUES: None known at the moment. CREDITS: BIS - Arma 3 game RHS - A2 Ports da12thMonkey - Config help EULA: By downloading this content you agree with the following: - The addon shall in no way be modified or repackaged, unless permission is given by the original author. - No responsibility can be claimed on the original author for (im)possible damage to your system/game that may be caused by installation of this addon. - You may not use this addon for any commercial or military training purposes. ----------------------------------------------------------------------------------------------------------- UPDATES: V 1.01 - Added ZEUS compatibility - Added pilots for BW and NVA V1.02 - Added NVA Mi-24D and Mi-24P variants - Added NVA L-39 - Added NVA pilot gear - Updated NVA pilot uniform V1.03 - Added LWP Mi-24D and Mi-24P variants - Added LWP Mi-8 variant - Added CSLA, LWP, NVA Mig-29A - Added LWP pilot uniform Download direct Steam workshop Mirrors are welcome! Have fun!
  18. So I want to make things easier when randomizing things. Right now I have an array of vehicles, air vehicles, and units class names that I manually pulled from the in game editor. Im alright with manually selecting individual units but now I want to randomize the units vest, weapons, and headgear but I do not want to go through the in games edit loadout screen and export each vest and items then have to search the text to find the class name of the vest to add it to an array. Is there a way for the game to provide a list of ALL vests and ALL weapons ect. in the game including addons? If this is possible is there a way to do that to ALL vehicles and units on a given side like EAST or WEST? Is there a possible way to do this without creating an array like calling a BIS_FN?
  19. Hey people. I'm working on config for a tank, using other tanks as references to make sure my values hit at least close to workable. Trouble is...I can't seem to get the damned thing past about 28km/h. I can't seem to figure what's holding it back since everything I've checked seems to be at least similar to values for the two tanks above that both work fine. Here are my related entries in vehicles.cfg: accelAidForceCoef = 1.5; accelAidForceSpd = 1.4; brakeDistance = 12; brakeIdleSpeed = 0.1; changeGearMinEffectivity[] = { 0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95 }; changeGearOmegaRatios[] = {1,0.424242,0.454545,0.333333,0.984848,0.424242,0.984848,0.606061,0.984848,0.575758,1,0.545455}; changeGearType = "rpmratio"; //Have also tried "effective" with similar issue. clutchStrength = 45; dampersBumpCoef = 4.5; dampingRateFullThrottle = 1.0; //1.4: T100 0.8: Kamysh dampingRateZeroThrottleClutchDisengaged = 0.65; //0.8: T100 0.5: Kaymsh dampingRateZeroThrottleClutchEngaged = 0.45; //5.0: T100 4.0: Kaymsh driveOnComponent[] = {"Track_L","Track_R","Slide"}; engineMOI = 12; //12 - T100 7 - Kamysh enginePower = 1119; //kW engineStartSpeed = 5; //common value epeImpulseDamageCoef = 18; //Same for T100 and Kuma gearBox[] = {-7,0,11,8,5.7,4.2}; //Same in T100 and Kuma idleRpm = 1200; latency = 0.5; maxOmega = 335; maxSpeed = 80; minOmega = 140; normalSpeedForwardCoef = 0.75; numberPhysicalWheels = 16; peakTorque = 5300; redRpm = 3200; sensitivity = 2.5; simulation = "tankX"; slowSpeedForwardCoef = 0.25; switchTime = 0.3; tankTurnForce = 950000; tankTurnForceAngMinSpd = 0.7; tankTurnForceAngSpd = 0.76; thrustDelay = 0.5; torqueCurve[] = {{0.424242,0.8},{0.545455,0.95},{0.606061,0.99},{0.636364,1},{0.666667,0.98},{0.727273,0.93},{0.878788,0.76},{1,0.6}}; tracksSpeed = 1.35; class complexGearbox { driveString = "D"; //String displayed in HUD for Forward Gear neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. gearBoxMode = "auto"; GearboxRatios[] = {"R1",-3.4,"N",0,"D1",4.4,"D2",3,"D3",1.75,"D4",1}; //KUMA //GearboxRatios[] = {"R1",-4.5,"N",0,"D1",7.8,"D2",5.6,"D3",4,"D4",2.9,"D5",2.1,"D6",1.5,"D7",1.1}; //ANGARA moveOffGear = 1; transmissionRatios[] = {"High",11.5}; }; Can't seem to figure this on my own, so help would be appreciated! I've checked vehicle mass and it seems to be as expected (about 52 tonnes) Cheers, Law
  20. Hi, I want to take a current uniform or gear item, retexture it, and upload it as a standalone mod. I know how to overwrite current content, but I want to make it a custom standalone mod. How do I do this? I cannot find any videos on mod making start to finish with this concept. Please help, thank you.
  21. Work in the simple flight model the landing gears/wheels ?
  22. Assets seen in these images are just a sample of what is included, NOT the entire content! Everything shown is still work-in-progress, NOT the final content! Details: USP Gear & Uniforms v0.7.0 This mod is composed of the following components: USP_Gear_Acc (Accessories; GPS, wristmap, etc) USP_Gear_Body (Uniforms; pretty much just uniforms) USP_Gear_Core (Core; required by all modules to function) USP_Gear_Face (Facewear; shades, balaclavas, cool stuff, etc) USP_Gear_Head (Headgear; helmets, caps, etc) USP_Gear_Nvg (You guessed it) USP_Gear_Pack (Backpacks; mostly stuff that goes on the back) USP_Gear_Vest (Body armor; everything from lightweight chest rigs to full plate carriers.) USP_Objects (Editor placeable objects) Each module is standalone, and only requires the USP_Gear_Core (included) to function. Required Addons: None Signed: Yes, Server Key included Overview: I'll try to keep this brief. Overall, this mod has been long in the making, even before any progress pics started popping up for it. I've owned and played the whole Arma series, back to OFP, and remained a pretty dedicated fan since the start. Never did anything more than play with scripting and develop missions/scenarios up until Arma 3, which is when I first decided to really get into modding. Started out small, messing around with patches and markers, and then I began playing with retextures as a first step into working on a full units/gear mod. Got good and far along with that, but never really mentioned it or made a release since I have a bad habit of always wanting to pack in more before going public. Then I met Hawaiian (Will) and he taught me everything he could. Started messing with models, building up the foundation for a gear mod with what I could from A2 assets. Eduardo (Carlos) right by my side from the beginning, always pushing me and encouraging progress, doing everything he can to learn and help where possible. Enter OMA, the team modeller with incredible talent, shit explodes from there. So now we have this here, a gear pack that is steadily expanding to create as much authentic assets as we can...or until we get bored. Including tons of variety, hiddenSelections, various camo/texture patterns, and the largest collection of vests/plate carriers available. Why? Because we like creating new things and adding as much variety as we can to the game. I'll update everything with more info soon, mainly just wanted to get the thread up so I can stop posting unrelated things to the Rangers thread. Current Assets: As always, everything shown here is WIP and subject to change. Somes items still aren't shown yet, so this list will be updated as new assets are added. Accessories: Facewear: Headgear: NVG: Packs: Uniforms: Vests: Future Assets: Everything. No but seriously, we have a pretty lengthy list of 'planned' assets, but that's not to say all of them will get done. We're constantly adding to the list so we'll just see how much gets completed in the end. Just to name a few items, we have things like balaclavas, shemaghs, coveralls, beards, amphibious gear, para gear, and much more in the planning. May create a more solid list of our future-plans as we get further along, so stay tuned. FAQ: Q: When will this mod be released? ETA? A: The mod is already released. Q: Do you take requests? A: Absolutely. Not that we will accept all requests, but definitely consider them. Q: Is there any focus or direction that is planned for the gear? US only? A: Not entirely, pretty much adding anything that interests us for the most part. Q: Why make so many assets that have already been done before? A: Well to make an all-in-one gear pack, it's what we all want right? Q: Any plans to work on weapons or vehicles at some point? A: Details will be revealed when its time. Q: How are you able to pump out new asset models so fast? A: The Dream Team© Q: Will this mod be made open-source so assets can be used in other projects? A: Possibly upon request. (This only applies to assets created by OMA.) Dev Team: Here's the core development team. We are a growing, dedicated group and always open to experienced help from anyone wishing to get involved. Siege-A (Team lead) OMA (3D Model) Krogar (3D Model/Texture) Warden_1 (3D Model/Photogrammetry) Ardy (3D Model/Texture) Lyy Amao (3D Model/Texture) Dirks (3D Model/Texture) FoxOne (3D Model) S.Rodge (3D Model/Texture) Zeealex (3D Model/Texture) Steve (3D Model/Texture) Monk (3D Model/Texture) Contributors: Thanks to these guys, this mod has some awesome new upgrades on the way. Helping pave the way to what's looking to be the greatest gear mod ever. Sabre (Texture Master) Cunico (3D Model/Texture) NissanLawyer (3D Model) Fingolfin (Texture) RabidusUK (3D Model/Texture) G.Smith (Cfg/Functions) Shifty (Animations) G.Mery (3D Model/Texture) Trap (Cfg/Functions/Scripting) Zen (3D Model/Photogrammetry) MikePhoenix (3D Model/Texture) WolfeActual (Q&A Test Lead) Credits and Thanks: If I missed anyone here, I do apologize, I will be further updating this thread and will get everything situated in good time. OMA (The pro behind the scenes that helped kick off things with a bang.) Carlos (Kept the motivation going and lending a hand in whatever he can.) Fritts (Team Moderator. Helped us out wherever he could and wouldn't let us forget how great BF2142 was.) Hawaiian (This guy is to thank for helping get all of this started. Many, many thanks brother, I hope you are well.) Cunico (Giving permission to use many of his high quality assets.) Lennard (Allowing use of his excellent model assets.) DaveGary (Even in A3, some top-notch assets.) Syncing (Awesome GPS model.) Adacas (Allowing access to his amazing model library.) Yogensia (Some great models/textures for the Fasthawk and Ice Axe.) Zen (Allowing us to use some of his incredible photogrammetry models.) WolfeActual & TFM (A trusted and dedicated tester team that has never let us down.) Bohemia Interactive (For bringing us the best milsim game series ever and for making the A2 assets open-source.) Patreon Supporters (This means a great deal to us and can't thank you guys enough for your support.) Alexander Hofmann Batboy BLACKOUT6IX Blain Mundt Colton Keller Crox Fetus Graham Bedard Grimnir25 Hvymtal John John F Joshua Crosby Kenneth Santos Kilo_Bravo Lucas Fritts Oskar Hassel Pix Preacher Snowy Sparksy Switchfoot WolfeActual YonV Download Links: License: ©2019 by UnderSiege Productions This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License: http://creativecommons.org/licenses/by-nc-nd/4.0/ For a full review of the license, please refer to the documentation included. This work is not allowed to be reuploaded to Steam Workshop by anyone other than UnderSiege Productions. Support: Enjoy the work you see? Care to support OMA so he can continue bringing us all these great new assets? Here's how: Just wanting to stare at some beautiful renders of things as they're made? Check it out: Care to follow all of our most recent progress and updates? Got you covered: Trying to just have a browse through all the WIP that has been done in the mod so far? Look no further: Want to get more involved and join in on the conversations? This is the place for you: Interested to watch some ingame clips on new features being added? Here ya go: And to stay the most up-to-date as things go live, don't forget to: Please visit our homepage for FAQ and contact information:
  23. https://gyazo.com/27e4f556f11939bc7afbabde05b9e5e1 I'm fairly new to modding and I'm trying to create a replacement pack for the current NATO which changes their equipment to gear already existing in the game. I'm trying to make them look more like they were in the Alpha/Beta and first release of the game. But some of my mod config isn't working and I'm not sure why? My rifleman class works fine but when trying to create the grenadier class, I'm having some issues, the uniform, vest and helmet I want (which is identical to the rifleman just for testing purposes) isn't appearing and instead is just left with the vanilla gear, but I know some of the config is working somewhat because it has the addon image next to it in the editor and the backpack I placed on him works. Any help towards tidying my config up (as most of it is a copy and paste of sample configs which I've edited) and making it work would be massively appreciated.
  24. I have an idea of a campaign for Arma 3, my question is how do I make gear persistent from one mission onto the next. I am making a base that’s going to be used for mission briefing and gearing your player. That alone would be its own scenario, with the mission following after, how about would I get my gear selection to carry over to the mission
  25. What I'm trying to do is show current load out/gear information like guns/equipment ect though dialogs on respawn, so people can make a informed choice. I already have a system in place but I feel there is a better way that's cleaner or more modular or a way to refine it? Would be cool if you could customise from a pool of items and each of those items has a value attached to them to balance them out. I think that's out of my reach, but if you have something I could look at to learn, that is very appreciated. Any ideas? I'm all ears. These are all listboxes and the items change based on the class selection, also when you click the uniform/vest/backpack the Capacity value ect will show. Thanks.
×