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Found 21 results

  1. 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: Coming Soon... For now I'll at least share what the main components of this mod will be made up of: 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; whether you wanna go rambo or snake, we got it all) Each module is standalone, and only requires the USP_Gear_Core (included) to function. Required Addons: None Signed: Most likely, and server key should be there. 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, and shit hit the fan from there. 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 Sahio, 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. Last thing I wanna say is, I can't stress enough the workload ahead. We are a very small team and even though our modeller is a speed demon, the rest beyond that will take time. So bottom line, be patient, I want this stuff ingame as much as anyone. 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: Obviously when it's done. 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: Not at the moment, hands are full. 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 Sahio.) Dev Team: Here's the team making all of this happen. We are a small, dedicated group and always open to experienced help from anyone wishing to get involved. Siege-A (Team lead. Model edits, config, UVs, textures, basically everything needed to get the stuff ingame and working.) OMA (3D Modeler. Created a footprint in the Arma community too big to fill.) Krogar (3D Modeler. A master of the art whom has joined us on our crusade.) Carlos (Team Assist. Filling in the gaps anywhere needed to keep progress moving forward.) 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. Warden_1 (The one responsible for helping initiate the new ideas, methods, skills, and assets that have taken the mod to the next level.) Ardvarkdb (Another legend in the community that has stepped in to contribute his own skills and assets to the mix.) Sabre (The texture master has even offered to assist with a few items to further top things off.) Zeealex (Offering her expert assistance to the team where possible, as well as throwing in a few goodies.) NissanLawyer (A community modeler that wished to join the party and has been contributing some impressive work.) Lyy Amao (Another community texture artist that has come to provide some assistance.) 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 to see this to the end, and lending a hand in whatever he can.) Krogar (Offering his time and skills to us to help expand things even further.) 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.) RoadRunner (Allowing use of his awesome boot textures.) Syncing (Awesome GPS model.) Adacas (Allowing access to his amazing model library, even though only items from the Ranger mod have been used so far.) Fritts (Helped us out wherever he could and wouldn't let us forget how great BF2142 was.) Yogensia (Some great models/textures for the Fasthawk and Ice Axe.) Bohemia Interactive (For bringing us the best milsim game series ever and for making the A2 assets open-source.) Patron Supporters (This means a great deal to us and can't thank you guys enough for your support.) Alexander Hofmann BLACKOUT6IX Blain Mundt Fetus Grimnir25 Hvymtal Joshua Crosby Lucas Fritts Oskar Hassel Pix Sparksy Switchfoot 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: Wanna join our channel so you can get in on the discussions? Here ya go: Trying to just have a browse through all the WIP that has been done in the mod so far? Look no further:
  2. Original post: "Is there any way to make backpacks accessable only when they are on ground or by other players using 'Open Backpack' action? The goal is to make player drop the backpack to get access in its inventory and so make them more realistic." UPDATE 15th Sept. -18: An addon version made! Script provided by @pierremgi PBO provided by @HazJ Download: https://hazjohnson.com/ArmA/@realisticBackpacks.zip Addon is now signed with key and bikey.
  3. Hi all, I am a little stuck. Basically, I am looping through all magazines and checking if in backpack, if so, push to array with classname and count. The issue is that the location doesn't appear to work. It always returns the current muzzle but it shouldn't? At least not on every loop since there is only one mag in the weapon. it is a bit messy atm as just trying to get it working: { hintSilent str _x; if ((_x select 4) isEqualTo "Backpack" && !(_x select 2)) then { _bpMagazines pushBack [(_x select 0), (_x select 1)]; }; } forEach (magazinesAmmoFull _unit); I am aware of backpackMagazines command but the format is weird and I also need to get the actual ammo count, not total mags. When I remove the magazine from the weapon, it works just fine. What am I missing? Surely it should re-check the location of the magazine per loop through? Any help would be great. EDIT: It works if I just output the command but when using a forEach loop, it doesn't. No idea why.
  4. For example: AI has sawn-off shotgun in backpack. What would I place in a trigger's On Activation to equip the shotgun?
  5. Hi all I've been attempting to combine a re-textured Vanilla Tactical Vest (amongst other vests) with a re-textured Range master Belt in the Arsenal. So far I have pretty much everything working: I have the Tac Vest in the inventory Vest slot and have configured a backpack to use the Belt model and textures. It's looking pretty good, but have noticed that the holstered pistol proxy usually available in the Vest version of the belt is missing in the backpack version. Is the proxy hard-coded specifically for the vest inventory slot, or is it possible through config trickery to have it display when the model is assigned as a Backpack? In the CfgWeapons: Then In the CfgVehicles: Wondered if anyone has followed this route of experimentation and managed to successfully have a pistol holster proxy in the backpack, or any other slot for that matter? Thanks E
  6. Hello i want to make a belt ingame, it need to work like a backpack. my problem is, i dont know what i need to do with the 3d model when it is in the object builder, can someone help? https://gyazo.com/8fb681cbe9203d10eef75a27a6a3d3c5 and i need help to make a config file too, i have found an example but i need to be sure if it is okay, and how i can change the size of the backpack. i am playing on an rp server where we can click y and see every think in a virtual inventory Here is the example: in the top of the invetory can i see an number showing how much space there is in the backpack example 104, i am looking for a way to make my backpack so big that the number is showing 152 example: https://gyazo.com/f8f4d37ac0baec6dbd1875c1aedadde1 i hope somebody can understand my problem and maybe help :)
  7. MAIN POST WILL BE SOON REWORKED ----------------------------------------------------------- OBSOLETE
  8. Hello, I would like one of the players to carry a backpack, that when placed down acts as a respawn point for the rest of the team. But only when placed down, so people cant respawn while the backpack is on the move. How would I go on about doing that? Have scripts like that been made already? Which commands should I start researching? I know a bit of C++ , but I am completely new to Arma 3 scripting.
  9. **SOLVED**

    So I'm trying to put in a new backpack and I'm running into 2 large issues. The first issue is that my backpack is not located correctly on the characters back. it is located down by the characters feet. How do I go about moving this to get it in the correct position? Gyazo picture for reference: https://gyazo.com/4a8dfe6e26d54b30bc15f686c2858157 FIXED THIS PORTION The second issue is that the model is somehow "flipped" where the left side is on the right side, and the right side is on the left. With that, the textures are actually on the inside of the model and not on the outside making it to where you can see through the model. Look closely, you will notice the texture you do see, is what is supposed to be against the back of the character. Gyazo picture for reference: If anyone has any ideas that can help me figure this out would be absolutely appreciated. I'm very new to the modding community, so anything will help.
  10. Hi, when I create a backpack (left on the ground) through a script, the packpack is deleted but the object's model remains visible. If I pick the model again, it disappears (and is not visible in my backback inventory slot). Am I doing it wrong or is this a known issue? here's a small test script to illustrate the issue. ////test.sqf _bag = "B_Carryall_oli" createVehicle (player modelToWorld [0,1,0]); sleep 3; deleteVehicle _bag; hint "deleted";
  11. Hello everyone! FIrst of all I want make sure that I appreciate the balance between supporter and regular players. The game not would be pay-to-win game and its a very important thing nowdays. As a supporter, I dont want to avail any unfaird advantage against the others ( I mean different weapons, extra granade, etc.). So its okay that we can use only more suits and caps, thats great. BUT: from the other hand, I dont want to be disadvantaged, especially not because I support the game. I noticed several times that the supporters player it's more easier to notice because of the huge black backpack. I know its only optional (you not wear it if you not want to) but its a content what makes unfair disadvantage instead of give you something unique (and a lot of player dont know about it) thats doesnt make any sense. With backpack players easier to notice : at grass when they proning at the edges of objects, several times I could see their backpack when they try to hide. backpacks diagonal on the wall when someone stay with back to it easier to notice in windows, opened doors, destroyed walls, etc. SOMETIMES I can shot enemy down with shooting their backpack. If they has this disadvantage, as a supporter I know that I have it too. So my suggestion is a simple revision in case of the Supporter Pack backpack content. You can add a smaller packpacks, or a colored smokre granade, or a lot of cool stuff what looks like cool.
  12. Story This is a script that I wrote a few weeks ago for a friend. It's supposed to let AI's with specific backpack's deploy static weapons automatically in a combat. You can link specific backpacks with specific static weapons multiple times. This script doesn't work, if the AI is in a combat mode all the time or if the AI never gets to be in a combat mode. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~80Code-Line-Big Script to let AI's with specific backpack's deploy static weapons automatically in a combat. Purpose The aim of this script is to make it easier to implement a universal script, which makes a combat with AI more interesting. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf"; All 3 examples are possible, because there is no limit for the amount of parameters.
  13. I never really worked out how to write my own config the content I have done already was using config templates I had found online or youtube. This is what I had tried to use got off the but unfortunately its not appearing in arma ///backpack config /// class cfgVehicles { class Bag_Base; class New_Bag: Bag_Base { author = "Stan"; scope = 2; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Gorod"; displayName = "Medic Bag US Army"; picture = "\ww2_medic_bag\Data\medic_bag_logo"; hiddenSelectionsTextures[]={"\ww2_medic_bag\Data\medic_bag.paa"}; maximumLoad = 200; mass = 30; }; }; }; I dont get error messages when I launch up arma so what am i doing wrong. I got this config off community.bistudio.com Thanks for your time !!!!
  14. Hey guys! I'm trying to create a config that allow me to put some of the vanilla weapons on backpacks. I declared the allowedslots[] = {901}; on the WeaponSlotsInfo class but when I start the game I have a crash with the following message: Config : some input after EndOfFile. and in the RPT I have this: 15:46:52 Source set 15:46:53 Initializing stats manager. 15:46:53 sessionID: 9872301b54dcf0c40fb475f56fc5ef48329991cf 15:46:55 Unsupported language English in stringtable 15:46:56 File fit_on_backpack\config.cpp, line 3: '/CfgPatches/fit_on_backpack.units': Missing ';' prior '}' 15:46:56 File fit_on_backpack\config.cpp, line 4: '/CfgPatches.weapons': Missing ';' prior '}' ErrorMessage: Config : some input after EndOfFile. Certainly I'm missing someting but so far I cant figure out. here is the config:
  15. Hey, I was wondering if there's a scripts or mod that makes the items in the backpack unusable unless you move them to vest or uniform? e.g. you can't magically reload your weapon if all your mags are in the backpack. P.S. sorry for possible misleading title.. as english is not my native language I was/am not sure what kind of title it should be :D Thanks!
  16. Hello everyone. I was wondering if it was possible to add a weapon like the PDW to a backpack in the CfgRespawnInventory class in the description.ext? As I want the player to choose from a set of roles, and do not want a script to be ran for one inventory type.
  17. In our community we use Alive to provide combat supports (transport, CAS, artillery, etc... ) and for anyone to use the support, he needs to carry a TFAR long range radio "tf_rt1523g_big_rhs". Unfortunately, Making a supply drop forces mision editors on habilitating the full Alive combat logistic suite, which adds quite a lot of complexity. Instead, we use the vanilla supply drop. Easy to set up and flawless. The negative side is that a) vanilla supply drop is linked to an individual, if the individual dies it is the end of the supply drop. b) the link to combat logistics is no longer operating after respawn. c) the link cannot be moved to another individual. What we want is that the supply drop moves to whoever carries the indicated TFAR radio. Consequently Since I am a noob in coding, I have had a friend help me to make some code to put in the init.sqf to check who is carrying the LR radio and stablish the sincronizations to enable access to supply drop to that individual. If the radio changes hands (because the original operator was killed), the supply drop should be accessible to the new radio carrier. But we can't make it work and I would appreciate any help. _X would be each player, Req1 is combat support requester prov1 is virtual supply drop provider. if (hasInterface) then { // Only executed at client side checkbackpack = [ ] spawn { if (!isNull (unitBackpack _x)) then { if ((""tf_rt1523g_big_rhs"" == typeof _backpack)) then [_X, req1, prov1] call BIS_fnc_addSupportLink; } else { [req1, prov1] call BIS_fnc_removeSupportLink;// removes any existing support link. } sleep 1; // wait for a second to repeat }; };
  18. So I'm having an issue with setting a backpack skin onto my Altis Life server, before I continue I have posted on their forum as well but I can shake the feeling I'm a beggar when I post on there, I get the feeling the help is very, shall we say, limitied by choice, granted they are extremely helpful when they reply and I am very grateful for the help they provide but I kind of want to expand that help and not just confine it to the forum. Now to the issue. When I try and add the backpack skin in with the "if(backpackContainer player)" code my database throws a tanty and just gives me the 'request received from server.... validating' I've come to the conclusion that with the 'backpackContainer' part it's conflicting with the container sql code needed for housing storage. I'm fairly familiar with Arma coding but not that advanced to figure out a solution, so has anyone had this problem or doesn anyone know a solution the to problem, I'm at a loss as to fixing it. Thank you. (Please sir may I have some code?)
  19. Hello, I'm developing an airborne mission for my group, basically the guys (Two fire-team consisting of four members each, named A1, A2, A3, A4, B1, B2, B3, B4) spawn in an C-130 and parachute into the A.O. The problem is, I need them to have their backpacks when they land, so they have enough ammo and equipment to complete the mission, so I came up with this Idea, a trigger executing a script for each unit, the script will wait until they land and then add backpacks and equipment into it. The C-130 will enter the trigger area with the team onboard. These are the trigger's specs: ACTIVATION: BLUFOR ACTIVATION TYPE: PRESENT CONDITION: this && isServer ON ACT: para1 = [] execvm "scripts\backpack\A1.sqf"; para2 = [] execvm "scripts\backpack\A2.sqf"; para3 = [] execvm "scripts\backpack\A3.sqf"; para4 = [] execvm "scripts\backpack\A4.sqf"; para5 = [] execvm "scripts\backpack\B1.sqf"; para6 = [] execvm "scripts\backpack\B2.sqf"; para7 = [] execvm "scripts\backpack\B3.sqf"; para8 = [] execvm "scripts\backpack\B4.sqf"; Now this is the A1.sqf script: I tested it and it worked great, except when I tested it in a multiplayer server (I hosted it locally), I got in as unit A1. When I landed, the script worked and the parachute got replaced by the backpack and the defined contents, however it didn't work for the other player, their parachutes didn't get replaced by the intended backpacks, At first I thought I could've screwed the script for their units, so I restarted the mission and got in as another unit (A2), as some of you guys may imagine, I got my backpack just fine, but the other players didn't, not even the unit I just tested (A1). I tested all the other units and it worked great when I was playing as them, but no one else got their backpacks. As you guys probably know, I think I fucked up the locality of the script execution, not sure how, could any of you guys enlighten me as how to make this thing work? We usually use conventional hosting (through the game Multiplayer menu) and Dedicated hosting, so it would need to be something that works for both. Thanks in advance!
  20. I've spawned a backpack into a groundWeaponHolder and would like to be able to edit it's inventory but I haven't been able to figure this out yet. Either that, or after creating/editing a pack can I move it into the holder instead? I haven't been able to come up with anything that'll work, and I've been through a number of options. The unit starts in an aircraft and jumps out doing the whole "add a parachute, save the original backpack for later" thing. But, rather than just throw a pack straight onto the unit's back when they land I want to have them move to the pack and pick it up off the ground. This happens by attaching the above groundWeaponHolder onto the unit, then having it dangle below them prior to landing (anyone who's ever seen/done a combat equipment jump will know what I mean). The pack hits the ground, then the unit lands nearby and moves over to get their pack. I just can't manage to add/remove anything from the pack I create in the weapon holder, nor can I move a pack from a temporary unit into the weapon holder. The whole thing is still a WIP so it's a bit messy, but it's working mostly. Concerning the pack, to create it I'm currently using: _pack = backpack _unit; _packHolder = createVehicle ["groundWeaponHolder", [0,0,0], [], 0, "can_collide"]; _packHolder addBackpackCargoGlobal [_pack, 1]; I have been able to reference the pack using (for example) firstBackpack or everyBackpack but I can't get the result to mesh into something that I can use to edit the pack's inventory. Any advice?
  21. I am making a mission where the player starts riding an atv with his backpack and weapon on the back (not in the cargo) of the atv. I know how to do everything else. I just get stuck adding the ammo and other items into the backpack. Please, help.
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