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Found 168 results

  1. ello, community. I have created my second mod using Drongo's Config Generator. There was no problem creating the first one and I have learned to create such mods and files very quickly. I did everything the right way - I created my units and added Drongo's generator module in the editor, which created the .cpp file. I converted it into a .PBO file successfully using the Addon Builder. After that I uploaded the .PBO file and created a mod, launched it with the requirements, but an error occurs: File Addons\ config.cpp, line 2: /cfgPatches/: '-' encountered instead of '{' What could be wrong? I have opened the file and the '{' was there instead of '-', so it was OK. Here's the whole file's content: Thank you in advance!
  2. Hello. Im try to create uniform. But that doesn't work. Please help. https://steamcommunity.com/sharedfiles/filedetails/?id=1825658142 config.cpp: class CfgPatches { class TshirtxAC_v3 { version = "1.1.3"; units[] = {}; weapons[] = {}; requiredVersion = "1.1.3"; requiredAddons[] = {}; }; }; class CfgVehicles { class B_Soldier_base_F; class TshirtxAC_F: B_Soldier_base_F { scope = 2; author = "Hukahire-noob"; dlc = ""; model = "\yowayowa_equipment_Mod\@yowayowa_equipment\addons\TshirtxAC_AOR1.p3d"; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"\yowayowa_equipment_Mod\@yowayowa_equipment\addons\data\Tshirt.paa","\yowayowa_equipment_Mod\@yowayowa_equipment\addons\data\AC_pants_AOR1.paa","\yowayowa_equipment_Mod\@yowayowa_equipment\addons\data\hl_white_bald_co.paa"}; }; }; class cfgWeapons { class UniformItem; class Uniform_Base; class TshirtxAC: Uniform_Base { scope = 2; author = "Hukahire-noob"; dlc = ""; displayName = "TshirtxAC_AOR1"; picture = "-"; model = "\yowayowa_equipment_Mod\@yowayowa_equipment\addons\TshirtxAC_AOR1.p3d"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "TshirtxAC_F"; containerClass = "Supply40"; mass = 1; allowedSlots[] = {"701","801","901"}; armor = 0; }; }; }; 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="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 TshirtxAC_AOR1_F: ArmaMan{}; };
  3. GF Auto Loot Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Script , will detect the enable Mods , without editing lists. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Auto Loot Script , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.1 Fixed , working now also on Dedicated , with auto init. v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40299 Armaholic GF Auto Loot Script - Mod Thank you very much Realthinged , i hope you like it ! You can add a case 4 : case 4 : { /* ________________ How to disable a certain mod : ________________ example 1 : (!(getText( _x >> 'author' ) == 'The CUP Team')) example 2 : (!(getText( _x >> 'DLC' ) == 'CUP_Weapons')) */ //________________ Load every Mod / No CUP Loot ________________ _CfgWeapons = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x>> 'scope') > 1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; "getNumber (_x >> 'scope') >= 2 && {getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256] && {_CfgWeapons pushBack (configName _x);false}}"configClasses (configFile >> "CfgMagazines"); _CfgGlasses = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; _cfgArray_backpack = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; _Loot_case = "Load every Mod - No CUP Loot"; _Select_Loot_Loaded = true; }; or if you want to exclude completely the weapons for example : go to this line : //________________ To disable the weapons completely , you can delete for example the: _CfgWeapons ________________ GF_Auto_Loot_with_userconfig_cfgArray = _CfgWeapons + _CfgGlasses + _cfgArray_backpack;
  4. G'day guys, I'm working on a small mod to retexture and improve the vanilla arma 3 vehicles. However am currently stuck at attaching items to the exterior of said vehicles. Currently I'm running everything inside my config.cpp file, and have the prowler retextured using: class B_T_LSV_01_unarmed_F; class Custom_Prowler: B_T_LSV_01_unarmed_F { side = 1; scope = 2; crew = "Custom_Unit"; faction = "Custom_Faction"; displayName = "Custom Prowler" hiddenSelections[] = {"Camo_1"}; hiddenSelectionsTextures[] = {"filepath.paa"}; class textureSources { class Prowler_Texture { displayName = "Prowler Texture"; author = "Grovesy"; textures[] = {"filepath.paa"}; materials[] = {}; factions[] = {"BLU_F","BLU_G_F"}; }; }; }; Now I'm pretty confident I could use the eventHandlers class and add some attachTo's in the init, but is there a cleaner/quicker way to attach the objects in the conifg.cpp? I have a composition.sqe file of how I want everything set up, but I'm unsure how I can manipulate that into my config.cpp My end goal is having a few jerry cans and other vanilla extras attached to the outside of the vehicles. Wanting them to look more like special ops, long range vehicles. Any help is appreciated, Cheers -Grovesy
  5. So as of right now, I'm trying to do a faces mod similarly to what ASCZ Heads did with their custom mods, only, that the faces I'm trying to make wouldn't be able to be selected by the AI, exclusively player-decided. What I'm struggling with right now is the config.bin file and whether or not the base .paa file for the textures is suitable for use in the mod. All assistance is appreciated, but the last thing I want to hear is to just copy the config from another face mod and fill out the spaces as that does not help me in learning how to make a config.bin file from base.
  6. items[] = { { "hgun_Rook40_F", "", 1000, 500 }, { "hgun_Pistol_heavy_02_F", "", 5000, 1000 }, <----------- says this line is the issue { "arifle_MSBS65_F", "", 200000, 2500 }, { "SmokeShellBlue", "", 200, 100 }, { "SmokeShellRed", "", 200, 100 } }; mags[] = { { "16Rnd_9x21_Mag", "", 25 }, { "6Rnd_45ACP_Cylinder", "", 50 }, { "9Rnd_45ACP_Mag", "", 45 }, { "30Rnd_65x39_caseless_msbs_mag", "", 300 } }; accs[] = { { "optic_ACO_grn_smg", "", 2500 }, { "acc_flashlight_smg_01", "", 2500 }, { "optic_MRD", "", 3000 }, { "acc_flashlight_pistol", "", 2500 }, { "optic_MRCO", "", 5000 }, { "optic_Hamr", "", 5000 }, { "optic_ERCO_blk_F", "", 5000 }, { "optic_AMS", "", 10000 }, { "optic_DMS", "", 10000 }, { "optic_LRPS", "", 35000 } { "optic_ico_01_f", "", 10000 } { "Acc_flashlight", "", 10000 } { "muzzle_snds_65_TI_blk_F", "", 10000 } }; }; I do not see the issue if someone could help me.
  7. I've made some custom skins for Offroad01 and Offroad02 - I even worked on customizing the dash/radio screen textures - issue is I can't find in the config files where they place the texture files. I found the texture file in the pbo = Addons\soft_f.pbo inside the Offroad_01\Data\Offroad_01_int_alpha_CA.paa I looked in the config.cpp inside soft_f.pbo in the Offroad_01 folder. What I am trying to do is add my own custom Offroad_01_int_alpha_CA.paa file in my own config - can someone help point me into the right direction?
  8. GF Auto Loot Vehicles Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Vehicles Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Auto Loot Vehicles , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. This is the new reedited version of the previous GF_Vehicles_Configurable_Loot script. More information inside the GF_Auto_Loot_Vehicles.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40318 Armaholic GF Auto Loot Vehicles Script - Mod
  9. Hi, i created vest config to my addon. Dont work a3 give me error. https://gyazo.com/3f1e783e864267aafff005e1d02a1c34 Config:
  10. Hi Everyone, So as the title says, I've created a new faction and one thing I'd like to do is get it to work with the Arma 3 modules without extra scripting in every mission I make. So I decided to create a replacement config that could add my faction into the list of factions on the module. I'll post that code below: Upon testing it out in game, I get an error message that points to this portion of BI's code in initSpawnpoints.sqf //filter out spawnpoints without any group type weight, or with wrong faction { if (true) then { _point = _x; _i = _forEachIndex; _faction = _point getVariable ["Faction",""]; //check if combination Side + Faction is valid if !((_cfgRoot >> _sideStr >> _faction) call Bis_fnc_getCfgIsClass) exitWith { ["[%3][%4] Combination | side=%1 + faction=%2 | is not valid!",_sideStr,_faction,_emitter,_point] call bis_fnc_error; _points set [_i, objNull]; }; From what I understand, it's telling me that my faction and side don't match up, or that my faction does not exist. Anybody have any clues as to what could be the issue? (The error in the code I posted is what shows up in game). Edit: Forgot, my Faction's cfgFactionClasses would probably be helpful. class cfgFactionClasses { class WWII_faction_DE_1939 { displayName = "[DE][1939] Wehrmacht"; //Faction name in-game priority = 1; //How far down it is on the menu side = West; }; };
  11. Can't add second transmission ratio for vehicle: class complexGearbox { GearboxRatios[] = {"R1", -4.97, "N", 0, "D1", 4.15, "D2", 2.86, "D3", 1.92, "D4", 1.35, "D5", 0.83, "D6", 0.63}; TransmissionRatios[] = {"High", 8.53, "Low", 5}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; transmissionDelay = 1; }; Nothing changes and can't find any hotkey's records. Syntax?
  12. Alright,so i added the 35mm shells used by the Tigris to a T-140K Angara which has a sensor and datalink window,grouped to a Nyx Recon(RADAR on) and the Target Lead indicator works!! So these are the things that i've learned:- 1."ballisticsComputer" value under CfgWeapons for the Mora cannon should be "2+4" 2.Vehicle must have a radar or a data link system 3.It must be able to lock onto targets with atleast a square bracket lock(not the full square lock,the ones with only the corners) So these are the things i should do in order to get a target lead indicator for a special AA variant of the Mora:- 1.make a new ammo type with the 30mm,the only difference being defining the ballisticsComputer value as "2+4",and setting the FCSmaxLeadspeed and FCSZeroingDelay 2.Add a radar(complicated) or a datalink sensor(easier) to the Mora 3.Make the Mora be able to lock onto targets in it's sensor window(Nyx recon can't lock onto it's radar targets ) I need help to achieve steps 1-3
  13. I created a mesh following the sample of Arma 2, I got the config from a flag of Arma 3 and I rewrote it and I used the model.cfg that gives me Arma 2, unfortunately the flag doesn't move I don't know how to solve please help . sorry for my bad English https://pastebin.com/2g6F7iFr Config.cpp https://pastebin.com/ZZZ3dqQF model.cfg
  14. I've been having problems with configuring a child class of the "Land_DataTerminal_01_F". What I'm trying to do is, making my child class behave like an ammo crate, so it can be dragged around and loaded with another mod. Since the data terminal is a child of "buildings" and "static" it behaves much different. What I did was setting - simulation = "thing" - in the config. All it did was bringig up errors of missing config entries and making the model disappear. class CfgVehicles { class Land_DataTerminal_01_F; class NDF_radioRelay:Land_DataTerminal_01_F { author = "[NDF MoaB]"; scope = 2; displayName = "TFAR Radio Relay"; ace_dragging_canDrag = 1; ace_dragging_dragPosition[] = {0, 1.2, 0}; ace_dragging_dragDirection = 0; ace_dragging_canCarry = 1; ace_dragging_carryPosition[] = {0, 1.2, 0}; ace_dragging_carryDirection = 0; class UserActions { class aktivieren { displayName = "Aktivieren"; displayNameDefault = ""; priority = 3; radius = 5; position = "action"; showWindow = 0; hideOnUse = 0; onlyForPlayer = 1; condition = true; statement = "[this, 50000] call TFAR_antennas_fnc_initRadioTower;[this,3] call BIS_fnc_DataTerminalAnimate;"; }; class deaktivieren { displayName = "Deaktivieren"; displayNameDefault = ""; priority = 3; radius = 5; position = "action"; showWindow = 0; hideOnUse = 0; onlyForPlayer = 1; condition = true; statement = "[this, -1] call TFAR_antennas_fnc_initRadioTower;[this,0] call BIS_fnc_DataTerminalAnimate;"; }; }; }; }; This is my config at this point. Any help?
  15. Is there a method for replacing JBAD buildings with CUP buildings on a terrain by making a terrain patch pbo with a config file?
  16. Hello, I need help to create the config of a mod to create banner textures. Somebody could help me?
  17. Ive been working on a custom head model and I feel like ive made it quite far, having basically guessed my way through a good majority, but now as I almost reach the end goal for the mod im working on, I just cant get everything right. Firstly, the textures on the head show up "OK" in bulldozer (they seem to show a sort of grainy shadow of the thing behind the head, which I had hoped would fix itself upon being in game but the textures work otherwise), however when I get in game the head shows up as... some sort of purple mess. I'm not sure what the "error texture" for arma looks like (ie: pink/black checkers) but it seems like its drawing a texture from somewhere as there are details in random spots on the head.
  18. GF Auto Loot Crashsites Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Crashsites Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players . This is the new reedited version of the previous GF Crashsites script , so there are a lot of changes and options. More information inside the GF_Auto_Loot_Crashsites.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.2 It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. Fixes about spawning. Minor Fixes. Added more options. v1.1 Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40312 Armaholic GF Auto Loot Crashsites Script - Mod
  19. GF Auto Loot with userconfig by GEORGE FLOROS [GR] Description: GF Auto Loot with userconfig , will detect the enable Mods , without editing lists. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: To install GF Auto Loot with userconfig , you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3. Place the "userconfig" folder into your game install folder, usually: "C:\Program Files (x64)\Steam\steamapps\common\Arma 3". You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: This mod , is including a userconfig folder. The userconfig folder , must be in the main arma 3 game folder. Inside the userconfig folder , are the settings. To make changes in the userconfig , you need to close the game. GF Auto Loot with userconfig , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. More information inside the Settings.sqf It is also posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.1 Fixed , working now also on Dedicated , with auto init.  v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40300 Armaholic GF Auto Loot with userconfig
  20. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  21. Hello everyone. I have very limited knowledge on editing and I was wondering how to add tracers as well as add more damage to the Dragunov. I know I have to edit a onfig file but as to which one and how to t it accordingly to add tracers and boost the damage I am lost. Can anyone be some ight on this?
  22. Hello everyone, I have been trying to add custom materials to kenoxite's OFP Materials 1.2. I've added quite a lot of stuff successfully by unpacking pbo's, writing down all the PAA and PAC filenames and added to the config.cpp for OFP Materials. However, I do have problems with two particular addons; SPD Jungle Special Forces and SPD Desert Special Forces. For some reason I cannot unpack these. I've tried UnPBO, PBOTool, WinPBO to no avail. Either I get an empty folder or just a logfile. The creator of the two addons have provided a config.cpp for each of them which lists some of the texture files, but only for wounds. In other words, some parts of the models (backpack and part of the boonie hat for instance) are not impacted by OFP Materials and are therefore much brighter than anything else. I haven't dabbled with these things before, and I was hoping that someone could give me an advice on how to get the list of PAA and PAC files in these two addons respectively. Many thanks in advance. Cheers.
  23. I'm trying to make a tripwire mine that has the sound/smoke/noise effect that the LoW training mine has. I've gotten 99% of it to work, but that last thing I need help with. In the mission editor I can see my new explosive, and it's in the explosive category. It also fires properly and has the desired effects. That's the good. What's not working is that I can't defuse the mine. In the arsenal it shows up in magazines and not explosives. I believe these two symptoms are related. If I can just figure out how to get this to show up in the explosives tab of the arsenal I think it will fix my lack of ability to defuse. I'm inheriting from stuff that already works, and I don't think I've changed anything that would cause my problem. So I'm here to see if anyone can find what I've missed. Thanks. class CfgPatches { class BHZ_TrainingTripMine { units[]= {}; weapons[]={}; requiredVersion=1; requiredAddons[]={}; }; }; class CfgAmmo { class APERSTripMine_Wire_Ammo; class BHZ_TrainingTripMine_Ammo: APERSTripMine_Wire_Ammo { _generalMacro = "BHZ_TrainingTripMine_Ammo"; model = "\A3\Weapons_F\explosives\mine_AP_tripwire"; defaultMagazine = "BHZ_TrainingTripMine_Mag"; hit = 1; indirectHit = 0; indirectHitRange = 0; suppressionRadiusHit = 0; mineInconspicuousness = 30; mineCanBeReactivated = 0; mineModelDisabled = "\A3\Weapons_F\explosives\mine_AP_tripwire_d"; minDamageForCamShakeHit = 1.55; explosionEffects = "BHZ_TrainingTripMine_Effect"; effectsSmoke = "SmokeShellOrange"; CraterEffects = "IEDMineSmallLandCrater"; picture = "\A3\Weapons_F\Data\UI\gear_mine_AP_tripwire_CA.paa"; class CamShakeExplode { power = 0; duration = 0.2; frequency = 20; distance = 0; }; class CamShakeHit { power = 0; duration = 0.2; frequency = 20; distance = 1; }; soundTrigger[] = {""}; soundActivation[] = {"A3\Sounds_F_Orange\arsenal\explosives\TrainingMine\TrainingMine_Placement_01",1.9952624,1,20}; soundDeactivation[] = {"A3\Sounds_F_Orange\arsenal\explosives\TrainingMine\TrainingMine_Deactivate_01",1.9952624,1,20}; SoundSetExplosion[] = {"TrainingMine_Exp_SoundSet","TrainingMine_Report_SoundSet"}; }; class BHZ_TrainingTripMine_Ammo_Scripted: APERSTripMine_Wire_Ammo { triggerWhenDestroyed = 1; }; }; class CfgMagazines { class APERSTripMine_Wire_Mag; class BHZ_TrainingTripMine_Mag: APERSTripMine_Wire_Mag { _generalMacro = "BHZ_TrainingTripMine_Mag"; count = 1; scope = 2; mass = 15; ammo = "BHZ_TrainingTripMine_Ammo"; picture = "\A3\Weapons_F\Data\UI\gear_mine_AP_tripwire_CA.paa"; model = "\A3\Weapons_F\explosives\mine_AP_tripwire_i"; displayName = "Training Trip Mine"; }; }; class CfgVehicles { class APERSTripMine; class BHZ_TrainingTripMine: APERSTripMine { _generalMacro = "BHZ_TrainingTripMine"; scope = 2; ammo = "BHZ_TrainingTripMine_Ammo"; displayName = "Training Tripwire Mine"; picture = "\A3\Weapons_F\Data\UI\gear_mine_AP_tripwire_CA.paa"; vehicleClass = "Mines"; editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\APERSTripMine.jpg"; }; }; class BHZ_TrainingTripMine_Effect { class LightTTM { intensity = 1; interval = 1; lifeTime = 14; position[] = {-1.65,0.15,0.1}; simulation = "light"; type = "TrainingMine_light"; }; class Smoke { intensity = 0.1; interval = 1; lifeTime = 14; position[] = {-1.65,0.15,0.1}; simulation = "particles"; type = "TrainingMine_smoke"; }; class Sparks { intensity = 1; interval = 1; lifeTime = 14; position[] = {-1.65,0.15,0.1}; simulation = "particles"; type = "TrainingMine_FireSparks"; }; };
  24. Hello everyone. I was wondering how to add tracers as well as boost the damage of the Dragunov Marksmen rifle and I know that I must edit a config file somewhere but which one I do not know nor do I know what to change it to in order to boost the damage and make the tracers appear. Any help would be appreciated.
  25. Hello All, I've been getting into making addons, specifically vehicle textures, and have had some success. Despite this, there are a few things I am having trouble with and cannot seem to find any information to help with online, so I wanted to create a topic to find some additional information about the process beyond Amit's simple re-texturing guide, so here are my questions: 1. Is there any config template for simply adding a texture to a vanilla vehicle's virtual garage (VG) without creating an entirely new vehicle class? I am a novice with scripting and writing configs, so I am not great at figuring out how to implement code. I have searched through the config files of vehicles with multiple texture options and have found the classes for each texture option, but I don't know how you would implement it without creating an entirely new vehicle and adding your texture to that list (defeating the purpose of dealing with VG in the first place). 2. How do you go about adding re-textures for parts of a vehicle that are either modifications via VG or just not listed in the initial three hidden selection paths? For example, I am making a winter re-texture of the MBT-Kuma (I know some exist, but I had an idea for my personal scheme), and I would like to include a re-textured winter-style camo net with it. I am also doing things with the slammer and would imagine the process would be similar for the optional turret backpacks. Also, I have a re-textured marshall that has been added as a different vehicle, but the camo net reverts the texture back to vanilla. 3. Finally, is there a hidden selection path for the tracks of a vehicle? On the Kuma, I have also created a new track texture, but cannot find a way to even test it via setObjectTexture. I know this is a lot, but even help on one issue would be awesome! Thanks!
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