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### Occupation

Found 25 results

Hi guys, I'm trying to use a CBA slider to effect a particular sound volume in the example here its the MX, but its going to end up being a few different sounds. My slider is going to go from zero to one and I'm hoping to just send a multiplier to the particular sound(s). So, I'm hoping to effect the volumeFactor with a multiplier, is this possible and if so how do I send it to the particular sound? Do I just have to redefine the class? Are these values editable on the fly, or is this somthing that would be better redefined? A little more... So, not only do I have to target a specific variable (I guess by name?) but I need to do it for multiple classes as well as each class may have the variable in a different position, I'm a little out of my depth here so I'm not sure if array structure applies to classes?
2. ## Strange shadow from custom cap

There is a strange shadow cast from a cap I added in, i'm pretty sure it's my config.cpp. It only seems to be present when there is only one character in the editor. It also throws various errors like the one below but with different endings after the '.'. Here are some screenshots: https://imgur.com/a/S3yC7UB Here is the section within config.cpp: class Headgear_Base_F; class Headgear_H_Cap; class SAR_Cap: Headgear_H_Cap { author = "baconbore"; displayName = "Custom Cap"; picture = ""; model = "\A3\Characters_F\Common\capb"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\MyAddon\Data\cap_SAR.paa"}; hiddenSelectionsMaterials[] = {"\A3\Characters_F\Common\data\capb.rvmat"}; class ItemInfo: HeadgearItem { mass = 4; allowedSlots[] = {901,605}; uniformModel = "\A3\Characters_F\Common\capb"; modelSides[] = {3,1}; hiddenSelections[] = {"camo"}; armor = "0"; }; }; Any replies are appreciated. Cheers
3. ## Custom Quad bike textures not showing SOLVED

I copied the code from my working offroad texture, modified it for the quad and placed it directly below in cfgVehicles within the config.cpp. In Eden editor the bike shows in the spawn menu but spawns with a default texture. Any help is appreciated. class C_Quadbike_01_F; class Custom_Quadbike: C_Quadbike_01_F { crew = "Custom_crew_F"; side = 1; scope = 2; scopeCurator = 2; vehicleClass = "Car"; faction = "Custom_Faction"; displayName = "Custom Quad Bike"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\MyAddon\Data\custom_quad_bike.paa"}; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; }; }; Cheers SOLVED: 'camo' in hiddenSelections should be 'camo1'

16. ## Zeus Custom Faction (config.cpp)

Hello. I was hoping that someone could help me. I am trying to make a custom faction with custom units, using gear that is already in the game (as well as in a few mods such as in RHS, etc.). I managed to get the gear and units to spawn in, however all of the units come under one heading, "Men". I want them split off, for example, "Police Troopers" and "SWAT". See the picture below for reference. As I said, I want them split off into different subsections instead of just "Men". How would I do this? My code is below, in a config.cpp.
17. ## Executing a script post mission? Via config.ccp?

Hello, I'm starting off new to modding from mission editing. I was wondering if there was a way to execute a script packed in a addon to be executed after the mission has started? thanks.
18. ## Config Addon: Scope not showing up in arsenal

Hey guys, i'm new with configs so please go easy on me. Im trying to add a new LRPS to the game by taking the old one and adding a new display-name, the NVG vision mode and some mass via config addon. I do not get any Errors, Messages nor rtp-entries, not even script errors. Everything is fine until I'm looking for my scope in the Virtual Arsenal and can't find it. Here is the config.cpp The mods I use are CBA_A3, ACE3, ACEX, and ACRE2 It would be awesome if someone could help me and also explain it.
19. ## Making a Drone! Multiple rotors? How do?

Hello my name is Duck and i have a problem. I have made a cool drone that inherits from the Darter drone which works fine but i need to animate the rotors and i have tried everything... i need help getting these rotors animated on engine start!
20. ## Error Key point on Map

Hi, I have an issue on my map, i can't read my key point in map. I read my keypoint on 3den editor but not in map (2D)! Capture: http://www.mediafire...z7tugge3wqnlt51 Can you help me ? Ps : Only "NameCityCapital" variable works.
21. ## Vanilla items missing from VA

Hey All, So I am working on a config.cpp for a mod of mine, Just a retexture of the Vanilla items, and I have come across something odd. My new items are working fine, but some of them seem to be removing the originals from the VA. Either completely, or showing up in he list with no model on the unit (shadow still appears). I am not getting any errors show up either. Bellow is a sample that is messing with me, H_HelmetB is working fine, mine is showing, and so is the vanilla one, but the H_Beret_02 is where it is messing up. If anyone can point me in the right direction, that would help me out a lot, cheers These are the other ones I am having trouble with: H_Booniehat_khk_hs H_PilotHelmetHeli_B H_Cap_red H_MilCap_gry class cfgWeapons { class ItemCore; class H_Beret_02: ItemCore { class ItemInfo; }; class H_HelmetB: ItemCore { class ItemInfo; }; class AEF_ECH_Tac_Base : H_HelmetB { author = "(AEF)Duck"; _generalMacro = "AEF_ECH_Tac_Base"; scope = 2; picture = "\A3\Characters_F\data\ui\icon_H_HelmetB_light_black_ca.paa"; displayName = "[AEF] ECH Lite, Tac"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"aef_headgear_v2\hat\Data\completed\aef_ech_tac_base.paa"}; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light"; descriptionShort = "Armour Level I"; class ItemInfo : ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light"; mass = 30; class HitpointsProtectionInfo { class Head { HitpointName = "HitHead"; armor = 6; PassThrough = 0.5; }; }; }; }; class AEF_beret_members : H_Beret_02 { author = "(AEF)Duck"; _generalMacro = "AEF_beret_member"; scope = 2; picture = "\aef_headgear_v2\hat\Data\UI\icon_beret_m.paa"; displayName = "[AEF] Beret, Member"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"aef_headgear_v2\hat\Data\completed\aef_beret_member.paa"}; model = "\A3\Characters_F_EPB\BLUFOR\headgear_beret02"; descriptionShort = "No Armour"; class ItemInfo : ItemInfo { uniformModel = "\A3\Characters_F_EPB\BLUFOR\headgear_beret02"; mass = 6; class HitpointsProtectionInfo { class Head { HitpointName = "HitHead"; armor = 0; PassThrough = 0.0; }; }; }; }; };
22. ## Problems with custom backpack

Hi all, I'm having a bit of trouble with ArmA not recognising my custom backpack, class B_AssaultPack_Kerry; class WHCTRG_Backpack_Assault: B_AssaultPack_Kerry { scope=2; author="Willithappen"; displayName="Assault Pack (WHCTRG)"; picture="\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Compact_rgr_ca.paa"; hiddenselections[]= { "camo1", "camo2" }; hiddenSelectionsTextures[]= { "\A3\weapons_f\ammoboxes\bags\data\backpack_compact_rgr_co.paa", "\WHCTRG\skins\backpack_tag_auscorp.paa" }; model="\A3\Characters_F_EPA\Blufor\backpack_kerry"; maximumLoad=120; }; I'm trying to edit the US Assault Pack that has "Kerry" and a US flag on the back of it to no avail. I know that my custom texture, "backpack_tag_auscorp" works as I've tested it ingame with (backpackContainer player) setObjectTextureGlobal [1,"\WHCTRG\skins\backpack_tag_auscorp.paa"]; and my texture shows up where it is supposed to be. For some reason however, I can't add my custom backpack to my player via the addBackPack command nor does it show up in the virtual arsenal. I've already configured some modified uniforms/vests/helmets/caps but for some reason I cannot get this damn backpack to work. I also could not find the config anywhere for the bohemia made US Assault pack [Kerry] to copy off. Linked here is the full config.cpp in case its relevant and i've somehow structured the rest wrong. However the rest of my uniforms etc do show up. The backpack however does not.
23. ## Trying to create an item in "class CfgMagazines"

Hi all, I would like to create a new item, I looked at this post and tried it, but failed... mod file is @test, in there I have mod.cpp and test.pbo. In test.pbo I have : config.cpp class CfgPatches { class test { units[]={}; weapons[]={}; requiredVersion=1; }; }; class CfgMagazines { class CA_Magazine; class the_antibiotic: CA_Magazine { displayName = "Antibiotic"; scope=2; picture = "antibiotic.paa"; model="\A3\structures_f_epa\Items\medical\antibiotic_F"; }; }; and antibiotic.paa In the main screen I can see that my mod has been loaded (the logo appears). After, in the editor, I place a unit with : this addMagazines ["the_antibiotic", 1]; It doesn't work ...
24. ## Config.cpp file for animations.

Hey everyone that is willing to help. I have made an animations and I want to use it in arma 3. I have been told that it's not possible to add it in a missions just with a script but I have to make a config.cpp and pack it into a .pbo and pretty much make it a mod. I have zero knowledge on writing configs so anyone that would volunteer to write me a config for one animations only I would really appreciate. I am also going to post the same things on ARMA 3 - FIND OR OFFER HELP.
25. ## Config.cpp File for Animations

Hey everyone that is willing to help. I have made an animations and I want to use it in arma 3. I have been told that it's not possible to add it in a missions just with a script but I have to make a config.cpp and pack it into a .pbo and pretty much make it a mod. I have zero knowledge on writing configs so anyone that would volunteer to write me a config for one animations only I would really appreciate. I am also going to post the same things on ARMA 3 - ADDONS - CONFIGS & SCRIPTING.
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