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Found 12 results

  1. Hey everyone here! First, let me introduce myself. I am Chienoki Zhu, also known as Katusha02, a mission and mod creator of Arma 3. I had play arma since back to the cold war assault version, and yes, I'm a otaku that actually like everything in anime, so even modding and map creating I'm still prefer it in anime way. But I actually just began to create mods and missions, and only had done two of the missions so far ahead. But anyway, as long as you guys don't against it, I will be more than happy to create and upload/post more mods and maps in the future. So, now, if you don't mind, here is my first co-op mission I had ever create it, feel free to try it out and give some complain. ­čśŤ Download
  2. ArmA III has many different vehicles, each with several different available textures. Some like the offroad (and now with the release of Tanks DLC, most armored vehicles as well) even have certain components like doors, camo nets, bags, and supplemental armor that can be added or removed. I love these customization options-- the only problem: it's impossible to edit any of this in-game. My friends and I like to play scenarios using MCC and Zeus to create missions on-the-fly rather than create them beforehand in Eden. This allows for spontaneity and overall shorter prep time. However, Zeus currently lacks the ability to edit vehicle appearance in any way. Currently, if I want an offroad with a different camo pattern or a tank with extra armor around the tracks, I have to edit a scenario to include that specific vehicle for the one missions I will use it in. Adding the ability to customize vehicle appearance to Zeus would go a long way in allowing players like myself to enjoy some of these customization options, especially now that some of them actually have function (e.g. supplemental armor around tank tracks). Players had similar complaints after Jets DLC dropped and there was no way to edit the pylons in Zeus, and then that feature was added. It seems like it'd be similarly easy to add this as well. TL;DR We should be able to edit vehicle appearance in Zeus like we do in Eden.
  3. I have redone majority of the unit presets for AAf, NATO, CSAT and the FIA and am wanting to use these to make a faction overhaul for myself (not a public mod). I basically want them to be who i see in campaigns and in the Eden Editor. I have used mods. If you can explain how to replace the current unit presets with these ones or give me a link i would much appreciate it.
  4. Hey everyone, I got a real quick question. So, I've started making a lot of custom factions with the ORBAT tool, and I'm looking to create custom camo for different uniforms in order to make certain factions for my unit's campaigns. To get to the question itself, I've extracted the .paa file from the .pbo, I've converted it into a .png using TexView 2 from ArmA 3 Tools, and now I'm stuck at Photoshop since there are no templates that I've found I ran into a problem. I tried using Overlay to apply my camo to the .png, I removed the boots, belt, and whatnot using selection so they don't get affected. But my problem is this, whenever I apply my fairly bright camo to the darker variant from RHS, it darkens my camo, basically ruining it, the old camo is still very much so visible below it and all the little details like the folds and stretching in the clothing, where the clothing bundles up and the stitches all of it just is either barely visible or gone. From what I saw I seem to need a template to properly do this, so I can apply my camo over theirs, but I haven't found a template. I know people have managed to retexture before and I asked RHS but they say they can't provide the .PSD files which I completely understand. So is there a way for me to retexture this and how did the other people do it, since I was quite a few retextures both big mods and small private ones.
  5. Hi! I know this community has been dead for a while now, but I must try! I was thinking if anyone could do FAB skin to Mil Mi-24V, since it's from my country. I know FAB have a different version of the aircraft, with some things that basic 24V don't have (like FLIR), but it can still be perfectly done. Best regs.
  6. This script will spawn a vehicle on a marker and sets a custom vehicle skin. This scripts also works in MP. ******************************** First create a folder called skins and put all your skins in it. Create a folder called scripts. Inside this folder create a file called VehicleSpawner.sqf and put the following code into it: _dest = (_this select 3) select 0; _type = (_this select 3) select 1; _spawn = 0; if (_type == "Sport") then { _spawn = "C_Hatchback_01_sport_F"; }; if (_type == "SUV") then { _spawn = "C_SUV_01_F"; }; if (_type == "Jeep") then { _spawn = "C_Offroad_02_unarmed_F"; }; if (_type == "Offroad") then { _spawn = "C_Offroad_01_F"; }; if (_type == "Hellcat") then { _spawn = "I_Heli_light_03_unarmed_F"; }; if (_type == "Hummingbird") then { _spawn = "B_Heli_Light_01_F"; }; if (_type == "Ghosthawk") then { _spawn = "B_Heli_Transport_01_F"; }; if (_type == "Neophron") then { _spawn = "O_Plane_CAS_02_F"; }; if (_type == "Hunter") then { _spawn = "B_MRAP_01_F"; }; if (_type == "Ifrit") then { _spawn = "O_MRAP_02_F"; }; if (_type == "Marshall") then { _spawn = "B_APC_Wheeled_01_cannon_F"; }; if (_type == "Kuma") then { _spawn = "I_MBT_03_cannon_F"; }; _target = getMarkerPos _dest; _spwnveh = _spawn createVehicle (_target); if (_type == "Sport") then { _spwnveh setObjectTextureGlobal [0, "skins\Limo.jpg"]; }; if (_type == "SUV") then { _spwnveh setObjectTextureGlobal [0, "skins\SUV.jpg"]; }; if (_type == "Jeep") then { _spwnveh setObjectTextureGlobal [0, "skins\MB4WD.jpg"]; }; if (_type == "Offroad") then { _spwnveh setObjectTextureGlobal [0, "skins\Offroad.jpg"]; }; if (_type == "Hellcat") then { _spwnveh setObjectTextureGlobal [0, "skins\Hellcat.jpg"]; }; if (_type == "Hummingbird") then { _spwnveh setObjectTextureGlobal [0, "skins\Hummingbird.jpg"]; }; if (_type == "Ghosthawk") then { _spwnveh setObjectTextureGlobal [0,"skins\Ghosthawk_0.jpg"]; _spwnveh setObjectTextureGlobal [1,"skins\Ghosthawk_1.jpg"]; }; if (_type == "Neophron") then { _spwnveh setObjectTextureGlobal [0, "skins\Neo1.jpg"]; _spwnveh setObjectTextureGlobal [1, "skins\Neo2.jpg"]; }; if (_type == "Hunter") then { _spwnveh setObjectTextureGlobal [0, "skins\Hunter1.jpg"]; _spwnveh setObjectTextureGlobal [1, "skins\Hunter2.jpg"]; }; if (_type == "Ifrit") then { _spwnveh setObjectTextureGlobal [0, "skins\Ifrit1.jpg"]; _spwnveh setObjectTextureGlobal [1, "skins\Ifrit2.jpg"]; }; if (_type == "Marshall") then { _spwnveh setObjectTextureGlobal [0, "skins\Marshall0.jpg"]; _spwnveh setObjectTextureGlobal [1, "skins\Marshall1.jpg"]; _spwnveh setObjectTextureGlobal [2, "skins\Marshall2.jpg"]; }; if (_type == "Kuma") then { _spwnveh setObjectTextureGlobal [0, "skins\kuma_0.jpg"]; _spwnveh setObjectTextureGlobal [1, "skins\kuma_1.jpg"]; _spwnveh setObjectTextureGlobal [2, "skins\kuma_2.jpg"]; }; You can add or remove vehicles you (don't) need, it's pretty self explanatory. And don't forget to change the paths to your skins. Now create an empty marker called spawn_1. You can create multiple markers for different spawn locations. Then place an item in the editor (for example a sign) and add the following code to the init line: this addAction ["Spawn Jeep","scripts\VehicleSpawner.sqf",["spawn_1","Jeep"]]; this addAction ["Spawn Jeep","scripts\VehicleSpawner.sqf",["spawn_1","Jeep"]]; --> spawn_1 is the marker where you want to spawn your vehicle. Change if you want to spawn it eg. on spawn_2. Jeep is the vehicle you want to spawn (You have a line like _type == "Jeep" for every type of vehicle you want to spawn) Repeat this process for every vehicle you want to spawn on that sign. I have made a texture which you can use for your sign. You can download it here Hello, I searched a long time for a working restraining script, which works in MP. Long story short, I didn't found one, so I wrote one myself. Yes it's not perfect, so feel free to improve it, but it works. ******************************** Create a file called onPlayerRespawn.sqf (or use your existing one) and put the following code into it: restrain=false; restcaller=false; Create a folder called scripts. Inside this folder create a file called restrain.sqf and put the following code into it: restcaller = false; if (restrain=false;) then { if (player distance cursortarget < 2) then { restcaller = true; [[[],"scripts\restrainTarget.sqf"],"BIS_fnc_execVM",cursortarget,false,false] call BIS_fnc_MP; }; }; player distance cursortarget < 2 --> the number is the max. distance in meters to restrain someone. Change it to whatever you want. Inside the folder scripts create a file called restrainTarget.sqf and put the following code into it: if (restcaller isEqualto false) then { if (restrain isEqualto false) then { restrain=true; player setVariable ["restrain", true, true]; while { player getVariable ["restrain", false] } do { player playMove "AmovPercMstpSnonWnonDnon_EaseIn"; //Animation in if (((!alive player) || (player getVariable["onkill",FALSE]))) then { player setVariable ["restrain", false, true]; }; }; player playMoveNow "AmovPercMstpSnonWnonDnon_EaseOut"; //Animation out } else { restrain=false; player setVariable ["restrain", false, true]; //Set surrender to true player playMoveNow "AmovPercMstpSnonWnonDnon_EaseOut"; //Animation out }; }; restcaller = false; Using the script: You can either use addaction or a keyhandler to execute the script. When you execute the script the player pointed at by the cursor will be restrained (as long as he's in your configured range). Executing the script again will set the player free. If you have any questions or need help with your mission feel free to ask! Cheers Puffin
  7. 421st Fighter Squadron F-16C By: J. 'Dogs' Summerville BACKGROUND The 421st Fighter Squadron is part of the 388th Fighter Wing at Hill Air Force Base, Utah. It operates the Block 40 General Dynamics F-16 Fighting Falcon aircraft conducting air superiority missions. The squadron is one of the most decorated fighter squadrons in the United States Air Force, being awarded three Presidential Unit Citations and seven Air Force Outstanding Unit Awards for Valor in Combat. The unit was originally formed as the 421st Night Fighter Squadron in 1943. After training, it was deployed to Fifth Air Force and ordered to New Guinea to provide air defense interceptor protection against Japanese night air raids on USAAF airfields. It later served in the Philippines Campaign where in addition to night interceptor missions it also flew day and night interdiction missions against enemy troop movements, bridges and other targets of opportunity. It later served on Okinawa and in Occupied Japan where it was inactivated in 1947. It was reactivated by Tactical Air Command in 1962 as the 421st Tactical Fighter Squadron. Equipped with F-105 Thunderchiefs, it deployed to Southeast Asia and engaged in combat operations over North Vietnam. It returned to the United States and was re-equipped with the F-4D Phantom II and returned to Southeast Asia for a second and later third tour of duty in the Vietnam War. It was one of the first USAF Squadrons equipped with the F-16A Fighting Falcon in 1980 and went on to serve in the 1991 Gulf War. In recent years, the squadron has deployed to the United States Air Forces Central Command, engaging in combat during Operation Enduring Freedom and Operation Iraqi Freedom. INFORMATION This mod was created for Firewill's F-16C, based off of the 421st Fighter Squadron. I am currently working on making custom skins for all active Fighter Squadrons in the United States Air Force. This mod includes 6 different textures for the 421st Fighter Squadron with custom tail numbers for each aircraft, labeled via classname. Because this mod uses firewill's F-16, naturally his mod is required, it can be found on the steam workshop. DOWNLOAD Steam Workshop ArmaHolic
  8. hi all, i have a important question. Is it possible to retexture a vest without any mods? I want a vestskin on my altis life server. Is that possible? If yes how? Thats the code of uniforms: if (uniform player isEqualTo "U_B_CombatUniform_mcam") then { player setObjectTextureGlobal [0, "textures\med\notarzt.paa"]; }; Another number or and delete uniform and write vest? I hope so, thanks NiceKype
  9. Hey all. Perhaps you can help me with a problem. I've used the setObjectTexture command to great success on vehicles placed in EDEN, placing them and then putting something like setObjectTexture [0, "textures\police_heli.paa"]; in their init field. Bingo, the (in this case) helicopter is there, and it is wearing it's appropriate skin/texture. The problem is respawning. When the vehicle is destroyed, it respawns just fine (I am using the BIS respawn module in EDEN, linked to the vehicle in question). The problem is, that when the vehicle respawns, it respawns with a random skin/texture. Sometimes it's black, sometimes it's tiger-stripe, etc. I've searched the forums and google to no avail to try to fix this. All I want, is for when the vehicle is respawned, to have the same (custom) textures it started with.
  10. This script will set custom skins to an uniform. It's useful, when you are using a non modded server but still want to have custom uniform textures. ******************************** Create a file called onPlayerRespawn.sqf (or use your existing one) and put the following code into it: _handle = []execVM "scripts\UniformSkin.sqf"; Create a folder called scripts. Inside this folder create a file called UniformSkin.sqf and put the following code into it: while {true} do { waitUntil {(uniform player isEqualTo "U_O_OfficerUniform_ocamo") || (uniform player isEqualTo "U_B_CombatUniform_mcam")}; sleep 1; switch (true) do { case (uniform player isEqualTo "U_O_OfficerUniform_ocamo"): { player setObjectTextureGlobal [0,"YOURSKIN"]; }; case (uniform player isEqualTo "U_B_CombatUniform_mcam"): { player setObjectTextureGlobal [0,"YOURSKIN"]; }; }; waitUntil {(uniform player != "U_O_OfficerUniform_ocamo") || (uniform player != "U_B_CombatUniform_mcam")}; }; Just replace YOURSKIN with the path to your uniform. Also change U_O_OfficerUniform_ocamo etc. to the skins you are setting your skin on. The classnames can be found here. Sometimes the skin bugs away. You can create a second file with the following content: switch (true) do { case (uniform player isEqualTo "U_O_OfficerUniform_ocamo"): { player setObjectTextureGlobal [0,"YOURSKIN"]; }; case (uniform player isEqualTo "U_B_CombatUniform_mcam"): { player setObjectTextureGlobal [0,"YOURSKIN"]; }; }; Executing it (for example via addaction or keyhandler) will set the skin again. Just don't forget to change the variables! If you have any questions or need help with your mission feel free to ask! Cheers Puffin
  11. I have created this german police blackfish skin https://steamuserimages-a.akamaihd.net/ugc/96106978722496885/99A76694E38A1B2861DA79CF3CD73BEA63009516/ Do you like the skin ?
  12. 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?)
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