• Content count

  • Joined

  • Last visited

  • Medals

Community Reputation

119 Excellent

About BadHabitz

  • Rank
    PG Services

Profile Information

  • Gender
  • Location
    the 480
  • Interests
    Arma 3 configs

Recent Profile Visitors

187 profile views
  1. Can you pick stuff up and place it in your inventory?
  2. Is this meant to be completely modular? If I run just the needed pbo's plus the SCAR pbo the mags on the magazine are white, because those textures are in the M4 pbo.
  3. Yeah, the new forum front end is wonky.  Once you get used to the activity streams or whatever they call it though, it's not all that bad. Just doesn't feel streamlined.  Change for the sake of change, I guess.

  4. I still love this game. This new forum software on the other hand, makes me come here much less than in the past. I used to check on the progress of mods, and look for discussion and updates. Now I just mainly look at the RHS thread and then go check the Armaholic main page for mod news.
  5. I can see the shadow of the parking garage through all of the other buildings. Also, I see some textures missing for some stairs. And lastly the Arches with the spiral staircase isn't movement friendly. But it's a great addition, and it will be super awesome once some of these issues are fixed.
  6. Last I heard the guy doing that hasn't been around for about 6 months.
  7. Yes, but beware. Crazy shit happens on the LHD in the editor. I'll let you find out for yourself.
  8. You can find the magazine for the rifle, and then the ammo for the magazine, then change the hit = ___; to whatever you want. 5.56 is 8. 7.62 is 9. The .408 is 24. 20mm rounds are 80. Mortars and Titan AT rounds are 800.
  9. Classes inherit from another class. The only code the inheritor needs are lines that are different from the class that's inherited. When you look at the code in config viewer you'll see lines of code that are indented. The lines that start all the way to the left are those that were changed for that class. All others were inherited from a previous class.
  10. I use this code to get the full Arsenal. Change the hex color to suit your taste. this addAction ["<t color='#ffa500'>Open Virtual Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}];
  11. For the sake of discussion, the 'Normal' Arsenal version is the one that starts with the primary weapon and ends with the watches. The selections look like this. To use this arsenal I would add the following to the object's Init: 0 = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; The 'Full' Arsenal also includes selections that allows you to change the face, voice, and insignia of your soldier. The selections look like this. The way I call this version is through an object's Init: this addAction ["Open Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; Now, I have a Virtual Arsenal white list script which utilizes the "Normal' Arsenal, that has the header of the following: _crate = _this select 0; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; The problem I'm trying to solve, is how can I use the 'Full' Arsenal in the white list script, so I can see the options for the face, voices, and insignia? Any help would be appreciated. Thanks.
  12. There are several small bridges on Altis that span across some ditches. Stratis has a few canal bridges in Agia Marina.
  13. TFAR. All crew members get a long range radio. Makes sense to me that the guy in the passenger seat should use the LR radio in the vehicle. If that passenger is part of the crew he will get access to the radio.
  14. So I've got a mod with full permission to edit, and there's something I can't figure out. I would like to have the passenger in the front seat be part of the vehicle crew, instead of being the first cargo/passenger. Can anyone point me in the right direction? Thanks.
  15. I'm working on an existing vehicle mod with permission and the wheels don't work with the ACE system. What do I need to do to be able to enable the ability to repair the wheels?