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BadHabitz

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About BadHabitz

  • Rank
    Master Gunnery Sergeant

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  • Gender
    Male
  • Location
    the 480
  • Interests
    Arma 3 configs

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  1. [MOD]Helmet Config isn't working

    Missing a few instances of }; to close your classes for helmet1, helmet2 and helmet4. Also, you might want to change your class names to avoid potential mod conflicts. Like class AAB_custom_helmets and class AAB_helmet1.
  2. Military Codes & Callsigns

    AO= Area of Operations; ENDEX= End Exercise; COMEX= Commence Exercise; FOB= Forward Operating Base
  3. Sagarmāthā Zone

    Looks impressive. Kudos for making it work. Why is it over 4Gb? Lots of custom buildings?
  4. It works. I'm using playMove for the starting animation, and switchMove for anything that alters that. Thanks!
  5. I'm running into a problem trying to get the player to start an animation while using a bis_fnc_holdActionAdd. Should be specifically line 6 and line 9 in my code in the spoiler. I did try player switchMove "Acts_millerDisarming_deskCrouch_loop" and it didn't work. So I'm at a loss. Any help would be appreciated. Thanks.
  6. What I posted works fine on a dedicated, as in your guy (and only your guy) gets the loadout. I've been doing it for years.
  7. Fair enough. I just know that it works in MP.
  8. Get rid of the first line of code you added, and replace with if (!local player) exitWith {};. Then replace "this" with "player". Done. Example:
  9. Ares Mod - Achilles Expansion

    Concerning the ability for Zeus to lock doors and have them set for breaching, how do I get my custom explosive added to the list of explosives that can be used? Is there something I can add to my mod for that to work, or do I have to alter Ares/Achilles? Also, in my testing I placed a small military building in the VR and the "Lock Doors" option was not available. Does it not work on VR, or is there some other condition in place to get it to work? It worked on other maps for me, but not VR. Thanks.
  10. I'm having a problem editing some models I have access to. The models don't appear to have weighting issues before the models have their file paths edited, but after being edited and changed I get weighting errors. Steps to reproduce the issue Model has errors in .rpt from missing texture due to incorrect file path. Change file path. Save p3d. The .rpt now has many lines of errors. Example "mod\helmet.p3d:0, vertex: 7393, sum of weights is 200, should be 100". I have no experience in weighting, and I don't touch it when I'm editing the file paths. I need to figure out how to fix this or get around it so these errors don't spam the .rpt. Any ideas? Thanks in advance.
  11. Project Zenith

    No. It's just another two lines in the main section of the config for whichever class name.
  12. Project Zenith

    If you use ACE you can use earplugs, you don't need to code it into the helmet. And there's this mod that already adds the ACE values if you choose. We shouldn't be limiting choice.
  13. Project Zenith

    Some people don't like having the helmets effect their sound experience. You want to take that choice away?
  14. Yes. It's being worked on by sykoCrazy.
  15. Arma 4 Poll

    I want Arma 4 to be Arma 4.
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