Jump to content

ghostjaeger07

Member
  • Content Count

    17
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

10 Good

3 Followers

About ghostjaeger07

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. ghostjaeger07

    Changing Cargo value of a box (configfile)

    That's a config I posted, I don't know of any scripts that change the amount of what goes into a box.
  2. ghostjaeger07

    Changing Cargo value of a box (configfile)

    The only way I know how to change the cargo value of a box is to write a new config for the box, and changing the maximumLoad to whatever value you want.. Here is the config I used for a small and large empty box, hopefully this helps you out. class CfgPatches { class empty_box { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Box_NATO_Wps_F; class Ix2_Small_Empty_Box : Box_NATO_Wps_F { displayName = "Small Empty Box"; descriptionShort = "Small Empty"; transportmaxmagazines = 9999; transportmaxweapons = 9999; transportMaxBackpacks = 9999; SLX_XEH_DISABLED = 0; class TransportItems {}; class TransportMagazines {}; class TransportWeapons {}; maximumLoad = 10000; }; class B_supplyCrate_F; class Ix2_Large_Empty_Box : B_supplyCrate_F { displayName = "Large Empty Box"; descriptionShort = "Large Empty"; transportmaxmagazines = 9999; transportmaxweapons = 9999; transportMaxBackpacks = 9999; SLX_XEH_DISABLED = 0; class TransportItems {}; class TransportMagazines {}; class TransportWeapons {}; maximumLoad = 1000000; }; };
  3. ghostjaeger07

    Put Text on a sign

    Create a .jpg of your text and put this in the init line of your sign: this setObjectTexture [0, "YOURPICTURENAME.jpg"]
  4. ghostjaeger07

    Afghan National Army Mod

    Version 1.1 Added Independent ANA Added 7 Soldiers to each faction - RPK - PKM - SVD Sniper - RPG (M16/AK variants) - Medic (M16/AK variants) Reworked the ANA Hyper Camo
  5. ghostjaeger07

    DG British Armed Forces

    Finally an unarmed FFV Wildcat, thanks for this awesome Christmas gift deltagamer.
  6. ghostjaeger07

    Afghan National Army Mod

    @Brainbug Thanks for the advice, this is my first re-texture so I'm learning as I'm going. I'll re-do the textures and change up the equipment once I get some more units added. @_Triangle I'll put some independent ANA into the next release. I thought about using CUP weapons, but their weapons pack is huge compared to massi's, 750MB compared to 492MB, but I am always on the lookout for smaller weapons packs.
  7. ghostjaeger07

    HEMTT Trucks

    That HEMTT gun truck, cool trucks.
  8. This mod will allow players to work with the Afghan National Army, as well as have OPFOR ANA (that look exactly like BLUFOR ANA) to keep missions exciting and personnel on their toes. New year and a new version, reworked the uniform texture, now they have tan boots instead of black. Added some more units, no vehicles yet those will be coming in the next update. CHANGELOG IMAGES DOWNLOAD LINK https://www.dropbox.com/sh/xd3k46ufho93ijx/AAAwcH9u1MtmOHivMQKT_WDka?dl=0 REQUIRES NATO SF and Russian Spetsnaz WEAPONS for A3
  9. This is awesome, can't wait to test it all out.
  10. ghostjaeger07

    Training targets - PBO?

    A3_Structures_F_Training
  11. I'm trying to create a custom faction by retexturing the vanilla independent models, I've figured out the retexture part, the problem I'm having is getting it to show up in the editor with the correct helmet and vest. This is what I have so far, but the faction does not show up in the editor. enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class ANA_Hyper_Camo { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicleClasses { class ANA { displayName = "ANA"; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; side = 3; scope = 2; displayName = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; uniformClass = "Example_CombatUniform_mcam"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Ix2_ANA\data\ANA_Hyper_Camo.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply20"; mass = 80; }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Ix2_ANA\data\headgear_helmet_canvas_co_ana.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Ix2_ANA\data\tacticalvest_camo_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Any help would be greatly appreciated, thanks in advance.
  12. I second the vote for a Hawaiian map, the islands of Oahu, Kauai, or Maui would be awesome.
  13. ghostjaeger07

    Best Method To Freely Roam Vehicles

    Wouldn't a seek & destroy waypoint synced to a trigger that fires when BLUFOR is present work?
  14. Try this: this addWeapon ["missiles_DAR", 1]; this addMagazine ["24Rnd_missiles:, 5]; or if that doesn't work, this: this addWeaponCargo ["missiles_DAR", 1]; this addMagazineCargo ["24Rnd_missiles:, 5];
  15. ghostjaeger07

    Campaign Essentials

    Arma has moved towards a open/ free-roam campaign. Back in OFP days there was only one path down the story, with one or two missions having two possible outcomes. Starting with OPF Resistance you had the option of capturing weapons and using them in subsequent missions, it was actually the only way to get decent weapons besides the standard rebel CZ-47. In Arma you could choose to do a side mission that could help you in the main story mission. To Arma II with missions that let you roam the country doing missions as you choose. Have patience, the campaign has come along way and it's getting better, who knows they may have what you mentioned coming up for release. What you're describing sounds alot like the warfare game mode.
×