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Found 25 results

  1. VSM - Gear Pack VSM - WARFIGHTERS VSM - WARFIGHTERS (AOR) VSM - Weapons VSM - Accessory Pack VSM - Vests and Helmets
  2. TotesGotes' Weapons and Gear by: totesgotes Reuirements: Apex DLC, Marksmen DLC. Download: https://drive.google.com/open?id=151HckezZm3QxoVmriEyg1PWR8ItS3IId This is an addon I decided to create on my free time upon realising my disappointment in the lack of vanilla gear and weapons colour schemes. This addon offers various simple colour schemes for weapons and uniforms, as well as my own two rendition of my take on digital terrain patterns that matches the vanilla environment on ArmA 3. This is an open source addon. Feel free to change anything you would like to. No need to contact, no need to credit. Published on Steam: TotesGotes' Weapons and Gear Updated to V1.9 Added Coyote Chest Rigs, and Helmets. Added Brown, Olive, and Khaki Type 115s and Viper Harnesses. Added Khaki NATO Combat Fatigues and Stealth Suit. Future plans: Add Tiger Camouflage for Special Purpose Suits. Still fixing uniform config errors. More fixes and equipment expansion. Still a personal mod me and my cousin uses, will not take seriously unless obligated.
  3. Project Zenith

    Hey there guys! After a fairly lengthy hiatus I'm back to working on my mods pretty regularly again. With that a few things have switched focus for me. Instead of big blankets of general gear the way VSM has been up till now, a million camos of every variety, I'll be focusing more on making unique gear that is more about making your character one of a kind, instead of a face in an army. That being said I will have a handful of camos in this pack, just not the insanity VSM became. I am also working on a more character driven story that i may or may not release, but part of that story is following a unique group of tactical operator dudes, Project Zenith, in this case. So I needed some original camos. I took inspiration from what originally got me started in modding, the project honor camo pattern, and tweaked it/recolored it into 4 (so far) patters. A m81 themed woodland (pictured at the top), a more green themed jungle variant, an altis/malden based arid pattern, and an arctic pattern. I'll be basing this project on my Crye Gen 2 uniforms that i started on before my hiatus. As well as a handful of new vests, helmets, gloves, weapons, and any other gear that may come up as i work on this project. But, not only for western themed units! I will also be putting a rebel faction, and an Opfor faction together. 99% original new models to arma, some small things ill reuse, but i want to focus on new content here instead of reskins. I want this mod to make arma feel sorta Tom Clancy themed. Anyhow, heres some pics. Arid Jungle Woodland Multicam Bonus round kitbashes
  4. FICTIONAL UNEXPLODED ORDNANCE, SYSTEMS, and E.O.D EQUIPMENT by R. Von Quest VERSION: v0.2.2 Beta UPDATED: 15 September 2017 INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Explosives & EOD Addon from my SpookWarCom Project. As most EOD stuff is just a BIP (Blow In Place); I wanted to do something a little closer to the fictional side, and have a system where you have to know what you are doing and solve a step-by-step procedure to disarm the explosive. I will be including my IMS "BombBuddy" Ion-Mobility-Spectrometer to detect both in-game mines & explosives, and all the IEDs included in this amazing mod. I do not like the "I see a mine!" in the game. So what? If you see it, where? When you have all the nonsensical "helpers" turned off, he still shouts out he spots something. This is silly. So I'm building my own detector that will 'sniff' the molecules in the air to detect various chemicals and the additives in explosive materials. It will only display a readout of various indicators and a vague 'strength' signal (parts-per-million). I also have in production several, ok numerous, oh wait... no, over 100+ IEDs coming to put into your missions that all will have unique ways of disarming! I have 10 prototyes each with 10+ levels of disarming procedures with numerous types having a complex muti-step process to disarm. Total of 100-200 Bombs! Memorizing how to disarm will be virtually impossible do to with the sheer vast number of randomly generated IEDs. If you do not go through the training process and do not understand what you are doing, kaboom! No more just clicking the X to disarm. You will need the right tools, and click exactly on the part required. Several types will even have anti-handling devices. Motion sensors, light sensors, etc. complete with random timers and other surprises that I won't reveal here. Explosives will be C4, Mines, Chemical, Radioactive, etc. "Initial Success or Total Failure" FEATURES: I.M.S BombBuddy detects ALL EXPLOSIVES Numerous Tools and Equipment Both Fictional and Realistic Explosives Disarm "Movie-Style" Bombs Disarm In-Game Bombs & Explosives Minefields: APERS Landmines Minefields: Mk6 Watermines Minefields: PDM-1 Amphibious Suicide Bomber Terrorists and Extremists Random Spawns and Variables ...And many more coming SOON!!! NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner! *kaboom* REQUIRED: 1. CBA A3 - Community Based Addons A3 DOWNLOAD =VQI= FUSE Explosives & EOD Project Von Quest Industries
  5. I have an idea of a campaign for Arma 3, my question is how do I make gear persistent from one mission onto the next. I am making a base that’s going to be used for mission briefing and gearing your player. That alone would be its own scenario, with the mission following after, how about would I get my gear selection to carry over to the mission
  6. Hello, Is there a way to script it so that when a player dies, their gear goes into an ammo box?
  7. What I'm trying to do is show current load out/gear information like guns/equipment ect though dialogs on respawn, so people can make a informed choice. I already have a system in place but I feel there is a better way that's cleaner or more modular or a way to refine it? Would be cool if you could customise from a pool of items and each of those items has a value attached to them to balance them out. I think that's out of my reach, but if you have something I could look at to learn, that is very appreciated. Any ideas? I'm all ears. These are all listboxes and the items change based on the class selection, also when you click the uniform/vest/backpack the Capacity value ect will show. Thanks.
  8. I'm back with another ♥♥♥♥♥♥ mod that I made for my friend. This mod contains 3cd, m81, dpm, ddpm and ucp combinations of RHS ACU. Excuse ♥♥♥♥ quality pics from my pc and enjoy Inept's awesome pics and this mod Credits & Thanks: RHS for ACU model Lyy Amao for his templates Inepthaphid for his pictures ***I would like to see gloves on this uniform too, but I'm not it's author *I might add black boots and adjust few things in the future but college is taking my time, there won't be any updates for 2 weeks *boonie hats in the pics are from US Military Mod, plate carriers are from an old version of MilGP and weapons are from both RHS and RH m4/m16 pack Pics DL LINKS: Google Drive https://drive.google.com/open?id=0B6dzh28GvD_BYk1FbVN4QzZISms Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1184702724&searchtext=
  9. HICOS Horizon Islands - Commandement des Opérations Spéciales SOF Gear for Tanoan forces DESCRIPTION HICOS tires to aim for quality over quantity, giving Tanoa SOF gear to be used in missions as AI. Or gear that can generally be used in a jungle/woodland environment. The mod will include new models, as well as retextures/alternations from already excisting mods. Process will be displayed on this thread, and suggestions or questions regarding the contents of the mod can be asked here. Please note that the mod will only include gear such as backpacks, vests, uniforms and head- and facewear. There will be no weapons included within this pack, and they will be free of choice by the end user. HICOS is responsible for raids and special reconnaissance against Horizon Island's cartels and criminal organisations, such as Syndikat. They work alongside the gendarmerie to keep the Horizon Islands safe. HICOS is well funded, and uses primarily western equipment and vehicles. For questions or requests; Steam Profile Please keep in mind that all textures/models are work in progress, and can be changed through the development of this modification. CONTENT Currently working on; - LBT 6094, various setups, (new model) - Crye Precision Gen 3 uniforms, various colours and patterns, - Booniehats, various patterns, - Berets, versions dependent on units, (new model) - Opscore helmets, various colours and patterns, (new model) - MICH helmets, various colours and patterns, (new model) - PVS 21, with COTI module, CEHUD module and regular, (new model) ...and various backpacks in different colours and patterns. IMAGES Future plans are everywhere right now, I'm open for suggestions and willing to include vehicles later down the road. The mod will be a WIP for a while, and be added on frequently. All camo patterns used in this addon are made from scratch, and can be shared on request.
  10. Previously called the "US Army 2005" addon, now i renamed it to "US Forces 2000s", so the addon can have a wider scope and can include more branches. This pack includes Soldiers and Marines wearing BDUs in Desert camo or M81 Woodland camo and Interceptor Body Armors in M81 camo, 2004-2006 era Marines wearing Marpats, IBAs, Nomex Flightsuits, and there are also 2007 Era US Army units that wear Full UCP camo. They use RHS weapons and vehicles Features: - ACU Uniform (M81, DCU, and UCP camo) - MICH helmet (4 variants, UCP, M81, and DCU camo) - PASGT helmet (8 variants, M81 and DCU camo) - LWH Helmet (16 variants, Desert and Woodland Marpat) - Interceptor Body Armour (4 variants M81, DCU, and UCP camo, also plain coyote brown) - BDU Uniforms (M81 and DCU, Army And Marine versions) - Units have randomised helmets - Nomex Flightsuit (model by Cinco) Planned stuff: - Wound textures - Fix nametapes and other shader issues - Fix the incorrect Boots model Known Issue(s): - an error appears when the nomex suit is selected: "Cannot load material file \coverall\data\coverall.rvmat." I have no idea why and the game seems to load the rvmat just fine too.. Edit: 3 September 2017 - Added Sets of Marines: - 2003: Wearing DCUs/ M81s, Woodland IBAs, and PASGTs -> depicting late 2003 OIF/OEF - 2004: Wearing Marpats and a mix of Woodland and Coyote Brown IBAs, and also LWHs - 2006: Marpats and full coyote brown IBAs, LWHs, and few guys having M4s - 2006 Nomex: Same thing but Nomex Suits in place of MCCUUs - Added MCCUU uniforms, Marine version of the BDUs - Added LWH helmets (Basically PASGT with different straps, well idk what else to do to make it different but i hope it'll do) - Added Nomex flightsuit model, originally made by cinco http://www.armaholic.com/page.php?id=23973 -all credits goes to him for the model and for allowing us to edit it by providing the unbinerised files. - Tank and flight crews on unnumbered units now wear the nomex suits Edit: 21 August 2017 - Added Scrimmed helmets - Additional Units Edit: 15 August 2017 - Fixed massless helmets - Updated Uniform and helmet textures - New US Army units depicting US army divisions, 3rd, 25th, and 101st Infantry Divisions - Updated ACU and CCU models - Added IBAs in DCU camo (like, finally lel) - Divisions have unique uniforms and helmets (just patches really lel) - The 2004 Divisions also wears a mix of MICH and PASGT helmets Edit: 8 August 2017 - Added IBAs with camelbaks - Added UCP IBAs - Added sets of Units wearing full UCPs, as US Army 2007 - Fixed RHS Version having standard RHS helicopter crews on UH60M Edit: 5 August 2017 - Added UCP Units and groups - Added PASGT helmets (Not yet worn by units as of now) - Added more vehicles (for ease of access i guess) Edit: 29 July 2017 - Added UCP ACUs - Added MICH helmets in UCP covers - Added BDU uniforms in M81 and DCU - Fixed AA class carrying titan missles instead of stinger missles Known Issues: - Nametapes does not receive shadows (idk how to fix this yet, material issue or smthing i have no idea even) - Wound textures not yet working Credits: - Bohemia Interactive: A2 Sample models, for base of uniform model and also the pouches - bolo861: Helpmed me fix the inheritance errors, and the RHS UH60M crews - bigstone: Scrim helmet model, ISAF patch texture, and lots of advices - cinco: NOMEX fligtsuit model - everyone here who helped me discover all the bugs that appear due to mijn clumsiness, and also for all the suggestions and critics! Download: CUP Version (outdated) RHS version ------------- Additional Units Optionally, if you want some more units, you can grab some here. http://steamcommunity.com/sharedfiles/filedetails/?id=1116198232 The extra units that are included in this optional pack are: - 173rd Airborne Bde (2004 and OEF) - 10th Mountain Division (2004 and OEF) - 101st Airborne (OEF) - 3rd Infantry Division (OEF) - 4th Infantry Division (2004 and OEF) - 1st Infantry Division (2004, 2007, OEF) As always, the 2004 ones wears DCUs and M81 IBAs, and a mix of MICH and PASGT helmets. The OEF units are in Full ACU gear and they wear ISAF patch on their left arm.
  11. Old Rascals Club persents Hi everyone,I'm so happy to show u our project in this pack.that was our Alpha version in workshop,hope guys will be like it.please link and like and BTW:the patch's flag if u want to edit ,just unpack and open data/flag/flagXX_co.paa to change.we made 1side empty . this version still have some problem and some bug for real version ,if u think they need rework and fix.please feedback us on workshop page item list. fast maritime (6camo 2size in game ps:the helmet version is kill osama benlade's use) Future plan other versions of helmet(ranger、different variations) CRYE G3(different camo/variations) some vest(maybe) some backpack (maybe) WIP Topic(more information):https://forums.bistudio.com/forums/topic/207505-wiporcs-tier1-equipment-pack/?page=3#comment-3234489 STEAM DOWNLOAD LINK:https://steamcommunity.com/sharedfiles/filedetails/?id=1138606284 THX of you all support and wait!
  12. STALKING, CAMOUFLAGE, ORIENTEERING, and SNIPER-UNIT TRAINING by R. Von Quest VERSION: v0.2.1 Beta UPDATED: 15 September 2017 INTRODUCTION: Work-In-Progress. This is the Stand-Alone Module of my Scout/Sniper Addon from my SpookWarCom Project. This will focus more on the scout-side of the mysterious of the lethal Spec-Ops Sniper and the unique elements of scouting, stalking and the recon aspects of Scout/Sniper Operations. A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. These sniper teams operate independently, with little combat asset support from their parent units. Snipers typically have highly selective and specialized training and use high-precision/special application rifles and optics, and often have sophisticated communication assets to feed valuable combat information back to their units. ~ Wiki "One-Shot, One-Kill" FEATURES: 3 Levels of Sniper Blinds: Sparse, Normal, Thick Acute Scout/Sniper Hearing while in Blind/Hide Keen sense of Smell for detecting nearby Enemy Questrel Weather Computer (aka Kestrel) 1966 USMC "Hathcock" Edition BoonieHat Cut or Clear the Grass for a clear view when prone Targets - Practice & Training Feedback System Scout/Sniper Stealth Options and System **Note: This is only about 20% done. This version was a re-write to get it back on track again. There are several features that may not still work, or are unfinished at this time. I just wanted to get this public version out now so you can test and enjoy what I have running so far that is at least stable and playable. The Ballistics do not work right now I believe. Just use ACE3 for now, or any other mod you prefer. This project is more about the Scouting Skills, rather than the Sniper Shooting anyway. I have a lot more coming, but updates are slow due to I have a huge mod-set under development at the time of this writing. Also to speed up this public version, there is no documentation included. You will have to Search for the older version of this for more details, or wait until an update later for the new stuff. REQUIRED: 1. CBA A3 - Community Based Addons A3 DOWNLOAD =VQI= SCOUT SCOUT/SNIPER PROJECT Von Quest Industries
  13. Don't know about you, but I'm tired of running around with a US flag on my Shoulder.... A W.I.P FICTIONAL Custom re-texture of Vanilla ARMA 3 Gear with Custom CAMO's Using Color Pallettes from Altis and Tanoa + Some other classics. It's not my purpose to perfectly recreate the current ADF, this is a futiristic, fictional retexture. Content:Units, Cars, Trucks, Helicopters, Light Armor, Heavy Armour, Planes and much more! taking requests!7 Total Different Infantry Cams now :)Requires... NOTHING! External Dependencies All removed :) This is W.I.P, any constructive Feedback Welcomed and encouraged. Available on Steam Workshop :)
  14. Hello chaps I'm not really good in scripting. I just started to create custom missions in Arma 3 so I need your little help. What I'm trying to do is to save the exact loadout on unit after death and respawn with same gear. can somebody tell me how to do that?
  15. Hi all, I'm new to the forums but I have been playing for a while now, with a special interest in the Cold War era. I came here hoping for some assistance on a question that has been bothering me. I have something of my own personal headcanon for the events of the Armaverse, and I wanted to start making missions that take place during the Cold War. The timeline I've worked up involves a conflict between the US Army's 193rd Infantry Brigade and the Soviet 2nd Guards Motor Rifles in the year 1988. Now, I know that the M16A2 was phased into US Army service in 1985-6, but I was wondering about the feasibility of equipping my US Army infantry assets with M16A1s. I have the RH M16 pack with its well-textured and modeled M16A2s, but I recently downloaded Unsung to see the variety of Cold War assets I could translate into the 1980s setting. The M16A1 model they have is quite exquisite, and the selection of Cold War vehicles, aircraft in particular, is also very interesting. I wanted to know see if I could get some input as to what model of M16 I should use, because I can't decide. For anyone who takes the time to read this and comment, thank you very much in advance!
  16. Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=864565270 Add ACE3 NV Gen4 version L3 GPNVG18. This is just tiny little config, but more useful with ACE3. Gen4 NV provides more clear less noise vision. This mod requires ACE3 and L3-GPNVG18. Class name Tan - GEN4_A3_GPNVG18_F Black - GEN4_A3_GPNVG18_BLK_F Tan with battery - GEN4_A3_GPNVG18b_F Black with battery - GEN4_A3_GPNVG18b_BLK_F Tan Recon - GEN4_A3_GPNVG18_REC_F Black Recon - GEN4_A3_GPNVG18_REC_BLK_F Tan with battery Recon - GEN4_A3_GPNVG18b_REC_F Black with battery Recon - GEN4_A3_GPNVG18b_REC_BLK_F Alternate Download Link http://macchky.net/dl/@ace3gen4_l3_gpnvg18.zip Credit macchky Original L3-GPNVG18 Mod - Sven, Original Model - - Teeha - - WarLord554, Models, Textures, Configs - - Cunico, Helping me fix my headstrap model -
  17. OFPS is looking to integrate ARSENAL into BECTI. We have had great success using custom mods like CUP. However, the amount of GEAR we have now is INSANE. Our 3.5 year old gear menu that was developed by BENNY just isn't up to the task. We would like to use arsenal as a replacement. Here's what I'd like to know from you experienced scripters: 1. Is it possible to load arsenal and not go into the virtual arena? I'd like to load the menu but keep the player in the battle space he's in. 2. Is it possible to allow a player to access gear based on a team's upgrade level, assign a cost to every piece of equipment, and check that a player has that cash before granting him access to the gear? 3. Anyone here have talent with sqf scripting and would like to help us (OFPS/BECTI) implement this? :) Thanks! -SS
  18. Hello modders! I'm Locklear, an encoder in BI, and you might have seen my posts around here on the forum, when I tried to help some of you with stuff and things (mostly the things). I usually (although not exclusively) work on characters and equipment, so I decided to create a guide for configuring those on the community wiki. The aim of the guide was to create a place for both new and veteran modders to go to when they need to understand or review some basics of the character and equipment configuration, and I hope this piece of documentation will help anyone interested in modding these parts of Arma 3 content. You can find the guide here: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide. I created this thread so I can gather your feedback, questions, and suggestions regarding the guide. Should you feel anything is not clear enough, or perhaps altogether amiss, please let me know here. Please don't ask for help with a specific problem here, create a separate thread for such questions, as usual. May your time in your favourite text editor be merry and your bugs scarce!
  19. I've been working on a custom airplane but I've been having problems with the gear. So far I have: -Geo + PhysX LOD both have the three wheels defined as "wheel_1", "wheel_2" and "wheel_3" and each as "Component XX" -All components in both LODs are closed and convex. -These names (wheel_1, wheel_2 and wheel_3) are the named selections on the visual LODs, and properly named in the model.cfg -Config file has driveOnComponent[] = {"wheel_1","wheel_2","wheel_3"}; -LandContact LOD has three points, one beneath each wheel If I start the plane in mid air in the mission Editor, the gear system works fine. Wheels retract perfectly. But once the plane hits the ground, they stop working (meaning If I land and take off again, gear won't retract anymore). https://www.youtube.com/watch?v=18zKmc8nR68 When I start the plane on the ground (virtual arsenal or mission Editor) the plane seems to be rolling on square wheels.. (?) and bobs from one side to another, moves o the sides.... https://www.youtube.com/watch?v=AxBBacUhs1o If I manage to take off (it is very difficult because the plane barely gains speed and is moving all over the place) the gear doesn't retract (the option to do so doesn't show up, nor toggling "G") Sometimes the plane bumps so much that it explodes. https://www.youtube.com/watch?v=HyEmD_DJWSU I have lost too much hair already and am very nearly on the verge of ending with martinezfg11 's patience, who has kindly been trying to help me out. So any hints you can spare, will be greatly appreciated!
  20. Hey guys, I'm having problems with respawning my players with the gear I choose. I'm using the 'edit gear' option in the Eden editor, but when people die, they spawn with the original loadout for the chosen solider (rifleman, marksman, lmg etc). I've been trying all day, and a ton of different scripts, but I can't get anything to work out for me. Im pretty green to the whole mission creating, so any help who be appreciated.
  21. Hello! I'm proud to release public version of my equipment script creator - ACC EqKreator v10.2! Now ACE3 compatible! Q&A: Q: Why you created your own equipment script creator and why it is called EqKreator? A: I have got annoyed by other software/scripts functionality where you was forced to use some kind of program (LEA) or search for many items classnames and write them inside already created scripts (F3). I am not saying that these things are bad, I just wanted to create something that would suit my needs. And that is full JIP compatibility - COOP oriented - Lightweight - Easy to use script. It is called EqKreator because it creates ready to use equipment scripts for you! ;) Q: Is it based on some other mission? It looks similar to VTS by L etranger? A: Yes it is edited version of VTS v4.0 by L etranger. I have just deleted all playable slots and left GM one, and added my equipment generator script into it, also, I have added Virtual Arsenal into it. Q: Why just don't use Virtual Ammobox or add Virtual Arsenal to my mission? A: Well... you can do that, but in our community we sometimes play missions that last over 4 hours and we don't want to waste time so everyone get's equipped from scratch from VAmmobox or VArsenal or other kind of Virtual something. Also, I am mission maker and I just hate that way of assigning gear. It is me that decides what player will get. Not that player :P. That is also why EK was created. Q: There are many other scripts like this one, why should I use yours? A: Let me write down some pros of this script: It gives gear to each unit before briefing screen It is JIP friendly, you will not see this script adding gear again like other equipment scripts sometimes do You can create many equipment scripts very fast and even save them inside VArsenal or VTS Shop for further usage/editing You can see how much your unit weigh with all gear you added (using AGM or CSE) You can see unit, all gear on it and even test it :) You can assign gear to selected equipment slot (backpack, vest, fatigues) Did I mentioned that it's blazing fast and easy to use? Compatible with ACRE2/TFAR/Vanilla (in terms of removing radio IDs - everyone will get unique radio ID) Creates equipment script for vehicles too Instructions: Installing script to mission folder Installing and running EqKreator v10 mission Making equipment for units Making equipment for vehicles You may also want to look at my ACC DAC_Toolbox script if you use DAC v3 and are a mission maker! ;) Download v10.2: Dropbox link Armaholic link (not updated yet) Changelog: v10.2 Hotfixed vehicle/crate assign gear scriptv10.1 Fixed vehicle/crate assign gear script (isServer check) Styllistic updates v10 Simplified whole script Script converted to function - uses call now instead of execVM (using execVM in unit init line is highly not advised!) Added ability to assign callsigns for BFT markers from ACE3 New: immediately after assigning uniform/vest/backpack clear it from any equipment that could be added from uniform/vest/backpack default config items - no more additional unwanted items Let me know here if there are any other questions regarding this script! Licensed under APL-SA. v10.2 09-05-2016 mb GieNkoV for Arma Coop Corps community. Thanks Letranger for his VTS v4.0!!!
  22. Hello, I'm developing an airborne mission for my group, basically the guys (Two fire-team consisting of four members each, named A1, A2, A3, A4, B1, B2, B3, B4) spawn in an C-130 and parachute into the A.O. The problem is, I need them to have their backpacks when they land, so they have enough ammo and equipment to complete the mission, so I came up with this Idea, a trigger executing a script for each unit, the script will wait until they land and then add backpacks and equipment into it. The C-130 will enter the trigger area with the team onboard. These are the trigger's specs: ACTIVATION: BLUFOR ACTIVATION TYPE: PRESENT CONDITION: this && isServer ON ACT: para1 = [] execvm "scripts\backpack\A1.sqf"; para2 = [] execvm "scripts\backpack\A2.sqf"; para3 = [] execvm "scripts\backpack\A3.sqf"; para4 = [] execvm "scripts\backpack\A4.sqf"; para5 = [] execvm "scripts\backpack\B1.sqf"; para6 = [] execvm "scripts\backpack\B2.sqf"; para7 = [] execvm "scripts\backpack\B3.sqf"; para8 = [] execvm "scripts\backpack\B4.sqf"; Now this is the A1.sqf script: I tested it and it worked great, except when I tested it in a multiplayer server (I hosted it locally), I got in as unit A1. When I landed, the script worked and the parachute got replaced by the backpack and the defined contents, however it didn't work for the other player, their parachutes didn't get replaced by the intended backpacks, At first I thought I could've screwed the script for their units, so I restarted the mission and got in as another unit (A2), as some of you guys may imagine, I got my backpack just fine, but the other players didn't, not even the unit I just tested (A1). I tested all the other units and it worked great when I was playing as them, but no one else got their backpacks. As you guys probably know, I think I fucked up the locality of the script execution, not sure how, could any of you guys enlighten me as how to make this thing work? We usually use conventional hosting (through the game Multiplayer menu) and Dedicated hosting, so it would need to be something that works for both. Thanks in advance!
  23. After reading a ton of tutorials, and even more trial and error, I am almost finished with my first GUI. Originally intended for personal use, I am pleased enough that I will be releasing it. As of right now I'm just looking for some feedback. While mouse is on center box (player cam) click to rotate cam, mousewheel to zoom in and out. Admin menu for blacklisting items and setting loadout of players and groups. On the bottom right I will be adding more combo boxes (like the explosives section) for items such as medkit, toolbox etc. Also I will be adding a small checkbox for map, compass, watch etc.. Please let me know what you think about the overall design and any items I may have missed.(chemlights are with explosives) VIDEO - https://youtu.be/EvfEKXVWD9Y
  24. Scripted Gear Automator What does it do? This little mission / script aims to help mission devs with dressing up their units. The result is a piece of code that can be used to fully kit out friendly and enemy units. How does it work? Simply start this mission in the editor and use the Arsenal on the box in front of you. When you’re done creating your ultimate badass simply scroll your mouse and select the “Copy to clipboard†option. BLAM! Your code is ready to be put into your mission script! Where can I get it? DOWNLOAD OR
  25. Up until now, I've been able to retexture plate carriers for NATO without a problem. However, after the Personal Protection update rolled out on devbranch, I haven't been able to change textures for the "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", and "V_PlateCarrierSpec_rgr". CfgWeapons_NATO: /// Vests class V_PlateCarrier1_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier1_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier1_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; descriptionShort = "$STR_A3_SP_AL_III"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 16; PassThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; class V_PlateCarrier1_mtp: V_PlateCarrier1_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier1_mtp"; displayName = "$STR_A3_V_PlateCarrier1_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier2_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier2_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; descriptionShort = "$STR_A3_SP_AL_IV"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 20; PassThrough = 0.2; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 20; PassThrough = 0.2; }; class Body { hitpointName = "HitBody"; passThrough = 0.2; }; }; }; }; class V_PlateCarrier2_mtp: V_PlateCarrier2_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier2_mtp"; displayName = "$STR_A3_V_PlateCarrier2_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierRecon_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierRecon_rgr"; scope = 2; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; displayName = "$STR_A3_V_PlateCarrier1_rgr_V_PlateCarrier_Kerry0"; model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class V_PlateCarrierRecon_mtp: V_PlateCarrierRecon_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrierRecon_mtp"; displayName = "$STR_A3_V_PlateCarrierRecon_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierGL_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierGL_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; overviewName = "$STR_B_SOLDIER_GL_F0"; overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page09_ca.paa"; descriptionShort = "$STR_A3_SP_ER"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 94; passThrough = 0.6; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 94; passThrough = 0.6; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Pelvis { hitpointName = "HitPelvis"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.6; }; }; }; }; class V_PlateCarrierGL_mtp: V_PlateCarrierGL_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_mtp"; displayName = "$STR_A3_V_PlateCarrierGL_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierSpec_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; DLC = "Mark"; descriptionShort = "$STR_A3_SP_AL_V"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; containerClass = "Supply100"; mass = 120; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class V_PlateCarrierSpec_mtp: V_PlateCarrierSpec_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_mtp"; displayName = "$STR_A3_V_PlateCarrierSpec_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; CfgWeapons: class CfgWeapons { class Uniform_Base; class UniformItem; class Vest_NoCamo_Base; class Vest_Camo_Base; class VestItem; class V_BandollierB_khk; class V_Chestrig_khk; class ItemCore; class HeadgearItem; class H_HelmetB_plain_mcamo; class H_Booniehat_khk_hs; class H_Cap_oli_hs; #include "CfgWeapons_CTRG.hpp" #include "CfgWeapons_GUER.hpp" #include "CfgWeapons_NATO.hpp" }; And CfgPatches: // Config class CfgPatches { class A3_Aegis_F_characters_BLUFOR { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_Gamma","A3_Characters_F_Bootcamp","A3_Characters_F_EPA","A3_Characters_F_EPB","A3_Characters_F_EPC","A3_Characters_F_Mark"}; }; }; Anything I'm doing wrong?
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