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#16 Posted at 2015-08-04 13:09        
     
Depbo one of the mod packs and see how they do it? I'm not familiar with asdg_jr configs


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#17 Posted at 2015-12-04 02:20        
     
Hey, I hate to resurrect this thread, but maybe you could take a look at my code? I'm trying to add some attachments to some weapons, but some of the attachments aren't spawning in. What does work:

The scope on the sniper rifle
The scope on the SAW
The laser on the SAW

I'm pretty sure it's because the code is referencing attachments from mods other than the ones I'm drawing from for the weapons. Say, I have an HLC rifle, but a Red Hammer optic and laser. How do I make this work? Or is it not possible without recompiling everything?



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#18 Posted at 2015-12-14 15:54        
     
# kamerad : Hey, I hate to resurrect this thread, but maybe you could take a look at my code? I'm trying to add some attachments to some weapons, but some of the attachments aren't spawning in. What does work:

The scope on the sniper rifle
The scope on the SAW
The laser on the SAW

I'm pretty sure it's because the code is referencing attachments from mods other than the ones I'm drawing from for the weapons. Say, I have an HLC rifle, but a Red Hammer optic and laser. How do I make this work? Or is it not possible without recompiling everything?


Probably something to do with the slot you're adding the bipod too, You're trying to add it to the muzzle slot not the Acc slot. Although i could be wrong.


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#19 Posted at 2015-12-24 02:22        
     
Hey, i want to add custom nohq file to my retexture how can i do it?


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#20 Posted at 2016-01-03 16:44        
     
# San-E : Hey, i want to add custom nohq file to my retexture how can i do it?

not familiar with creating NOHQ's myself so I can't help out there,

you should only need new NOHQ's if you're completely modelling uniforms/models etc. Just use the existing NOHQ's


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#21 Posted at 2016-03-28 09:59        
     
So after a lot of people have been asking about creating they're custom group layouts.. This is the basic format.

This is part of the config.cpp also.
class CfgGroups
{
	class West //East = Opfor, West = Blufor, Indep = Independent
	{
		class MY_FACT //Generally keep = to Faction name
		{
			name="My Faction"; //DisplayName for Faction
			class Infantry
			{
				name="Infantry"; //DisplayName for Section
				class MY_Sentry //Group Classname
				{
					name="Patrol"; //DisplayName
					faction="BLU_F"; //Faction Class Name
					rarityGroup=0.5; 
					class Unit0
					{
						side=2; //0 = East, 1 = Blufor, 2 = Independent
						vehicle="B_Soldier_F"; //Classname for Unit
						rank="LIEUTENANT";
						position[]={0,5,0};
					};
					class Unit1
					{
						side=2; //0 = East, 1 = Blufor, 2 = Independent
						vehicle="B_Soldier_F"; //Classname for Unit
						rank="CORPORAL";
						position[]={3,0,0};
					};
					class Unit2
					{
						side=2; //0 = East, 1 = Blufor, 2 = Independent
						vehicle="B_Soldier_F"; //Classname for Unit
						rank="CORPORAL";
						position[]={5,0,0};
					};
				};
			};
		};
	};
};


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#22 Posted at 2016-04-02 11:59        
     
Bro Beans, i have a few questians.
1. how can i decide that each faction/unit will have a specific group of faces and voices that they could be chosen randomly for each unit.
2. how can i reach the class name for each gun.
3. make it so each unit could get a random attachment for his gun/sidearm.
in your regard, oa23.

This post was edited by oa23 (2016-04-02 18:10, 621 days ago)


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#23 Posted at 2016-04-04 11:56        
     
1 and 3 can be done via a script which is initialized through the config for each specific unit.. Just search for a randomized headgear or weapon attachment script (and change the class names and type to setidentity for 1)

as for 2, the best way to do this is via the ingame config viewer, in the editor there should be a cog on the toolbar or just start a scenario and press 'esc' and it should be with the admin tools under the debug.


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#24 Posted at 2016-04-09 17:45        
     
BroBeans ive come to you again for your words of wisdom.
the questian is - do I must put item info (ex.mass,carry,etc) for each item i creating (taking) for my unit?
and do i have to put every detail even i am using the class name?

This post was edited by oa23 (2016-04-09 17:59, 614 days ago)


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#25 Posted at 2016-04-13 11:06        
     
all the details are inherited from the class name specified. So you can leave anything you want out and it will take it from the specified class name

class My_Classname: Inherited class name


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#26 Posted at 2016-04-18 15:38        
     
Can you put a link for a pbo converter
also
How do i put night vision and/or googles?
How do i put a luncher on my unit?

This post was edited by oa23 (2016-04-18 16:19, 605 days ago)


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#27 Posted at 2016-04-18 18:17        
     
To build a PBO I personnaly use the one from Bohemia Interactive, you can find it in the Arma 3 Tools, from Steam. To extract or read data from a PBO I use PBO manager, which is a small program with few features but sufficient. I know there is plenty of other solutions but these two ones are good for me :-) (I'm very frequently build factions or retextures)


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#28 Posted at 2016-04-19 03:39        
     
# oa23 : Can you put a link for a pbo converter
also
How do i put night vision and/or googles?
How do i put a luncher on my unit?

1. This is a fairly basic one. I use a combination of 2-3 Managers depending on what I'm doing. I always include arma 3 tools. It makes it super easy to de-binarize configs etc. So if you haven't already go onto steam and download that.

2. how do you add it to a unit? Or make a custom variant?

linkedItems[] = {"NVGoggles_OPFOR"};
respawnLinkedItems[] = {"NVGoggles_OPFOR"};

Making a custom variant would be as simple as putting My_NVGoggles: NVGoggles_OPFOR under cfgweapons.

3. A Launcher is a weapon no? So to add it to a unit you just put it under the weapons=[]; array.
weapons[] = {"Throw", "Put", "Binocular", "tf47_m3maaws"};
Something like this^


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#29 Posted at 2016-04-19 16:52        
     
Thx bro beans and sorry for all the questions


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#30 Posted at 2016-04-19 18:12        
     
No worries mate,

Also keen to help out.