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Yeremey Zhdanov
Yeremey Zhdanov

Arma 3 Uniform Config



While the RHS EULA stipulates that we cannot permit users to publish re-textures the ACU uniform itself (i.e. changing the camo pattern), config.cpp can be written to assign a texture to the identity selection using the hiddenSelectionsTextures[] array:




arma 3 uniform config


DOWNLOAD: https://www.google.com/url?q=https%3A%2F%2Furlin.us%2F2tPzEX&sa=D&sntz=1&usg=AOvVaw0NI1qKdS5Bh0ynO3zk-b4y



I would only agree to this if there was a way for the enemy team to identify an enemy in their uniform. For example if you are on the NATO team and you spot an Iranian soldier and you kill him and you take his uniform. The uniform should be bloody, if he was shot in the helmet there should be obvious damage to the helmet, if the player forgot to pick up the enemy gun that would be suspicious. This would set off small alarms for AI's and for players. Then lets say this NATO player in disguise walks into an Iranian Base. If an AI attempts to communicate with him, using some scripted conversation, this can help him identify enemy players because that unit won't know how to speak Arabic. Maybe they should add a linguist class or something to more easily get past security. Then lets say this Iranian base identifies the NATO player the base goes into lockdown making it very difficult for other players to infiltrate.


no, they dont, that would be stupid, BIS forums rules dont apply here, youtube rules dont apply here, facebook rules dont apply here, and armaholic rules dont apply here, if there is ANY rule here, would be "dont be a douche" and being a douche would mean making tickets with all-high caps, not making comments with all caps


Isn't there a way to make a unit change sides? Couldn't there be a module that would detect when the opfor uniform classnames were equipped, when it would change the faction of the unit? And then when it was removed, the faction would be returned to normal.Hopefully this ends up working soon! It'd be awesome to always have the option in a mission, for those of us that like covert, spec ops.


@bruklin, so it's not working.making you able to wear opfor uniforms is not BI's problem,I think what BI are having issues with is to make the opfor soldiers be able to recognisethe player as blufor after they mistook him as opfor.


So to summarize (as far as I know):The ability to wear opfor uniforms - not a problem to do.Making opfor AI think your are also opfor when wearing opfor uniforms - not a problem to do.Making opfor AI realize you are actually blufor, in case you are too close, open fire at them etc. etc. - THAT IS THE PROBLEM


yep you are right, it's also a problem.I just meant that the fact we can wear Opfor uniforms does not mean it's working.Because some people here say it's working for them, but then they say Opfor shoot at them,So I was confused why they say it's working when it's not.


it is possible to change the uniform.However, it is still seen as the enemy.There are, however, I believe its possible to change from blufor to opfor by an script command.While I can not good scripts but it should be possible to associate the uniform with the script command. If the player kill enemies an script change from opfor to blufor and the player is a enemy.


The original plan for this mod was meant for private use by the 502nd PIR Arma 3 WWII Unit, but after long debate and other interested parties, it was decided to move from private to public release. This decision has been made with public interest, and other units being able to make use of the uniforms in mind.


These uniforms were made to be used with WWII units in mind. The mod features an enlisted and officer version of the dress uniform both made by Riku. Both uniforms are complete with mostly correct coloration and placement of the medals and other misc. decor. The uniforms are accompanied by garrison caps graciously provided by Simcardo of US General Equipments mod and Courtland the original author of the garrison cap model.


This mod includes two different Class A dress uniforms as well as multiple garrison caps. In total the uniforms cover 13 branches of the us military that I found most commonly portrayed in Arma 3 or fitting for a screenshot artists viewing pleasure. The ranks on the uniforms range from Private going all the way up to Colonel. The branches covered are as follows:


Have fun with these uniforms ladies and gents. If you wish to use these in a unit modpack we ask that you credit the original mod and only use an edited PBO in a unit PBO mashup asset pack, and to not reupload it as your own work. You are welcome to retexture as needed for your units and such if you wish. I, Unitatoe24, am open to requests for units that wish to use this mod, if you would like custom medals on the uniforms for your members. As always, enjoy the mod, and keep an eye out for more.


All new models have been used for helmets, body armour, backpacks and the base uniform. I've done my best to represent modern British soldiers currently serving in combat zones such as Afghanistan while still maintaining a small amount of creative license.


V1.3-Completely reworked config to use Trixie's British weapons: By 3 Commando Brigade/Nemiuk/Apollo - www.3commandobrigade.com (View the 3CB readme for more feature info)(no longer requires Kiory's SA80, dependant on Trixie's weapon pack available at: Armaholic.com)


Custom factions and replacement packs made with the ALiVE Orbat Tool. There will be dependencies on other mods so check the details before using them. A collection of these configs is kept on the ALiVE GDrive.


NATO soldiers have been changed into a force resembling the United States Marine Corps, with more contemporary weapons such as the M4A1 Carbine replacing the MX rifle. The standard uniform is MARPAT Woodland for all infantry units, with most units having SPC vests and MARPAT combat helmets.


And 1 more thing the cop skins is colliding with the default one. I tried removing it completely from the textures skin. But then the server wouldnt start becouse it apparently needs the default one. Here is my config.


class LifeCfgVehicles { /* * Vehicle Configs (Contains textures and other stuff) * * "price" is the price before any multipliers set in Master_Config are applied. * * Default Multiplier Values & Calculations: * Civilian [Purchase, Sell]: [1.0, 0.5] * Cop [Purchase, Sell]: [0.5, 0.5] * Medic [Purchase, Sell]: [0.75, 0.5] * ChopShop: Payout = price * 0.25 * GarageSell: Payout = price * [0.5, 0.5, 0.5, -1] * Cop Impound: Payout = price * 0.1 * Pull Vehicle from Garage: Cost = price * [1, 0.5, 0.75, -1] * [0.5, 0.5, 0.5, -1] * -- Pull Vehicle & GarageSell Array Explanation = [civ,cop,medic,east] * * 1: STRING (Condition) * Textures config follows Texture Name, side, texture(s)path, Condition * Texture(s)path follows this format: * INDEX 0: Texture Layer 0 * INDEX 1: Texture Layer 1 * INDEX 2: Texture Layer 2 * etc etc etc * */


switch (playerSide) do { case civilian: if (LIFE_SETTINGS(getNumber,"civ_skins") isEqualTo 1) then if (uniform player isEqualTo "U_C_Poloshirt_blue") then player setObjectTextureGlobal [0, "textures\civilian_uniform_1.jpg"]; ; if (uniform player isEqualTo "U_C_Poloshirt_burgundy") then player setObjectTextureGlobal [0, "textures\civilian_uniform_2.jpg"]; ; if (uniform player isEqualTo "U_C_Poloshirt_stripped") then player setObjectTextureGlobal [0, "textures\civilian_uniform_3.jpg"]; ; if (uniform player isEqualTo "U_C_Poloshirt_tricolour") then player setObjectTextureGlobal [0, "textures\civilian_uniform_4.jpg"]; ; if (uniform player isEqualTo "U_C_Poloshirt_salmon") then player setObjectTextureGlobal [0, "textures\civilian_uniform_5.jpg"]; ; if (uniform player isEqualTo "U_C_Poloshirt_redwhite") then player setObjectTextureGlobal [0, "textures\civilian_uniform_6.jpg"]; ; if (uniform player isEqualTo "U_C_Commoner1_1") then player setObjectTextureGlobal [0, "textures\civilian_uniform_7.jpg"]; ; ; ;


case west: if (uniform player isEqualTo "U_Rangemaster") then _skinName = "textures\cop_uniform.jpg"; if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then if (FETCH_CONST(life_coplevel) >= 7) then _skinName = ["textures\police_pc",(FETCH_CONST(life_coplevel)),".jpg"] joinString ""; ; if ((FETCH_CONST(life_coplevel) >= 7) && ((uniform player) == "U_B_CombatUniform_mcam_worn")) then player setObjectTextureGlobal [0, "textures\police_uniform.jpg"]; ; if ((FETCH_CONST(life_coplevel) >= 5) && ((uniform player) == "U_B_CombatUniform_mcam")) then player setObjectTextureGlobal [0, "textures\cop_uniform1.jpg"]; ; player setObjectTextureGlobal [0, _skinName]; ; ; ;


ACE3 contains an extensive settings framework that allows you to tweak the modification without having to mess around with deleting PBOs. These settings are all handled server side and broadcasted to the clients connecting to that server. This ensures that everyone playing on the server will have a uniform experience.


What this means is that at any the 4 points after the Mod Config it is possible to insert your adjusted settings and force those (optionally). This is a powerful tool for server admins; it will ensure that everyone is using uniform settings across the board on their server. And it provides mission makers the ability to easily set settings for their mission, without creating a large dependency on ACE3; you do not have to place down mission modules.


The server config setting entries are done through our optional ace_server.pbo, which can be found in the optionals folder of @ace. It also contains a userconfig folder, which inside contains the file ace\serverconfig.hpp. This is the location where ACE3 settings are placed. There is no need for a sub-class. Once the settings file is updated everything should be copied to the Arma 3\userconfig folder. When loaded ace_server.pbo will try to read the settings from the following path Arma 3\userconfig\ace\serverconfig.hpp. 350c69d7ab


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