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AGR0-

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Posts posted by AGR0-

  1. Sounds great! :) I will see if I find any more paint jobs for the more armed versions of the Vanilla Arma 3 vehicles that you guys have on the server. Will post them in the comments here when/if I find anything.

    • Like 1
  2. So I have quite a bit of time on my hands, as will be apparent by this post, and instead of using that time on something productive I spent it on trawling through the many Arma 3 pbo's looking for different, hidden texture files within Vanilla Arma 3. I'm not entirely sure how Arma 3/Exile handles the paint jobs, however I imagine it is just a texture swap? I don't know, you guys might know better how to use this info. Either way, these are all the ones I've found at the time of writing this. Seeing as you use more armed vehicles than we did on the previous server I was part of I can try looking for those as well if there is interest. :5_smiley:  Disclaimer though, I'm not a professional so there might be some mistakes however from testing in the Editor all of these work out there. Keep in mind I am just copy pasting a list I have made, so a lot of these might already be on the server. Either way, buckle up, this is quite the list.. Lul

     

    Aircraft

     

    • Ghosthawk

     

    Default Black
    this setObjectTextureGlobal [0,'\A3\air_f_beta\heli_transport_01\data\heli_transport_01_ext01_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_beta\heli_transport_01\data\heli_transport_01_ext02_co.paa'];

    Olive
    this setObjectTextureGlobal [0,'\A3\air_f_beta\heli_transport_01\data\heli_transport_01_ext01_blufor_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_beta\heli_transport_01\data\heli_transport_01_ext02_blufor_co.paa'];

    CTRG Dazzle Sand
    this setObjectTextureGlobal [0,'\A3\air_f_exp\heli_transport_01\data\heli_transport_01_ext01_sand_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_exp\heli_transport_01\data\heli_transport_01_ext02_sand_co.paa'];

    CTRG Dazzle Tropic
    this setObjectTextureGlobal [0,'\A3\air_f_exp\heli_transport_01\data\heli_transport_01_ext01_tropic_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_exp\heli_transport_01\data\heli_transport_01_ext02_tropic_co.paa'];

     

     

    • Mohawk

     

    Default AAF
    this setObjectTextureGlobal [0,'\A3\air_f_beta\heli_transport_02\data\heli_transport_02_1_indp_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_beta\heli_transport_02\data\heli_transport_02_2_indp_co.paa'];
    this setObjectTextureGlobal [2,'\A3\air_f_beta\heli_transport_02\data\heli_transport_02_3_indp_co.paa'];

    Dahoman Civilian
    this setObjectTextureGlobal [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_dahoman_co.paa"]; 
    this setObjectTextureGlobal [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_dahoman_co.paa"]; 
    this setObjectTextureGlobal [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_dahoman_co.paa"]; 

    ION Civilian
    this setObjectTextureGlobal [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_ion_co.paa"]; 
    this setObjectTextureGlobal [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_ion_co.paa"]; 
    this setObjectTextureGlobal [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_ion_co.paa"];

     

     

    • M-900 / Hummingbird / Pawnee

    (These all work interchangeably between the 3 helis, most of these were made for the M-900, however some of them also work fine for the other two, others don't work quite as well. Pick and choose however you want to. There are a good few I quite like for the Pawnee and Hummingbird despite the green.)

     

    Default NATO Olive
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\heli_light_01_ext_blufor_co.paa'];

    AAF Digital
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\heli_light_01_ext_indp_co.paa'];

    ION Black
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\heli_light_01_ext_ion_co.paa'];

    Blueline Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_blueline_co.paa'];

    Digital 
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_digital_co.paa'];

    Elliptical Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_elliptical_co.paa'];

    Furious Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_furious_co.paa'];

    Graywatcher Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_graywatcher_co.paa'];

    Jeans Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_jeans_co.paa'];

    Light Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_light_co.paa'];

    Shadow Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_shadow_co.paa'];

    Sheriff Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_sheriff_co.paa'];

    Speedy Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_speedy_co.paa'];

    Sunset Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_sunset_co.paa'];

    Vrana Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_vrana_co.paa'];

    Wasp Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_wasp_co.paa'];

    Wave Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_01\data\skins\heli_light_01_ext_wave_co.paa'];
     

     

    • Orca

     

    Default Black
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_02\data\heli_light_02_ext_co.paa'];

    Orca Custom Civilian
    this setObjectTextureGlobal [0,'\A3\air_f_heli\heli_light_02\data\heli_light_02_ext_opfor_v2_co.paa'];

    Civilian
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_02\data\heli_light_02_ext_civilian_co.paa'];

    AAF Digital
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_02\data\heli_light_02_ext_indp_co.paa'];

    CSAT Digital
    this setObjectTextureGlobal [0,'\A3\air_f\heli_light_02\data\heli_light_02_ext_opfor_co.paa'];

     

     

    • Hellcat

     

    Default Olive
    this setObjectTextureGlobal [0,'\A3\air_f_epb\heli_light_03\data\heli_light_03_base_co.paa'];

    AAF Digital
    this setObjectTextureGlobal [0,'\A3\air_f_epb\heli_light_03\data\heli_light_03_base_indp_co.paa'];

     

     

    • Blackfish

     

    Default Olive
    this setObjectTextureGlobal [0,'\A3\air_f_exp\vtol_01\data\vtol_01_ext01_olive_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_exp\vtol_01\data\vtol_01_ext02_olive_co.paa'];
    this setObjectTextureGlobal [2,'\A3\air_f_exp\vtol_01\data\vtol_01_ext03_olive_co.paa'];
    this setObjectTextureGlobal [3,'\A3\air_f_exp\vtol_01\data\vtol_01_ext04_olive_co.paa'];

    Blue Shark Custom
    this setObjectTextureGlobal [0,'\A3\air_f_exp\vtol_01\data\vtol_01_ext01_blue_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_exp\vtol_01\data\vtol_01_ext02_blue_co.paa'];
    this setObjectTextureGlobal [2,'\A3\air_f_exp\vtol_01\data\vtol_01_ext03_blue_co.paa'];
    this setObjectTextureGlobal [3,'\A3\air_f_exp\vtol_01\data\vtol_01_ext04_blue_co.paa'];

     

     

    • Xi'an

     

    Default CSAT Green Hex
    this setObjectTextureGlobal [0,'\A3\air_f_exp\vtol_02\data\vtol_02_ext01_ghex_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_exp\vtol_02\data\vtol_02_ext02_ghex_co.paa'];
    this setObjectTextureGlobal [2,'\A3\air_f_exp\vtol_02\data\vtol_02_ext03_l_ghex_co.paa'];
    this setObjectTextureGlobal [3,'\A3\air_f_exp\vtol_02\data\vtol_02_ext03_r_ghex_co.paa'];

    CSAT Urban Hex
    this setObjectTextureGlobal [0,'\A3\air_f_exp\vtol_02\data\vtol_02_ext01_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_exp\vtol_02\data\vtol_02_ext02_co.paa'];
    this setObjectTextureGlobal [2,'\A3\air_f_exp\vtol_02\data\vtol_02_ext03_l_co.paa'];
    this setObjectTextureGlobal [3,'\A3\air_f_exp\vtol_02\data\vtol_02_ext03_r_co.paa'];

    CSAT Arid Hex
    this setObjectTextureGlobal [0,'\A3\air_f_exp\vtol_02\data\vtol_02_ext01_bhex_co.paa'];
    this setObjectTextureGlobal [1,'\A3\air_f_exp\vtol_02\data\vtol_02_ext02_bhex_co.paa'];
    this setObjectTextureGlobal [2,'\A3\air_f_exp\vtol_02\data\vtol_02_ext03_l_bhex_co.paa'];
    this setObjectTextureGlobal [3,'\A3\air_f_exp\vtol_02\data\vtol_02_ext03_r_bhex_co.paa'];

     

     

    Vehicles

     

     

    • Ifrit

     

    Default CSAT
    this setObjectTextureGlobal [0,'\A3\soft_f\mrap_02\data\mrap_02_ext_01_co.paa'];
    this setObjectTextureGlobal [1,'\A3\soft_f\mrap_02\data\mrap_02_ext_02_co.paa'];
    //TURRET
    this setObjectTextureGlobal [2,'\A3\data_f\vehicles\turret_opfor_co.paa'];

    CSAT Green Hex
    this setObjectTextureGlobal [0,'\A3\soft_f_exp\mrap_02\data\mrap_02_ext_01_ghex_co.paa'];
    this setObjectTextureGlobal [1,'\A3\soft_f_exp\mrap_02\data\mrap_02_ext_02_ghex_co.paa'];
    //TURRET
    this setObjectTextureGlobal [2,'\A3\data_f_exp\vehicles\turret_ghex_co.paa'];

     

     

    • Strider

     

    Default AAF
    this setObjectTextureGlobal [0,'\A3\soft_f_beta\mrap_03\data\mrap_03_ext_indp_co.paa'];
    //TURRET
    this setObjectTextureGlobal [1,'\A3\data_f\vehicles\turret_indp_co.paa'];

    NATO Sand
    this setObjectTextureGlobal [0,'\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa'];
    //TURRET
    this setObjectTextureGlobal [1,'\A3\data_f\vehicles\turret_co.paa'];

     

     

    • Prowler

     

    Default Black
    this setObjectTextureGlobal [0,'\A3\soft_f_exp\lsv_01\data\nato_lsv_01_black_co.paa'];
    this setObjectTextureGlobal [1,'\A3\soft_f_exp\lsv_01\data\nato_lsv_02_black_co.paa'];
    this setObjectTextureGlobal [2,'\A3\soft_f_exp\lsv_01\data\nato_lsv_03_black_co.paa'];

    Dazzle Tropic
    this setObjectTextureGlobal [0,'\A3\soft_f_exp\lsv_01\data\nato_lsv_01_dazzle_co.paa'];
    this setObjectTextureGlobal [1,'\A3\soft_f_exp\lsv_01\data\nato_lsv_02_olive_co.paa'];
    this setObjectTextureGlobal [2,'\A3\soft_f_exp\lsv_01\data\nato_lsv_03_olive_co.paa'];

    Olive
    this setObjectTextureGlobal [0,'\A3\soft_f_exp\lsv_01\data\nato_lsv_01_olive_co.paa'];
    this setObjectTextureGlobal [1,'\A3\soft_f_exp\lsv_01\data\nato_lsv_02_olive_co.paa'];
    this setObjectTextureGlobal [2,'\A3\soft_f_exp\lsv_01\data\nato_lsv_03_olive_co.paa'];

    Sand
    this setObjectTextureGlobal [0,'\A3\soft_f_exp\lsv_01\data\nato_lsv_01_sand_co.paa'];
    this setObjectTextureGlobal [1,'\A3\soft_f_exp\lsv_01\data\nato_lsv_02_sand_co.paa'];
    this setObjectTextureGlobal [2,'\A3\soft_f_exp\lsv_01\data\nato_lsv_03_sand_co.paa'];

     

     

    • Qilin

     

    Default Black
    this setObjectTextureGlobal [0,'\A3\soft_f_exp\lsv_02\data\csat_lsv_01_black_co.paa'];
    this setObjectTextureGlobal [1,'\A3\soft_f_exp\lsv_02\data\csat_lsv_02_black_co.paa'];
    this setObjectTextureGlobal [2,'\A3\soft_f_exp\lsv_02\data\csat_lsv_03_black_co.paa'];

    CSAT Arid Hex
    this setObjectTextureGlobal [0,'\A3\soft_f_exp\lsv_02\data\csat_lsv_01_arid_co.paa'];
    this setObjectTextureGlobal [1,'\A3\soft_f_exp\lsv_02\data\csat_lsv_02_arid_co.paa'];
    this setObjectTextureGlobal [2,'\A3\soft_f_exp\lsv_02\data\csat_lsv_03_arid_co.paa'];

    CSAT Green Hex
    this setObjectTextureGlobal [0,'\A3\soft_f_exp\lsv_02\data\csat_lsv_01_ghex_co.paa'];
    this setObjectTextureGlobal [1,'\A3\soft_f_exp\lsv_02\data\csat_lsv_02_ghex_co.paa'];
    this setObjectTextureGlobal [2,'\A3\soft_f_exp\lsv_02\data\csat_lsv_03_ghex_co.paa'];

    • Like 4
  3. 1 minute ago, Demples said:

    I was thinking about this and was wondering if it is possible to allow you to tow a vehicle at the same weight or lower with out rope.

    and if you were to tow a heavier vehicle then you would need a rope. ?

    I think that might cause a lot of confusion. Most players don't know the weight of vehicles, so they would see that they could tow some vehicles, others they could not. Of course one can explain it in the pop-up messages that "this vehicle is too heavy to tow without rope" but that would again remove a bit of that planning element. As you can tell I love planning and logistics, and with challenges in the way it makes the task even more fun in my opinion. So for me, if all towing required rope, both the cargo rope from helis and vehicle towing, I would be happy, feel things might get a bit too easy if everything is allowed without requirements. The rappelling I think could be done without rope, as that might be a bit too much. However that's just me, others should probably chime in. :24_stuck_out_tongue: 

  4. I was flying around with a Pawnee last night and after having spent all my ammo (as you do when having fun) I went back to trader to see if I was able to figure out how to rearm. Seeing the options in the action menu I hopped out and got a few thousands from my Lockers to have even more fun. When I chose rearm though, I got a message saying "Ammo Already Full!" or something along the lines of that, suggesting I obviously had full ammo which I did not. So I'm not sure if this is just a bug or me being stupid not figuring out how to rearm the heli. I tried the same for the flares, spent some flares and tried to rearm those and got the same message. So if I am being stupid could I get an explanation as to how it works? :24_stuck_out_tongue: Yes, I did try to fly out of the Safe Zone again to test if I did have ammo but I did not.

     

    As for the prices, I also spotted a "Repair" option, and the price is a bit out of place in my opinion. For a Pawnee the Repair price was 5,000 Tabs. So I am assuming the Repair price is just 10% of purchase price. However, in the trader one can also buy a Duct Tape for 300 Tabs which will do the same, so basically you're only buying convenience with the Repair option, 4,700 Tabs for convenience is far too high. I don't want to imagine what it's like on all the other even more expensive vehicles. :24_stuck_out_tongue: So I would suggest a flat rate Repair price through the action menu to be 500 Tabs. This would make you pay an extra 200 Tabs for convenience, a reasonable price in my opinion. 

     

    I also saw that things are rearmed one by one for 1,000 Tabs per belt. Or for flares, 1,000 Tabs per singular flare. I think it would be better if there was a "Rearm all 7.62mm minigun ammo" and "Rearm all flares" in the action menu for 2,000 Tabs and 1,000 Tabs respectively. I think rearming flares 1 by 1 would get quite annoying with time, and I also imagine it would be easier to just remove everything, and add everything in a loadout with scripting than adding one by one, to each gun. So for example it would be something like.. setVehicleAmmo 0; addMagazineTurret ["kickass_7.62_minigun_of_death", [-1]]; or something like that, I'm sure you understand and can make it properly. :P

  5. I personally think it would be cooler with dependencies like that, makes for more choices. Should you go with that extra ammo, or the rope just in case? Though it can also be a bit annoying if you do find that car but can't take both. :P 

     

    So I don't know, personally I would enjoy if we did need Ropes for all of those. Makes for more interesting gameplay decisions.

  6. I must say I disagree with this, building a proper kit is important and if you haven't planned to have to tow vehicles then I would say one should be punished for that. What other use would the "Ropes" item have? Slight disclaimer, I only just started playing yesterday so I don't know the ins and outs of the server and it's features yet, but decided to hop on the forums regardless. :)

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