Arma 3
Western Sahara ACE3 Arsenal Extended Compatibility
25 Comments
TubaHorse  [author] 17 Jun @ 4:19pm 
Should be fixed
TubaHorse  [author] 17 Jun @ 1:45pm 
Thank you for letting me know, I will fix that after work
Turnip 17 Jun @ 11:53am 
Your .bikey doesn't appear to be working anymore since the update. :steamsad:
TubaHorse  [author] 4 Jan @ 7:06pm 
I'll need more information then.

Do you have all of these loaded:
- Western Sahara CDLC
- ace
- ace arsenal extended core
- ace arsenal extended vanilla
- this mod

Are you checking in the BI or the ace arsenal? Needs to be the ace one.

What steps have you taken to attempt to get the mod working? Have you unsubscribed/resubscribed?
[1/2 MOA] 7N14 4 Jan @ 2:35am 
I don't know yet why it doesn't work. I use the stable version with several mods.
TubaHorse  [author] 3 Jan @ 2:20pm 
Can you elaborate? I used the mod last night in a mission w/ no issues.
[1/2 MOA] 7N14 3 Jan @ 11:52am 
Not working
TubaHorse  [author] 30 Nov, 2024 @ 10:58am 
As far as I'm aware, no, it can't be set up for the right side. However, I might try it and confirm myself
minerminor79er 30 Nov, 2024 @ 8:04am 
Is there a way to do this with the magazines?
TubaHorse  [author] 27 Nov, 2024 @ 6:35pm 
Thank you for catching the issue!
Psycool(싸이쿨) 27 Nov, 2024 @ 6:27pm 
Confirmed and It works fine. Thanks for your hard work.
TubaHorse  [author] 27 Nov, 2024 @ 6:21pm 
I did almost exactly that w/ the recent update, doing "Check signatures" with the right folders defines threw no errors. Should be working then?
Psycool(싸이쿨) 27 Nov, 2024 @ 6:18pm 
It's simple.
1. Open the DSUtils, and click the button that marked N.
2. In the newly opened window, type whatever name you like in “Authority name” and click the “Create key” button.
3. Click the folder button to the right of the button that marked N and open the Private key file you just created.
4. Check the "Sign file list" checkboxes and click the "Process files" button.
5. Click the "Check signatures" button and type the path to the folder where DSUtils.exe exists in "Keys directory" and the path to the pbo file you created in "Addons directory".
6. If you get a message showing there are no problems, it means that your mod's bikey file exists in the same path as the DSUtils.exe file. Place that file in your mod's Keys folder.
TubaHorse  [author] 27 Nov, 2024 @ 5:50pm 
Try updating the mod now and try again. DSUtils is now reporting no issues when checking the key.
TubaHorse  [author] 27 Nov, 2024 @ 5:11pm 
Sorry, I don't know what to tell you. I spent a chunk of time last night trying to find the information I needed and couldn't find anything useful. If you can point me in the correct direction, fine, but otherwise ¯\_(ツ)_/¯
Psycool(싸이쿨) 27 Nov, 2024 @ 3:06pm 
I still get an error message so checked and the key file is completely wrong.
I think it would be a good idea to search the internet for how to create a key file for arma 3 mod.
I'm sorry to bother you about this.
TubaHorse  [author] 26 Nov, 2024 @ 11:56pm 
Alright, should be fixed now. Thank you! I didn't realise I was missing a step
Psycool(싸이쿨) 26 Nov, 2024 @ 11:13pm 
There should be a bikey file in "Keys" folder. Also, the name of that bikey file should be the same as the name of the bisign in the pbo file you created.
For example, if the bisign name of this mod is "WS_aceaxcompat.pbo.wsaceaxcompat.bisign", then the name of bikey must be "wsaceaxcompat.bikey".
TubaHorse  [author] 26 Nov, 2024 @ 9:53pm 
I could have sworn I signed them? Does it need to be in a different folder than addons?
Psycool(싸이쿨) 26 Nov, 2024 @ 9:23pm 
this mod and your RF ACE arsenal extended compat don't have a key file, can you add it?
TubaHorse  [author] 23 Nov, 2024 @ 3:43pm 
I do actually have a question for you. Is there a better place to reach you? I've sent you a friend request here, I could give you my discord
Pet Mudstone 23 Nov, 2024 @ 11:28am 
"And yeah if I wanted to implement backgrounds for the colours/patterns from the DLC I'd probably just use a flat colour that best represents it."

If you use Advanced Developer Tools' config viewer you can view the textures files in-game and I suppose take screenshots of them? Doesn't let you actually extract them of course, but it'd be close enough.

Again, I'm willing to help if need be.
TubaHorse  [author] 22 Nov, 2024 @ 9:55pm 
Hey, thank you! I think some of the ones that don't appear even though they should is I wasn't aware of how to use XtdGearModels_Common.hpp at the time, so I didn't use the defined classes for them. I can fix that.

And yeah if I wanted to implement backgrounds for the colours/patterns from the DLC I'd probably just use a flat colour that best represents it.
Pet Mudstone 22 Nov, 2024 @ 7:32pm 
This is great, I honestly didn't know you could just append options and variants to existing lists! This will be good to know going forward.

One tiny nitpick I do have is that not all the option buttons have proper camo backgrounds even when the backgrounds should already exist (as I used them in my original Vanilla patch). It's not too important though, but I would be willing to assist implementing them. Trying to get backgrounds for completely original camos and textures would be a problem though, since the CDLC files are encrypted.
Killimanjaro117 19 Nov, 2024 @ 8:32pm 
WOOOO LES GO MAN CAN'T WAIT FOR YOUR REACTION FORCES STUFF!