[evo] dan 79 Posted July 15, 2017 Has anyone got any tutorials on making and configuring vehicles? I'm having trouble with it at the moment and the BIKI isn't that useful other than giving the title of the class to use, but doesn't give what it should be named for. Also some of the links to the tutorials in this thread don't work such as the OFP one and Mons Share this post Link to post Share on other sites
wolfbite 8 Posted October 9, 2017 Hi guys, Any tutorials with working links. Started messing about with some old models but having troubles with the configs. I'm trying to equip something with the RHS GSh-23l But the gun isnt coming up in game. Preferably a tutorial about configs would be appreciated. But would like something that explains everything from the ground up just to refresh myself and to learn about the new Arma3 bits. A bit like Col Klinks tutorials for ofp. Cheers all! Share this post Link to post Share on other sites
martinezfg11 334 Posted November 9, 2017 On 10/9/2017 at 4:13 AM, wolfbite said: RHS GSh-23l But the gun isnt coming up in game The only way you can do that is using the AttachTo command AFAIK. Share this post Link to post Share on other sites
wolfbite 8 Posted November 12, 2017 On 09/11/2017 at 9:06 PM, martinezfg11 said: The only way you can do that is using the AttachTo command AFAIK. No I'm editing the config file. Share this post Link to post Share on other sites
martinezfg11 334 Posted November 29, 2017 On 11/12/2017 at 8:46 AM, wolfbite said: No I'm editing the config file. Care to share your config? Share this post Link to post Share on other sites
wolfbite 8 Posted December 7, 2017 On 29/11/2017 at 1:29 AM, martinezfg11 said: Care to share your config? Yessir Spoiler //Franze MiG-23MLD //Please do not use classnames without permission // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 #define VSoft 0 #define VArmor 1 #define VAir 2 class CfgPatches { class fza_mig23mld { units[] = {fza_mig23mld}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgMovesBasic { class DefaultDie; class ManActions { fza_mig23_pilot = "fza_mig23_pilot"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class fza_mig23_pilot_dead: DefaultDie { actions = "DeadActions"; speed = 0.5; looped = "false"; terminal = 1; file = "\fza_mig23mld\anim\fza_mig23_pilot_dead.rtm"; connectTo[] = {"DeadState",0.1}; }; class fza_mig23_pilot: Crew { file = "\fza_mig23mld\anim\fza_mig23_pilot.rtm"; interpolateTo[] = {"fza_mig23_pilot_dead",1}; }; }; }; class SensorTemplatePassiveRadar; class SensorTemplateAntiRadiation; class SensorTemplateActiveRadar; class SensorTemplateIR; class SensorTemplateVisual; class SensorTemplateMan; class SensorTemplateLaser; class SensorTemplateNV; class SensorTemplateDataLink; class CfgWeapons { class Default{}; class MGunCore: Default{}; class MGun: MGunCore {}; class LauncherCore: Default{}; class CannonCore: Default{}; class MissileLauncher: LauncherCore{}; class Launcher: LauncherCore {}; class Stinger: Launcher {}; class RocketPods: LauncherCore {}; class fza_mig23mld_r24r_2 : MissileLauncher { //ammo="fz_opfor_alamo"; count=2; reloadTime=0.2; displayName = "R-24R"; displayNameMagazine = "R-24R"; shortNameMagazine = "R-24R"; //cursor="\fz_ah64d\curs_aam.paa"; initspeed=0; aiRateOfFire=4.0; aiRateOfFireDistance=0.01; maxleadspeed=2500; magazines[]={"fza_mig23mld_r24r_2"}; weaponLockDelay = 5; weaponlocksystem = 8; //lockedtargetsound[] = {"\fza_su17\audio\r60m_lock.wav", 1, 0.9}; //lockingtargetsound[] = {"\fza_su17\audio\r60m_lock.wav", 1, 1}; minRange = 500; minRangeProbab = 0.1; midRange = 9000; midRangeProbab = 0.9; maxRange = 20000; maxRangeProbab = 0.5; }; class fza_mig23mld_r60m_4 : MissileLauncher { //ammo="fz_f18_aim9m"; count=2; reloadTime=0.25; magazinereloadtime=0.2; displayName = "R-60M"; displayNameMagazine = "R-60M"; shortNameMagazine = "R-60M"; //cursor="\fz_ah64d\curs_aam.paa"; initspeed=0; aiRateOfFire=4.0; aiRateOfFireDistance=0.01; maxleadspeed=2500; magazines[]={fza_mig23mld_r60m_4}; weaponLockDelay = 3; weaponlocksystem = 1; //lockedtargetsound[] = {"\fza_su17\audio\r60m_lock.wav", 1, 0.9}; //lockingtargetsound[] = {"\fza_su17\audio\r60m_lock.wav", 1, 1}; minRange = 100; minRangeProbab = 0.25; midRange = 3000; midRangeProbab = 0.9; maxRange = 9000; maxRangeProbab = 0.5; }; class RHS_Weap_GSh23L: CannonCore { scope=2; displayName="GSh-23L"; displayNameMagazine="GSh-23L"; shortNameMagazine="GSh-23L"; //ammo="RHS_ammo_23mm_AA"; count=200; reloadTime=0.02; autofire = 1; burst=2; multiplier=1; dispersion=0.0125; soundContinuous=0; cursoraim = "mg"; //sound[]={"\fz_f18\sounds\m61canhi2.wav",120,1}; aiRateOfFire=0.1; // delay between shots at given distance aiRateOfFireDistance=2000; // at shorter distance delay goes lineary to zero initSpeed=900; CanLock=2; //shotFromTurret=0; maxrange = 500; maxrangeprobab = 0.1; midrange = 200; midrangeprobab = 0.7; minrange = 50; minrangeprobab = 0.7; magazines[]={"rhs_mag_AM23_500"}; class manual: CannonCore { airateoffire = 0.5; airateoffiredistance = 50; autofire = 1; burst = 2; dispersion = 0.0125; displayname = "GSh-23L"; maxrange = 500; maxrangeprobab = 0.1; midrange = 200; midrangeprobab = 0.7; minrange = 50; minrangeprobab = 0.7; reloadtime = 0.02; showtoplayer = 1; sounds[] = {"StandardSound"}; class StandardSound { weaponfire[] = {"\A3\Sounds_F\arsenal\weapons_vehicles\cannon_30mm\autocannon_30mm_01",1.99526,1,1500}; soundBegin[] = {"weaponfire",1}; weaponsoundeffect = "DefaultRifle"; }; }; }; }; class CfgMagazines { class Default {}; class CA_Magazine: Default {}; class VehicleMagazine: CA_Magazine {}; class fza_mig23mld_r24r_2: VehicleMagazine { scope = 2; displayName = "R-24R"; count = 2; ammo = "fza_base_r24r"; initSpeed = 0; sound[] = {"\ca\Weapons\Data\Sound\TOW_2",3.162278,1}; reloadSound[] = {"\ca\Weapons\Data\Sound\missload",0.000316,1}; }; class RHS_Weap_GSh23L: VehicleMagazine { scope = 2; displayName = "23mm OFZ"; ammo = "RHS_ammo_23mm_AA"; count = 200; initSpeed = 715; tracersevery = 1; }; class fza_mig23mld_r60m_4: VehicleMagazine { scope = 2; displayName = "R-60M"; count = 4; ammo = "fza_base_r60m"; initSpeed = 0; sound[] = {"\ca\Weapons\Data\Sound\TOW_2",3.162278,1}; reloadSound[] = {"\ca\Weapons\Data\Sound\missload",0.000316,1}; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air : AllVehicles {}; class Plane: Air {}; class fza_mig23base: Plane { scope=0; side=TEast; displayName="MiG-23"; author = "Technical Sandwich"; simulation = airplanex; driveOnComponent[] = {"nwheel","l_wheel","r_wheel"}; draconicForceXCoef = 3.0; draconicForceYCoef = 3.0; draconicForceZCoef = 3.0; draconicTorqueXCoef = 3.0; draconicTorqueYCoef = 3.0; angleOfIndicence = 0.05235987; thrustCoef[]= {2.0, 1.8, 1.6, 1.5, 1.4, 1.3, 1.2, 1.1, 0.9, 0.6, 0.4, 0.3, 0.1, 0.0, 0.0, 0.0}; elevatorCoef[]= {0.9,1,1.2,1.4,1.5,1.2,1}; aileronCoef[]= {0.8,1.2,1.6,1.8,1.7,1.2,0.8}; rudderCoef[]= {0.6,1,1,0.9,0.8,0.7,0.6}; elevatorControlsSensitivityCoef = 8; aileronControlsSensitivityCoef = 8; rudderControlsSensitivityCoef = 8; destrType = "DestructWreck"; }; class fza_mig23mld: fza_mig23base { precision=200; brakeDistance=65; aileronSensitivity = 2.7; elevatorSensitivity = 1.2; wheelSteeringSensitivity = 3.0; //noseDownCoef = 0.05; flapsFrictionCoef = 1.2; //landingAoa = 10*3.1415/180; scope=public; crew = O_pilot_F; //driverOpticsModel = "optika_empty"; //picture="\fz_awing\aw_pic.paa"; icon = "A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Map_Plane_Fighter_03_CA.paa"; side=TEast; displayName="MiG-23MLD"; namesound="Plane"; accuracy=5; camouflage=100; irTarget=1; irScanRangeMin=15500; irScanRangeMax=15500; irScanToEyeFactor=4; irScanGround=0; gearRetracting = true; vehicleclass="Air"; faction = "OPF_F"; driverAction = fza_mig23_pilot; maxSpeed = 1350; //soundEngine[]={"\orca\orca_engine.wav",db0,1}; weapons[]={RHS_Weap_GSh23L,fza_mig23mld_r24r_2,fza_mig23mld_r60m_4,CMFlareLauncher}; magazines[]={RHS_Weap_GSh23L,fza_mig23mld_r24r_2,fza_mig23mld_r60m_4,120Rnd_CMFlare_Chaff_Magazine}; memorypointcm[] = {"flare_launcher1", "flare_launcher2"}; memorypointcmdir[] = {"flare_launcher1_dir", "flare_launcher2_dir"}; radartype = 4; lockdetectionsystem = 8; incommingmissliedetectionsystem = 16; armor=100; cost=10000000; model="\fza_mig23mld\fza_mig23mld.p3d"; fov=0.5; insideSoundCoef = 0.01; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.3, 0.3, 1.5}; animated=1; landingSpeed = 250; fuelCapacity=4570; // 0 1 2 3 4 5 6 hiddenselections[]={"masterhide"}; hiddenselectionstextures[]={"\fza_mig23mld\mig23mld_tex.paa"}; class Damage { tex[] = {"\fza_mig23mld\mig23mld_tex.paa","\fza_mig23mld\mig23mld_tex_destr.paa"}; mat[] = {}; }; envelope[]= { // speed relative to max. speed -> lift // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 // Percentage of rel. speed 0.0,0.5,1.5,3.25,3.4,4.4,4.5,4.6,4.7,4.8,4.9,5.0,5.1,1.0,0.5 // lift }; //ArmA3 sensor config class Components { class SensorsManagerComponent { class Components { class ActiveRadarSensorComponent : SensorTemplateActiveRadar { class AirTarget { minRange = 14000; maxRange = 14000; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; class GroundTarget { minRange = 14000; maxRange = 14000; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; }; class PassiveRadarSensorComponent : SensorTemplatePassiveRadar {}; class VisualSensorComponent : SensorTemplateVisual {}; }; }; }; class ViewPilot { initFov=0.700000; minFov=0.300000; maxFov=0.850000; initAngleX=0; minAngleX=-75; maxAngleX=50; initAngleY=0; minAngleY=-150; maxAngleY=150; }; /* class animationsources { class rwing { source = "speed"; animPeriod = 1; initPhase=0; }; class lwing { source = "speed"; animPeriod = 1; initPhase=0; }; class rwing_2 { source = "speed"; animPeriod = 1; initPhase=0; }; class lwing_2 { source = "speed"; animPeriod = 1; initPhase=0; }; }; */ class WingVortices { class WingTipLeft { effectname = "WingVortices"; position = "body_vapour_L_E"; }; class WingTipRight { effectname = "WingVortices"; position = "body_vapour_R_E"; }; class BodyLeft { effectname = "BodyVortices"; position = "Vapour_body_left_pos"; }; class BodyRight { effectname = "BodyVortices"; position = "Vapour_body_right_pos"; }; }; class eventhandlers { //init = "[_this select 0] execvm ""\fza_mig23mld\init.sqf"""; fired = "_this call (uinamespace getvariable 'BIS_fnc_effectFired');"; //gear="if (_this Select 1) then {[_this select 0] exec""\mas_opfor\mig29\geardown.sqs""} else {[_this select 0] exec ""\mas_opfor\mig29\gearup.sqs""}"; killed = "(_this select 0) setobjecttexture [0,""\fza_mig23mld\mig23mld_tex_destr.paa""]; _this call (uinamespace getvariable 'BIS_fnc_effectkilled');"; }; }; class fza_mig23_guerbase: Plane { scope=0; side=2; displayName="MiG-23"; author = "Technical Sandwich"; simulation = airplanex; driveOnComponent[] = {"nwheel","l_wheel","r_wheel"}; draconicForceXCoef = 3.0; draconicForceYCoef = 3.0; draconicForceZCoef = 3.0; draconicTorqueXCoef = 3.0; draconicTorqueYCoef = 3.0; angleOfIndicence = 0.05235987; thrustCoef[]= {2.0, 1.8, 1.6, 1.5, 1.4, 1.3, 1.2, 1.1, 0.9, 0.6, 0.4, 0.3, 0.1, 0.0, 0.0, 0.0}; elevatorCoef[]= {0.9,1,1.2,1.4,1.5,1.2,1}; aileronCoef[]= {0.8,1.2,1.6,1.8,1.7,1.2,0.8}; rudderCoef[]= {0.6,1,1,0.9,0.8,0.7,0.6}; elevatorControlsSensitivityCoef = 8; aileronControlsSensitivityCoef = 8; rudderControlsSensitivityCoef = 8; destrType = "DestructWreck"; }; class fza_mig23mld_guer: fza_mig23_guerbase { precision=200; brakeDistance=65; aileronSensitivity = 2.7; elevatorSensitivity = 1.2; wheelSteeringSensitivity = 3.0; //noseDownCoef = 0.05; flapsFrictionCoef = 1.2; //landingAoa = 10*3.1415/180; scope=public; crew = "I_pilot_F"; //driverOpticsModel = "optika_empty"; //picture="\fz_awing\aw_pic.paa"; icon = "A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Map_Plane_Fighter_03_CA.paa"; side=2; displayName="MiG-23MLD (GUER)"; namesound="Plane"; accuracy=5; camouflage=100; irTarget=1; irScanRangeMin=15500; irScanRangeMax=15500; irScanToEyeFactor=4; irScanGround=0; gearRetracting = true; vehicleclass="Air"; faction = "IND_F"; driverAction = fza_mig23_pilot; maxSpeed = 1350; //soundEngine[]={"\orca\orca_engine.wav",db0,1}; weapons[]={RHS_Weap_GSh23L,fza_mig23mld_r24r_2,fza_mig23mld_r60m_4,CMFlareLauncher}; magazines[]={RHS_ammo_23mm_AA,fza_mig23mld_r24r_2,fza_mig23mld_r60m_4,120Rnd_CMFlare_Chaff_Magazine}; memorypointcm[] = {"flare_launcher1", "flare_launcher2"}; memorypointcmdir[] = {"flare_launcher1_dir", "flare_launcher2_dir"}; radartype = 4; lockdetectionsystem = 8; incommingmissliedetectionsystem = 16; armor=100; cost=10000000; model="\fza_mig23mld\fza_mig23mld.p3d"; fov=0.5; insideSoundCoef = 0.01; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.3, 0.3, 1.5}; animated=1; landingSpeed = 250; fuelCapacity=4570; // 0 1 2 3 4 5 6 hiddenselections[]={"masterhide"}; hiddenselectionstextures[]={"\fza_mig23mld\mig23mld_tex_2.paa"}; class Damage { tex[] = {"\fza_mig23mld\mig23mld_tex_2.paa","\fza_mig23mld\mig23mld_tex_destr.paa"}; mat[] = {}; }; envelope[]= { // speed relative to max. speed -> lift // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 // Percentage of rel. speed 0.0,0.5,1.5,3.25,3.4,4.4,4.5,4.6,4.7,4.8,4.9,5.0,5.1,1.0,0.5 // lift }; //ArmA3 sensor config class Components { class SensorsManagerComponent { class Components { class ActiveRadarSensorComponent : SensorTemplateActiveRadar { class AirTarget { minRange = 14000; maxRange = 14000; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; class GroundTarget { minRange = 14000; maxRange = 14000; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; }; class PassiveRadarSensorComponent : SensorTemplatePassiveRadar {}; class VisualSensorComponent : SensorTemplateVisual {}; }; }; }; class ViewPilot { initFov=0.700000; minFov=0.300000; maxFov=0.850000; initAngleX=0; minAngleX=-75; maxAngleX=50; initAngleY=0; minAngleY=-150; maxAngleY=150; }; /* class animationsources { class rwing { source = "speed"; animPeriod = 1; initPhase=0; }; class lwing { source = "speed"; animPeriod = 1; initPhase=0; }; class rwing_2 { source = "speed"; animPeriod = 1; initPhase=0; }; class lwing_2 { source = "speed"; animPeriod = 1; initPhase=0; }; }; */ class WingVortices { class WingTipLeft { effectname = "WingVortices"; position = "body_vapour_L_E"; }; class WingTipRight { effectname = "WingVortices"; position = "body_vapour_R_E"; }; class BodyLeft { effectname = "BodyVortices"; position = "Vapour_body_left_pos"; }; class BodyRight { effectname = "BodyVortices"; position = "Vapour_body_right_pos"; }; }; class eventhandlers { //init = "[_this select 0] execvm ""\fza_mig23mld\init.sqf"""; fired = "_this call (uinamespace getvariable 'BIS_fnc_effectFired');"; //gear="if (_this Select 1) then {[_this select 0] exec""\mas_opfor\mig29\geardown.sqs""} else {[_this select 0] exec ""\mas_opfor\mig29\gearup.sqs""}"; killed = "(_this select 0) setobjecttexture [0,""\fza_mig23mld\mig23mld_tex_destr.paa""]; _this call (uinamespace getvariable 'BIS_fnc_effectkilled');"; }; }; class fza_mig23_westbase: Plane { scope=0; side=1; displayName="MiG-23"; author = "Technical Sandwich"; simulation = airplanex; driveOnComponent[] = {"nwheel","l_wheel","r_wheel"}; draconicForceXCoef = 3.0; draconicForceYCoef = 3.0; draconicForceZCoef = 3.0; draconicTorqueXCoef = 3.0; draconicTorqueYCoef = 3.0; angleOfIndicence = 0.05235987; thrustCoef[]= {2.0, 1.8, 1.6, 1.5, 1.4, 1.3, 1.2, 1.1, 0.9, 0.6, 0.4, 0.3, 0.1, 0.0, 0.0, 0.0}; elevatorCoef[]= {0.9,1,1.2,1.4,1.5,1.2,1}; aileronCoef[]= {0.8,1.2,1.6,1.8,1.7,1.2,0.8}; rudderCoef[]= {0.6,1,1,0.9,0.8,0.7,0.6}; elevatorControlsSensitivityCoef = 8; aileronControlsSensitivityCoef = 8; rudderControlsSensitivityCoef = 8; destrType = "DestructWreck"; }; class fza_mig23mld_west: fza_mig23_westbase { precision=200; brakeDistance=65; aileronSensitivity = 2.7; elevatorSensitivity = 1.2; wheelSteeringSensitivity = 3.0; //noseDownCoef = 0.05; flapsFrictionCoef = 1.2; //landingAoa = 10*3.1415/180; scope=public; crew = "B_Pilot_F"; //driverOpticsModel = "optika_empty"; //picture="\fz_awing\aw_pic.paa"; icon = "A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Map_Plane_Fighter_03_CA.paa"; side=1; displayName="MiG-23MLD (WEST)"; namesound="Plane"; accuracy=5; camouflage=100; irTarget=1; irScanRangeMin=15500; irScanRangeMax=15500; irScanToEyeFactor=4; irScanGround=0; gearRetracting = true; vehicleclass="Air"; faction = "BLU_F"; driverAction = fza_mig23_pilot; maxSpeed = 1350; //soundEngine[]={"\orca\orca_engine.wav",db0,1}; weapons[]={RHS_Weap_GSh23L,fza_mig23mld_r24r_2,fza_mig23mld_r60m_4,CMFlareLauncher}; magazines[]={RHS_Weap_GSh23L,fza_mig23mld_r24r_2,fza_mig23mld_r60m_4,120Rnd_CMFlare_Chaff_Magazine}; memorypointcm[] = {"flare_launcher1", "flare_launcher2"}; memorypointcmdir[] = {"flare_launcher1_dir", "flare_launcher2_dir"}; radartype = 4; lockdetectionsystem = 8; incommingmissliedetectionsystem = 16; armor=100; cost=10000000; model="\fza_mig23mld\fza_mig23mld.p3d"; fov=0.5; insideSoundCoef = 0.01; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.3, 0.3, 1.5}; animated=1; landingSpeed = 250; fuelCapacity=4570; // 0 1 2 3 4 5 6 hiddenselections[]={"masterhide"}; hiddenselectionstextures[]={"\fza_mig23mld\mig23mld_tex_3.paa"}; class Damage { tex[] = {"\fza_mig23mld\mig23mld_tex_3.paa","\fza_mig23mld\mig23mld_tex_destr.paa"}; mat[] = {}; }; envelope[]= { // speed relative to max. speed -> lift // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 // Percentage of rel. speed 0.0,0.5,1.5,3.25,3.4,4.4,4.5,4.6,4.7,4.8,4.9,5.0,5.1,1.0,0.5 // lift }; //ArmA3 sensor config class Components { class SensorsManagerComponent { class Components { class ActiveRadarSensorComponent : SensorTemplateActiveRadar { class AirTarget { minRange = 14000; maxRange = 14000; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; class GroundTarget { minRange = 14000; maxRange = 14000; objectDistanceLimitCoef = -1; viewDistanceLimitCoef = -1; }; }; class PassiveRadarSensorComponent : SensorTemplatePassiveRadar {}; class VisualSensorComponent : SensorTemplateVisual {}; }; }; }; class ViewPilot { initFov=0.700000; minFov=0.300000; maxFov=0.850000; initAngleX=0; minAngleX=-75; maxAngleX=50; initAngleY=0; minAngleY=-150; maxAngleY=150; }; /* class animationsources { class rwing { source = "speed"; animPeriod = 1; initPhase=0; }; class lwing { source = "speed"; animPeriod = 1; initPhase=0; }; class rwing_2 { source = "speed"; animPeriod = 1; initPhase=0; }; class lwing_2 { source = "speed"; animPeriod = 1; initPhase=0; }; }; */ class WingVortices { class WingTipLeft { effectname = "WingVortices"; position = "body_vapour_L_E"; }; class WingTipRight { effectname = "WingVortices"; position = "body_vapour_R_E"; }; class BodyLeft { effectname = "BodyVortices"; position = "Vapour_body_left_pos"; }; class BodyRight { effectname = "BodyVortices"; position = "Vapour_body_right_pos"; }; }; class eventhandlers { //init = "[_this select 0] execvm ""\fza_mig23mld\init.sqf"""; fired = "_this call (uinamespace getvariable 'BIS_fnc_effectFired');"; //gear="if (_this Select 1) then {[_this select 0] exec""\mas_opfor\mig29\geardown.sqs""} else {[_this select 0] exec ""\mas_opfor\mig29\gearup.sqs""}"; killed = "(_this select 0) setobjecttexture [0,""\fza_mig23mld\mig23mld_tex_destr.paa""]; _this call (uinamespace getvariable 'BIS_fnc_effectkilled');"; }; }; class PlaneWreck; class fza_mig23mld_wreck: PlaneWreck { scope = 1; model = "\fza_mig23mld\fza_mig23mld_wreck.p3d"; typicalCargo[] = {}; irTarget = 0; transportAmmo = 0; transportRepair = 0; transportFuel = 0; transportSoldier = 1; class Eventhandlers{}; }; }; Share this post Link to post Share on other sites
jetSonicSVK 9 Posted January 1, 2018 Hi all, i have build two years model of an small airplane. My dream was to import it in arma and use it in some missions. Now some years later i have some programing skills an some time. Is there someone willing to help me to do that? I have this model as 3D max scene, OBJ, FBX There are 3 textures one for canopy (Glass), engine and interior, and exterior. I have scene in substance painter to and can export all types of textures for it. I make Army camouflage for it if you want. https://skfb.ly/M8An Share this post Link to post Share on other sites
Eduardo Argimon 104 Posted February 13, 2018 Hi, I'm on the team that is currently working on the 75th Rangers mod, that was first created by Hawaiian. Wanted to know if someone could point me in how to edit vehicles on O2, add things like guns etc, configuration and everything needed to bring it to the game Share this post Link to post Share on other sites
wolfbite 8 Posted March 6, 2018 Is help totally dead then? Share this post Link to post Share on other sites
PuFu 4600 Posted March 7, 2018 11 hours ago, wolfbite said: Is help totally dead then? ?? what do you mean this a tutorial request thread... 2 Share this post Link to post Share on other sites
J. Hummel 4 Posted May 19, 2018 I want to take models of uniforms and alter their textures to how I need. I know how to edit the textures and overwrite current files, but I want to know how to make a gear mod from scratch. How do I do this? Share this post Link to post Share on other sites
patrick03d 0 Posted September 21, 2020 Hello Can i make a request for how to import character models? Thanks. Share this post Link to post Share on other sites
Gunter Severloh 4053 Posted September 21, 2020 30 minutes ago, patrick03d said: Hello Can i make a request for how to import character models? Thanks. This is a pinned thread in same section as the request thread here, check for them in the future before you post. 1 Share this post Link to post Share on other sites
Mikoyanyuk 0 Posted May 23, 2021 Hello! New there on the forums. I have for project to do some planes that are not yet modded in the workshop. I have no experience yet and i don't know where i can start. I have time for it and wanna do some "high" quality content, but i don't know where to start. Can someone have some good tutorials related to 3D model, script, etc...(everything related)? Share this post Link to post Share on other sites
Gunter Severloh 4053 Posted May 23, 2021 47 minutes ago, Mikoyanyuk said: Can someone have some good tutorials related to 3D model, script, etc...(everything related)? Hello! Welcome to BI forums! The post above yours in my sig is a link for a Masterlist of all the compilation lists in the community a few of those in the list may be of interest to you as they contain tutorials, guides, ect. for what your looking to do, see here : All Arma3 Compilations Masterlist https://forums.bohemia.net/forums/topic/229297-all-arma3-compilations-masterlist/ Share this post Link to post Share on other sites