Kerc Kasha 102 Posted February 16, 2014 I'm getting a strange bug.. I've reduced my modset to just CBA and BWMod and I get an error whenever a CreateTask module is used in a mission. Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/Owner/values/Unit.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/Owner/values/Side.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/Owner/values/All.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/Owner/values/West.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/Owner/values/East.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/Owner/values/Guer.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/Owner/values/Civ.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/Destination/Values/Disabled.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/State/Values/Assigned.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/State/Values/Succeeded.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/State/Values/Failed.default'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleTaskCreate_F/Arguments/State/Values/Canceled.default'. Warning Message: '/' is not a value if I have BW mod off I don't get this error Share this post Link to post Share on other sites
koffeinflummi 96 Posted February 16, 2014 (edited) ... That error was already tracked down, the fix will come with the next update. Speaking of which: http://puu.sh/6Yrxb/0125e674bc.jpg http://puu.sh/6YrI8/334f2652e1.jpg Edited February 18, 2014 by KoffeinFlummi Share this post Link to post Share on other sites
cyclone83 6 Posted February 16, 2014 Thanks, worked superb :) What's the uniform class name for rifleman tropentarn? I tried to remove the NVGoggles but they still remain in the uniform... this addUniform "BWA3_Rifleman_Tropen" didn't work. Share this post Link to post Share on other sites
Gole 10 Posted February 17, 2014 BWA3_Uniform_Fleck BWA3_Uniform_Tropen Share this post Link to post Share on other sites
Kerc Kasha 102 Posted February 17, 2014 That error was already tracked down, the fix will come with the next update. Speaking of which:http://puush.me/thumb/view/6Yrxb/0125e674bc.jpg http://puush.me/thumb/view/6YrI8/334f2652e1.jpg Cool, I was surprised to see BW causing the issue thought it would have been one of my shitty mods breaking it. The picture doesn't seem to work btw Share this post Link to post Share on other sites
Purzel 35 Posted February 20, 2014 (edited) I would like to see a German "Kampfschwimmer"-class and a "MP-5 SD6" in this very fine mod. We play it a lot! Good work. Edited February 20, 2014 by Purzel Share this post Link to post Share on other sites
stoffl 13 Posted March 1, 2014 Hey guys, I just saw your recent video about the G82, the kestrel 4500NV and Vector IV and was wondering if you consider releasing the kestrel and vector as well as your realsim as a standalone, so that even not Bundeswehr-oriented groups could benefit from your outstanding work? Anyway the level of quality seen in your video is really something. keep up the good work. Share this post Link to post Share on other sites
Przemro 18 Posted March 1, 2014 sorry if it was asked, but will you add possibility to use other optic by asdg_jr? Share this post Link to post Share on other sites
goldenfiver 11 Posted March 1, 2014 Is Drag/Carry still not playing the animation correctly, or am I doing something wrong? Share this post Link to post Share on other sites
koffeinflummi 96 Posted March 1, 2014 Is Drag/Carry still not playing the animation correctly, or am I doing something wrong? Either you posted in the wrong thread, or you are using BWA3_Realism. In the latter case, the medical system is highly WIP and everything is still half broken. It is recommended you don't use it right now. Share this post Link to post Share on other sites
ratnl 27 Posted March 1, 2014 Will the little misalignment be fixed in the upcoming update? Verstuurd vanaf mijn HTC One X+ met Tapatalk Share this post Link to post Share on other sites
(st6)predator 0 Posted March 1, 2014 I would like to see a German "Kampfschwimmer"-class and a "MP-5 SD6" in this very fine mod.We play it a lot! Good work. Look @ this Mod : http://www.armaholic.com/page.php?id=24243 and you will have your german "Kampfschwimmer". Regards (ST6)Predator Share this post Link to post Share on other sites
paulthephil 10 Posted March 3, 2014 http://bwmod.de/images//logo.pngBWMod for Arma III Introduction The BWMod team's goal is to supply the Arma 3 community with a set of vehicles, weapons and equipment to be used in 2020 by the German Army, like the IdZ system and vehicles currently being introduced, such as the IFV Puma. We are not associated with the BWMod for OFP and the earlier Arma games, but since the team around that mod abandoned the project, we will continue where they left of and equip players with high-quality vehicles and weapons. Features Vehicles IFV Puma Weapons P8 MP7 (by Schmung and The_Tub) G36 / G36K IdZ ES (Both with optional AG40 underslung grenade launcher) G28 Standard & Assault MG4 RGW90 Panzerfaust 3 DM51A1 frag grenade DM25 & DM32 smoke grenades Attachments RSA-S Aimpoint MicroT1 ZO4x30 Shortdot 3-20x50 attachable NSV600 night vision addon LLM01 with switchable laser/light modes Gear IdZ Vest in various configurations OpsCore FAST helmet Crewman KSK helmet Berets for a variety of units Tactical Glasses in 3 colors For a more detailed view of the available content, take a look at this page (German). Team Project Lead: Hamburger SV 3D - Artists: KoffeinFlummi, Ghost, Tonic, Jan, Sören, Hawkins 2D - Artists: Hamburger SV, Tonic Import & Configs: KoffeinFlummi, commy2 Scripting: commy2 Download The download link can be found here: http://www.bwmod.de/index.php/inhalt/download We ask you to only link to that page and not reupload the files elsewhere to make updating the mod less of a hassle. The BWMod requires CBA to function properly. Media Screenshots http://i.imgur.com/stiSHKJs.jpg http://i.imgur.com/FhTCxyWs.jpg http://i.imgur.com/w6nCP9qs.jpg http://i.imgur.com/7m8evYas.png http://i.imgur.com/0DhAAYss.png Videos IFV Puma: G36: G28: MG4: Contact If you have any questions, suggestions or other feedback, feel free to either PM me here or post on our forums at: http://www.bwmod.de (German) Could you guys please upload it to Playwithsix... Share this post Link to post Share on other sites
Phantom 11 Posted March 10, 2014 Ähm, i want use removeAllWeapons player in my initplayerlocal.sqf, but if i do that with BWA3 units, the units cannot throw any grenades !! Please check this... Share this post Link to post Share on other sites
koffeinflummi 96 Posted March 10, 2014 (edited) Ähm, i want use removeAllWeapons player in my initplayerlocal.sqf, but if i do that with BWA3 units, the units cannot throw any grenades !! Please check this... This is not the only issue with our grenades, so I figured I'd just explain the reason for those problems before I address yours specifically. In Arma, at least config-wise, every soldier has 2 "weapons" in addition to his actual physical weapons: "Throw" and "Put". Those are helpers that enable the soldier to place stuff like mines, explosives, etc. (Put) or throw grenades, chemlights (Throw). The individual items (grenades, mines, etc.) are magazines of those weapons. (This is also why you use addMagazine to give a unit grenades). In the config of those weapons, every type of item has their own "muzzle". Muzzles are usually used to configure multiple physical muzzles of a weapon, like an underslung grenade launcher, or a double-barrel shotgun. So, to summarize: Technically, every unit in Arma carries a giant, invisible grenade launcher with 20 barrels. The problems start when you try to add another muzzle to that throw weapon in a mod. All the muzzles are listed in an array that looks something like this: muzzles[] = {"HandGrenade_Stone", "HandGrenadeMuzzle", "MiniGrenadeMuzzle", "SmokeShellMuzzle", "SmokeShellYellowMuzzle", "SmokeShellGreenMuzzle", "SmokeShellRedMuzzle", "SmokeShellPurpleMuzzle", "SmokeShellOrangeMuzzle", "SmokeShellBlueMuzzle", "ChemlightGreenMuzzle", "ChemlightRedMuzzle", "ChemlightYellowMuzzle", "ChemlightBlueMuzzle", "IRGrenade"}; Right now, the only way to add another element to that array is to completely replace it1, which means that if 2 mods were to insert their own grenades into the Throw weapon, you'd only be able to use one of them. The way we circumvented that issue is by adding our own Throw weapon, "BWA3_Throw", with all the muzzles we need. This, in return, also causes some problems: Non-BW units cannot throw BW grenades Script commands do not know that BWA3_Throw is not a regular weapon. (which results in your problem) If a patch introduces a new grenade, BW units won't be able to throw them. (this is actually the case with the IR strobes right now) So how can we fix that? There are 2 possible fixes, both on Bohemia's side. 1 The introduction of the "+=" operator, which would allow you to add elements to an array without completely replacing it, which would allow us to use the Throw weapon without sacrificing compatability. Bohemia actually mentioned that they plan to do that, and it might already be possible (It wasn't at the time of release), I'll have to check. Completely overhaul the grenade system, e.g. with a "CfgGrenades", which would also allow easy expansion. Now, to fix your specific problem, you could do one of 2 things: Remove all weapons except the BWA3_Throw one: { if (_x != "BWA3_Throw") then {_unit removeWeapon _x;}; } forEach (weapons _unit); Remove all weapons, and then add the BWA3_Throw weapon again removeAllWeapons _unit; _unit addWeapon "BWA3_Throw"; (Adding a throw weapon with a script might cause issues, so if possible, use #1) Edited March 10, 2014 by KoffeinFlummi Share this post Link to post Share on other sites
Phantom 11 Posted March 10, 2014 Thanks for this detailed answer. I figured it out too, that BWA3_Throw is the problem... i have a workaround, thanks for informations !! Share this post Link to post Share on other sites
x39 101 Posted March 10, 2014 Could you guys please upload it to Playwithsix... To speak for them without permission Modders need money and as nearly everyone is not willed to donate they need to make money in a different way Its just because of the community which thinks modding is something you can do fast with any size of projects But in fact Modding is expensive and requires much time! Its a full time job! So Stay happy with the given mirrors Share this post Link to post Share on other sites
lincolnlou 10 Posted March 10, 2014 This is not the only issue with our grenades, so I figured I'd just explain the reason for those problems before I address yours specifically.In Arma, at least config-wise, every soldier has 2 "weapons" in addition to his actual physical weapons: "Throw" and "Put". Those are helpers that enable the soldier to place stuff like mines, explosives, etc. (Put) or throw grenades, chemlights (Throw). The individual items (grenades, mines, etc.) are magazines of those weapons. (This is also why you use addMagazine to give a unit grenades). In the config of those weapons, every type of item has their own "muzzle". Muzzles are usually used to configure multiple physical muzzles of a weapon, like an underslung grenade launcher, or a double-barrel shotgun. So, to summarize: Technically, every unit in Arma carries a giant, invisible grenade launcher with 20 barrels. The problems start when you try to add another muzzle to that throw weapon in a mod. All the muzzles are listed in an array that looks something like this: muzzles[] = {"HandGrenade_Stone", "HandGrenadeMuzzle", "MiniGrenadeMuzzle", "SmokeShellMuzzle", "SmokeShellYellowMuzzle", "SmokeShellGreenMuzzle", "SmokeShellRedMuzzle", "SmokeShellPurpleMuzzle", "SmokeShellOrangeMuzzle", "SmokeShellBlueMuzzle", "ChemlightGreenMuzzle", "ChemlightRedMuzzle", "ChemlightYellowMuzzle", "ChemlightBlueMuzzle", "IRGrenade"}; Right now, the only way to add another element to that array is to completely replace it1, which means that if 2 mods were to insert their own grenades into the Throw weapon, you'd only be able to use one of them. The way we circumvented that issue is by adding our own Throw weapon, "BWA3_Throw", with all the muzzles we need. This, in return, also causes some problems: Non-BW units cannot throw BW grenades Script commands do not now that BWA3_Throw is not a regular weapon. (which results in your problem) If a patch introduces a new grenade, BW units won't be able to throw them. (this is actually the case with the IR strobes right now) So how can we fix that? There are 2 possible fixes, both on Bohemia's side. 1 The introduction of the "+=" operator, which would allow you to add elements to an array without completely replacing it, which would allow us to use the Throw weapon without sacrificing compatability. Bohemia actually mentioned that they plan to do that, and it might already be possible (It wasn't at the time of release), I'll have to check. Completely overhaul the grenade system, e.g. with a "CfgGrenades", which would also allow easy expansion. Now, to fix your specific problem, you could do one of 2 things: Remove all weapons except the BWA3_Throw one: { if (_x != "BWA3_Throw") then {_unit removeWeapon _x;}; } forEach (weapons _unit); Remove all weapons, and then add the BWA3_Throw weapon again removeAllWeapons _unit; _unit addWeapon "BWA3_Throw"; (Adding a throw weapon with a script might cause issues, so if possible, use #1) haha i was wondering why grenades wont work but thank you also for detailed answer. Are we gonna see any New armor anytime soon? Wiezel would be bad ass or Panzerhowizer Share this post Link to post Share on other sites
heavygunner 179 Posted March 10, 2014 To speak for them without permissionModders need money and as nearly everyone is not willed to donate they need to make money in a different way Its just because of the community which thinks modding is something you can do fast with any size of projects But in fact Modding is expensive and requires much time! Its a full time job! So Stay happy with the given mirrors I doubt that the money is a problem. Share this post Link to post Share on other sites
koffeinflummi 96 Posted March 10, 2014 Could you guys please upload it to Playwithsix...To speak for them without permissionModders need money and as nearly everyone is not willed to donate they need to make money in a different way Its just because of the community which thinks modding is something you can do fast with any size of projects But in fact Modding is expensive and requires much time! Its a full time job! So Stay happy with the given mirrors We do not make any money from this mod whatsoever. The reasons for wanting our website to handle all the distribution are: We can monitor the amount of downloads etc. We make sure that there are no outdated versions being offered for download elsewhere. We don't have to chase down 20 different admins every update. This issue has been discussed enough, please leave it at that. haha i was wondering why grenades wont work but thank you also for detailed answer. Are we gonna see any New armor anytime soon? Wiezel would be bad ass or Panzerhowizer There may or may not be a new tracked vehicle coming with the next patch... Share this post Link to post Share on other sites
scajolly 14 Posted March 10, 2014 Can I ask how far down on your working list a Leopard 1 is? I doubt it's "soon", it might be "at some point" and one can even imagine a "never", since BWM is ostensibly for Germany anno 2020, not 1990. But because it's such a brilliant tank which was/is used so widely, I am hoping it's not "never"... :) Share this post Link to post Share on other sites
Phantom 11 Posted March 11, 2014 There may or may not be a new tracked vehicle coming with the next patch... Surprise, surprise... :) Keep up this good work !! Grüßle aus D, Phantom Share this post Link to post Share on other sites
lordheart 1 Posted March 11, 2014 1 The introduction of the "+=" operator, which would allow you to add elements to an array without completely replacing it, which would allow us to use the Throw weapon without sacrificing compatability. Bohemia actually mentioned that they plan to do that, and it might already be possible (It wasn't at the time of release), I'll have to check. This operator is supported in config files and does work with the ThrowMuzzles. Share this post Link to post Share on other sites
koffeinflummi 96 Posted March 11, 2014 (edited) This operator is supported in config files and does work with the ThrowMuzzles. Checked it out, it works, although you can't binarize pbos with it yet, it seems. That's ok though, that just means that there'll be an additional, unbinarized .pbo for the grenade stuff. This does get rid of all the grenade problems, rejoice! Can I ask how far down on your working list a Leopard 1 is? I doubt it's "soon", it might be "at some point" and one can even imagine a "never", since BWM is ostensibly for Germany anno 2020, not 1990. But because it's such a brilliant tank which was/is used so widely, I am hoping it's not "never"... :) I'm afraid I'll have to disappoint you, we will not introduce a Leopard 1, as they haven't been used by the Bundeswehr for quite some time. I think there's another mod that's planning to add one though. Edited March 11, 2014 by KoffeinFlummi Share this post Link to post Share on other sites
Phantom 11 Posted March 12, 2014 Hey another question : is it possible to make the g36/g28 compatible with their respective (arma 3 ingame) sound surpressor ?? It would be great... :) Share this post Link to post Share on other sites