kerozen 187 Posted October 31, 2016 Ok cool. hello Kerozen, unfortunately the author of the leopard isn`t active anymore, so i can´t ask for permission. The last statement was and still remains active: You are allowed to retexture the BWmod content and publish it as your own mod, as long as you make the BWmod a dependency for your mod. I hope that even if you wont get the standalone leopard, you will still continue your work. Arma needs every mod it can have! greetings from germany Awesome, Thanks! Share this post Link to post Share on other sites
OOarmer 2 Posted November 5, 2016 Hello,Mr.koffeinflummi. Would you write how to use this mod with ACE3 on the first posting? Share this post Link to post Share on other sites
Aniallator 164 Posted November 5, 2016 Hello,Mr.koffeinflummi. Would you write how to use this mod with ACE3 on the first posting? Are you wondering how to activate ACE3 compatibility with BWMod? If so, open the "optionals" folder in the "@bwa3" folder, and you'll see the two bwa3_comp_ace PBOs. Simply copy them into the "addons" folder. 1 Share this post Link to post Share on other sites
OOarmer 2 Posted November 7, 2016 Are you wondering how to activate ACE3 compatibility with BWMod? If so, open the "optionals" folder in the "@bwa3" folder, and you'll see the two bwa3_comp_ace PBOs. Simply copy them into the "addons" folder. Thank you! Share this post Link to post Share on other sites
ViperDriver 33 Posted November 7, 2016 Hello I have just noticed a small issue that I believe is related to BW Mod: Whenever I carry the MP7 configured with the RSAS sight, this will overwrite whatever I try to configure my primary weapon (say G82 or G22/AWM) with so that this weapon too will have the RSAS mounted. Anybody else experience this? Share this post Link to post Share on other sites
Alpha-Kilo 36 Posted November 7, 2016 Yes, but it is not just the BW Mod MP7. The same is also true for other small submaschine guns which fit into the pistol slot such as the one from the RHS package. Share this post Link to post Share on other sites
Aniallator 164 Posted November 8, 2016 Thank you! No probs :) Share this post Link to post Share on other sites
Tittoffer 6 Posted December 19, 2016 Hi, Fantastic mod, and particularly the leopard. I am a member of the Norwegian gaming community called Norwegian Task Force and we are very interested in implementing your Leopard in our mod pack. The only requirement though is to reskin it, which as far I know has been allowed by the content creators? Therein though lies the struggle. With initial testing in the editor it worked out great, but as soon as I launch the scenario the whole tank turns black. To elaborate the skin appears in the editor without any problems, but in-game it turns black. Do you have any suggestions? I can upload the config lines if that is something you might need to troubleshoot the issue. Thanks in advance :) Share this post Link to post Share on other sites
commy2 188 Posted December 19, 2016 This is all you need. Replace anything that starts with "bwa3_" (except for "BWA3_Leopard_base") with whatever you have. class BWA3_Leopard_base; class BWA3_Leopard2A6M_Tropen: BWA3_Leopard_base { _generalMacro = "BWA3_Leopard2A6M_Tropen"; author = "$STR_BWA3_Author"; scope = 2; displayName = "$STR_BWA3_Leopard2A6MTropenName"; side = 1; faction = "BWA3_Faction"; crew = "BWA3_Crew_Tropen"; editorPreview = "\bwa3_leopard2a6m\editorpreview\BWA3_Leopard2A6M_Tropen.jpg"; //vehicleClass = "BWA3_Armored_Tropen"; //editorSubcategory = "BWA3_EdSubcat_Tanks_Tropen"; hiddenSelectionsTextures[] = { "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_wanne_tropen_co.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_turm_tropen_co.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_fahrwerk_tropen_co.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_decals_tropen_ca.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_netz_tropen_ca.paa", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)" }; forceInGarage = 1; }; Share this post Link to post Share on other sites
kickapoo0 88 Posted December 19, 2016 @Tittoffer never forget to ask for permission, to make sure, you stay out of trouble! If you want to reskin our content, you can do so. If you want to publish your reskins, don´t forget to make the (whole)BWmod a dependency for your skins and give credit for the BWmod Team. Share this post Link to post Share on other sites
kerozen 187 Posted December 19, 2016 5 hours ago, kickapoo0 said: @Tittoffer If you want to publish your reskins, don´t forget to make the (whole)BWmod a dependency for your skins and give credit for the BWmod Team. Unfortunately that is the only reason the community i am in doesn't have a Leopard right now... They do not like to download mods, and big mods like BWmod are frowned upon by some members because of "too many mods" and stuff. Its such a good mod :( Share this post Link to post Share on other sites
veles-zv 176 Posted December 19, 2016 5 hours ago, kerozen said: Unfortunately that is the only reason the community i am in doesn't have a Leopard right now... They do not like to download mods, and big mods like BWmod are frowned upon by some members because of "too many mods" and stuff. Its such a good mod :( "too many mods" sounds like they cry when rains hits them during a shower rainfall. they would not last a day in a trade talking like that. Share this post Link to post Share on other sites
kickapoo0 88 Posted December 20, 2016 16 hours ago, kerozen said: Unfortunately that is the only reason the community i am in doesn't have a Leopard right now... They do not like to download mods, and big mods like BWmod are frowned upon by some members because of "too many mods" and stuff. Its such a good mod :( I can only sympathize with you in general. Having to maintain too many big mods is a hassle for every community( ours as well). That said, there are communities playing with 30GB Modsets, without having any problems. Our community has a 15-20GB Modset( depending on which map is played), still with no problems. In times, where standard mods like RHS, CUP, CUP_terrains and others are several GBs big, you really can´t help it. don´t tell me, that your internet connection is so bad, that you can´t download the mods or anything like this. for most of the problems, there is a solution. So if you don´t play with BWmod, just because you only want the Leopard and nothing more, then i can´t help you. Share this post Link to post Share on other sites
Sanya 97 Posted December 25, 2016 Need a limitation to rotate the cannon. Share this post Link to post Share on other sites
commy2 188 Posted December 26, 2016 Nah. There only is a min and max elevation value for guns on helicopters in config and we can't determine that as a function of the azimuth. I'd rather have it go up too much in this rare case than limiting the inclination when the gun is facing forward. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted December 26, 2016 22 minutes ago, commy2 said: Nah. There only is a min and max elevation value for guns on helicopters in config and we can't determine that as a function of the azimuth. I'd rather have it go up too much in this rare case than limiting the inclination when the gun is facing forward. Does defining limitsArrayTop[] and limitsArrayBottom[] polygon not work on helicopter turrets then? I remember BIS stating that it should work for vehicle turrets when they introduced it for FFV seats, and have seen it used on tanks to stop the gun poking though the engine deck when the gun is depressed and rotated to the rear. Share this post Link to post Share on other sites
commy2 188 Posted December 27, 2016 >Does defining limitsArrayTop[] and limitsArrayBottom[] polygon not work on helicopter turrets then? Nope. As you said, it's for FFV turrets. Share this post Link to post Share on other sites
Damian90 697 Posted December 27, 2016 1 minute ago, commy2 said: >Does defining limitsArrayTop[] and limitsArrayBottom[] polygon not work on helicopter turrets then? Nope. As you said, it's for FFV turrets. Maybe @reyhard can help as he solved this problem on Ka-52 for example. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted December 27, 2016 1 hour ago, commy2 said: Nope. As you said, it's for FFV turrets. Not exclusively for FFV though. It does work on the main weapon turret for ground vehicles, such as the Co-Driver's SPMG turret on LSV_01_armed_base_F and the main turret on RHS' Abrams. Hence my suggestion of trying it on the Tiger's main turret. BIS' LSV SPMG turret is configured thus: Spoiler class CodRiverTurret: MainTurret { proxyType = "CPCargo"; gunnerName = "Commander"; gunnerLeftHandAnimName = "otocHlaven_2"; gunnerRightHandAnimName = "otocHlaven_2"; body = "CodRiverTurret"; gun = "CodRiverGun"; animationSourceBody = "CodRiverTurret"; animationSourceGun = "CodRiverGun"; weapons[] = {"MMG_02_vehicle"}; magazines[] = {"130Rnd_338_Mag", "130Rnd_338_Mag", "130Rnd_338_Mag"}; class TurnIn { limitsArrayTop[] = {{18.2467, -25.1915}, {13.9927, 25.8645}}; limitsArrayBottom[] = {{-9.6644, -35.7248}, {-9.8597, 27.2035}}; }; class TurnOut: TurnIn { }; soundServo[] = {"A3\sounds_f\dummysound", 1e-006, 1}; gunnerAction = "frontGunner_lsv_01"; gunBeg = "muzzle_2_beg"; gunEnd = "muzzle_2_end"; memoryPointGunnerOptics = "gunnerView_2"; memoryPointsGetInGunner = "pos codriver"; memoryPointsGetInGunnerDir = "pos codriver dir"; commanding = -2; primaryGunner = 0; optics = 0; discreteDistance[] = {100, 200, 300, 400, 600, 800, 1000, 1200, 1500}; discreteDistanceInitIndex = 2; turretInfoType = "RscOptics_Offroad_01"; class ViewOptics: ViewOptics { minFov = 0.25; maxFov = 1.25; initFov = 0.75; }; class ViewGunner: ViewOptics { }; }; Note it has class TurnIn and a limitsArray...[] polygon defined so that the SPMG fits in the bounds of the LSV's roll-cage geometry, even though it's not an FFV turret (inherits from MainTurret (from class Car_F), not CargoTurret, isPersonTurret is not defined, and has weapons[] defined) 1 Share this post Link to post Share on other sites
commy2 188 Posted December 27, 2016 We take PR's if you want to try your luck with it. https://git.koffeinflummi.de/bwmod-team/bwa3-public/merge_requests Share this post Link to post Share on other sites
kickapoo0 88 Posted December 31, 2016 Hi guys, we have been working hard over the holidays and we want to give you a little update. There is still a lot to do on the Eagle IV, but we have come a lot closer to actually finishing it. Thanks to Marc_book who does a lot on the Eagle as well as making this Video. 9 Share this post Link to post Share on other sites
ViperDriver 33 Posted December 31, 2016 Looks very nice! Keep up the great work. And happy new year! Share this post Link to post Share on other sites
Tittoffer 6 Posted January 3, 2017 On 19.12.2016 at 1:52 PM, commy2 said: This is all you need. Replace anything that starts with "bwa3_" (except for "BWA3_Leopard_base") with whatever you have. class BWA3_Leopard_base; class BWA3_Leopard2A6M_Tropen: BWA3_Leopard_base { _generalMacro = "BWA3_Leopard2A6M_Tropen"; author = "$STR_BWA3_Author"; scope = 2; displayName = "$STR_BWA3_Leopard2A6MTropenName"; side = 1; faction = "BWA3_Faction"; crew = "BWA3_Crew_Tropen"; editorPreview = "\bwa3_leopard2a6m\editorpreview\BWA3_Leopard2A6M_Tropen.jpg"; //vehicleClass = "BWA3_Armored_Tropen"; //editorSubcategory = "BWA3_EdSubcat_Tanks_Tropen"; hiddenSelectionsTextures[] = { "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_wanne_tropen_co.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_turm_tropen_co.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_fahrwerk_tropen_co.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_decals_tropen_ca.paa", "\bwa3_leopard2a6m\data\bwa3_leopard2a6m_netz_tropen_ca.paa", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)", "#(argb,8,8,3)color(0,0,0,0,CO)" }; forceInGarage = 1; }; Thanks Commy, worked like a charm! 1 Share this post Link to post Share on other sites
kickapoo0 88 Posted January 23, 2017 So here we go with another update on the Eagle IV. Thanks to ir0n1e for the work and the video. 7 Share this post Link to post Share on other sites
Aniallator 164 Posted January 25, 2017 Looks beautiful! IMO BWMod has the highest quality vehicles of any mod out there, keep up the amazing work! Share this post Link to post Share on other sites