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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!

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Hello,Mr.koffeinflummi.

Would you write how to use this mod with ACE3 on the first posting?

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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.

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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!

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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?

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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.

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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 :) 

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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;
    };

 

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@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.

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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 :(

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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. 

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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.

 

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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.

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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.

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>Does defining limitsArrayTop[] and limitsArrayBottom[] polygon not work on helicopter turrets then?

Nope. As you said, it's for FFV turrets.

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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.

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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)

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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.

 

 

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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!

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So here we go with another update on the Eagle IV. Thanks to ir0n1e for the work and the video.

 

 

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Looks beautiful! IMO BWMod has the highest quality vehicles of any mod out there, keep up the amazing work!

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