Tom_48_97 523 Posted March 12, 2015 (edited) The VhC is the new system responsible for the customization of vehicles, either, defined or randomized. It consists of a set of config properties and classes and a set of functions. It has been introduced in order to replace the old system which consisted in a set of scripts.[vehicle player, ["blu",1], ["AddBenches", 0, "AddTread", 0, "AddHoldingFrame", 1, "AddTread_Short", 1]] call BIS_fnc_initVehicle; More information available here: http://dev.arma3.com/post/oprep-vehicle-customizationUsage for designersMission designers will find what they need with the following examples, which cover most of the cases of use of the system. In addition, an example mission has been published in dev branch of Arma 3 Tools.Parameters: 0: vehicle to customize 1: Variant (textures)BOOL - true to restore default texture source ; false to skip texture source changeVOID - Nil to skip the texture source changeARRAY - Array of texture sources with their given probability: ["textureSource1", 0.5, "textureSource2", 0.5]STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate)SCALAR - index of the texture source (same as the old system) 2: AnimationsBOOL - true to restore init phase of every animation sourcesVOID - Nil to skip change of the animation sourcesARRAY - Array of animation sources and probability: ["AnimationSource1", 0.5, "animationSource2", 0.5]STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate) Examples: Do nothing because default VAR texture and VAR animation are "false"result = [this] call bis_fnc_initVehicle; Restore default texture and animation sources (reset)result = [this, true, true] call bis_fnc_initVehicle; Randomize everything according to the config fileresult = [this, "", []] call bis_fnc_initVehicle; //<-- Preferedresult = [this, "", ""] call bis_fnc_initVehicle; Skip everythingresult = [this, nil, nil] call bis_fnc_initVehicle; //<-- Preferedresult = [this, false, false] call bis_fnc_initVehicle; Apply the given texture and ignore the animationsPriority is given to [missionConfigFile, "CfgVehicleTemplates"]result = [this, "TemplateName", nil] call bis_fnc_initVehicle; random weighted on the given texture sources and their probability, then randomize the animation sources according to the config fileresult = [this, ["MyTextureSource1", 0.5, "MyTextureSource2", 0.6], []] call bis_fnc_initVehicle; MyAnimationSource1 phase has a 50% chance to be set to 1 and MyAnimationSource2 has a 70% chance to be set to 1result = [this, nil, ["MyAnimationSource1", 0.5, "MyAnimationSource2", 0.7]] call bis_fnc_initVehicle; MyAnimationSource1 phase will be 1 whereas MyAnimationSource2 will be set to 0result = [this, nil, ["MyAnimationSource1", 1, "MyAnimationSource2", 0]] call bis_fnc_initVehicle; Change animation sources with a given templateresult = [this, nil, "MyTemplate"] call bis_fnc_initVehicle; Usage for ModdersOn the other hand, in addition to the documentation (still wip), modders will find examples of implementation in the samples (car and boat) of Arma 3 Tools (dev branch only for now) As per usual, issues, feedback and suggestions are very much welcome :cool:This feature is still actively developed, meaning it will be adjusted and extended during the upcoming weeks.To be 'extended'... Edited September 3, 2015 by Tom_48_97 ☠Link to the OPREP 1 Share this post Link to post Share on other sites
tachi 10 Posted March 12, 2015 noice p.s. n1 huehue Share this post Link to post Share on other sites
Guest Posted March 12, 2015 we have been asking for this since a long time. When will it be added? Share this post Link to post Share on other sites
Tom_48_97 523 Posted March 12, 2015 It's already on the dev branch ;) Share this post Link to post Share on other sites
Guest Posted March 12, 2015 It's already on the dev branch ;) Tell me if you want me to kiss you next time i see you on the street. Share this post Link to post Share on other sites
inlesco 233 Posted March 12, 2015 Can we buy some friendly beers for ya, Tom? ;) Share this post Link to post Share on other sites
Guest Posted March 12, 2015 About the Little Bird customisation, what does the FLIR do ? There is no change when I add it in the Virtual Garage. Share this post Link to post Share on other sites
Guest Posted March 12, 2015 About the Little Bird customisation, what does the FLIR do ? There is no change when I add it in the Virtual Garage. Try going co-pilot and rightclicking, it works for some choppers. Share this post Link to post Share on other sites
lukio 18 Posted March 12, 2015 Try going co-pilot and rightclicking, it works for some choppers. Last time I tried it didn't work with the LB / AH-6. To me this looks either like a leftover from alpha or a cruel tease from BIS :-D Share this post Link to post Share on other sites
kecske 46 Posted March 12, 2015 It's a leftover from TKOH: http://helicopters.takeonthegame.com/full/wp-content/uploads/2011/09/Light_Larkin.jpg But please instead of removing the option, could you add back the dome along with the screen for the copilot? Share this post Link to post Share on other sites
tinter 186 Posted March 13, 2015 Will it be possible to customize the weapons on vehicles later? Share this post Link to post Share on other sites
das attorney 858 Posted March 13, 2015 Do you need to call bis_fnc_initVehicle on server only? Share this post Link to post Share on other sites
gippo 38 Posted March 13, 2015 Let us customize (or at least enable) the radaaaaars, BIS please :D Share this post Link to post Share on other sites
Tom_48_97 523 Posted March 17, 2015 Well, I will skip my turn for the kiss, but not for the beers ! That said... Regarding the camera for the M-900 and the MH-9 I'm going to investigate but I cannot promise anything. For now, the FLIR is gone from the garage. Will it be possible to customize the weapons on vehicles later?This could be nice to have, it's a possibility I'd like to explore in the future.Do you need to call bis_fnc_initVehicle on server only?The function can be called only from where the vehicle is local to. In case of need for other possibilities, just post it here, I'll investigate :)Let us customize (or at least enable) the radaaaaars, BIS please :DWhat do you have in mind? What radar? Share this post Link to post Share on other sites
issen 13 Posted March 17, 2015 Would it also be possible to edit the vehicle's inventory there with a quick menu, similar to the Zeus virtual ammoboxes does it for weapons and ammo crates? Share this post Link to post Share on other sites
bonham 10 Posted March 17, 2015 Would it also be possible to edit the vehicle's inventory there with a quick menu, similar to the Zeus virtual ammoboxes does it for weapons and ammo crates? I'd like this very much too, to be able to load presets depending on the mission you depart to. Maybe some disassembled static weapons or just a lot of ammo. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 17, 2015 I'm a little disappointed that the Police lights can't be turned on and off while actually using the vehicle. For the Offroad, you ca slap on the Police light bar, much like it is on the Police boat, the problem with it though, is that you can't turn on and off the lights. The only way to do that, is by spawning it active. Share this post Link to post Share on other sites
kecske 46 Posted March 17, 2015 Oh and one more thing which I'm sure would be appreciated: Making the container on the "HEMTT Box" and the device on "Tempest (Device)" hideable components would effectively give us two flatbed trucks to haul the helicopter pods or any other cargo around. Share this post Link to post Share on other sites
Sari 18 Posted March 17, 2015 Finally got round to looking at this, massive thanks for the config standardization. Helped me ditch a really crappy system I came up with just for the Taru black scripts and replaced it with something I can apply it to all vehicles with multiple texture sets! Couple of things though: - Mi48 is missing textureSelections for the black textures - MH9/AH9 have textureSelections even though they only have the one set of textures (whereas every other vehicle I've seen with one texture set doesn't) Share this post Link to post Share on other sites
kilo1-1 1 Posted March 18, 2015 I'm a little disappointed that the Police lights can't be turned on and off while actually using the vehicle. For the Offroad, you ca slap on the Police light bar, much like it is on the Police boat, the problem with it though, is that you can't turn on and off the lights. The only way to do that, is by spawning it active. I agree. Tom, any chance this can be fixed? Share this post Link to post Share on other sites
toxim 0 Posted March 18, 2015 Oh and one more thing which I'm sure would be appreciated:Making the container on the "HEMTT Box" and the device on "Tempest (Device)" hideable components would effectively give us two flatbed trucks to haul the helicopter pods or any other cargo around. This would be very much appreciated. I already see myself transporting a broken vehicle back to base for repairs with attachTo. Or ammo crates from base to a FARP. Slingloading is not always an option when enemies have effective AA. Share this post Link to post Share on other sites
Elena 2 Posted March 18, 2015 Idea/Request: Enable Zeus to use the Arsenal on Vehicles as he can use it on Soldiers. So we can customize singular Vehicles in Zeus Scenarios :3 (Like: Arsenal Module dragged on Units open's their Arsenal, if you drag it on Vehicles it opens the Vehicle Customization.) Share this post Link to post Share on other sites
Tom_48_97 523 Posted March 19, 2015 Idea/Request: Enable Zeus to use the Arsenal on Vehicles as he can use it on Soldiers. So we can customize singular Vehicles in Zeus Scenarios :3(Like: Arsenal Module dragged on Units open's their Arsenal, if you drag it on Vehicles it opens the Vehicle Customization.) Unfortunatly, I must say no - it's not currently possible because the garage is not written as dynamically as the Arsenal.Would it also be possible to edit the vehicle's inventory there with a quick menu, similar to the Zeus virtual ammoboxes does it for weapons and ammo crates?Could you precise from where you'd like such addition?I'm a little disappointed that the Police lights can't be turned on and off while actually using the vehicle. For the Offroad, you ca slap on the Police light bar, much like it is on the Police boat, the problem with it though, is that you can't turn on and off the lights. The only way to do that, is by spawning it active.Hum, not for long...Oh and one more thing which I'm sure would be appreciated:Making the container on the "HEMTT Box" and the device on "Tempest (Device)" hideable components would effectively give us two flatbed trucks to haul the helicopter pods or any other cargo around. This is something I can investigate but this won't happen for the DLC because such feature requires the model to be edited. For now, it's not a yes nor a no, I will look into it.Finally got round to looking at this, massive thanks for the config standardization. Helped me ditch a really crappy system I came up with just for the Taru black scripts and replaced it with something I can apply it to all vehicles with multiple texture sets!Couple of things though: - Mi48 is missing textureSelections for the black textures - MH9/AH9 have textureSelections even though they only have the one set of textures (whereas every other vehicle I've seen with one texture set doesn't) I will take care of the Mi48, as for the MH9 and its unique texture source, it will be fixed very soon on the dev branch. Share this post Link to post Share on other sites
issen 13 Posted March 19, 2015 Could you precise from where you'd like such addition? Ideally through Zeus, similar to this: https://community.bistudio.com/wikidata/images/thumb/1/10/a3_ammobox_infinite.jpg/800px-a3_ammobox_infinite.jpg (137 kB) The point would be to set up vehicle cargo with ammo, medical supplies, static weapons, etc. dynamically at the beginning of the mission, depending on what is needed (for example through a quartermaster zone where there is limited zeus access). Share this post Link to post Share on other sites
OlegAckbar 47 Posted March 20, 2015 It will be possible, to change taru pods via VhC in future? Share this post Link to post Share on other sites