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Bamse

Bamse's mod-mods

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Hey everyone!

I've been releasing small mod-mods (as in behavior changes to existing mods) in a few threads and it's getting a bit to cluttered to maintain and also a bit too hard to find for potential users :)
It also spams the original mods' threads a bit to much so here we go!

I do have permissions from all necessary parties for my releases. All mods are signed and include keys.

Feel free to poke around in my configs, make changes or whatever, but make sure you follow the original mods' licenses, EULAs and usage agreements. Please do credit me if you decide to release changes tho ;)
Inclusion of my stuff in Life mods are NOT allowed without my written permission, no matter what the original mods' legal stuff says.
More stuff will be added as soon as time permits!

So, to kick things off;
 

STUI mod-mods:

 

STUI Settings

 

Small patch to disable the occlusion that is on by default.

Changelog:
--------------
v1.0
- Initial release

 

Armaholic Download

 

 

OCAP mod-mods:

 

OCAP Export Zeus Module

 

This small addon adds an OCAP export module to Zeus.

Changelog:
--------------
v1.0
- Initial release

 

Armaholic Download

 

 

TFAR mod-mods:

TFAR Sound Pack

 

I've made a small sound pack for TFAR containing the sounds from ACRE1.
This is not an addon, it just contains the wav files to replace the other sounds!

Changelog:
--------------
v1.0
- Initial release

Armaholic Download

 

JTF16 TFAR Radio Tape Mod

Release of my in-house mod for use with TFAR where we add a small "snipertape" strip with general frequencies and stuff.
Tape-mod now works for both AN/PRC-148 and 152 (initially only 148) and includes new texture for both night and day radios.

Changelog:
--------------
v1.3
- Changes layout and added AN/PRC-152

Screenshots:
http://blackflagops.com/arma3/jtf16_tfar_mod_148.jpg
http://blackflagops.com/arma3/jtf16_tfar_mod_152.jpg

Armaholic Download

 

 

 

Older mods
Might not be relevant working at the time of writing.
 

Spec 4 Vests Armor Patch:

Config patch that adds the new armor values required in Arma3 1.54 smiliar to those found on the vanilla (heavy) plate carriers.

Changelog:
--------------

v1.1
- Inheritance to "sub-vests" didn't work. Hard coded it on all vests as a quickfix.

 

v1.0
- Release

 

Armaholic Download

 

Kimi's US Helicopters AGM Fast Rope Compatibility Patch

This patch enables AGM fast roping on a few of the US helicopters found in Kimi's US Helicopters modpack.

Changelog:
--------------
v1.1
- Fixed mod dependencies (added AGM_FastRoping :P)
- Chinook: Moved floor hatch rope so it's attached to ceiling instead of magically floating in the middle of the hatch.
- Chinook: Fixed "floating" aft rope
- UH60M: Removed the left rope on the two MEVs due to, well ... no realistic way of having one there :)

Armaholic Download

 

 

ACE3 mod-mods:

Add ACE3 HuntIR to RHS AR15s

Custom mod for enabling the ACE3 HuntIR for use with the RHS AR15's with either M203 or M320.
Changes will probably and eventually be merged into the official optional RHS compatibility pbo that comes with ACE3.

Changelog:
--------------
v1.2
- Optimized config (pbo size from 16kb to 2kb)
- Added pboprefix

Armaholic Download

 

 

RHS mod-mods:

Show RHS Special Forces AR15's in Arsenal

Custom mod for getting those wonderful RHS Special Forces AR15s back and showing in Arsenal (includes the non-"SF" M203s weapons).

Changelog:
--------------
v1.2
- Added all M203S weapons

Armaholic Download


Show RHS MICH 2000 in Arsenal

Custom mod for getting those luscious RHS MICH 2000 showing in Arsenal.

Changelog:
--------------
v1.0
- Initial release

Armaholic Download

Edited by Bamse
  • Thanks 1

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New mod v1.0 available at withSIX. Download now by clicking:

banner-420x120.png

Hey bamse , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

New mod v1.0 available at withSIX. Download now by clicking:

banner-420x120.png

Hey bamse & NouberNou , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

---------- Post added at 16:56 ---------- Previous post was at 16:51 ----------

New mod v1.3 available at withSIX. Download now by clicking:

banner-420x120.png

Hey bamse , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

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Seems like the hunt ir mod changes the M320 attached to the M4a1 and mk18 into M203

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Roger that, good spot. I'll try to fix it asap :)

EDIT:

Damnit, I'm getting some funky results in the class inheritance for the two muzzles, M203_GL and M320_GL, so I needed to specify every detail for them on each respective weapon. It's probably comes down to knowledge, or muzzles actually being a bit funky ;)

Anywho, this should fix it. Went through all the 203's and 320's and they act like they should now, all sights work like they should etc. Let me know if there still is anything missing!

Changelog:

----------------

v1.1

- Fixed muzzles.

Download: http://blackflagops.com/arma3/@bamse_ace3_rhs_add_huntir_v1.1.zip

Edited by bamse

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Roger that, good spot. I'll try to fix it asap :)

Sure thing, thanks. :cool:

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Bamse thanks for compat patch but that's not how you do them, look:

   class rhs_weap_mk18_m320 : rhs_weap_m4_Base {            
class M320_GL: M203_GL {
               displayName = "M320 GLM";
               descriptionShort = "M320";
               useModelOptics = false;
               useExternalOptic = false;                
               magazines[] = {
                   "rhs_mag_M441_HE",
                   "rhs_mag_M433_HEDP",
                   "rhs_mag_M4009",
                   "rhs_mag_m576",
                   "rhs_mag_M585_white",
                   "rhs_mag_M661_green",
                   "rhs_mag_M662_red",
                   "rhs_mag_M713_red",
                   "rhs_mag_M714_white",
                   "rhs_mag_M715_green",
                   "rhs_mag_M716_yellow",

                   //bis compatibility
                   "1Rnd_HE_Grenade_shell",
                   "UGL_FlareWhite_F",
                   "UGL_FlareGreen_F",
                   "UGL_FlareRed_F",
                   "UGL_FlareYellow_F",
                   "UGL_FlareCIR_F",
                   "1Rnd_Smoke_Grenade_shell",
                   "1Rnd_SmokeRed_Grenade_shell",
                   "1Rnd_SmokeGreen_Grenade_shell",
                   "1Rnd_SmokeYellow_Grenade_shell",
                   "1Rnd_SmokePurple_Grenade_shell",
                   "1Rnd_SmokeBlue_Grenade_shell",
                   "1Rnd_SmokeOrange_Grenade_shell",
                   "3Rnd_HE_Grenade_shell",
                   "3Rnd_UGL_FlareWhite_F",
                   "3Rnd_UGL_FlareGreen_F",
                   "3Rnd_UGL_FlareRed_F",
                   "3Rnd_UGL_FlareYellow_F",
                   "3Rnd_UGL_FlareCIR_F",
                   "3Rnd_Smoke_Grenade_shell",
                   "3Rnd_SmokeRed_Grenade_shell",
                   "3Rnd_SmokeGreen_Grenade_shell",
                   "3Rnd_SmokeYellow_Grenade_shell",
                   "3Rnd_SmokePurple_Grenade_shell",
                   "3Rnd_SmokeBlue_Grenade_shell",
                   "3Rnd_SmokeOrange_Grenade_shell",

                   //ACE3 Compatibility
                   "ACE_HuntIR_M203"
                   };
               cameraDir = "gl_look";
               discreteDistance[] = {50, 100, 150, 200, 250, 300, 350};
               discreteDistanceCameraPoint[] = {"gl_eye_50m", "gl_eye_100m", "gl_eye_150m", "gl_eye_200m", "gl_eye_250m", "gl_eye_300m", "gl_eye_350m"};
               discreteDistanceInitIndex = 1; /// 100 is the default zero                    
               };
[color=#333333][font=Monaco]        };[/font][/color]

You don't need to list all info from original addon, you just add new entry to it, like this:

  class rhs_weap_m4_m203S : rhs_weap_m4_Base {            
class M203_GL: UGL_F {
               magazines[] = {"rhs_mag_M441_HE",
                   "rhs_mag_M433_HEDP",
                   "rhs_mag_M4009",
                   "rhs_mag_m576",
                   "rhs_mag_M585_white",
                   "rhs_mag_M661_green",
                   "rhs_mag_M662_red",
                   "rhs_mag_M713_red",
                   "rhs_mag_M714_white",
                   "rhs_mag_M715_green",
                   "rhs_mag_M716_yellow",

                   //bis compatibility
                   "1Rnd_HE_Grenade_shell",
                   "UGL_FlareWhite_F",
                   "UGL_FlareGreen_F",
                   "UGL_FlareRed_F",
                   "UGL_FlareYellow_F",
                   "UGL_FlareCIR_F",
                   "1Rnd_Smoke_Grenade_shell",
                   "1Rnd_SmokeRed_Grenade_shell",
                   "1Rnd_SmokeGreen_Grenade_shell",
                   "1Rnd_SmokeYellow_Grenade_shell",
                   "1Rnd_SmokePurple_Grenade_shell",
                   "1Rnd_SmokeBlue_Grenade_shell",
                   "1Rnd_SmokeOrange_Grenade_shell",
                   "3Rnd_HE_Grenade_shell",
                   "3Rnd_UGL_FlareWhite_F",
                   "3Rnd_UGL_FlareGreen_F",
                   "3Rnd_UGL_FlareRed_F",
                   "3Rnd_UGL_FlareYellow_F",
                   "3Rnd_UGL_FlareCIR_F",
                   "3Rnd_Smoke_Grenade_shell",
                   "3Rnd_SmokeRed_Grenade_shell",
                   "3Rnd_SmokeGreen_Grenade_shell",
                   "3Rnd_SmokeYellow_Grenade_shell",
                   "3Rnd_SmokePurple_Grenade_shell",
                   "3Rnd_SmokeBlue_Grenade_shell",
                   "3Rnd_SmokeOrange_Grenade_shell",

                   //ACE3 Compatibility
                   "ACE_HuntIR_M203"};
               };
[color=#333333][font=Monaco]        };    [/font][/color]

That's all that is needed.

Also your folder structure is weird, after unpacking I got this:

bamse_ace3_rhs_add_huntir\Users\admin\Documents\Dropbox\Public\arma3\mods\source\bamse_ace3_rhs_add_huntir

Edited by gienkov

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Thanks for the reply!

I tried just entering the magazines without the other config but then the M320 started acting like a M203 so I've must be doing something incorrect. I'll give it another shot like you say.

Yeah, just realized I'm missing a proper pboprefix, it'll be added the next update.

Again, thank you so much for the help.

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hey man, thank you for all of the adjustments youve submitted, and wanted to ask that since you obviously have AGM's permission to use their fast rope function and RHS's permission to make custom adjustments and ACE3 is open source, would it be possible for you to add AGM fastroping to RHS helos, and maybe even integrate the action into the ACE menu?

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heya!

Shouldn't be a big problem to add the ropes config wise, but there would be a lot of possible brain melting getting fastrope to work "standalone" with the necessary AGM-pbos requirements and last be certainly not least; ACE-integration. I have no idea on where to even begin on that one (and it looks like ppl are having issues with it when reading the ACE-thread).

I'll keep it in mind tho because I know both myself and our group would _love_ getting it to work :)

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First of all: Thank you so much Foxhound and kecharles28 for hosting (foxhound: fixed link btw, thanks ;D)

Second of all, sorry for the update frequency ... I never claimed I was any good at this, hehe :)

Update 1.2 to RHS/HuntIR-patch.

Changelog:

----------------

v1.2

- Optimized config (pbo size from 16kb to 2kb)

- Added pboprefix

Download: http://blackflagops.com/arma3/@bamse_ace3_rhs_add_huntir_v1.2.zip

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How do we go about changing the values on the "snipertape" and is it possible to use decimals in the different freqs on the tape or does the size of the numbers get impacted?

Thanks in advance.

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Question, does the Special Forces AR-15s show up back in the virtual armory of the RHSUSF weapon box, or does it only show up in the arsenal selection for all weapons in the game?

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reschke: Values on the snipertape (commonly called so by the brits ;) http://www.kitmonster.co.uk/product_info.php/products_id/695) is at this moment static as I just replace the default TFAR-texture with the one I made/edited. I'm slowly looking into making it configurable via script or editor module, but I'm not there yet.

Psycho2112: Arsenal, yep. I haven't actually checked the weapon boxes (due to me never using them), but I doubt they will show since I'm only changing the scope-setting in the config. I'll double check when I get home after work :)

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Same here! :)

Haven't had the time to dig into all the magic of scripting yet, but I'm done with pretty much everything except the actual script part where you can via init.sqf (or whatever script) set what frequencies you want to show. I do want to be able to do a editor module aswell, but that will be looked at after being able to set via sqf.

So what done is a custom font and all the backing functionality for a total of 7 new controls (the displays for the seven different actual frequency numbers).

If anyone reads this and is able to give a helping hand, please have a look at this thread I started back a few weeks ago regarding my issue: http://forums.bistudio.com/showthread.php?192996-OnLoad-ctrlSetText-problem-update-control-in-mod-from-mission-script

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Does the "show RHS special forces rifle in the arsenal" able the PEQ15 and Surefire combo to be used with MK18 Mod 1 M320 and the Block ll M203 cause I'm having issues trying to get the PEQ15 and Surefire to show up on those rifles. A community member linked me here saying one these mods would help but I could run into errors that's fine I just want to know if this fixes the issue. Look at my post for a detailed description.

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Hiya!

 

Nope, the only thing I do with that mod is to change the "scope"-value to make it show in arsenal, nothing more I'm afraid.

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Bamse, just want to ask about compatibility with RHS 0.3.9. Does they work?

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Hmm, good question. I'll try it out tonight when I get off work and post back! If not I'll update the config asap :)

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I just had a quick look through from work and when it comes to class names in rhsusf_c_weapons.pbo from RHS 0.3.9.1 and ace_huntir.pbo from ACE3 3.3 and it looks like it should work just fine without any modifications.

Will still test when I get home ofc :)

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