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Hey everyone, awesome mod! The vehicles and the mortar.. my favorites of all!

 

Not sure if it would be game breaking but is it possible to have the L-16 mortar rounds so that you can place them on your hands(rifle or pistol slot) or place them in your launcher slot? I like the idea of having the mortar single fire and needing a second person to feed the mortars. But right now it gets tedious when you first have to clear space in your backbag, load two grenads in in order to re-arm the mortar. Another thing is that the loader has to keep refilling his backbag, meaning hes running to a box and has to keep getting in inventory again and again.

 

If you can have two in backbag, one in launcher slot and one in rifle slot, that gives you 4 grenades... cutting down the back forth to the ammo box run by half.

 

I like the idea of the mortar being as realistic as possible... but atleast in our games, we simply dont have the manpower to run a full 4 man mortar squad, its one man if we use vanilla mortar or two men if we use the L-16 and with only two people running it with manual(not using arty computer) the loading needs to be made slightly easier. Even if only allowing the loader to carry more grenades would be a big help!

 

Awesome mod!

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Can anyone else confirm a missing class that stops us from loading our missions we are missing "UK3CB_BAF_Equipment_MTP_Vests" Its Killed our Bootcamp mission dead and we are trying to track down the guy who may have the unbinariased mission file.

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Hey everyone, awesome mod! The vehicles and the mortar.. my favorites of all!

Not sure if it would be game breaking but is it possible to have the L-16 mortar rounds so that you can place them on your hands(rifle or pistol slot) or place them in your launcher slot? I like the idea of having the mortar single fire and needing a second person to feed the mortars. But right now it gets tedious when you first have to clear space in your backbag, load two grenads in in order to re-arm the mortar. Another thing is that the loader has to keep refilling his backbag, meaning hes running to a box and has to keep getting in inventory again and again.

If you can have two in backbag, one in launcher slot and one in rifle slot, that gives you 4 grenades... cutting down the back forth to the ammo box run by half.

I like the idea of the mortar being as realistic as possible... but atleast in our games, we simply dont have the manpower to run a full 4 man mortar squad, its one man if we use vanilla mortar or two men if we use the L-16 and with only two people running it with manual(not using arty computer) the loading needs to be made slightly easier. Even if only allowing the loader to carry more grenades would be a big help!

Awesome mod!

Just do what you would do in real life. Drop the mortar Ammo crate near to the mortar and the loader doesn't need to do anything with inventory ;-)

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@Dostojetski: There is another way of doing the loading. Place a Mortar Ammo crate next to the mortar. The loader preps the rounds as normal, and if the crate is nearby, you will load the mortar with the rounds from the crate automatically, and not from your backpack. That way you don't have to keep getting them out of the crate, then into the backpack, then into the mortar. It simulates a loader just taking them out of the crate and putting it straight into the mortar. For more information on the weapons, check here:

 

https://3cbmod.wordpress.com/released-mods/3cb-baf-weapons/usage-weapons/

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Can anyone else confirm a missing class that stops us from loading our missions we are missing "UK3CB_BAF_Equipment_MTP_Vests" Its Killed our Bootcamp mission dead and we are trying to track down the guy who may have the unbinariased mission file.

You can unbinarize mission files yourself with Arma 3 Tools BankRev and then go in the mission.sqm to remove the missing part

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You can unbinarize mission files yourself with Arma 3 Tools BankRev and then go in the mission.sqm to remove the missing part

 

True but there was no warning of this intentional change. I've managed to fix the mission but still not great :D

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I can assure you it's never any modder's intention to break missions. But sometimes class names have to change. When they do we publish the change. And then go and fix our own inconveniently broken missions.

Hope you can understand some things are not foreseeable and some things like classnames can get changed at the last minute. We're diligent and do our best to provide legacy code to prevent missions breaking, but we don't always catch everything.

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Best Gulf War type look I could create, looks pretty nice :)

 

q02Imwp.jpg

 

Good job on the uniforms folks. 

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Nice... All you need now is some period WMIKs or something. Great scene

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Nice... All you need now is some period WMIKs or something. Great scene

Indeed.Would be great to have some "pinkie" landrovers for SAS SCUD huntin' too :)

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I can assure you it's never any modder's intention to break missions. But sometimes class names have to change. When they do we publish the change. And then go and fix our own inconveniently broken missions.

Hope you can understand some things are not foreseeable and some things like classnames can get changed at the last minute. We're diligent and do our best to provide legacy code to prevent missions breaking, but we don't always catch everything.

Oh I completely understand that its not intentional and we love what you guys do. If you keep the class causing the requirement issue in as a empty class it would it  allow missions to be loaded into the editor and saved fixing the issue or is it a deeper problem?

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We already provide a whole load of legacy class names in the mod that most people won't even be aware of!  :-)

It may be that this is one that either we missed or would give us difficulty in making backwards compatible. 

I've added it to our bug tracker for investigation - thanks for the report and apologies for the inconvenience.

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Nice... All you need now is some period WMIKs or something. Great scene

 

That wouldn't happen to be a hint to a upcoming 3CB Vehicle release would it??  ;)

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Oh I completely understand that its not intentional and we love what you guys do. If you keep the class causing the requirement issue in as a empty class it would it allow missions to be loaded into the editor and saved fixing the issue or is it a deeper problem?

For me, it didn't take too too much tinkering. Basically, if you have a way of un-binarizing the PBO, the first thing you should try is deleting the Binarized Addons section of the mission.sqm leaving just the brackets and semi-colon. This in itself isn't enough to fix the errors, but should be enough to let you open the mission in the editor.

Then, look at the specific error messages that pop up. Specifically the item# line. Open the mission.sqm and search for the item# and take note of the object(s). Go into the editor and delete and replace it. Exit the mission, then open it again and see if any more errors occur. For me, although I'd have dozens of objects with faulty classnames (which manually editing to the newer classnames would have take forever), deleting and replacing one or two would be enough to make the errors stop and the remaining items would seem, at least to me, to be functional and inherit the newer classnames.

If you can't open the mission even after deleting the lines in the Binarized Addons section mission.sqm, the other way to get it to open is to change one of the item#'s into a different object completely. My personal preference (thanks to Das Attorney) was using a headless client module and then just deleting it after the mission would open. He explains how to do this on the second page of this thread: https://forums.bistudio.com/topic/192473-way-to-find-the-real-missing-addon/

Just don't use the atlOffset line. Using that didn't work for me so just skip it.

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Really happy with the work, can't stop playing ArmA now :)

 

Just a question.

 

Are you guys looking to add the Virtus system into game, I think it would be a nice addition to have as well as the new model weapons, I believe the new version of the SA80?

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We aren't looking to add it at this time. We don't have a model, so we'd need that first, plus we really need to get some other vehicles done to compliment the weapons and equipment.

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Heating up and imminent. Sorry for the delay but we must be sure to test and validate the small but significant changes that have been made. Thanks for your patience one and all !

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Hey people, sorry for asking but I don't have the option to play the newest version yet. However, I was wondering if it's possible to come close to the Falklands War look yet, with the newly added gear? Or is it all modern gear?

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You can get close enough that you wouldn't look out of place at goose green.

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Hey people, sorry for asking but I don't have the option to play the newest version yet. However, I was wondering if it's possible to come close to the Falklands War look yet, with the newly added gear? Or is it all modern gear?

Absolutely-the new smock in woodland DPM or olive will look right at home in that neck of the woods :)

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You can get close enough that you wouldn't look out of place at goose green.

 

More moustaches than a dodgy German porno?

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