ColonelSandersLite 0 Posted May 21, 2007 This pack lets you replace the BIS BLUFOR and/or OPFOR vehicles with the desert vehicles from McNools Desert packs. You can do both at the same time, or just one side, at your discretion. Full Size Full Size See below for complete details. Compatibility: The unit replacement pack itself has only been tested on V1.05 german and V1.07 beta german. It should work on any later version. The unit replacement pack is compatible with FDF sounds and thepredators modern warfare mod (sound only). For compatibility with other replacement packs, you'll just have to try it and see. This only modifies the models of the military vehicles (not crews), so anything that doesn't modify those should work with it. There are multiple install options for package included: SLA Desert Armor SLA Desert Soft Vehicles US Desert Armor US Desert Soft Vehicles You can use all of these together or any combination of them. Multiplayer: Should work fine as it's purely client side, although it may give a cheat notice if the server doesn't have it as well. Home Thread: This Thread . Hosting: You can host this anywhere you want, but if you let me know via PM on the BIS forums, I'll add a link in the download thread and let you know if I patch it. I'd also prefer if you included a link back to this thread, as this is where I'll be posting updates, answering questions etc. Notes: This pack deliberatly does not modify anything about the units except for the models. It will not affect game balance in any way. It is strictly visual. When using this pack, you can still place McNools Vehicles as normal, and they will have any and all properties associated with them. If you're using this pack and build a mission, the mission will not require McNools Vehicles or this pack to be installed by the end user unless you place the addon units as stated directly above. This pack *requires* you download McNools Desert US Vehicle Pack 1.1 if you want to use the US vehicle replacement. Likewise, it *requires* you download McNools Desert Opfor Vehicle pack if you want to use the OPFOR vehicle replacement. The thread for McNools Desert US Vehicle Pack can be found at: http://www.flashpoint1985.com/cgi-bin....t=61490 The thread for McNools Desert Opfor Vehicle Pack can be found at: http://www.flashpoint1985.com/cgi-bin....t=61999 I can only support my pack itself, not McNools Vehicles. Please do not bug McNools for help with this pack. Installation: 1: Browse to your arma directory (wherever arma.exe is located). 2: Put the pbo files from McNools Vehicle Packs in: c:\yourArmaDirectory\addons\ 3: Put the folder "@CSL_McN_DESERT_VEHICLE_REPLACEMENTS" in your arma directory. Be sure to keep folder structures intact. 4: Inside the "@CSL_McN_DESERT_VEHICLE_REPLACEMENTS" folder is an addons folder, and inside this is a folder called "disabled". Move the mod(s) you want to use out of the disabled folder into the addon folder containing it. You can use all of these together or any combination of them. If you ever wish to disable a mod without disabling all of them, move it back into the disabled folder. 5: Create a new shortcut to arma, or modify your existing shortcut. 6: In the target box add: -mod=@CSL_McN_DESERT_VEHICLE_REPLACEMENTS If you already have a mod, running using the mod switch, seperate your mod options with a semi colon. Do no use multiple -mod commands. For example: -mod=@ModWarSound;@CSL_JOH_Marpat_Inf_Replacements Your target line should look something like this, depending on the options you have enabled: C:\games\arma\arma.exe -nosplash -mod=@ModWarSound;@CSL_McN_DESERT_VEHICLE_REPLACEMENTS 7: (Optional) Put the contents of the test mission folder in your arma user missions directory. When running this test mission in the mission editor, you should turn markers on in the editor. Version History: V1.0: Release License: Unlimited rights (including editing and rereleasing) so long as it's non- commercial and adheres to the BIS terms of use. Any derivative work cannot be more restrictive than this with respect to what rights an end user has. If you wish to use McNools Vehicles in any way, you must conform to *his* requirements. Download: Armaholic.com Download (Thanks for the space foxhound ) Share this post Link to post Share on other sites
oChaos.DNJ 0 Posted July 24, 2007 Has anyone found the solution to the floating BLUFOR vehicals? Id like to use this but cant stand the floating vehicals.......... Share this post Link to post Share on other sites
william1 0 Posted July 24, 2007 thanks !! P.D the link doesn't work for me P.D.2 i downloaded from your page Share this post Link to post Share on other sites
GD Mast 0 Posted July 24, 2007 Quote[/b] ]Has anyone found the solution to the floating BLUFOR vehicals? I get the floating vehicles too. Â GD Mast Share this post Link to post Share on other sites
jdhaines 0 Posted July 24, 2007 Same here. I also get them once in awhile with the Relikki Desert Reskins. It seems like it should be something in the way that the replacement packs are done. Share this post Link to post Share on other sites
oChaos.DNJ 0 Posted July 25, 2007 I unpacked the replacment PBO's  they all have this in the beginning. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define true       1 #define false       0 #define VSoft       0 #define VArmor     1 #define VAir   2 #define private   0 #define protected 1 #define public   2 #define TEast   0 #define TWest   1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy   5 #define TFriendly 6 #define TLogic   7 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 Armored vehicals <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class CSL_McN_DESERT_US_ARMOR_REPLACEMENT { units[] = {}; weapons[] = {}; requiredVersion = 0.5; requiredAddons[] = {"CAwheeled", "CAtracked"}; }; }; class CfgVehicles { class Tank; class M1Abrams : Tank { model="\McN_veh\M1_abrams"; }; class M113 : Tank { model="\McN_veh\m113"; }; class M113Ambul : M113 { model="\McN_veh\m113_ambulance"; }; class Vulcan : M113 { model="\McN_veh\M163_vulcan"; }; class StrykerBase; class Stryker_ICV_M2 : StrykerBase { model="\McN_stkr_d\Stryker_ICV"; }; class Stryker_ICV_MK19 : StrykerBase { model="\McN_stkr_d\Stryker_mk19"; }; class Stryker_TOW : StrykerBase { model="\McN_stkr_d\Stryker_TOW"; }; }; Soft Vehicals <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class CSL_McN_DESERT_US_SOFT_REPLACEMENT { units[] = {}; weapons[] = {}; requiredVersion = 0.5; requiredAddons[] = {"CAwheeled", "CAWheeled3", "CAWheeled3_M1030"}; }; }; class CfgVehicles { class Car; class Truck; class HMMWV50 : Car { model="\McN_hmmwv_des\HMMWV50"; }; class HMMWVTOW : HMMWV50 { model="\McN_hmmwv_des\HMMWVTOW"; }; class HMMWVMK : HMMWV50 { model="\McN_hmmwv_des\HMMWVmk19"; }; class HMMWV : HMMWV50 { model="\McN_hmmwv_des\HMMWV"; }; class Truck5tMG : Truck { model="\McN_veh\5t_guntruck"; }; class Truck5t : Truck5tMG { model="\McN_veh\5t_closed"; }; class Truck5tOpen : Truck5t { model="\McN_veh\5t_open"; }; class Truck5tRepair : Truck5t { model="\McN_veh\5t_repair"; }; class Truck5tReammo : Truck5t { model="\McN_veh\5t_reammo"; }; class Truck5tRefuel : Truck5t { model="\McN_veh\5t_refuel"; }; class Motorcycle; class M1030 : Motorcycle { model="\McN_desveh2\m1030"; }; }; Relikki Armor vehicals <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class SLA_DES_ARMOR_REPLACE { units[] = {}; weapons[] = {}; requiredVersion = 0.5; requiredAddons[] = {"CAwheeled", "CAtracked"}; }; }; class CfgVehicles { class Car; class Tank; class BRDM2 : Car { model="\rlk_desertsol\vehl\BRDM2"; }; class BRDM2_ATGM : BRDM2 { model="\rlk_desertsol\vehl\BRDM2_ATGM"; }; class ZSU : Tank { model="\rlk_desertsol\vehl\ZSU"; }; class BMP2 : Tank { model="\rlk_desertsol\vehl\BMP2"; }; class BMP2Ambul : BMP2 { model="\rlk_desertsol\vehl\BMP2_amb"; }; class T72 : Tank { model="\rlk_desertsol\vehl\T72"; }; }; Relikki Soft Vehicals <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class SLA_DES_VEH_REPLACE { units[] = {}; weapons[] = {}; requiredVersion = 0.5; requiredAddons[] = {"CAwheeled", "CAWheeled3", "CAWheeled3_M1030"}; }; }; class CfgVehicles { class Car; class Truck; class UAZMG : Car { model="\rlk_desertsol\vehl\UAZ_MG"; }; class UAZ_AGS30 : UAZMG { model="\rlk_desertsol\vehl\UAZ_AGS30"; }; class UAZ : UAZMG { model="\rlk_desertsol\vehl\UAZ"; }; class Ural : Truck { model="\rlk_desertsol\vehl\Ural"; }; class UralOpen : Ural { model="\rlk_desertsol\vehl\Ural_Open"; }; class UralRepair : Ural { model="\rlk_desertsol\vehl\Ural_Repair"; }; class UralReammo : Ural { model="\rlk_desertsol\vehl\Ural_Ammo"; }; class UralRefuel : Ural { model="\rlk_desertsol\vehl\Ural_Fuel"; }; }; Maybe someone can look at these and see something thats out of place??? Share this post Link to post Share on other sites
-Puma- 2 Posted July 25, 2007 It would be nice if these replacements we're MP compatible. I mean that we could have the clan logo on uniforms and vehicles. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted July 25, 2007 Sorry, haven't been checking the forums for a couple of days. I know about the problem. I'm not positive exactly what causes it, but I have a few good ideas. It's definitely not the replacement config unless I omitted something. Although I've been meaning to take a look at the mcnools configs to see if there's a problem there, I haven't gotten around to it. I'm thinking it's most likely model related. Meaning something was changed with the model, bearing in mind that it wasn't exactly designed for the purpose of me making a replacement with it. Ohh, and oChaos.DNJ, those defines at the top don't do much of anything. They just make standard phonetic equivlents of the constants that arma likes to use. So instead of saying: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">type = 0; I can say: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">type = VSoft; Although I think that none of them are even actually used in that config, I just put those defines at the top of every config. Also, IMHO, posting the whole configs from someone else's addon like that is in bad taste. If someone wanted to look at the configs, they could easilly download it and depbo it. I don't even binarize the dang things and wouldn't pbo them if it wasn't strictly necessary. Share this post Link to post Share on other sites
-Puma- 2 Posted July 26, 2007 well this problem seem to happen in every replacement I've been using(ebud sf, johnnys marines,1stinf) I would love to use these packs, but the lack of squad logo puts me off Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted July 26, 2007 well this problem seem to happen in every replacement I've been using(ebud sf, johnnys marines,1stinf) I would love to use these packs, but the lack of squad logo puts me off I was referring to the floating vehicle problem with the blufor desert vehicles. I apologize for not addressing your concern. The thing is that I don't play much MP at all, so I just never thought to test for squad logo stuff. I don't even know how to get squad logos working in the game, since I never really cared. I'm sure that there's probably a config entry somewhere that I need to specify to get the replacements using squad logos. I'll look into it. Sadly, that means I'll have to update like 6 different public replacement packs... Share this post Link to post Share on other sites
-Puma- 2 Posted July 27, 2007 well this problem seem to happen in every replacement I've been using(ebud sf, johnnys marines,1stinf) I would love to use these packs, but the lack of squad logo puts me off I was referring to the floating vehicle problem with the blufor desert vehicles. I apologize for not addressing your concern. The thing is that I don't play much MP at all, so I just never thought to test for squad logo stuff. I don't even know how to get squad logos working in the game, since I never really cared. I'm sure that there's probably a config entry somewhere that I need to specify to get the replacements using squad logos. I'll look into it. Sadly, that means I'll have to update like 6 different public replacement packs... well would be really cool to have a working MultiPlayer version of these replacements. (colonel get urself a beta tester to test the MP issues out) Share this post Link to post Share on other sites