Jump to content
Sign in to follow this  
alex.xp

VME PLA MOD for ARMA II

Recommended Posts

Thanks guys - but wouldn't it be a great idea to post this somewhere so that other folks could use it?

Share this post


Link to post
Share on other sites
Thanks guys - but wouldn't it be a great idea to post this somewhere so that other folks could use it?

Actually that's not a bad idea. Perhaps Markb50K could be so kind enough?

Share this post


Link to post
Share on other sites

This is it straight out of my code. Should be understandable enough.

first array is woodland,

2nd desert

3rd urban camo

4th airborne

5th marines

6th vehicles, most vehicles are described

mbPLAData =
[
[
"VME_PLA_SoldierC", "VME_PLA_SoldierC", "VME_PLA_SoldierC", "VME_PLA_SoldierC", 
"VME_PLA_SoldierC_G", "VME_PLA_SoldierC_G",
"VME_PLA_SoldierC_Medic",
"VME_PLA_SoldierC_LMG", "VME_PLA_SoldierC_LMG",
"VME_PLA_SoldierC_MG", "VME_PLA_SoldierC_MG",
"VME_PLA_SoldierC_Engineer",
"VME_PLA_SoldierC_marksman",
"VME_PLA_SoldierC_AT",
"VME_PLA_SoldierC_AT98",
"VME_PLA_SoldierC_AA",
"VME_PLA_Soldier_Sniper",
"VME_PLA_Soldier_Sniper127",
"VME_PLA_Soldier_Spotter"
], //troops
[
"VME_PLA_SquadLeaderC",
"VME_PLA_TeamLeaderC"
], //officers
[
"VME_PLA_TZB_Soldier",
"VME_PLA_TZB_Soldier_G",
"VME_PLA_TZB_Soldier_Medic",
"VME_PLA_TZB_Soldier_LMG",
"VME_PLA_TZB_Soldier_MG",
"VME_PLA_TZB_Soldier_Engineer",
"VME_PLA_TZB_Soldier_AT",
"VME_PLA_TZB_Soldier_AA",
"VME_PLA_TZB_Soldier_Sniper",
"VME_PLA_TZB_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier",
"VME_PLA_TZB_GL_Soldier_Medic"
], //sf troops
[
"VME_PLA_TZB_SquadLeader",
"VME_PLA_TZB_TeamLeader",
"VME_PLA_TZB_GL_SquadLeader",
"VME_PLA_TZB_GL_TeamLeader"
], //sf officers
[],
[],
[],
[["PLA W"]]
];

mbPLADData =
[
[
"VME_PLA_Soldier", "VME_PLA_Soldier", "VME_PLA_Soldier", "VME_PLA_Soldier", 
"VME_PLA_Soldier_G", "VME_PLA_Soldier_G",
"VME_PLA_Soldier_Medic",
"VME_PLA_Soldier_LMG", "VME_PLA_Soldier_LMG",
"VME_PLA_Soldier_MG", "VME_PLA_Soldier_MG",
"VME_PLA_Soldier_Engineer",
"VME_PLA_Soldier_marksman",
"VME_PLA_Soldier_RPG",
"VME_PLA_Soldier_AT",
"VME_PLA_Soldier_AT98",
"VME_PLA_Soldier_AA",
"VME_PLA_Soldier_Sniper",
"VME_PLA_Soldier_Sniper127",
"VME_PLA_Soldier_Spotter"
], //troops
[
"VME_PLA_SquadLeader",
"VME_PLA_TeamLeader"
], //officers
[
"VME_PLA_TZB_Soldier",
"VME_PLA_TZB_Soldier_G",
"VME_PLA_TZB_Soldier_Medic",
"VME_PLA_TZB_Soldier_LMG",
"VME_PLA_TZB_Soldier_MG",
"VME_PLA_TZB_Soldier_Engineer",
"VME_PLA_TZB_Soldier_AT",
"VME_PLA_TZB_Soldier_AA",
"VME_PLA_TZB_Soldier_Sniper",
"VME_PLA_TZB_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier",
"VME_PLA_TZB_GL_Soldier_Medic"
], //sf troops
[
"VME_PLA_TZB_SquadLeader",
"VME_PLA_TZB_TeamLeader",
"VME_PLA_TZB_GL_SquadLeader",
"VME_PLA_TZB_GL_TeamLeader"
], //sf officers
[],
[],
[],
[["PLA D"]]
];

mbPLAUrbanData =
[
[
"VME_PLA_SoldierT", "VME_PLA_SoldierT", "VME_PLA_SoldierT", "VME_PLA_SoldierT",
"VME_PLA_SoldierT_G", "VME_PLA_SoldierT_G",
"VME_PLA_SoldierT_Medic",
"VME_PLA_SoldierT_LMG","VME_PLA_SoldierT_LMG",
"VME_PLA_SoldierT_MG", "VME_PLA_SoldierT_MG",
"VME_PLA_SoldierT_Engineer",
"VME_PLA_SoldierT_marksman",
"VME_PLA_SoldierT_AT",
"VME_PLA_SoldierT_AT98",
"VME_PLA_SoldierT_AA",
"VME_PLA_Soldier_Sniper",
"VME_PLA_Soldier_Sniper127",
"VME_PLA_Soldier_Spotter"
], //troops
[
"VME_PLA_SquadLeaderT",
"VME_PLA_TeamLeaderT"
], //officers
[
"VME_PLA_TZB_Soldier",
"VME_PLA_TZB_Soldier_G",
"VME_PLA_TZB_Soldier_Medic",
"VME_PLA_TZB_Soldier_LMG",
"VME_PLA_TZB_Soldier_MG",
"VME_PLA_TZB_Soldier_Engineer",
"VME_PLA_TZB_Soldier_AT",
"VME_PLA_TZB_Soldier_AA",
"VME_PLA_TZB_Soldier_Sniper",
"VME_PLA_TZB_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier",
"VME_PLA_TZB_GL_Soldier_Medic"
], //sf troops
[
"VME_PLA_TZB_SquadLeader",
"VME_PLA_TZB_TeamLeader",
"VME_PLA_TZB_GL_SquadLeader",
"VME_PLA_TZB_GL_TeamLeader"
], //sf officers
[],
[],
[],
[["PLA W", "PLA D"]]
];

mbPLAAirborneData =
[
[
"VME_PLA_AP_Soldier_marksman",
"VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier",
"VME_PLA_AP_Soldier_G", "VME_PLA_AP_Soldier_G",
"VME_PLA_AP_Soldier_Medic",
"VME_PLA_AP_Soldier_Engineer",
"VME_PLA_AP_Soldier_RPG",
"VME_PLA_AP_Soldier_AT98",
"VME_PLA_AP_Soldier_AT",
"VME_PLA_AP_Soldier_AA",
"VME_PLA_AP_Soldier_LMG", "VME_PLA_AP_Soldier_LMG",
"VME_PLA_AP_Soldier_MG", "VME_PLA_AP_Soldier_MG"
], //troops
[
"VME_PLA_AP_SquadLeader",
"VME_PLA_AP_TeamLeader"
], //officers
[
"VME_PLA_TZB_Soldier",
"VME_PLA_TZB_Soldier_G",
"VME_PLA_TZB_Soldier_Medic",
"VME_PLA_TZB_Soldier_LMG",
"VME_PLA_TZB_Soldier_MG",
"VME_PLA_TZB_Soldier_Engineer",
"VME_PLA_TZB_Soldier_AT",
"VME_PLA_TZB_Soldier_AA",
"VME_PLA_TZB_Soldier_Sniper",
"VME_PLA_TZB_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier",
"VME_PLA_TZB_GL_Soldier_Medic"
], //sf troops
[
"VME_PLA_TZB_SquadLeader",
"VME_PLA_TZB_TeamLeader",
"VME_PLA_TZB_GL_SquadLeader",
"VME_PLA_TZB_GL_TeamLeader"
], //sf officers
[],
[],
[],
[["PLA W", "PLA D"]]
];

mbPLAMarineData =
[
[
"VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier",
"VME_PLA_MR_Soldier_G", "VME_PLA_MR_Soldier_G",
"VME_PLA_MR_Soldier_Medic",
"VME_PLA_MR_Soldier_LMG", "VME_PLA_MR_Soldier_LMG",
"VME_PLA_MR_Soldier_MG", "VME_PLA_MR_Soldier_MG",
"VME_PLA_MR_Soldier_Engineer",
"VME_PLA_MR_Soldier_marksman",
"VME_PLA_MR_Soldier_AT",
"VME_PLA_MR_Soldier_AT98",
"VME_PLA_MR_Soldier_AA"
], //troops
[
"VME_PLA_MR_SquadLeader",
"VME_PLA_MR_TeamLeader"
], //officers
[
"VME_PLA_TZB_Soldier",
"VME_PLA_TZB_Soldier_G",
"VME_PLA_TZB_Soldier_Medic",
"VME_PLA_TZB_Soldier_LMG",
"VME_PLA_TZB_Soldier_MG",
"VME_PLA_TZB_Soldier_Engineer",
"VME_PLA_TZB_Soldier_AT",
"VME_PLA_TZB_Soldier_AA",
"VME_PLA_TZB_Soldier_Sniper",
"VME_PLA_TZB_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier_Sabotage",
"VME_PLA_TZB_GL_Soldier",
"VME_PLA_TZB_GL_Soldier_Medic"
], //sf troops
[
"VME_PLA_TZB_SquadLeader",
"VME_PLA_TZB_TeamLeader",
"VME_PLA_TZB_GL_SquadLeader",
"VME_PLA_TZB_GL_TeamLeader"
], //sf officers
[],
[],
[],
[["PLA W", "PLA D"]]
];

mbPLAVehicleData =
[
[
"VME_PLA_Y9"
], //airdrop
[
"VME_PLA_Mi17",
"VME_PLA_Mi17",
"VME_PLA_Mi17",
"VME_PLA_Mi17",
"VME_PLA_z9"
], //transport helo
[
"VME_PLA_J10BH",
"VME_PLA_J10BH",
"VME_PLA_J10BH",
"VME_PLA_J10BH",
"VME_PLA_J10HD",
"VME_PLA_jh7",
"VME_PLA_jh7B",
"VME_PLA_jh7B",
"VME_PLA_jh7B",
"VME_PLA_jh7B",
"J20B"
], //CAS
[
"VME_PLA_z9", //ffar, 6 troops
"VME_PLA_wz10", //hellfires
"VME_PLA_wz10A"
], //gunship
[
"VME_PLA_J10B",
"VME_PLA_J10B",
"VME_PLA_J10B",
"VME_PLA_J10B",
"VME_PLA_J10B",
"VME_PLA_J10B",
"J20"
], //fighter
[
"VME_PLA_BJ2022", //unarmed
"VME_PLA_SX2190" //troop truck

], //camp veh
[
"VME_PLA_EQ2050", //hmmwv m2
"VME_PLA_KJB_EQ2050A", //hmmwv 23mm
"VME_PLA_KJB_EQ2050B", //hmmwv TOW
"VME_PLA_TZB_EQ2050B", //hmmwv TOW
"VME_PLA_ZBL09", //wheeled apc
"VME_PLA_ZBD03", //apc
"VME_PLA_ZBD04", //apc
"VME_PLA_ZBL09", //wheeled apc
"VME_PLA_ZBD03", //apc
"VME_PLA_ZBD04", //apc
"vme_pla_ztz96A", //tank
"VME_PLA_ZTZ99" //tank
], //combat veh
[
"VME_PLA_hq7", //brdm aa
"VME_PLA_PGZ2000", //guns and missiles
"VME_PLA_PGZ04" //guns and missiles
], //aa
[
"VME_PLA_PLZ05" //tank
], //arty
[
"VME_PLA_SX2190Refuel"
], //refuel
[
], //repair
[
"VME_PLA_SX2190Reammo"
], //reammo
[
], //ambulance
[
], //command
[
], //static aa
[
"VME_PLA_QJZ89",
"VME_PLA_QJZ89A"
], //static mg
[
"VME_PLA_HJ8"
], //static at
[
"VME_PLA_QlZ04"
], //static gl
[
"VME_PLA_PG59_base"
], //static arty
[
], //static mortar
[["PLA W", "PLA D"]]
];

  • Thanks 1

Share this post


Link to post
Share on other sites

I have a question. I want to use setidentity for Chinese soldiers in mission, i found in mod files something like male01CN and male02CN (I think this is it (all commands like move, fire in hole etc in chinese language, like in bis units male01en, male01tk etc). But wenn i use this in description.ext units speaks english.

Example from description.ext:

class CfgIdentities
{
class Li
{
	name = "Li Fang";
	face = "face10";
	glasses="None";
	speaker = "male01CN";
	pitch = 1.00;
};
};

In editor in unit init field:

soldier1 setidentity "Li"

Im doing something wrong or i cant use Chinese voices from mod with setidentity in my missions. Or maybe i should write something different not male01CN?

@down

Ok, thx for info.

Edited by tom3kb

Share this post


Link to post
Share on other sites

male01CN will not do anything unless somewhere in the mod, it is properly configured.

Use the BIS A2/OA dubbingradio PBO (I think that's what it's called) as a reference.

Share this post


Link to post
Share on other sites

I think i found couple of bugs (maybe mod team know about this already i dont know) in few Chinese cars (Chinese copies of Humvee you cant kill driver/pasenger through front window). In almost all cars you cant destroy wheels.

In DF156 you cant kill driver/passanger through all windows.

Edited by tom3kb

Share this post


Link to post
Share on other sites

I think i found a big everytime i try to shoot the Type 99 or the Type 96 tanks the game freezes and crashes i start it and it says this vme_base_c requires addon CAm isc_fix

then in the game it says this picture\vme_pla_weapons\equip\qcz05_ca.paa not found. have no idea what it means but it makes the tanks unusable.

Share this post


Link to post
Share on other sites

I think the config files of this mod is a complete chaos. I had already complained about it and really urge them for fix them as fast as possible.

Besides, many players are also expecting its ACE2 version, but nobody seems making it so I am decide to try it by my own.

Share this post


Link to post
Share on other sites

this is sad no problems with the desert map just the chernarus map when i shot this is bad they need fix it as soon as possible, i would do it myself but i do not now to do it at all. Good mod just needs some little more work.

Share this post


Link to post
Share on other sites

I've found the Humvee's to be massively too powerful. They seem to be firing missiles instead of bullets. They literally rip structures apart.

Share this post


Link to post
Share on other sites

In the last few weeks I was attempting to learn about modding/config file modification, especially for the weapons of this mod, since there are a range of deficiencies and errors with them. The 23mm gun armed Humvee is just another case that has to be fixed.

But maybe first things first, I think Dysta's analysis (which he also posted in the VME forums) is pretty much spot on. The config files are a mess period. Lots of wrongly associated weapon pictures in the inventory (QBZ03 rifle appears as QBZ95 picture, PF98 launcher appears as RPG7 etc), weird and incorrect class-names, no names at all, weird ammo usage (5.8 chambered QSZ92 pistol uses M9 mags etc.), and the lack of some features that should actually be there by design (for example, range setting features on the small arms) etc. A whole range of problems so.

I'll try to research and learn further about config modifying, but I sincerely hope that the VME crew may at least fix the more simpler defects by their next release. This bit of quality control should be a basic requirement, I have to say.

I, personally, would like to try to change/mod the config on the PF-98 120mm launcher to make it more useable and closer to the real thing. As of now, I cant hit sh*t with it for some reason. Sources describe that the Battalion Version portrayed in the mod features a simple fire-control system that has a laser-rangefinder to calculate the range to the target and gives the operator data to manually set the distance to achieve high first hit accuracy. My imagination would be to have the PF98 possess the OA range-finder feature very similiar to the 84mm RR in the JGSDF-mod, but also to have a range-setting/zeroing feature like most of the precision rifles in OA to make it work like the original weapon in RL. My question now; is it actually theoretically possible to give a launcher-type weapon the latter feature (the zeroing), or is it exclusively only for rifle-type weapons?

Edited by Hongjian

Share this post


Link to post
Share on other sites
Whenever I play an ACE battle with Type 99's and/or 96's my game crashes after the shooting starts. I tried running it without any other mods and it still crashed after the shooting started.

I saw earlier in this thread that the mod makers had uploaded some fixed Type 99's, but the links are all broken. Is there any way to fix this freezing/crashing issue? Is anybody else having this issue?

I've downloaded the latest one and this is still happening to me. Even with a completely clean install of ARMA2 it still freezes. I lined up around 15 abrams tanks versus 15 Type 99's and 96's. Without the mod, such a tank battle may lag slightly but generally run alright. But here it freezes the game the instant the firing starts. I don't know if its the Chinese tanks firing that causes the freeze, or Chinese tanks getting hit that causes the freeze. I imagine it happens on one of the two though.

Share this post


Link to post
Share on other sites
I've downloaded the latest one and this is still happening to me. Even with a completely clean install of ARMA2 it still freezes. I lined up around 15 abrams tanks versus 15 Type 99's and 96's. Without the mod, such a tank battle may lag slightly but generally run alright. But here it freezes the game the instant the firing starts. I don't know if its the Chinese tanks firing that causes the freeze, or Chinese tanks getting hit that causes the freeze. I imagine it happens on one of the two though.

I can confirm that. I've set up a tank battle on Takistan 20 Abrams against 20 type 99. The game freezes instantly after having hit the preview button. I had to hardboot twice. I couldn't get out otherwise. No crashes just an instant freeze. That's what my rpt looks like

RPT

Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon

Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl

That's all I got. I really hope that these things will be addressed real soon in order to get a flawless awesome mod. I love the units and everything but as long as there are game breaking issues I can't use this mods full potential for mission making although I would really love to.

Share this post


Link to post
Share on other sites

I'll try to research and learn further about config modifying, but I sincerely hope that the VME crew may at least fix the more simpler defects by their next release. This bit of quality control should be a basic requirement, I have to say.

This is much appreciated. If I had better Mandarin skills besides "Excuse me, where is the bathroom?" :p or if they understood Cantonese, I'd give it a try.

Google Translate does not do anything for extensive paragraphs except make everybody scratch their heads :confused: at the translations.

Alex is a good guy over there. Maybe He'll listen to you?

That's all I got. I really hope that these things will be addressed real soon in order to get a flawless awesome mod. I love the units and everything but as long as there are game breaking issues I can't use this mods full potential for mission making although I would really love to.

I second that. My missions are quite limited and I stick to ground infantry units as much as possible.

I've yet to make a mission that includes AIR, just don't know if I can trust the mod to do it without problems.

Wish they would also get a PBX or RHIB going (although I can use EMPTY, and a Chinese Flag to represent the Mod. That's a basic need to do.

Perhaps you could drop everything your doing, learn Mandarin and Mod making yourself? :p

I know tom3bk Can do it. That guy can do ANYTHING!

Edited by Kommiekat
spelling

Share this post


Link to post
Share on other sites

Perhaps you could drop everything your doing, learn Mandarin and Mod making yourself? :p

I know tom3bk Can do it. That guy can do ANYTHING!

KK, i like your sense of humor. :D

About tanks from VME PLA, i tested them in editor, trying to destroy type 99 or type 96 with some AT weapons. I think they have too big armor value. I shoot to them 5-6 times from Mawws or Smaw (in rear armor) and sometimes they are not destroyed in 100% (although the crew abandoned vehicles). The same situations wenn they fight against Abrams i need 2-3 direct hits to destroy them.

PS: Now im know whay my game freezes few times wenn i made big mission with tanks from this mod. ;)

Edited by tom3kb

Share this post


Link to post
Share on other sites
And this whole time, I thought it was me and my graphics card going crazy.:butbut:

I am having the same situation. Does not happen all the time but could be a real bummer as of this moment, I am half-way through a mission with intentions of posting it to USER Made Missions Forum and would be a big butthole of a bummer to put in the ....

Known Bugs:

Crazy graphical gliches

:j:

Figured it out (re: graphical glitches), its the type69 rpg round, i believe the "69-IIIA(HEAT)" magazine. when the AT soldier arms his rpg and the round is showing, you get spammed with graphical glitches.

I fixed it in my own personal config by just having it inherent the BIS rpg7v magazines instead of its own model.

Share this post


Link to post
Share on other sites

Impressive detective work Mark.

Can you share a little more so others can maybe do their own config adjustment (given a few here won't know how to adjust configs)

cheers

Share this post


Link to post
Share on other sites

well traversing the configs of the VME PLA is a bit confusing because they put ALMOST all configs in one file, WHICH IS GOOD, but they left some in separate PBOs... oh well..

Well anyway, the main config pbo is VME_PLA_MEN_C and in it is has a main config.bin with all the infantry configs, but it also has almost twenty other subdirectories with other configs in it.

To fix the RPG rounds, you need to edit the config in the vme_pla_men_c/vme_pla_weapons_c directory.

In that file, under CfgAmmo, replace the current references of the two type69 rounds

from this:

class VME_PLA_R_69III_AT: RocketBase
{
 hit = 650;
 indirectHit = 20;
 indirectHitRange = 1;
 model = "\vme_pla_weapons\PG7_Rocket";
 cost = 300;
 initTime = 0.1;
 thrust = 280;
 thrustTime = 1;
 maxSpeed = 295;
 sideAirFriction = 0.5;
 timeToLive = 4.5;
 fuseDistance = 5;
 visibleFire = 28;
 audibleFire = 16;
 CraterEffects = "ATRocketCrater";
 explosionEffects = "ATRocketExplosion";
 effectsMissile = "missile2";
 whistleDist = 4;
};
class VME_PLA_R_69HE_AT: VME_PLA_R_69III_AT
{
 hit = 75;
 indirectHit = 20;
 indirectHitRange = 15;
 cost = 100;
 whistleDist = 24;
};

to this:

class R_PG7VL_AT;
class VME_PLA_R_69III_AT: R_PG7VL_AT{};
class R_OG7_AT;
class VME_PLA_R_69HE_AT: R_OG7_AT{};

Then under CfgMagazines...

replace this:

class VME_PLA_69III: CA_LauncherMagazine
{
 scope = 2;
 model = "\ca\weapons\PG7VL_proxy";
 modelSpecial = "\ca\weapons\rpg7_launcher_loaded";
 displayName = "69-III(HEAT)";
 ammo = "VME_PLA_R_69III_AT";
 reloadAction = "ManActReloadAT";
 picture = "\CA\weapons\data\equip\m_PG7VL_ca.paa";
 initSpeed = 115;
 descriptionShort = "";
};
class VME_PLA_69HE: CA_LauncherMagazine
{
 scope = 2;
 model = "\ca\weapons\OG7V_proxy";
 modelSpecial = "\ca\weapons\rpg7o_launcher_loaded";
 displayName = "69-HE(HE)";
 ammo = "VME_PLA_R_69HE_AT";
 reloadAction = "ManActReloadAT";
 picture = "\CA\weapons\data\equip\M_OG7V_ca.paa";
 initSpeed = 115;
 descriptionShort = "";
};
class VME_PLA_69IIIA: CA_LauncherMagazine
{
 scope = 2;
 model = "\vme_pla_weapons\PG7_proxy";
 modelSpecial = "\vme_pla_weapons\vme_pla_PF69_Launcher_loaded";
 displayName = "69-IIIA(HEAT)";
 ammo = "VME_PLA_R_69III_AT";
 reloadAction = "ManActReloadAT";
 picture = "\CA\weapons\data\equip\m_PG7VL_ca.paa";
 initSpeed = 115;
 descriptionShort = "";
};
class VME_PLA_69HEA: CA_LauncherMagazine
{
 scope = 2;
 model = "\vme_pla_weapons\PG7_proxy";
 modelSpecial = "\vme_pla_weapons\vme_pla_PF69_Launcher_loaded";
 displayName = "69-HEA(HE)";
 ammo = "VME_PLA_R_69HE_AT";
 reloadAction = "ManActReloadAT";
 picture = "\CA\weapons\data\equip\M_OG7V_ca.paa";
 initSpeed = 115;
 descriptionShort = "";
};

with this:

class PG7VL;
class VME_PLA_69III: PG7VL
{
 displayName = "69-III(HEAT)";
 ammo = "VME_PLA_R_69III_AT";
 descriptionShort = "";
};
class OG7;
class VME_PLA_69HE: OG7
{
 displayName = "69-HE(HE)";
 ammo = "VME_PLA_R_69HE_AT";
 descriptionShort = "";
};
class VME_PLA_69IIIA: VME_PLA_69III
{
 displayName = "69-IIIA(HEAT)";
};
class VME_PLA_69HEA: VME_PLA_69HE
{
 displayName = "69-HEA(HE)";
};

have fun!

Share this post


Link to post
Share on other sites

Hello.

Playing with Arma II CO

I am trying to use the VME PLA mod with the ambient combat module in a mission. I do have the VME PLA mod installed and it is working fine in the editor and missions.

Using this script to call the factions.

[["USMC","RU","INS"], myACM] call BIS_ACM_setFactionsFunc;

I tried to use "PLA" and "VME_PLA" as the faction name, but none of the men, vehicles, or aircraft show up, unlike other factions.

Does this faction work with the ACM? If so, can you please advise the proper syntax for the faction?

Thank-you!

Edited by neven

Share this post


Link to post
Share on other sites

Can anyone tell me if there is a class name list yet? I googled the mod and the closest was a short list posted by Hongjian on P47. I really only need one, the DF-15B. Not the launcher, just the missile itself.

Kudos on that also btw, IMO, its close to being the perfect nuke for the game. Not overly powerful, good visual effects and fallout.

Edited by Genpatton043
Misspelled Name

Share this post


Link to post
Share on other sites
Figured it out (re: graphical glitches), its the type69 rpg round, i believe the "69-IIIA(HEAT)" magazine. when the AT soldier arms his rpg and the round is showing, you get spammed with graphical glitches.

I fixed it in my own personal config by just having it inherent the BIS rpg7v magazines instead of its own model.

I noticed that just a few days ago with a mission I just uploaded, so I changed the 69 to the 89(?) launcher instead.

Thanks for that information.

Share this post


Link to post
Share on other sites

Great job on this mod, but how do I import the weapons into the LEA (loadout editor), there seem to be no equipment loadout screen images to go with it or they're in the pbo's LEA couldn't extract (which is most of them)?

Or has perhaps an import file for LEA been created and posted by someone else already?

Share this post


Link to post
Share on other sites

I have a two part question, the first being, is there a BLUEFOR version of the PLA? If there isn't would you care if I made a BLUEFOR version?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×