boc
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boc started following 3CB BAF Weapons
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Hi, Firstly - thanks for the incredible addons. I don't like to play wihout them. Sorry if this has been asked elsewhere in the topic or in a readme - I 've totally missed this if it was. Can AI use the blank rounds and/or BFAs? Whenever I place an enemy with either blank ammunition, blank ammunition and a BFA, or Live ammunition and a BFA, they won't fire at the player. I was hoping to use blank firing enemies for a practice scenario, so that the atmospherics of being fired upon were maintained without the damage (but not being invincible so still being able to get injured or hit by blue on blue). Steps to replicate: Bare modlist (CBA, RKSL Attachments, 3CB Weapons and Equipment) In editor Place an OPFOR character (as player). Place BLUFOR character (as AI), edit loadout to add L85A3, remove any live mags and add blank mags (or Blank/Live mags + BFA) Play Many thanks
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2 Mercian: British armed Forces
boc replied to Cpl. W. Wallis's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow. Great start. All looks very good, especially the hangar and p-2000. Sadly I cannot model for toffee, so cannot offer any suggestions or critique. Personally, I’d love to see a few different assets which have not already been provided in the excellent Armed Forces UK, 3CB or RKSL packs. I think Rigid Raiders, Gazelle and particularly Sea Kings would be great additions. good luck with the rest of your models and studies -
Oh yeah... haven’t seen any Pinz/VECTOR either. These would be a pretty good additoon to LR and SNATCH era vehicles
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This seems chuffing brilliant. Can’t wait to try it! Would love to have a go in Beta if possible. I think anything you are making are brilliant but by goodness I’m mad for the Man SV to be available. Something else which I haven’t seen done but would be good for contemporary, near future ops would be Mech Inf Veh/Boxer, AJAX and Warrior 2/WCSP fleets. And if you fancy aircraft, a gazelle, sea king and even islander/defender would be Uber incredible!
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Really looking forward to this - especially the Man trucks
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British Armed Forces : Combined Arms
boc replied to deltagamer's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow. Diving stuff would be great. Thank you -
[WIP] Jedburgh Outfitters... formerly known as Black Hornet PRS
boc replied to Nichols's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking forward to this -
Parachute MC1/MC4/T11/ W.I.P
boc replied to johnhansen's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
very awesome -
boc started following Alternative vehicle smoke launcher -problem and BOC Inflatable Raiding Craft (BOC IRC) BETA
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How would I write a new config to change some vehicle characteristics?
boc replied to thefloatingcheese's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, check the character And gear guide sticky topic in this forum. That’ll give you a flavour of the config structure, class hierarchy, and the files required to complete n add on. Instead of the examples where a new item is created from a base class you can just amend the base class. Packaging the files, using add on builder of Arma tools is another topic and I suggest you look at some YouTube videos as starter. For aircraft specific config stuff, check this out https://community.bistudio.com/wiki/A3_CfgVehicles_Plane_class_config_reference Not a direct answer but hopefully enough to get you looking before someone who knows more comes along -
I have barely played with retexturing but I have seen a couple of things mentioned in tutorials. The shinyness may come from the various layers or maps used, in this case I think that it is the speculator map which governs reflectiveness of the texture. These files will have the suffix _sm.paa or _smdi.paa. In the case of the samples I am not sure if they came with all of these different maps or a single psd file with different layers in. Since ive barely dabbled with these things, I have just added a dark layer on top of any of my own textures which has been sufficient for my purposes. hope this helps
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BOC Inflatable Raiding Craft (BOC IRC) BETA
boc replied to boc's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mod updated to include additional backpack variants using the vanilla bergan camouflage textures (digital, hex, multicam and tropic) and addon size reduced from 14 Mb to 1.5Mb (removal of draft texture files). -
BOC Inflatable Raiding Craft (BOC IRC) BETA
boc replied to boc's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. I can't claim the original idea, I just did it a little differently. -
I’m pleased to release an BETA version of my first addon - BOC Inflatable Raiding Craft (IRC). BOC IRC provides a backpack which can be assembled in to an inflatable raiding craft on land or in (or under) the sea. This addon was created as a means of learning a bit of config writing and was heavily inspired by O' Hally's boats and from whose mod some of the config entries were learnt. However, this addon has been written from scratch, with added textures, tweaked boat characteristics and different functions - boats cannot be repacked after assembly and when assembled underwater will surface slowly. Features Inflatable Raiding Craft Bag – a custom skinned black bag and other vanilla cam variants which, when worn, can be assembled into an inflatable raiding craft. Tardis-like qualities allowing an outboard motor to be carried with ease! Inflatable Raiding Craft - a tweaked version of the vanilla boat with slightly increased speed and manoeuvrability. Compatible with Backpack on Chest Addon and Feint paddle mod. Use The backpack is called the “Inflatable Raiding Craft Bag (Black)” (B_IRC_bergen_F B_IRCbergen_blk_F) and can be placed directly in the editor, via script, or through a character’s loadout selection. When the backpack is worn an option exists to assemble the Inflatable Raiding craft, which will pop in front of the player. If assembled underwater, it will rapidly rise to the surface above the player. Once assembled, the raiding craft can be used as per the vanilla boat. Additionally, the IRC (B_Boat_IRC_01_F) can be placed directly in the editor (but it cannot be disassembled). Changelog Hopefully this will be of use to someone! This work is licensed under the Arma Public License No Derivatives. This work may not be uploaded to Armaholic or used on Life servers. The addon can be downloaded from steam workshop here
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Alternative vehicle smoke launcher -problem
boc posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, I am new to configs and have been playing around in order to develop my understanding. After succeeding with some basic re texturing and creation of alternative versions of objects I wondered if it was possible to change the vehicle smoke launcher in order to throw other objects. I think i could broadly replicate the effect through scripting but wondered if it was possible through the smoke launcher weapon functionality. I created an alternative hatchback which allows a smoke launch to be made. I then sought to change the model of the ammo to a hand grenade rather than the smoke grenade (obviously whilst retaining the smoke effect since I hadn't changed anything else). So far I haven't been able to change this model for anything else. Could anyone give me a suggestion of what I have done wrong with this intermediate step please, or even how i might go about the full replacement of effects (which I had assumed i would copy some of the effects from the grenade config - but hadn't got that far to check)? Is this even possible? Thanks in advance! class CfgPatches { class BOC_smoke_launcher { author="BOC"; name="Custom smoke launcher and vehicle"; weapons[] = {"BOC_SmokeLauncher"}; units[] = {"BOC_hatchback_covert"}; requiredAddons[]= { "A3_Data_F", "A3_Weapons_F" }; requiredVersion=0.1; }; }; class CfgVehicles { class C_Hatchback_01_F; class BOC_hatchback_covert: C_Hatchback_01_F { displayName = "Covert grenade launching hatchback"; model = "\A3\soft_f_gamma\Hatchback_01\Hatchback_01_F"; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"\A3\soft_f_gamma\Hatchback_01\data\Hatchback_01_ext_CO.paa"}; scope = 2; side = 3; magazines[] = {"BOC_SmokeLauncherMag"}; weapons[] = {"CarHorn","BOC_SmokeLauncher"}; smokeLauncherGrenadeCount = 6; smokeLauncherOnTurret = 0; smokeLauncherVelocity = 17; smokeLauncherAngle = 360 //driverHasFlares = 1; //this isn't needed as it works without? }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase; class SmokeLauncherAmmo; class BOC_SmokeLauncherAmmo: SmokeLauncherAmmo { model = "\A3\Weapons_f\ammo\Handgrenade"; }; class Grenade; class GrenadeHand; class SmokeShell; class SmokeShellVehicle; //from trial and error -smoke shell vehicle works wheras this doesn't seem to. class BOC_SmokeShellVehicle: SmokeShellVehicle { model = "\A3\Weapons_f\ammo\Handgrenade"; }; }; class CfgMagazines { class Default; class CA_Magazine; class VehicleMagazine; class SmokeLauncherMag; class BOC_SmokeLauncherMag: SmokeLauncherMag { scope=2; ammo = "BOC_SmokeLauncherAmmo"; count=4; }; }; class CfgWeapons { class Default; class MGunCore; class MGun; class SmokeLauncher; class BOC_SmokeLauncher: SmokeLauncher { displayName = "BOC smoke launcher weapon"; magazines[] = {"BOC_SmokeLauncherMag"}; }; }; -
Adding custom ammo to a Vanilla Weapon?
boc replied to jAMDup's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi. Did you ever find a solution to your problem. I am trying to achieve the same with the smokelauncher, to replace with hand grenades. i can achieve a similar function by script but wondered if I copied and amended theconfigs for the smoke launcher, smoke launcher mag, etc I could achieve it more simply. Sadly, this isn't working and whatever I define as the vehicle weapon and magazine, the smokelauncher always launches smoke grenades.