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About boc

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  1. boc

    ArmedForces:UK Vehicles

    Oh yeah... haven’t seen any Pinz/VECTOR either. These would be a pretty good additoon to LR and SNATCH era vehicles
  2. boc

    ArmedForces:UK Vehicles

    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!
  3. Really looking forward to this - especially the Man trucks
  4. Wow. Diving stuff would be great. Thank you
  5. 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
  6. boc

    Caesar BTT

    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
  7. 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).
  8. Thanks. I can't claim the original idea, I just did it a little differently.
  9. 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
  10. 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"}; }; };
  11. 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.
  12. boc

    RMMV (WIP)

    This is amazing work. I'm really looking forward to your release. If you need a tester, I'm game. im guessing you know the fleet well.
  13. boc

    ObjectBuilder Error

    Hi, I have installed Arma Tools in the last 24hours and have exactly the same problem (less the Spanish translation). I TO AM RUNNING w10 64 BIT MatEditor.exe exits with an unable to load MAT.dll message. O2Script.exe runs, but since I don't understand the conditions or swithces to use, it isnt do more than displaying the options. TexView 2 runs and i am able to view paa files. If it is of interest Bulldozer doesn't run an exists with a missing undefinedesincl.inc message. bulldozer_x64 runs but what i guess should be a menu is just a bunch of blocks of colours with no text. I have manually installed the MS VC++ 2005 redistributable to no effect. The SFC shows no violations thanks for your help/ideas