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Everything posted by vPzBtl33_Hunger
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terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nothing much to show here, working on shooting range 8 and 9 right now, all I can do today is show you some screenshots I made today: Shooting Range 7 Landscape in right in front of SR6 SR6 acess road Tank test and driving range, water obstacles Lake at the test and driving range area Tank test and driving range main acess road Just the eastern Landscape Air Station Mike 25, main radio connection to stratis and altis Lg Hunger & Chrissi -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
T72 Wreck removed :) Believe me, there will be enough places for vehicles at the range bases :) Will post pictures of the entire base later this day. Yes, all custom objects will be editor placeable. A list of all objects will be included with the map release. Planned for release are: - MP compatible, radio controlled popup target sortiment specificly for AAF/NATO - Range signs - Artificial range houses and curches - Range control towers - At least one more tank wreck - Maybe some details and small assets -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just some new screenshots. We've just finished the shooting range 5, 6 and 7. Shooting range 5 is made for armored basic training group sized Shooting ranges 6 and 7 are made for armored basic training platoon sized greetings, Hunger and Chrissi -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Always welcome! Theres still a sh**tload of work to do, think you can test it in about 3-4 weeks. 1/4 is done now, but there are still several difficult tasks to do. Thank you all for the motivation! -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Some more screenshots, im stuck in object implementation right now. Will progress with object placement at wednesday. -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
German. But i sadly never finished it. -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Not very professional, but i think it'll do the job. Range Control Tower mesh -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thank you very much guys! Will post some other screens later, working on the shooting range control tower right now -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Finished the shooting range 4- Urban Operations just now. Sure its not OPX MOUT quality, but at least something for the infantry to train on. It containes: -A former village as basic urban training range -A small industrial area -A small formerly military camp -A dedicaded pistol range -A range for basic room clearing The Southeast of Hebontes is mostly covered with deep Pine Forest: Hunger -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Targetsector-markers A-F First Sign ingame -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Slowly progressing object placement. Ca. 1/4 is done now. (See red frame) During the last crunch, i made the first sign. -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Shooting Range 4 will be specifically for Urban Ops. Also there will be several abandoned villages, since the whole population (except of the villages Saint Phokas, Akhili, Kalogria and Ormos) of the island was relocated to altis, so that the island can be completely used by the AAF/NATO. - Formerly Kathero - Formerly Nifi - Formerly Erinia Shooting Range 16 is specifically made for combined arms, the formerly village Erinia is located there. If you want to allow armored troops to make progress in some kind of offensive operation there, infantry has to clear out that village first. Screenshots of these locations will follow. Hope that it answers that question. Hunger -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Object Placement makes a good progression: -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You got a PM :) Thank you very much! -
terrain [RELEASED] Hebontes - AAF test and training ground
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ist there someone here who can translate some texts into greek with greek alphabet?? -
Salute again, I just cant get any kind of dust on my surfaces to work. Tried almost everything. Richt now, I try to call the original Altis classes, here is my config: class CfgSurfaces { class Default{}; class Water{}; class GdtConcrete; class GdtSoil; class GdtRock; class GdtDirt; class GdtDesert; class GdtGrassDry; class GdtStony; class schuebz_beton: GdtConcrete { access = 2; files = "schuebz_beton_*"; character = "Empty"; soundEnviron = "sand"; soundHit = "soft_ground"; rough = 0.11; maxSpeedCoef = 0.9; dust = 1.1; lucidity = 2.5; grassCover = 0.01; impact = "hitGroundSoft"; surfaceFriction = 1.6; }; // schuebz_trockengras_* Zeile 584 class schuebz_trockengras: GdtGrassDry { access = 2; files = "schuebz_trockengras_*"; character = "schuebz_trockengrasclutter"; soundEnviron = "drygrass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.6; lucidity = 2; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.75; }; // schuebz_gras_* Zeile 590 class schuebz_gras: GdtGrassDry { access = 2; files = "schuebz_gras_*"; character = "schuebz_grasclutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.05; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; // schuebz_tot_* class schuebz_tot: GdtSoil { access = 2; files = "schuebz_tot_*"; character = "schuebz_totclutter"; soundEnviron = "drygrass"; soundHit = "soft_ground"; rough = 0.15; maxSpeedCoef = 0.85; dust = 0.5; lucidity = 1.5; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.5; }; // schuebz_sand_* class schuebz_sand: GdtDesert { access = 2; files = "schuebz_sand_*"; character = "Empty"; soundEnviron = "sand"; soundHit = "soft_ground"; rough = 0.12; maxSpeedCoef = 0.85; dust = 0.9; lucidity = 1.5; grassCover = 0.01; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; // schuebz_nadelwald_* class schuebz_nadelwald: GdtDirt { access = 2; files = "schuebz_nadelwald_*"; character = "schuebz_nadelwaldclutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.05; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; }; what the hell am I doin wrong?
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smallarms NIArms Release Thread
vPzBtl33_Hunger replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For me as active german soldier since 8 years now: 1.) The MG3 does not have any kind of different bolt to reduce the ROF 2.) The MG3 actually is a LMG 3.) Firing the MG3 while standing is normal, like firing it while crouche or being in prone pos. (It depends on the situation!) In German: Wenn da hohes Gras ist bringt mir der liegende Anschlag nichts! Ich schieße aus der Fleischlafette mit meinem MG2 oder aus dem Stand heraus den Deutschuss und halte den Feind nieder. 4.) There are many guys here who tell a lotta sh**t Greetings -
No dust on any Surface, part II
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - TERRAIN - (BUILDER)
Understood, please have a look at my cfgVehicles, is there a problem? -
No dust on any Surface, part II
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - TERRAIN - (BUILDER)
But I'm basically calling the Stratis class, why should I get things out of the altis cpp? -
No dust on any Surface, part II
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - TERRAIN - (BUILDER)
Clutter etc is perfectly working on my map, its just the damn dust. Now I tried this and still no dust: cfgClutter.h class DefaultClutterClutter; class Clutter { class schuebz_BigFallenBranches_pine: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class schuebz_BigFallenBranches_pine02: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class schuebz_BigFallenBranches_pine03: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class schuebz_GrassGreenGroup: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = 1; scaleMin = 0.7; scaleMax = 1.3; }; class schuebz_GrassDry: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = 1; scaleMin = 0.8; scaleMax = 1.4; }; class schuebz_GrassDryGroup: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = 1; scaleMin = 0.65; scaleMax = 1.3; }; class schuebz_GrassDryMediumGroup: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.8; scaleMax = 1.3; }; class schuebz_ThornKhakiSmall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d"; affectedByWind = 0.05; swLighting = 0; scaleMin = 0.5; scaleMax = 0.7; }; class schuebz_ThornKhakiBig: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrThornKhaki.p3d"; affectedByWind = 0.05; swLighting = 0; scaleMin = 0.7; scaleMax = 0.9; }; class schuebz_ThornGreenSmall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrThornGreen.p3d"; affectedByWind = 0.05; swLighting = 0; scaleMin = 0.3; scaleMax = 0.5; }; class schuebz_ThornGreenBig: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrThornGreen.p3d"; affectedByWind = 0.05; swLighting = 0; scaleMin = 0.7; scaleMax = 0.9; }; class schuebz_ThornGraySmall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrThornGray.p3d"; affectedByWind = 0.05; swLighting = 0; scaleMin = 0.5; scaleMax = 0.7; }; class schuebz_ThornGrayBig: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrThornGray.p3d"; affectedByWind = 0.05; swLighting = 0; scaleMin = 0.8; scaleMax = 1.2; }; class schuebz_PlantGreenShrub: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrPlantGreenShrub.p3d"; affectedByWind = 0.5; swLighting = 1; scaleMin = 0.6; scaleMax = 1.1; }; class schuebz_PlantGermaderGroup: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrPlantGermader_group.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.9; scaleMax = 1.5; }; class schuebz_WeedBrownTallGroup: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.9; scaleMax = 1.45; }; class schuebz_WeedGreenTall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.4; }; class schuebz_PlantMullein: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.7; scaleMax = 1.15; }; class schuebz_ThistlePurpleSmall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrThistlePurple_small.p3d"; affectedByWind = 0.1; swLighting = 1; scaleMin = 0.9; scaleMax = 1.4; }; class schuebz_ThistleSmallYellow: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrThistleSmallYellow.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.6; scaleMax = 1.4; }; class schuebz_ThistleYellowShrub: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.7; scaleMax = 1.1; }; class schuebz_GrassTall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 1.0; swLighting = 1; scaleMin = 0.6; scaleMax = 1.4; }; class schuebz_GrassGreen: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Grass_Green.p3d"; affectedByWind = 1.0; swLighting = 1; scaleMin = 0.85; scaleMax = 1.4; surfaceColor[] = {0.431,0.475,0.267}; }; class schuebz_GrassDry2: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Grass_Dry.p3d"; affectedByWind = 1.0; swLighting = 1; scaleMin = 0.3; scaleMax = 1.4; }; class schuebz_GrassBrushHighGreen: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Grass_BrushHigh_Green.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.5; scaleMax = 0.7; }; class schuebz_GrassBunchSmall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Grass_Bunch_Small.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.3; scaleMax = 0.8; }; class schuebz_ThistleHighDead: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Thistle_High_Dead.p3d"; affectedByWind = 1.0; swLighting = 1; scaleMin = 0.4; scaleMax = 0.8; }; class schuebz_ThistleHigh: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Thistle_High.p3d"; affectedByWind = 0.6; swLighting = 1; scaleMin = 0.6; scaleMax = 1.0; }; class schuebz_ThistleSmallYellow2: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Thistle_Small_Yellow.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.3; scaleMax = 0.9; }; class schuebz_ThistleThornGreen: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = 0; scaleMin = 0.3; scaleMax = 1.0; }; class schuebz_ThistleThornGreenSmall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = 0; scaleMin = 0.4; scaleMax = 0.7; }; class schuebz_ThistleThornBrown: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d"; affectedByWind = 0.3; swLighting = 0; scaleMin = 0.5; scaleMax = 1.2; }; class schuebz_ThistleThornBrownSmall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Brown.p3d"; affectedByWind = 0.25; swLighting = 0; scaleMin = 0.3; scaleMax = 0.7; }; class schuebz_ThistleThornGray: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Gray.p3d"; affectedByWind = 0.3; swLighting = 0; scaleMin = 1.1; scaleMax = 1.4; }; class schuebz_ThistleThornDesert: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Desert.p3d"; affectedByWind = 0.3; swLighting = 0; scaleMin = 0.4; scaleMax = 1.4; }; class schuebz_PlantGreenSmall: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Plant_Green_Small.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.5; scaleMax = 1.1; }; class schuebz_FlowerCakile: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Flower_Cakile.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.6; scaleMax = 0.8; }; class schuebz_FlowerLowYellow2: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.6; scaleMax = 1.0; }; class schuebz_GrassCrookedDead: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_GrassCrooked.p3d"; affectedByWind = 0.6; swLighting = 1; scaleMin = 0.8; scaleMax = 1.3; }; class schuebz_GrassTalltwo: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_GrassTall.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.15; }; class schuebz_GrassLong_DryBunch: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_GrassLong_DryBunch.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.9; scaleMax = 1.5; }; class schuebz_GrassDesertGroupSoft: DefaultClutterClutter { model = "A3\plants_f\Clutter\c_GrassGreen_GroupSoft.p3d"; affectedByWind = 1.0; swLighting = 1; scaleMin = 0.6; scaleMax = 1.1; }; class schuebz_SeaWeed1: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_SeaWeed1.p3d"; affectedByWind = 0.2; swLighting = 0; scaleMin = 0.4; scaleMax = 1.0; }; class schuebz_SeaWeed2: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_SeaWeed2.p3d"; affectedByWind = 0.2; swLighting = 0; scaleMin = 0.3; scaleMax = 1.0; }; class schuebz_Coral1: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_Coral1.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 1.0; }; class schuebz_Coral2: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_Coral2.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 1.0; }; class schuebz_Coral3: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_Coral3.p3d"; affectedByWind = 0.1; swLighting = 0; scaleMin = 0.3; scaleMax = 0.5; }; class schuebz_Coral4: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_Coral4.p3d"; affectedByWind = 0.1; swLighting = 0; scaleMin = 0.3; scaleMax = 1.0; }; class schuebz_Coral5: DefaultClutterClutter { model = "A3\Plants_F\Clutter\c_Coral5.p3d"; affectedByWind = 0.05; swLighting = 0; scaleMin = 0.2; scaleMax = 0.6; }; // ArmA2 Clutter class schuebz_Grass: DefaultClutter { model = "ca\plants_e\clutter\c_GrassGreen_EP1.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.75; scaleMax = 1.25; }; class schuebz_GrassTallA2: DefaultClutter { model = "ca\plants2\clutter\c_GrassTall.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.75; scaleMax = 1.25; }; class schuebz_GrassAutumn: DefaultClutter { model = "ca\plants2\clutter\c_GrassAutumn.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 1; scaleMax = 1.75; }; class schuebz_GrassCrooked: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.25; }; class schuebz_GrassCrookedGreen: schuebz_GrassCrooked { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; }; class schuebz_GrassCrookedForest: schuebz_GrassCrooked { model = "ca\plants2\clutter\c_GrassCrookedForest.p3d"; }; class schuebz_GrassBunch: DefaultClutter { model = "ca\plants2\clutter\c_GrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.5; scaleMax = 1; }; class schuebz_DryGrassBunch: DefaultClutter { model = "ca\plants2\clutter\c_grassDryLongBunch.p3d"; affectedByWind = 0.15; swLighting = 1; scaleMin = 0.5; scaleMax = 1; }; class schuebz_GrassDryLong: DefaultClutter { model = "ca\plants2\clutter\c_GrassDryLong.p3d"; affectedByWind = 0.15; swLighting = 1; scaleMin = 0.5; scaleMax = 1; }; class schuebz_GrassDead: DefaultClutter { model = "ca\plants_E\Clutter\c_Brush_Soft_EP1.p3d"; affectedByWind = 0.75; swLighting = 1; scaleMin = 0.5; scaleMax = 1; }; class schuebz_FlowersWhite: DefaultClutter { model = "ca\plants_e\clutter\c_Plants_White_EP1.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.5; scaleMax = 0.85; }; class schuebz_PapaverFlowers: schuebz_FlowersWhite { model = "ca\plants_e\clutter\c_papaver_flower01_EP1.p3d"; }; class schuebz_FlowersYellow: schuebz_FlowersWhite { model = "ca\plants_e\clutter\c_Plants_Yellow_EP1.p3d"; scaleMin = 1; scaleMax = 2; }; class schuebz_FlowersViolet: schuebz_FlowersYellow { model = "ca\plants_e\clutter\c_Plants_Violet_EP1.p3d"; }; class schuebz_WeedTall: DefaultClutter { model = "ca\plants2\clutter\c_weed2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.5; scaleMax = 1; }; class schuebz_RaspBerry: DefaultClutter { model = "ca\plants2\clutter\c_raspBerry.p3d"; affectedByWind = 0; swLighting = 1; scaleMin = 0.5; scaleMax = 1; }; class schuebz_BlueBerry: schuebz_RaspBerry { model = "ca\plants2\clutter\c_blueBerry.p3d"; }; class schuebz_FernAutumn: DefaultClutter { model = "ca\plants2\clutter\c_fern.p3d"; affectedByWind = 0.1; swLighting = 1; scaleMin = 0.4; scaleMax = 1; }; class schuebz_FernAutumnTall: schuebz_FernAutumn { model = "ca\plants2\clutter\c_fernTall.p3d"; affectedByWind = 0.15; }; class schuebz_SmallPicea: DefaultClutter { model = "ca\plants2\clutter\c_picea.p3d"; affectedByWind = 0.01; swLighting = 1; scaleMin = 0.25; scaleMax = 1; }; class schuebz_SmallStones: DefaultClutter { model = "ca\plants_e\clutter\c_StoneMiddleGroupCamp_EP1.p3d"; affectedByWind = 0; swLighting = 1; scaleMin = 0.5; scaleMax = 1.1; }; class schuebz_MushroomsHorcak: DefaultClutter { model = "ca\plants2\clutter\c_MushroomHorcak.p3d"; affectedByWind = 0; swLighting = 1; scaleMin = 0.5; scaleMax = 1.2; }; class schuebz_MushroomsBabka: schuebz_MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomBabka.p3d"; }; class schuebz_MushroomsPrasivka: schuebz_MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomPrasivky.p3d"; }; }; cfgSurfaces.h class CfgSurfaces { class Default {}; // schuebz_beton_* class schuebz_beton: Default { access = 2; files = "schuebz_beton_*"; character = "Empty"; soundEnviron = "sand"; soundHit = "soft_ground"; rough = 0.11; maxSpeedCoef = 0.9; dust = 0.1; lucidity = 2.5; grassCover = 0.01; impact = "hitGroundSoft"; surfaceFriction = 1.6; }; // schuebz_trockengras_* Zeile 584 class schuebz_trockengras: Default { access = 2; files = "schuebz_trockengras_*"; character = "schuebz_trockengrasclutter"; soundEnviron = "drygrass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.6; lucidity = 2; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.75; }; // schuebz_gras_* Zeile 590 class schuebz_gras: Default { access = 2; files = "schuebz_gras_*"; character = "schuebz_grasclutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.05; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; // schuebz_tot_* class schuebz_tot: Default { access = 2; files = "schuebz_tot_*"; character = "schuebz_totclutter"; soundEnviron = "drygrass"; soundHit = "soft_ground"; rough = 0.15; maxSpeedCoef = 0.85; dust = 0.9; lucidity = 1.5; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.5; }; // schuebz_sand_* class schuebz_sand: Default { access = 2; files = "schuebz_sand_*"; character = "Empty"; soundEnviron = "sand"; soundHit = "soft_ground"; rough = 0.12; maxSpeedCoef = 0.85; dust = 0.9; lucidity = 1.5; grassCover = 0.01; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; // schuebz_nadelwald_* class schuebz_nadelwald: Default { access = 2; files = "schuebz_nadelwald_*"; character = "schuebz_nadelwaldclutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.05; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; surfaceFriction = 1.7; }; }; class CfgSurfaceCharacters { // schuebz_trockengras_* class schuebz_trockengrasclutter { probability[] = {0.25,0.35,0.21,0.09,0.06,0.02}; names[] = {"schuebz_GrassDryGroup","schuebz_GrassDryMediumgroup","schuebz_WeedBrownTallGroup","schuebz_WeedGreenTall","schuebz_ThistleYellowShrub","schuebz_PlantMullein"}; }; // schuebz_gras_* class schuebz_grasclutter { probability[] = {0.85,0.12,0.02,0.01}; names[] = {"schuebz_GrassGreenGroup","schuebz_ThistleThornGreen","schuebz_ThistleThornGreenSmall","schuebz_FlowerLowYellow2"}; }; // schuebz_tot_* class schuebz_totclutter { probability[] = {0.1,0.1,0.01,0.01}; names[] = {"schuebz_GrassDesertGroupSoft","schuebz_ThistleSmallYellow2","schuebz_ThistleThornGreen","schuebz_ThistleThornGreenSmall"}; }; // schuebz_nadelwald_* class schuebz_nadelwaldclutter { probability[] = {0.2,0.2,0.2,0.05,0.3,0.04}; names[] = {"schuebz_GrassGreen","schuebz_FernAutumnTall","schuebz_FernAutumn","schuebz_FlowerLowYellow2","schuebz_GrassGreenGroup","schuebz_ThornGreenSmall"}; }; }; cfgVehicles.h class CfgVehicles { class All; class AllVehicles : All {}; class Land : AllVehicles {}; class LandVehicle : Land {}; class car: LandVehicle { rightDustEffects[] = {{"schuebz_gras", "RDirtEffects"}, {"schuebz_tot", "RDustEffects"}, {"schuebz_beton", "RStonesEffects"}, {"schuebz_sand", "RSandEffects"}, {"schuebz_trockengras", "RDustEffects"}, {"schuebz_nadelwald", "RSandEffects"}}; leftDustEffects[] = {{"schuebz_gras", "LDirtEffects"}, {"schuebz_tot", "LDustEffects"}, {"schuebz_beton", "LStonesEffects"}, {"schuebz_sand", "LSandEffects"}, {"schuebz_trockengras", "LDustEffects"}, {"schuebz_nadelwald", "LSandEffects"}}; }; class tank: LandVehicle { rightDustEffects[] = {{"schuebz_gras", "RDustEffects"}, {"schuebz_tot", "RDirtEffects"}, {"schuebz_beton", "RStonesEffectsBig"}, {"schuebz_sand", "RDustEffects"}, {"schuebz_trockengras", "RDirtEffectsBig"}, {"schuebz_nadelwald", "RStonesEffectsBig"}}; leftDustEffects[] = {{"schuebz_gras", "LDustEffects"}, {"schuebz_tot", "LDirtEffects"}, {"schuebz_beton", "LStonesEffectsBig"}, {"schuebz_sand", "LDustEffects"}, {"schuebz_trockengras", "LDirtEffectsBig"}, {"schuebz_nadelwald", "LStonesEffectsBig"}}; }; class Air: AllVehicles { rightDustEffects[] = {{"schuebz_gras", "RDustEffects"}, {"schuebz_tot", "RDirtEffects"}, {"schuebz_beton", "RStonesEffectsBig"}, {"schuebz_sand", "RDustEffects"}, {"schuebz_trockengras", "RDirtEffectsBig"}, {"schuebz_nadelwald", "RStonesEffectsBig"}}; leftDustEffects[] = {{"schuebz_gras", "LDustEffects"}, {"schuebz_tot", "LDirtEffects"}, {"schuebz_beton", "LStonesEffectsBig"}, {"schuebz_sand", "LDustEffects"}, {"schuebz_trockengras", "LDirtEffectsBig"}, {"schuebz_nadelwald", "LStonesEffectsBig"}}; }; class Man: Land { rightDustEffects[] = {{"schuebz_gras", "RDustEffectsMan"}, {"schuebz_tot", "RDustEffectsMan"}, {"schuebz_sand", "RDustEffectsMan"}, {"schuebz_trockengras", "RDustEffectsMan"}, {"schuebz_nadelwald", "RDustEffectsMan"}}; leftDustEffects[] = {{"schuebz_gras", "LDustEffectsMan"}, {"schuebz_tot", "LDustEffectsMan"}, {"schuebz_sand", "LDustEffectsMan"}, {"schuebz_trockengras", "LDustEffectsMan"}, {"schuebz_nadelwald", "LDustEffectsMan"}}; }; }; config.cpp class CfgPatches { class schuebz { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"}; version = "08/08/2016"; fileName = "schuebz.pbo"; author = "vPzBtl33_Hunger"; }; }; #include "cfgVehicles.h" class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class schuebz: Stratis { cutscenes[] = {}; description = "TrpUebPl Einfelde Ost - Schuebz"; pictureMap = "HUNGER\schuebz\schuebz_picturemap_ca.paa"; pictureShot = "HUNGER\schuebz\ui_schuebz_ca.paa"; worldName = "\HUNGER\schuebz\schuebz.wrp"; author = "vPzBtl33_Hunger"; startTime = "07:00"; startDate = "12/09/2016"; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.1; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 25; envTexture = "A3\Data_f\env_land_ca.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\HUNGER\schuebz\data\roads\roads.shp"; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Underwater { noWaterFog = -0.01; fullWaterFog = -0.01; deepWaterFog = 40; waterFogDistanceNear = 1; waterFogDistance = 200; waterColor[] = {0.32,0.32,0.32}; deepWaterColor[] = {0.0,0.5,0.8}; surfaceColor[] = {0,0,0}; deepSurfaceColor[] = {0,0,0}; }; class SeaWaterShaderPars { refractionMoveCoef = 0.03; minWaterOpacity = 0.0; waterOpacityDistCoef = 0.4; underwaterOpacity = 0.5; waterOpacityFadeStart = 60; waterOpacityFadeLength = 120; }; class OutsideTerrain { satellite = "HUNGER\schuebz\schuebz_satout_co.paa"; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "HUNGER\schuebz\Data\schuebz_gras_nopx.paa"; texture = "HUNGER\schuebz\Data\schuebz_gras_co.paa"; }; }; colorOutside[] = {0.294118,0.333333,0.372549,1}; }; class Grid: Grid { offsetX = 0; offsetY = 10240; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.h" class Names { #include "schuebz.h" }; loadingTexts[] = {"Das Schiessuebungszentrum bildet das Fundament der Ausbildung in der Lehrbrigade 16", "Das SchUebZ ist eine um 1908, zum Erproben chemischer Kampfmittel, kuenstlich angelegte Halbinsel, ihr ausgedehnter Gefahrenbereich erlaubt es saemtliche Munitionsarten zu verwenden", "Das SchUebZ ist Teil des Truppenuebungsplatzes Einfelde und bildet den ostwaertig gelgenen Teil der Anlagen", "Die LuK befindet sich im Truppenlager Koersten und ist 24/7 erreichbar. Schiessvorhaben sind rechtzeitig anzumelden", "Dank und Anerkennung an 323-JackSmith, 33-Diehl, 33-Albrecht und 323-Lynx fuer die Hilfe beim Bau dieser Karte!"}; }; }; class CfgWorldList { class schuebz{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.h" The map is 100% done and ready, just no damn dust -
Tank interior/reloading sound - Advice needed
vPzBtl33_Hunger replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is there really no way to cut the audible range of a sound? -
Tank interior/reloading sound - Advice needed
vPzBtl33_Hunger posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Salute to all! My first question basically is, if it is possible to create specific interior sounds for example a tank and how i should do it. Second question is, if it's actually possible to reduce the hearable range of a sound to about 3 meters around a vehicle. Like this, you could create a sound wich is only hearable for the crew, but not the infantry around the tank. This could be a way to simulate a reload/interior shooting sound. It would be very nice if you can give me an advice on that topic. Thank you very much, Hunger -
Need a Terrain Builder
vPzBtl33_Hunger replied to Mathues 504th-PIR's topic in ARMA 3 - FIND OR OFFER EDITING
As I said, depends on detail and szenario and how large it'll be. 2048x10 is huge and takes extremely long. -
Need a Terrain Builder
vPzBtl33_Hunger replied to Mathues 504th-PIR's topic in ARMA 3 - FIND OR OFFER EDITING
What size, what szenario, what kinda detail. A good terrain really takes hundreds of hours. I've finished my newest 8x8km terrain in 140 hours, if i'd take 10 bugs the hour, it'd be 1400 bugs.