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UNIT_normal

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Posts posted by UNIT_normal


  1. It is outdated. Use GUI version instead.

     

    This allows you to change camouflage and component via communication menu.
    VAM currently supports NATO, CSAT, AAF land and air vehicles. (except Quad Bike.)

    And you can make your own setting for addon vehicles.

     

     

    Known issue
    - Some components are linked each other. It's not VAM's limitation.
    - Some components aren't compatible each other. It's not VAM's limitation.

     

    Installation
    1. Put VAM folder on your mission folder.
    2. Put stringtable.xml or copy & paste contents to your stringtable.xml.
    3. Add this to init.sqf.
    [] execVM "VAM\vam_init.sqf";
    4. Add this to description.ext.
    #include "VAM\VAM_comm_menu.hpp"

     

    Option
    - In vam_init.sqf, you can enable Liberation FOB distance check system.

     

    Download

    https://drive.google.com/open?id=19qXrFdMkGoNcp0vTVtIgvvZ5ttT_niHd

     

    Changelog

    Spoiler

    Changelog
    1.0
    Released
    1.1
    Leak fixed, Now support Stringtable.xml, Menu will be reopened after applying option.
    1.2
    "Close menu" added. Cheetah error fixed
    1.3
    Communication menu is now include by #include. Typo fixed
    1.4
    Typo fixed
    1.5
    Aircraft added, reallocate directory, Problem with Marid has been fixed, Component issue with Prowler and Quilin has been fixed
    1.55 (Forum released version) 18/12/09
    AAF camouflage has been added to Hummingbird, Pawnee, Orca

    1.58

    Command menu cancel logic added. (Close menu when player eject by pressing 'V' while using script.) Code run order redefined. Old Marids have been separated.

     

    • Like 7

  2. 7 hours ago, Jezuro said:

    So add a password to the server, set max players to 1 or host on LAN :)

    I think I can prevent random person joining OPFOR by script.

    I have other questions. Does using custom asset lists replace default asset lists or add asset on default lists?

    On wiki, to change garrison unit on sector,

    Quote

    If you want to use custom assets for the garrison units that get spawned in the scenario automatically, you'll need to change the individual faction class names in the same module window.

    Could I get some example for this? Should I make class that contains unit what I want?

    And enemy size(number) on sector(Independent or OPFOR) is determined automatically by sector size, isn't they? Is there any way to set enemy size(number) manually?


  3. I'm planning to make small PvE scenario for my small community.

    Could I make Warlords PvE scenario with less AI?

    And how could I change enemy unit for mods? (ex. place Takistani Rebels instead of AAF in Takistan map)

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