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Posts posted by SouthernHorror
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Thank you for your quick response.
So I use under Arma 3 Vehicle Loadouts/scripting the available scripting commands to equip in-game on-the-fly helicopters/planes with other loudouts?
I tried the demo example, and inserted the resulting code into the respawn module in the expression field, so I respawned the aircraft with the equipment.
Sorry for choosing the wrong place in the forum.
Best Gregards
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In the Arma 3 Vehicle Loadouts
the vehicle config - CfgVehicles is described.class CfgVehicles { class Plane_Base_F; class Plane_CAS_01_base_F: Plane_Base_F { class Components; }; class B_Plane_CAS_01_Pylons_F: Plane_CAS_01_base_F { class Components: Components { class TransportPylonsComponent { class pylons // Pylons are indexed to aircraft model's proxies IDs in the order they are written in class Pylons { class pylons1 // left wingtip { maxweight = 560; // kg, magazine with higher mass will not be allowed on this pylon hardpoints[] = {"B_BOMB_PYLON"}; // magazine with at least one same hardpoints name will be attachable //hardpoint[] = { "A164_PYLON_1_10","LAU_7","B_ASRAAM", "SUU_63_PYLON", "BRU_32_EJECTOR", "B_BOMB_PYLON", ... }; // just example for community, I am sure you will go closer to realism attachment = "PylonPod_1Rnd_Missile_AA_04_F"; // default magazine bay = -1; // index of bay for animation priority = 5; // pylon with higher priority is used to fire missile first, this can by changed in run time by script command setPylonsPriority UIposition[] = { 0.1, 0.25 }; // x,y coordinates in 3DEN UI turret[] = {}; // default owner of pylon/weapon, empty for driver }; class pylons2: pylons1 { maxweight = 800; // kg attachment[] = { ProxyPylonPod_3x_Missile_AGM_02_F }; priority = 4; }; class pylons3: pylons1 { priority = 3; }; class pylons4: pylons1 { priority = 2; }; class pylons5: pylons1 { priority = 1; }; class pylons6: pylons5 { mirroredMissilePos = 5; }; // Will copy loadout from pylon 5 in when "Mirror" is checked in Eden loadout interface. And proxies/missiles racks on this pylon will be re-indexed by magazine::mirrorMissilesIndexes[] class pylons7: pylons4 { mirroredMissilePos = 4; }; class pylons8: pylons3 { mirroredMissilePos = 3; }; class pylons9: pylons2 { mirroredMissilePos = 2; }; class pylons10: pylons1 { mirroredMissilePos = 1; }; // right wingtip }; class Bays { class BayCenter // corresponding to pylons/##pylon##/bay=1; { bayOpenTime = 1; openBayWhenWeaponSelected = 1.0; // float value, can be used to half open bay // -1 keep open, 0 close after last missile, > 0 keep open for given time after last shot autoCloseWhenEmptyDelay = 2; // when last shot keep 2s open after last shot }; class BayRight // corresponding to pylons/##pylon##/bay=2; { bayOpenTime = 0.8; openBayWhenWeaponSelected = 0.0; }; class BayLeft: BayRight{}; // corresponding to pylons/##pylon##/bay=3; }; }; }; }; };
1. in which file is the code written?
2. how is the file called?
3. I can't find the class "B_Plane_CAS_01_Pylons_F" in the config viewer.
Is "_Pylon_F" of the vehicle class added there? e.g. the standard wipeout has the class "B_Plane_CAS_01_dynamicLoadout_F", does it have to look like this: "B_Plane_CAS_01_Pylon_F"? -
Thanks for the quick reply.
I have entered the following in the init.sqf. No change.
sleep 20;
Best regards Simon
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hi,
I've created a 'MP Support MIssion' based on MP Support Guidline. Everything works so far and there isn't an error even but I noticed a difference, tough:- The Singleplayer mode works correct. Game starts when Loading screen has finished and you are in the Game. ...look screen
https://drive.google.com/open?id=0B978YKbXXTlRb0V5d2dLLTlzaVk
- But in MP Mode the game starts before Loading screen has finshed. Unfortunatly therefore no tasks are shown. You only hear the hints of the tasks. ...look screen
https://drive.google.com/open?id=0B978YKbXXTlROVBrWW9VZVB3X3c
Is it possible to slow down the game so the tasks are shown after the Loading screan like in the Single mode?
Best regards Simon
Arma Reforger – Which CPU/GPU to run it and play? What settings?
in Arma Reforger - General
Posted
Check here. Arma Reforger System Requirements
This page lists the minimum and maximum system requirements of Arma Reforger, and you can select CPU and GPU to see if the hardware meets the game's requirements. I hope this helps you further when choosing new hardware, or to see if your current hardware has the requirements.