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b3lx

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Everything posted by b3lx

  1. I use this to extract VTN rifles classnames and descriptions, don't know if it helps: //copy all rifles from VTN mod to clipboard VTNWeapons = " ( getNumber ( _x >> 'scope' ) isEqualTo 2 && { getText ( _x >> 'simulation' ) isEqualTo 'Weapon' && { getNumber ( _x >> 'type' ) isEqualTo 1 } } && getText (_x >> 'author' ) isEqualTo 'VTN') "configClasses ( configFile >> "cfgWeapons" ); VTNWeapNames = []; { VTNWeapNames pushback (configname _x); VTNWeapNames pushback (gettext (configFile >> "CfgWeapons" >> (configname _x) >> "descriptionShort")); VTNWeapNames pushback ">"; } forEach VTNWeapons; copyToClipboard str VTNWeapNames; //copy all rifle attachments VTNWeapons = " ( getNumber ( _x >> 'scope' ) isEqualTo 2 && { getText ( _x >> 'simulation' ) isEqualTo 'Weapon' && { getNumber ( _x >> 'type' ) isEqualTo 131072 } } && getText (_x >> 'author' ) isEqualTo 'VTN') "configClasses ( configFile >> "cfgWeapons" ); VTNWeapNames = []; { VTNWeapNames pushback (configname _x); VTNWeapNames pushback (gettext (configFile >> "CfgWeapons" >> (configname _x) >> "descriptionShort")); VTNWeapNames pushback ">"; } forEach VTNWeapons; copyToClipboard str VTNWeapNames; After this from the description I manually type or automatically (excel) get some values like calibre
  2. finally finished downloading. it's fixed in the last version, thanks!
  3. "VTN_AKMS" "VTN_AKMS_1960" "VTN_AKMS_SAWEDOFF" "VTN_AMD63" "VTN_AKMSN" "VTN_AKMS_TUNED" "VTN_AKMS_TUNED_TACTICAL" "VTN_AKMS_GP25" "VTN_AKMSN_GP25" "VTN_AKM" "VTN_AKM_1962" "VTN_AKM_TUNED" "VTN_AKM_GP25" "VTN_AKMN"
  4. tried all rpk mag classes, magazines and drums
  5. I was planning to inform you about this, but you were quicker in releasing an update. Anyway in case you didn't correct this on the last version here are two glitches I found. Having an issue using rpk mags on akm's: Also had a problem with VTN_TOYOTA_LC_HZJ79. It was showing a weird shadow at middle range but I can't reproduce it.
  6. Hi, anyone willing to help here?
  7. Anybody out there knows about an arabic voices mod? Anybody making one? At least is there anybody interested in making one? Any arabic speaker (whatever dialect you speak) willing to record some voices?
  8. @jacobsFor inventory press I or action menu as usual, to access backpacks you have to put them on the ground first. Ear protection is not used yet AFAIK. Some useful info here: https://steamcommunity.com/sharedfiles/filedetails/discussions/1774055232
  9. Hi, sorry to bump this but didn't get an answer. Great release! Love the pickups!
  10. Hi, looks terrific! Is it compatible with VTN mod weapons?
  11. Hi, I have two questions: 1- Does VTN break the use of groupchat and sidechat? 2- is it permissible to use your vehicles in my mod without any changes except the crew? I mean like this: class VTN_KAMAZ5350_ZU23_EMR ; class B_MIL_Truck_ZU23 : VTN_KAMAZ5350_ZU23_EMR { scope = 2; scopeCurator = 2; displayName = "Truck ZU-23"; side = 1; faction = "B_MIL"; crew = "B_MIL_Rifleman"; }; And if so, how can I import the use of the zoom optic? Like this it doesn't work.
  12. This makes full sense but I just tried this replacing trees with a test pole and the old trees are still there. No idea what to do next. Here's the config.hpp on my mod: class CfgPatches { class BMFayshkhaburF { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"BMFayshkhabur", "A3_Data_F", "A3_Roads_F", "A3_Structures_F", "A3_Map_Data"}; author = "b3lx"; }; }; class CfgWorlds { class BMFayshkhabur; // External class reference class BMFayshkhaburF : BMFayshkhabur { class CfgVehicles { class FlagPole_EP1; class Land_shez_palm_01 : FlagPole_EP1 { scope = 2; displayname = "palm_01"; }; class Land_shez_palm_02 : FlagPole_EP1 { scope = 2; displayname = "palm_02"; }; class Land_shez_palm_03 : FlagPole_EP1 { scope = 2; displayname = "palm_03"; }; class Land_shez_palm_04 : FlagPole_EP1 { scope = 2; displayname = "palm_04"; }; class Land_shez_palm_10 : FlagPole_EP1 { scope = 2; displayname = "palm_10"; }; class CUP_palm_01 : FlagPole_EP1 {}; class CUP_palm_10 : FlagPole_EP1 {}; class CUP_palm_02 : FlagPole_EP1 {}; class CUP_palm_03 : FlagPole_EP1 {}; class CUP_palm_09 : FlagPole_EP1 {}; class CUP_palm_08small : FlagPole_EP1 {}; class CUP_palm_04 : FlagPole_EP1 {}; }; description = "BMFayshkhaburFix"; }; }; class CfgWorldList { class BMFayshkhaburF {}; }; class cfgMods { author = "b3lx"; };
  13. Is there a method for replacing JBAD buildings with CUP buildings on a terrain by making a terrain patch pbo with a config file?
  14. Can you explain this further? I'd really like to put small flags on buildings. Why is this not possible in gameplay?
  15. b3lx

    [WIP] =ARC= Tribute

    sorry for one more question: does it work with ai? they used to see through some rso buildings, not all but maybe half of them
  16. b3lx

    [WIP] =ARC= Tribute

    I see JBAD has interiors on buildings that are not enterable in CUP, maybe that is why you prefer JBAD, right?
  17. b3lx

    [WIP] =ARC= Tribute

    Looking forward to this since I'm a great RSO fan, but why JBAD if CUP is already a dependency?
  18. Thanks, I just joined the discord. Here's a first screenshot. I'll post others on discord. In this case I tried to add alpha 1-3 to red and the error popped up
  19. I keep having tons of errors (zero divisor, undefined variable data2, generic error in expression, you name it, I have it) whenever I give orders through C2. Could it be the bad performance of my computer? I have CBA and AIC on so I don't get what's wrong. Also groups in high command don't move after giving them waypoints and pressing "commit".
  20. Not possible to put sniper scopes on the mosin nagant, is it a bug or there's a purpose?
  21. b3lx

    RHS Escalation (AFRF and USAF)

    Thanks George but it doesn't seem to work. I looked into your script and (please correct me if i'm wrong) it seems to use the same method as my function: _primaryWeapon_CowsSlot = getArray (configFile / "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"); It returns an empty array, same with vanilla weapons Edit: forget it, I didn't know about BIS_fnc_compatibleItems, it works with vanilla and RHS
  22. b3lx

    RHS Escalation (AFRF and USAF)

    How can a I make a function to get all items compatible with a RHS weapon? I usually rely on the following but it doesn't work with RHS. _compatibleItems = { private _class = _this select 0; private _Items = []; {_Items append (getArray (configFile >> "CfgWeapons" >> _class >> "WeaponSlotsInfo" >> _x >> "compatibleItems"))} forEach ["CowsSlot", "MuzzleSlot", "PointerSlot", "UnderBarrelSlot"]; _Items };
  23. I'm making a mod that spawns small flags on buildings. I'm using the small flag from RHS but I would like to remove the RHS dependency. Is there any other addon around with a small flag that can be textured? I also looked into the checkered flag from vanilla but it doesn't have hidden selections
  24. Ok. I'll keep looking for a mod though, because I'm not going to resize dozens of textures to the checkered flag size standards. It might do the job occasionally but I need something more straightforward
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