BrendoB47
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BrendoB47 started following Help Using modelSides[] to allow INDFOR uniform to be worn by BLUFOR and INDFOR, AI Facts & Myths Compilation List, [Release] GOM - Aircraft Loadout V1.35 and and 3 others
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ai compilation AI Facts & Myths Compilation List
BrendoB47 replied to Gunter Severloh's topic in ARMA 3 - GENERAL
AIVehicles number 8 is misleading! While AI gunners in a single-muzzle weapon (tank cannons) will not reload to a different kind of shell to engage infantry, they will if they use all their AP/HEAT ammo and only have HE left. Example in the SOG:PF cDLC. Some opfor vehicles come loaded with HE by default, and will use it against infantry. Otherwise, take an AI in vanilla tank, switch to him, waste all the non-HE shells, and switch back. He should start to engage infantry with the cannon. -
Firewill Standalone Series Release Thread
BrendoB47 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any plans to have the F-15EX available both with and without CFTs? From what I've read, the general plan is for them to fly without CFTs for typical air defense missions, as supported by this article and images of the newly delivered F-15EX to the Oregon ANG. https://theaviationist.com/2024/06/10/f-15ex-eagle-ii-oregon-ang/#:~:text=The first F-15EX Eagle,Base in the following years. This article about the F-15EX operations at the Eglin test range also indicates that the aircraft are being tested both with and without CFTs, adding them purely as the test missions require: https://www.twz.com/sponsored-content/this-is-how-usaf-testers-have-helped-to-field-the-f-15ex-fast -
Firewill Standalone Series Release Thread
BrendoB47 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there anything that can be done about custom .rvmats in hiddenSelectionsMaterials[] not working with FIR aircraft? I've been testing with the F-15A/B/C/D. I've tried implementing an edit of mine to apply the following lines: ambient[]={0.75,0.75,0.75,1}; diffuse[]={0.65,0.65,0.65,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.55,0.55,0.55,1}; specularPower=80; PixelShaderID="Super"; VertexShaderID="Super"; However, this produces a bug with the shadows becoming extremely bugged, but only if one aircraft is within view. This is a puzzling issue, and I've checked my .rvmats against ones that I know to work (which I made for a different model with the same changes as above). I did notice that if a second vehicle of the same class is in view, the shadows are fixed, but this is obviously not an effective solution. A user in a modding community suggested that this is an error with the shadow LOD in the model itself since he has tried to use custom .rvmat files and ended up with the same issue. Aside from the shadow issue, the lines I've put into my custom .rvmat are working as intended, which makes me frustrated since this adjustment is something I've wanted to do for a long time. Any input or advice on this issue would be appreciated. -
Firewill Standalone Series Release Thread
BrendoB47 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
While I can't speak for Firewill, as long as your mod is config-only and does not do things like rip/edit his models, you should be able to make whatever changes you like. -
Mega City 3 --- An urban combat focused terrain
BrendoB47 replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In case the "un-developed" regions are still open to slight terrain changes, some low-level pools on the sides of the main road could be interesting features to fight over - the perfect place to put mines, or to swim across. Image of example of what I'm talking about. -
Mega City 3 --- An urban combat focused terrain
BrendoB47 replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A while ago in the Workshop comments, I mentioned something about changing the ambient animals, and you said you didn't think it was possible; if you think it may help with the ambience, I found that you can actually change what spawns in the world's ambient aninmals system. Docs are here, with an example for Stratis: https://community.bistudio.com/wiki/Arma_3:_Animals:_Ambient_System -
[Release] GOM - Aircraft Loadout V1.35
BrendoB47 replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Currently running on a custom Warlords mission with the simplest possible setup (i.e. my initPlayerLocal has the line _add = _this spawn GOM_fnc_addAircraftLoadout; to enable the feature for all players) While I want all players to have this menu available, it's looking to me like the regular repair/rearm/refuel functionality of vehicles is not working, such as when attempting to repair a damaged humvee. Is it possible to extend the enhanced repair/rearm/refuel functionality to ground vehicles in addition to the standard planes and helicopters? -
Mega City 3 --- An urban combat focused terrain
BrendoB47 replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Night flight screenshot -
I'm trying to set up a "permanent" static radio for use in a PERSIST mission, but the only objects I can do this with are radios added by TFAR, since the module appears to be Zeus-locked. Is there a way to set up a static object as a static radio (In this case, SOG AN/VRC-12) in the init line with a selection of frequencies, volume, etc.?
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Firewill Standalone Series Release Thread
BrendoB47 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's only a small concern, but would you consider changing the pilot's handguns to the black version of the P07? hgun_p07_blk_F -
Pete's Texture Templates
BrendoB47 replied to IndeedPete's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is there a texture template for the CROWS turrets found on the IFV-6c and M4 (as an example)? I know the textures aren't specific to the vehicle, but I'm not sure if I could find them in the google drive link -
Help Using modelSides[] to allow INDFOR uniform to be worn by BLUFOR and INDFOR
BrendoB47 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've tried everything the 5 relevant Google results have, and nothing is currently working, and have asked in other places to no avail. I have a uniform U_I_E_Uniform_01_F_B which inherits from the base LDF uniform, U_I_E_Uniform_01_F_B. Inside the new uniform's class, I have set modelSides[] to BLU, IND, and CIV, as shown below. (The extra sides are because tried copying the Universal Uniforms config.cpp since it was not working.) class U_I_E_Uniform_01_F; class U_I_E_Uniform_01_F_B: U_I_E_Uniform_01_F{ author = "brendob47"; scope = 2; displayName = "Combat Fatigues [LDFx]"; modelSides[]= { 0, 1, 2, 3, 4, 5, 6, 7 };//From Universal Uniforms config }; Furthermore, I have done the same thing in the classes of the BLUFOR units which are supposed to wear these uniforms, since I have read that the modelSides[] needs to be set in both the uniform and the unit. class I_E_Soldier_F; class L20S_Rifleman_B: I_E_Soldier_F { faction="L20S_LDF_2020s_B"; side=1; author = "brendob47"; displayName="Rifleman"; editorPreview = "\L20S\data\preview_woodland\L20S_Rifleman.jpg"; modelSides[]= { 0, 1, 2, 3, 4, 5, 6, 7 }; uniformClass="U_I_E_Uniform_01_F_B"; weapons[]={/*cropped out*/}; respawnWeapons[]={/*cropped out*/}; items[]={/*cropped out*/}; respawnItems[]={/*cropped out*/}; magazines[]={/*cropped out*/}; respawnMagazines[]={/*cropped out*/}; linkedItems[]={/*cropped out*/}; respawnLinkedItems[]={/*cropped out*/}; backpack=""; }; The parent faction is also set to side=1;. When I go to the editor and place a unit, they are shown with an AAF uniform, and the inventory has no uniform item. What can I do about this? When I change the side of the unit to INDFOR, they show up properly and all. The uniform works on INDFOR units fine, but even with changing the modelSides[] parameter, the uniforms are unable to be worn or picked up by non-INDFOR units outside being set in the Arsenal or Loadout Editor. Again, I want to be able to effectively simulate the effect of Universal Uniforms without creating a mod dependency, and I am obviously doing something wrong. How do I fix this? As a side note, what is the proper way to do this: make a uniform which can be worn by both blu and ind, or make the blufor character able to wear both blu and ind uniforms? I accounted for both by putting the modelSides[] parameter into both the uniform and unit classes. -
Firewill Standalone Series Release Thread
BrendoB47 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Firewill, do your planes have a custom eject function? I tried to use a script to have the crew of a two-seat plane eject, but the vanilla eject function doesn't seem to work. -
Firewill Standalone Series Release Thread
BrendoB47 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Firewill, have you ever considered making a ASM-135 ASAT missile that can mount on the centerline pylon of an F-15A? Even if it can't actually target satellites, it would make a nice set piece for Cold War spinoff missions. -
Maneuverability Suite for Firewill's Aircraft
BrendoB47 replied to BrendoB47's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ctrl+] cycles the radar display range. Check keybindings for more info