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BrendoB47

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About BrendoB47

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  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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?
  6. Night flight screenshot
  7. 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.?
  8. 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
  9. BrendoB47

    Pete's Texture Templates

    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
  10. 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.
  11. 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.
  12. 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.
  13. Ctrl+] cycles the radar display range. Check keybindings for more info
  14. **Since I have made a similar change to the F-16 Fighting Falcon mod, the complete works posted here will now be referred to as the Maneuverability Suite** ---Original Description--- This mod is a config patch with the goal to make the aerodynamics of Firewill's amazing F-15 Eagle more realistic. Currently, it is functional for all of Firewill's F-15 models, including F-15A/B/C/D/E, F-15SE, and F-15B Civilian. I have not yet gotten to patching the Legacy and SE models. I have plans to do this for more planes in the future, as I want to more realistic air combat with my Arma group. ------ The goal of this suite is to enhance the handling characteristics of Firewill's aircraft in order to make them more compatible with Vanilla A3 assets, a larger assortment of mod assets, as well as easier to fly for people wishing for (slightly) more realistic performance. The most recent addon is the mod designed for Firewill's F-16. I'm open to suggestions to improve the current state of the mod as well as to add new patches for other modders' planes. F-15 Eagle Fix: Steam Workshop F-16 Fighting Falcon Fix: Steam Workshop To-Do List: Teen Series: F-14 F-18 Legacy Hornet F-18 Super Hornet Next-Generation: F-23A Gray Ghost (Not sure about F-22 since USAF mod has it and supposedly tuned it to be like the DCS one) Any questions regarding the F-15 Eagle mod or any of Firewill's aircraft as a whole should be directed to Firewill, who made them. If anyone wants to help me tune the performance of these planes, pleas feel free to reply. The only one of these I have in DCS is the F-15C As a sort of easter egg, I hid some commented code which can give the vanilla M61 cannon to the planes. It was experimental, but fun to try out if only for 5 minutes. Thanks to POLPOX for helping me fix bugs in the Arma 3 Discord
  15. Will this ever be uploaded to the Steam Workshop?
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