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Redfield-77

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Everything posted by Redfield-77

  1. What it Is This is a modified version of Lao Fei Mao's Damage addon that incorporates some of the newest weapon mods. What it Does It modifies the damage output from all vanilla and some addon 5.56 and 7.62 ammunition using a damage coefficient. How it Works The included .pbo can be modified to you units personal taste easily. The coefficient can be adjusted to whatever you feel is realistic and any ammo type can be added to suit your units needs. How to use it for Noobs ;) Make a folder that starts with @ example: @Damage_Mod Make a folder inside that folder called "addons" Download the .pbo and place it inside the "addons" folder Now you can run it as other mods are run. There is enough documentation on this but if you dont know how check out Armaholic For instructions. The reason I did not include it inside an @ folder is to save character room in command lines for dedicated servers. People with dedicated servers usually have a server repo bin for misc stuff like this. Anyone else can just make a mod folder and run it normally. PROS Removes the need for event handlers on all enemy units and spawners. Universal to all enemy types even ones that haven't come out yet. Very Lightweight at only 2kb download. Easy to dispose of if BIS ever changes their damage values. Easier than going into each individual mod to change damage values on addon weapons. Adjustable to taste. Realism is in the eye of the beholder. CONS New ammo types must be added manually. Stacks with other modifiers like "Roy86 PO3 easy takedown" and "Banga Bobs EOS damage multiplier" These are easily disabled in parameters just remember to do it. You must have basic understanding of how cfg works to make use of this. most likely more.... The code below is the entire addon with hints to show you what can be adjusted. class CfgPatches { class Redfield_Bullet_Hits_Value //This is how your addon will appear in the cfg viewer. You can name it whatever you want to reflect your units specific configuration { units[] = { }; weapons[] = { }; requiredVersion = 1.000000; requiredAddons[] = { "A3_Weapons_F", "A3_Weapons_F_beta", "mas_weapons", "Ej_u100" [color="#DAA520"]//Add any addons you are using that add new magazines to the game that you want to adjust. See pic below[/color] }; }; }; #define hitvaluecoef 8 //This is the magic number. The hit value coefficient is how we modify the damage output on any particular round. Mao uses 7 and I use 8. These are both very good numbers if added //However you can also choose to multiply this number below and change it to 2-3 but adding works best and Ill show you why. //for 5.56 hit value 8 + hitvaluecoef (8) = 16 so basically x2 damage on 5.56 but for more powerful rounds x2 damage can cause unwanted results like .50 machine guns overpowered. //using + gives diminishing returns on larger caliber weapons so the formula below works best. class CfgAmmo { class BulletCore ; class BulletBase : BulletCore [color="#0000CD"]//In this area you can add any new rounds you want to be effected by the addon. You can see I have added Massi's 5.56 and others.[/color] { hit = 8 + hitvaluecoef; }; class B_556x45_Ball : BulletBase { hit = 8 + hitvaluecoef; }; class B_mas_556x45_Ball : BulletBase { hit = 8 + hitvaluecoef; }; class B_mas_556x45_Ball_T : B_556x45_Ball { hit = 8 + hitvaluecoef; }; class RH_556x45_B_Mk262 : B_556x45_Ball { hit = 10 + hitvaluecoef; }; class TB_556x45_Ball : B_556x45_Ball { hit = 8 + hitvaluecoef; }; class B_56x15_dual : BulletBase { hit = 8 + hitvaluecoef; }; class B_65x39_Caseless : BulletBase { hit = 10 + hitvaluecoef; }; class B_65x39_Minigun_Caseless : B_65x39_Caseless { hit = 10 + hitvaluecoef; }; class B_762x51_Ball : BulletBase { hit = 12 + hitvaluecoef; }; class B_mas_762x51_Ball : B_762x51_Ball { hit = 12 + hitvaluecoef; }; class B_mas_762x51_Ball_T : B_762x51_Ball { hit = 12 + hitvaluecoef; }; class B_762x51_Minigun_Tracer_Red : B_762x51_Ball { hit = 12 + hitvaluecoef; }; class B_408_Ball : BulletBase { hit = 21 + hitvaluecoef; }; class B_12Gauge_Slug : BulletBase { hit = 24 + hitvaluecoef; }; class ShotgunBase ; class B_12Gauge_Pellets : ShotgunBase { hit = 8 + hitvaluecoef; }; class B_9x21_Ball : BulletBase { hit = 5 + hitvaluecoef; }; class B_127x33_Ball : BulletBase { hit = 18 + hitvaluecoef; }; class B_127x99_Ball : BulletBase { hit = 27 + hitvaluecoef; }; class B_127x99_SLAP : B_127x99_Ball { hit = 34 + hitvaluecoef; }; class B_127x108_Ball : BulletBase { hit = 27 + hitvaluecoef; }; class B_127x108_APDS : B_127x108_Ball { hit = 34 + hitvaluecoef; }; }; Armaholic Download Generic File Hosting Download The code below effects only vanilla weapons. The Code below is Mao's original Code and it does not need to be altered if you dont run mods. The download link for his original version is below. class CfgPatches { class Redfield_Bullet_Hits_Value { units[] = { }; weapons[] = { }; requiredVersion = 1.000000; requiredAddons[] = { "A3_Weapons_F", "A3_Weapons_F_beta" }; }; }; #define hitvaluecoef 8 class CfgAmmo { class BulletCore ; class BulletBase : BulletCore { hit = 8 + hitvaluecoef; }; class B_556x45_Ball : BulletBase { hit = 8 + hitvaluecoef; }; class B_56x15_dual : BulletBase { hit = 8 + hitvaluecoef; }; class B_65x39_Caseless : BulletBase { hit = 10 + hitvaluecoef; }; class B_65x39_Minigun_Caseless : B_65x39_Caseless { hit = 10 + hitvaluecoef; }; class B_762x51_Ball : BulletBase { hit = 12 + hitvaluecoef; }; class B_762x51_Minigun_Tracer_Red : B_762x51_Ball { hit = 12 + hitvaluecoef; }; class B_408_Ball : BulletBase { hit = 21 + hitvaluecoef; }; class B_12Gauge_Slug : BulletBase { hit = 24 + hitvaluecoef; }; class ShotgunBase ; class B_12Gauge_Pellets : ShotgunBase { hit = 8 + hitvaluecoef; }; class B_9x21_Ball : BulletBase { hit = 5 + hitvaluecoef; }; class B_127x33_Ball : BulletBase { hit = 18 + hitvaluecoef; }; class B_127x99_Ball : BulletBase { hit = 27 + hitvaluecoef; }; class B_127x99_SLAP : B_127x99_Ball { hit = 34 + hitvaluecoef; }; class B_127x108_Ball : BulletBase { hit = 27 + hitvaluecoef; }; class B_127x108_APDS : B_127x108_Ball { hit = 34 + hitvaluecoef; }; }; Download LAO FEI MAO's version <<<<<<<<<<<<<<<<<<<For vanilla weapons only. Special Thanks to Lao Fei Mao for making this addon. All I have done is added the extra cfg's for 3rd party weapons. I have added Lao Fei Mao's original version for people that have a hard time configuring the mod. This will only effect 6.5mm and it uses a different Damage coefficient than my version. However it is extremely easy to use. no need to config just make an @Folder for it as explained above.
  2. Ive been searching these forums, Armaholic, and OFPEC for simple tutorial on how to make intro/outro for missions. OFP had placeable cameras if I remember correctly but I guess its done differently now. If somone can post a link to a good tutorial I would appreciate it. I've tried to just play around in the editor and figure it out but I have no clue what to do after I change the upper right box from mission to intro. TIA.
  3. Redfield-77

    Syrian Arab Army and Hezbollah

    You do outstanding work Drongo. I would like to see the ME irregs bundled into this mod. I think most people run both and it just simplifies things for everyone, mostly you.
  4. Redfield-77

    NATO 5.56 and 7.62 adjustor

    Yes as I said only the mod only works if you are running it. It is clientside. Thats not to say you can just join any server and have any damage you want. The mod is not signed and most servers would not allow you to join if you are running it. The mod still works but the update that sonsalt posted is the vanilla lao fei mao version. I have downloads to both original files in th OP and the version I made has not been updated and still works.
  5. Redfield-77

    NATO 5.56 and 7.62 adjustor

    All clients wishing to benefit from this mod must run the mod.
  6. Redfield-77

    NATO 5.56 and 7.62 adjustor

    Hi Hauer, Unfortunately That Update is not my mod. That mod is Lao Fei Mao's work and it only supports unmodded Arma 3. I can only assume it is his vanilla version that got updated. Im not sure why Sonsalt posted that here. There has been no update to my version of the mod. (The version that supports massi and RH ammo) There are links to both Mao's original version as well as my original version in the OP.
  7. Cool mod Spliffz but you should edit the video some. Thats a 6 minute video with about 30 seconds of relevance.
  8. Redfield-77

    NATO 5.56 and 7.62 adjustor

    @DirtyDel & @Acoustic I am currently in Law Enforcement Training and as such am very busy lately. There is a ton of stuff I would like to do but there is just not enough hours in the day. I havent looked into explosions yet but I have noticed the 40mm are a bit weak. As far as the canadian armed forces and caf aggressors go, sadly they are not added. You will have to add them manually. I always had intended to make this code as more of a template that others could add what they needed. The more stuff I add, the more mods people will be forced to download.
  9. Redfield-77

    NATO 5.56 and 7.62 adjustor

    Make sure you have added the mod to the required addons field as well. If you have not done this see the 1st post lines 9-10.
  10. Redfield-77

    NATO 5.56 and 7.62 adjustor

    I intended for everyone to alter the cfg to their own taste as well as to adjust for new mods and ammo. Lemondemon I appreciate you helping out Drakenof and you can change whatever you need and send it to him as long as you dont republish under another name as Your Mod.
  11. Redfield-77

    EricJ Release thread

    Just hopping in to say "well done on all your hard work Eric". We are still rocking the SCARS with very few exceptions. Dude, you are a machine, if you ever run out of stuff to do I would love to see the SMAWW, MAWWS, AT-4 confined space, and the LAW back in Arma. I know that some of these have been ported already but no one has ported them with proper optics or the ability to zero the optics as of yet. The ports have been rather hasty and guessing the ballistic arc of an AT weapon in combat is too arcade for me. Anyway, if you never get around to it, thanks for all the hard work you have already done!
  12. Redfield-77

    NATO 5.56 and 7.62 adjustor

    With .pbo manager it is easy. Just create a new folder (name it whatever) and drop the cpp into it. Then right click on the folder and click create pbo. This will create the pbo in the same location as the folder you just created but it wont replace it.
  13. Redfield-77

    NATO 5.56 and 7.62 adjustor

    Im not sure I completely understand the question but I will try to answer. If you mean choosing the ammo in game, then no. The ammo in game will have the same name it always had. If you mean in the cfg viewer then no. Most rounds are already effected in this mod and you wont need to do anything but some of the newer mods will have to be added manually.
  14. Redfield-77

    NATO 5.56 and 7.62 adjustor

    @DirtyDel You should be able to right click the folder and have the option to create pbo. If you dont get that option there are several other .pbo tools. If pbo manager doesnt work that way you could always try eliteness or cpbo or unwrap. @Chops I havent noticed, but I use blastcore tracers which are a different color anyway.
  15. Redfield-77

    NATO 5.56 and 7.62 adjustor

    There is, and has been a link to the vanilla version in the OP for a while now. I provided the code for those that want to adjust the vanilla version as well. Read the bottom of the OP and the link is called Lao Fei Mao's Version. His version only effects the vanilla guns and you dont need to do anything else. If you want to use mod rifles you will have to use my version, And yes, If you want to adjust damage you will have to use PBO manager to re-PBO after editing. As far as suppressors go Im not sure how they actually work in Arma 3. I am fairly certain that all damage is calculated by the round type. I can tell you that with this mod running you wont notice if the suppressors are effecting the round damage or not. Most hits will be one shot kills with or without suppressors on.
  16. Redfield-77

    Enemy occupation system (eos)

    This mod script has civilians too. Just add them like you do enemies.
  17. Redfield-77

    NATO 5.56 and 7.62 adjustor

    Hi zach. It is Client side only. As long as you are playing on a private server with your unit you wont run into any issues. I dont think it can be made into a server side mod and there is no key for pubs.
  18. Awesome addon. You should look into integrating it with augmented reality glasses for waypoints and whatnot. That would be slick.
  19. Redfield-77

    lukrop's customized configs

    Ah ok I see what you mean about the Six Network. I did not submit it to Six Networks. Sickboy just added it when he saw it. Im glad its available on the Six network but you are correct that it cannot be edited that way. In order to edit it you still need a manual install and some cfg knowledge. I actually never considered that issue until now. All I can say is since the mod is only 2kb and will very rarely, if ever, be updated its best to go with manual install unless you just want to use the default coefficient of 8. In the grand scheme of things a differance between 4 and 8 is only going to make a difference of 1 hit about %50 of the time.
  20. Redfield-77

    lukrop's customized configs

    No worries lukrop. The only reason I said anything was because the code belongs to Mao even though I made the modable version and the tutorial. The only reason I asked for it to be removed is for continuity. Its best if things remain modular in case of updates etc..
  21. Redfield-77

    lukrop's customized configs

    It is customary to ask for permission to use other peoples stuff BEFORE you actually include it in your mod. Unless you have spoken to Mao please remove the bullet_hits_value and the link to my damage config from your mod and this post to avoid confusion. The version I released is sufficient and the coefficient can be edited by the user in conjunction with these configs if they so choose.
  22. Redfield-77

    NATO 5.56 and 7.62 adjustor

    I have no idea how to make keys for mods. I have always played on a private server so we dont have keys for any of our in-house stuff.
  23. Redfield-77

    No women at all

    I would rather see furnishings in all the empty buildings. The biggest immersion breaker for me is the sterile empty houses that populate both vanilla islands. Until they do something about that we will continue to play in takistan and chernarus.
  24. Redfield-77

    Enemy occupation system (eos)

    Heres the strange part. Originally I have (Do not profile synced units) and I have everything at the blufor base synced. This causes the enemy units to be cached forever and not return. However If I change the profile module setting to (Only profile synced units) and remove all the sync lines the light vehicles and their crews once again un-cache properly but the individual foot units still remain cached forever. Ollder versions of EOS still work perfectly its just the new version that produces this behaivior.
  25. Redfield-77

    Enemy occupation system (eos)

    Hey Bob, I have finally discovered the culprit of my issues. It seems that the profile system of ALiVE conflicts with the unit cache system of EOS. When I remove the ALiVE profile module from my mission all works again (Though ALiVE gets disabled). I can only assume the you have changed the way units get cached because they never conflicted before. As a matter of fact I have had this mission since the first version of ALiVE and early eos and never conflicted until this latest installment. Its a shame because I really love the stuff you have added with the _crew unit pools and % chance to spawn. Brilliant work. I had another guy in my unit test my results and he concurs. The profile module of ALiVE breaks the unit cache :(
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