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taro8

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About taro8

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  1. Hey folks. I was goofing around in the UI resources configs and I managed to change the default colors of the GPS info panel. I tweaked it to use my more readable map settings (check out my More Readable Map mod in my signature). I also managed to find the setting responsible for the initial zoom and the zoom out from speed. I changed the ground GPS (on foot and vehicles) to increase the initial zoom to 500m and lock it like that (ie. GPS won't zoom out when moving). I also changed the aircraft GPS, this time I increased the zoom out factor as well as changing the colors. The zoom settings are kinda eyeballed and might need some tuning. NOTE: The panel position is NOT a part of the mod, it's just my UI layout. If you want to change the zoom, then these config settings control that: speedCoefSpeed0 - initial zoom speedCoefSpeedMax - zoom out factor when moving, the higher the speed the bigger the zoom out DOWNLOAD: https://www.mediafire.com/file/6521cda7ua4zh3a/@GPS_tweaks.zip/file
  2. This is what returns both cargo and FFV. It's not CUP, the way Arma 3 does FFV is by making them into turrets. _crewCargoAndFFV = fullCrew [_veh, "", false] select {_x select 1 == "cargo" || _x select 4} apply {_x select 0};
  3. Hello! I would like to share a little mod I cooked up. I used the refraction particle effect (what you can see on jet engine exhaust effect) in order to create a visible blast wave that distorts the view. This is just a tiny little mod that is compatible with vanilla, blastcore and whatever you want. I know it might look a bit weird with the blast wave moving way slower than it should in real life, but I wanted to have it be visible. If you want a faster blast wave you just depbo the mod and change the "lifeTime" values to be lower, this makes the blastwave effect faster. DOWNLOAD: https://www.mediafire.com/file/uwv4ocnrvm5ordd/@Blast_Refract.zip/file Note: the video is a bit old, showcasing the testing I did. Since then I fixed the issues with the large explosion effects.
  4. A kind souls on discord offered me this code _pylons = getPylonMagazines _veh; _pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf _veh >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply {getArray (_x >> "turret")}; (...) //======================================== Restore vehicle to initial state { _veh removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines _veh; { _veh setPylonLoadOut [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons; The second part is interesting, it basically removes the weapons by using the pylonWeapon value, the key line could be edited to get something like this: { _veh removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach _pylonsToRemove; Then you just need to build _pylonsToRemove array and define what you want removed. This could run along setPylonLoadOut to completely scrub the pylon from the vehicle. EDIT: Ok, I cooked up something that nukes both pylon magazines and weapons from the vehicle, needs a failsafe in case the pylon magazine returns empty "". _veh = (vehicle player); private _allPylons = "true" configClasses ( configFile >> "CfgVehicles" >> (typeOf _veh) >> "Components" >> "TransportPylonsComponent" >> "pylons" ) apply {configName _x}; _pylonsToRemove = getPylonMagazines _veh; _vehTurrets = [[-1]] + allTurrets _veh; { _weaponToRemove = getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon"); { _veh removeWeaponTurret [_weaponToRemove, _x]; } forEach _vehTurrets; } forEach _pylonsToRemove; { _veh setPylonLoadOut [_x, ""]; } forEach _allPylons; I learned that removeWeaponGlobal does not work for pylon weapons, only the removeWeaponTurret actually worked.
  5. CUP's UH-1H Gunship and others, I just use the clear all pylons and all of the weapons stay with 0 ammo, able to be chosen and no pylon models shown (no matter what combination of weapons). It looks like there is some issue with the script not removing the weapons just the magazines. I doubt its CUP issue as I set up the pylons for the UH-1H myself and there wasn't anything put of ordinary there. Also there isn't any scripting magic in CUP pylons, it just uses the vanilla setup. The ACE rearm works fine with all helicopters even the Huey Gunship. EDIT: Ok, so the (vehicle player) setPylonLoadOut ["pylon1", ""]; Leaves the weapon on the vehicle if you remove all the instances for the weapon (ie. remove all DAR launchers from AH-9). This means that you need to do something extra to properly remove the pylon without leaving any leftovers. Ok so, if you use the setPylonLoadOut then it does remove the magazine, it is reported as just "" . The issue is not with the magazine, but with the weapon staying on the vehicle. I also just checked, the weapons do stay, I used the setPylonLoadOut on both of the AH-9's pylons and the DAR launcher was still there with 0 ammo. The pylon magazines are gone, but the weapons command still shows that the helo has the DAR launcher weapon EDIT 2: I see how ace is doing that, the script that changes the pylon checks if on removal the pylon is the only source of the weapon, if so then it removes the weapon. You can check what weapon the pylon uses by checking pylonWeapon value
  6. Hello. For some odd reason the pylon weapons "stay" on the craft, even if they are removed or replaced. They have 0 ammo, but they are still remain in addition to whatever new pylon weapon gets mounted. Is there any way to fix that?
  7. The CBA mag wells allow for swapping between CUP and RHS mags. The issue is that RHS magazine models are larger and clip through the gun models pretty much all the time.
  8. The gunner sight position was something that went unnoticed until yesterday TBQH, sadly it didn't make it into the update. Thaks for the info about the loadout will see about adjusting it. As for the M240 for the loader it might be a bit difficult as it would require changing the model and such, but the biggest issue is that you cannot prevent a turned in unit from firing an MG without creating a whole host of new problems. Also our M1A1 does not have a loader seat at all, just gunner, driver and commander. Loader is pretty much a dead weight in Arma as he serves nor purpose, kinda like the copilot. But well see.
  9. Its not like we deleted the old RACS textures...
  10. Even a very basic tank is loads of work.
  11. Because making new stuff is hard. Tanks are one of the most complicated vehicles to do for Arma 3. However, if you have a Chieftain or some other vehicle that you would like to donate to CUP we will be happy for any help we can get.
  12. @Hvymtal I actually made my own, personal, little addon that adds OFP era US and USSR factions, that is just using the CUP and A3 stuff. Its not perfect by any means, as I made it in 2 days, and some vehicles are stand ins (AH-1Z standing in for Cobra etc.), but its good enough for me to get my Cold War fix. Oh yeah, I also made an OD retexture for the ALICE backpack, forgot to mention it.
  13. A little preview of what I made (or helped out in making) for the new update, among that are: * A brand new Battle Dress Uniform in various camo patterns alog with matching patrol caps * New PASGT vest in a couple of patterns as well as ALICE webbing * (yet another) retexture of the M113, LAV-25 and M1 Abrams * New Olive Drab textures for M113, LAV-25 and M1 Abrams * New RACS textures for LAV-25 * New Desert textures for M164 VADS * SMDI rework of for M113 LAV-25 and M1 Abrams * New textures for the M164 VADS * New UH-1H Huey variants: Armed and Gunship. Both using the dynamic loadouts. * Ability to mount new dynamic loadout counter measures on the UH-1H (all variants). * A rework of ALL of the soldiers gear (vests, uniforms, etc.) and civilian clothes in order to standardize the RVMATs and make the gear look more natural. * A complete rework of the RACS infantry * New black texture for the M24 sniper rifle And that is just from me. Among things from other members is Leopard 2, much better weapon textures and much more. https://giant.gfycat.com/BewitchedUnconsciousGreathornedowl.webm
  14. taro8

    [SP] HETMAN: War Stories

    Hey, is there a way to disable artillery spawns? If I use a custom faction the War Stories spawn something like 6 D-30s and M119 per side + couple of mortar teams and the arty is VISCOUS as hell. The arty spam is real.
  15. Hello. This script is very close to what I'm looking for: a qucik and easy shop I can plug into any mission I feel like. I did some scripting on my own. I managed to create a script that reads a content of boxes synched with an logic and create arrays of items and magazines that then you can use as a source for the shop. I noticed that your shop does not have generic prices for stuff that is not defined, so here's a function I made for my script that tries to find a specific price, but failing that it will return a prace based off the type of the weapon. Feel free to use it. https://pastebin.com/EbR4VKKW
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