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VoodooMTL

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Everything posted by VoodooMTL

  1. As mentioned in the title, I am unable to manually launch leaflets from any variant of the AL-6 Pelican drone (standard or medical, any faction). This issue also affects other vehicles to various extents. I have followed the instructions listed in https://community.bistudio.com/wiki/Arma_3_Leaflets. I have also deactivated all mods to avoid potential interference. When connecting to an AL-6 carrying leaflets (whether I use pylon settings or the "addmagazine"/"addweapon" commands in the drone's init), in the UAV Terminal , I see "Leaflet Dispenser" and "1 Leaflet" listed in the drone's weapons (WPN). However, when taking control of the drone, the weapon info window in the upper right corner remains blank (no weapon name or remaining mags/ammo), and pressing the fire button or attempting to switch weapons does nothing. Scripted leaflet drops (e.g. through the use of waypoints with the "fire" command) appear to work just fine, though. I have done further experiments to isolate the problem, and it seems to affect all single-seat unmanned vehicles in combination with the "Bomb_Leaflets" weapon. Single-seat manned vehicles (such as aircraft) also seem to experience the same issue, although I can't be sure that it shares the same root cause. However, unmanned vehicles with separate pilot and turret seats seem to be able to operate leaflet drops manually to some extent, but only if the "selectWeapon" command is used in addition to the commands given in the leaflets instructions link above. For testing purposes, I attempted the following: Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" magazine to the AR-2 Darter drone: I was able to do a manual leaflet drop, after adding the "selectWeapon" command in the init first. ✔️ Adding the "LMG_RCWS" weapon and "200Rnd_65x39_Belt" magazine to the AL-6 Pelican: I was able to use/fire the weapon while controlling the Pelican drone. The weapon and ammo were also properly listed in the weapon info window. ✔️ Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" magazine to the UGV Stomper unmanned vehicle - unarmed version (only other unmanned unit without a turret): not working - same conditions as the Pelican, although the weapon info window doesn't even appear.❌ Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" magazine to the A-164 Wipeout single-seat aircraft : not working.❌ Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" magazine to the BTR-K Kamysh APC : The weapon was assigned to the driver in the weapon info window, but I was unable to fire. Switching back and forth from the driver's seat to the gunner's seat removed the weapon, which had been assigned with the "selectWeapon" command. Attempts to assign the weapon to the gunner's seat using the addWeaponTurret/selectWeaponTurret commands were unsuccessful. ➖ Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" to the AL-6 Pelican using the addWeaponGlobal/addMagazineGlobal commands: not working. ❌ Adding the "selectWeapon" command to the AL-6 Pelican init after addMagazine/addWeapon to force it to use the leaflet launcher: not working. ❌ Any help or further investigation to resolve this problem would be greatly appreciated.
  2. VoodooMTL

    FoxFort Camo Pack

    I was looking forward to using them on units that were not CSAT-related - I dig the futuristic look of those uniforms but I've never been a big fan of the A3 vanilla factions. Oh well, no biggie, but if you do bring back the armpatch-less version in a future release (maybe as an alternate next to the ones with the CSAT patch), I could certainly use them!
  3. VoodooMTL

    FoxFort Camo Pack

    Nice mod Foxfort! I've been looking for the CSAT uniform variants without the CSAT red and tan hexagon arm patch, know where I could find them? In the 1.40 preview picture posted on Armaholic, the units don't seem to have the armpatch, but all the variants I found in the mod itself have it. Thanks!
  4. I really love what you've been doing so far with the beach and container packs. Details like these have been missing from Arma IMO and I'm glad someone would take the time to create them. I've got a small request for you regarding the next update of the container pack: would you consider making some of the larger objects (such as shipping and high-sec containers) sling-loadable by helicopter? I had something in mind the other day while making a mission and I wished it would have been possible for a Chinook to haul around one of those high-sec containers. Thanks!
  5. It's funny that you would release this last weekend as I was precisely thinking about how to put unmanned vehicles in the game at that time. I'm not nearly as experienced as you (read: at all) in making complex addons, but I was looking at how the various BIS unmanned vehicles worked, and if any vehicle in the game could basically be made unmanned. Strangely, they seem to have nailed the concept with the MQ-9 and even more with the AH-6X, which remains empty to the point where you can send one to your location to extract yourself. But on the other hand, the Pchela and the KA-137 have that problem with invisible crew ejections, so I rarely use them. I was wondering if you considered/tried making your addon work like the BIS UAVs do - module and triple sync (UAV, player, and object as terminal). Also, do you think they could work one day (even if not in a completely realistic manner) as standalone AI? I can already think how fun it would be to try to avoid those bad boys. Anyway, I'm glad to see someone playing around with unexplored game concepts. If in can be of any inspiration, I remember seeing a video about 15-20 years ago where a team of scientists had made a Humvee drive itself over a short stretch of terrain - and it had this big computer and camera system on it that made it barely recognizable. Then, nowadays, you've got Google sending their almost inconspicuous self-driving cars on public roads. That's the kind of think I'd like to experiment with in Arma. Those smaller helicopter drones - some of which you can buy off the shelf these days - might also be an interesting idea to explore.
  6. VoodooMTL

    SF/Contractor Mi-17 Pack

    Well I reinstalled your mod today and the bug seems to have disappeared somehow so... good news, I guess? The weird part is that I haven't added or removed any mods in the meantime. I'll stick to my "nice choppers" comment though, they are definitely a great addition to the game.
  7. VoodooMTL

    SF/Contractor Mi-17 Pack

    Nice choppers! However I noticed a weird bug: the rear gun on the standard MI-17 is pointed towards the inside, even on the vanilla MI-17s. When in first person view, you'll be looking at the inside of the chopper, and you can only move the gun up and down, not left or right. When I uninstalled your addon, the guns on the vanilla MI-17s went back to their original position.
  8. VoodooMTL

    Skoda Octavia Addon

    I noticed that Vilas' latest release of P85 took care of the shadow problem his UAZ van used to have as well as the HitEngine pointers. Do you have any plans to update your UAZ van pack to the latest model?
  9. Ideally, I'd be asking this to Schnapsdrossel, but it seems he hasn't been around for a few years now... Hopefully someone else knows the answer to this. In his SpecOps, Mercs, BlackOps, OpFor addon, I noticed he has slightly altered BIS models by removing helmets, pouches and other slight details. So far, all I've heard was that it was impossible to modify BIS models as they have not released MLODs for Arma 2/OA - but obviously Schnaps proved that wrong. > snip < So is there someone who knows of an easy way/tool to do this? Am I using the right tools, and/or is there something I should be doing to ensure that my modified model doesn't crash my game? Thanks in advance...
  10. VoodooMTL

    Altering OA models

    Wow, so a lot more work went into piecing those units than I thought... Not quite the answer I was hoping for, but at least I'm glad that I did get answers. Thanks to everyone (and sorry if I brought up a touchy subject). The learning curve for Arma modeling is a bit too steep for my taste, so I guess I'll stick to retexturing for the moment. Maybe one day the MLODs will be released, who knows?
  11. VoodooMTL

    Altering OA models

    Upon further examination and comparison between models, it appears the models are indeed a bit different. However, they do have some parts that I'm pretty sure are BIS OA stuff. ` Here's a pic for comparison. On the left, the OA takistani rifleman. On the right, Schaps's Middle Eastern Army rifleman: http://i45.tinypic.com/a0guoz.jpg So I'm guessing that even though BIS' models are locked shut, there are still some parts (like hats, vests, pouches, scarves, etc) that can be "called" from a source file or something? Perhaps by proxy? (Bear with me if none of this makes any sense, I'm very new at this). Either that or Schnaps DID reverse-engineer some stuff and I guess I uncovered it accidentally... Heh, it would have to work first for that! But thanks for the info, I wasn't aware of this and I do respect that. I'm guessing this does not apply to textures, judging by the amount of retextures going around?
  12. VoodooMTL

    GSEP Miroslavl' Beta

    I hope you'll have enough time in the future to complete this map - or that someone may be able to finish it for you. This is already an outstanding map, and has the potential to become one of the best out there once completed. To me, it is to Arma 2 what Zargabad was to OA. I also like how you were able to achieve such an impressive result using only vanilla content; I'm impressed by what the Taviana island team achieved, but there is so much custom content in there that my game is inevitably slowed to a crawl by all the errors being generated in the log file. No such problems in your map!
  13. VoodooMTL

    SUV Recolours

    Not bad, but you might want to consider a more subtle and realistic palette... i.e. white, silver, charcoal, tan, burgundy, navy blue. Clearly the OA SUV is based on the Chevy Suburban. Maybe have a look at Chevy's palette to give you an idea: http://www.chevrolet.com/suburban-half-ton-suv/
  14. VoodooMTL

    RUBE Weather Module

    I still can't get it to work, but to be honest, I'm not very good at all with scripting, so I have a hard time understanding your explanation. I figure it would help if I posted the code I put in the init. I mostly C&P'd bits from your demo.sqf file. theWeatherReports set [0, ([(RUBE_weather getVariable "date"), (RUBE_weather getVariable "forecast")] call RUBE_weatherCreateForecast) ]; theNotebook setVariable ["RUBE_forecastData", (theWeatherReports select 0), true]; 0 = [["object", theNotebook], ["forecast", (theWeatherReports select 0)], ["online", true]] execVM "RUBE\modules\weather\dialogs\fn_weatherReport.sqf"; Would you consider adding an actual demo mission for the next release in which the different objects have their own inits that could be used as templates? EDIT: On an unrelated note, I also find out that the demo mission somehow doesn't react well to planes being on the map, whether empty or piloted by the AI. The weather module will be completely disabled if there's a plane on the map... don't know if it was already a known issue. Helicopters seem to work just fine though. This seems to be limited to the demo mission - when running a map with the game logic modules, the weather works just fine.
  15. VoodooMTL

    RUBE Weather Module

    So I'm using the addon version, and am trying to figure out how to set up a notebook to display the forecast without using the demo mission. Did anyone figure out what needs to be in the object init so that it gives me the forecast? After a lot of trial and error, and consulting the script version files, I've managed to add the action to the notebook, but now I'm getting an error message, and no forecast appears on screen, just the work "any" plastered all over the place. Again, I'm trying to do WITHOUT running the demo mission, with the game logic modules on the map.
  16. I've been toying around with the idea of giving Chernarus a more diverse and modern military force - I got the idea from massi's Takistan Special Brigade and the RACS project. The CDF struck me as being stuck in the Cold War with old soviet equipment that is bound to leave them dead in the water sooner or later. I thought I'd try giving different branches to the Chernarus military, while aiming for a modern military force from a post-soviet country, trying to establish stronger ties with NATO and the EU, while distancing itself from Russia. Therefore, the equipment would be a mix of old soviet equipment slowly being phased out, and modern equipment purchased here and there from international manufacturers, or bought/rented secondhand from NATO allies, with a complete avoidance of modern russian military equipment. Here's a few concepts I've been working on... First, Chernarus Marine Infantry soldiers (based on the ACR soldier): Their uniforms are a prototype flecktarn scheme (which I may modify later on - seemed a bit dark to me). They're sporting HK416's from RH's pack, although those are just placeholders for now - I'd like to find a weapon that's relatively modern but which isn't an M16/M4. By the way, anyone knows how to get rid of the ACR imprint on the shoulder patch? I've tried erasing it from every possible bumpmap and alpha file, but it still appears... unless they actually modeled that imprint? Thing is, I'd like to remove the armpatch altogether. Then I've got a few naval base security vehicles for the Chernarus Navy, sporting a blue-gray scheme which blends in pretty well in port areas. I also had a naval security forces soldier wearing a blue camo paint scheme, but I'm not sure yet if he'd be a realistic addition or if he's a little too GI-Joe-ish. Next stop, a CDF repaint of the OA BTR-60 - probably a reserve vehicle. And finally, the Chernarus Naval Ensign (which will eventually be added as a flag) and the Navy roundel (which is used in a low-vis version on the navy vehicles): Your comments and constructive criticism are welcome...
  17. VoodooMTL

    New Chernarus forces

    I'd have to ask Schnapsdrosel how he did it. His desert mercs addon clearly had Takistan soldiers without helmets and with custom ones.
  18. VoodooMTL

    New Chernarus forces

    I guess I could do the Gripen - seems like a lot of these are going on lease to countries in that area IRL. But for now I'd rather focus on new infantry than vehicles. By the way, I looked left and right but couldn't really find a precise answer to this question: Is it relatively easy to switch heads for a model, like if, say, you wanted to remove an helmet or swap it for another? From what I gather, it seems you have to go in the model editor to do that (unless it can be done through Hex editing?) Thing is, I'd like to explore my options, my main reason for choosing the ACR troops as a base was the helmets with the goggles, but I'd like to use another body, perhaps one with long sleeves. If doing an head switch is easy enough, I might do that, otherwise I'll stick with ACR for now. I saw some units by Schnapsdrosel with some Takistan soldiers without a helmet... seemed to indicate that what I want to do is possible to some extent. Any tips/clues/links to a tutorial I might have overlooked?
  19. VoodooMTL

    New Chernarus forces

    Thanks all for your feedback! I'm planning to work more on this over the weekend - and probably experiment with some ideas. As for the choice of weapons, I obviously have to see what's available (and what I can get permission for), but the CZ805 and the Beryl sounded like good potential candidates. I'd rather keep more exotic weapons such as the IMI Tavor for an eventual Special Forces battalion. @ R0adki11: Great idea, will work on it over the weekend. @ FLv*VeNoM*: I'd have to think about it and see if they work properly first... I often encounter a lot of bugs with Vilas' addons, sadly. I'm usually able to fix the config-related ones myself, but bugs in models and animations are something that I wouldn't even think about trying to fix myself. I'm borderline OCD when I use/work on mods, so I have a hard time letting the slightest detail slip by... @ Hellfire257: Thanks! I can't believe I haven't thought about that one, I was wondering what modern MBT I could use that wasn't russian nor the M1A1. @ McNools : Will do. I'm still learning the usage of most of the game files... :) @ Binkowski: These ones are, yeah. However I'm not planning to simply retexture the ACR. I'm still getting the hang of things with Arma 2 editing, so I might try new things as I discover new possibilities.
  20. Ok, so I'm attempting to repaint the OA Landrover using only hidden selection textures. The "camo1" selection takes care of most of the body and wheels, and "zbytek" covers the side window frames, the wipers and some other interior parts. However, the roof, grill, spare wheel and other details still won't budge - I believe they're part of the "lr_proxy" and "lr_damagehide_proxy" files, but there doesn't seem to be hidden selections for those. I looked all over the p3d files for possible names for hidden selections, to no avail. Now, I tried the "setobjecttexture" method from the game editor, and with "this setobjecttexture [1, ""] changed the parts that needed to be changed (the remaining details, and the parts included in "zbytek"). However, I want to set the new textures from the config file and not from the game editor each time I want to add one of those units. Is there a way to do it that way? What is the relationship, if any, between hidden selections in configs and those "0, 1, 2..." numbers used with the setobjecttextures tag in the editor? Thanks for any help - I'm completely stumped on this one.
  21. So... I guess it can't be done? I really thought I was on to something with the disappearing part.
  22. Ha! That's precisely where I started with my experiment. I used yours as a base since they already had the hidden selections code. But you've only repainted the "camo1" selection, which is the basic one. What I'm trying to do is repaint the parts not covered by "camo1", and this is where I stumbled upon "zbytek", which seems to include the proxies when it is not textured, but does not include them when it is textured. So, anyone can think of a way to use hidden selections on proxy parts?
  23. Ok, I see what you mean and just experimented with it myself. I've encountered a new problem though. My previous observations weren't quite right; it would seem that all parts that are included in proxies will not get repainted correctly, no matter what (in this case, lr_proxy.p3d and lr_damagehide_proxy.p3d). Right now, my hidden selection array looks like this: hiddenSelections[] = {"zbytek", "camo1"}; and my textures array like this: hiddenSelectionsTextures[] = {"green.paa", "red.paa"}; If, in the editor, I write this: this setobjecttexture [0, ""] Then all parts which are not part of camo1, including the ones in proxies, become invisible. If, however, I write this: this setobjecttexture [0, "\mypbo\data\green.paa"] Then few parts which are not part of the proxies become green, but the one which are part of the proxies keep the original BIS texture. BTW, this is also the result I obtain if I don't add any line of code to the object and just let it run by the hidden selection texture specs I added in the config. So I guess, as it turns out, that my problem has more to do with using hidden selections (or any other method) to repaint parts that are included in proxies. Any ideas?
  24. Love those units, as I loved your previous pack. One thing though, it would be nice if the mercs were also available under the independent side, as they were in your first pack.
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