ak12546
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Lowlandswarrior RNLAF AH-64D Apache
ak12546 replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I really like this mod. I feel that it is a great middleground between any run of the mill appache port, and Nodunit's appache. With that said I would like to be able to change the weapons on the aircraft, and I have been trying through scripting. However, I have not met with success. Is there any way to do this? For example the current loadout has a mix of various munitions. I would like to do something akin to making all of the hellfires the L variant, and changing all of the rockets to the standard HEDP warhead. -
Ok, so for the most part I think I understand making changes to the config for Arma. I have been successfully able to change the InitSpeed for the MX rifle magazines. However I have not been able to change the initSpeed for the MX rifles themselves. so here is the code for CfgWeapons (What I'm interested in is the last two classes). For some reason the changes I'm trying to make are only partially applying. Help would be much appreciated class CfgWeapons { class Default; class CannonCore; class MGunCore; class RifleCore; class Rifle; class Rifle_Base_F; class gatling_20mm: CannonCore { reloadTime=0.04; dispersion=0.0035000001; class LowROF: Mode_FullAuto { reloadTime=0.024000001; dispersion=0.0035000003; }; class HighROF: LowROF { reloadTime=0.024000001; dispersion=0.0035000003; }; }; class gatling_30mm: CannonCore { dispersion=0.014000001; class LowROF: Mode_FullAuto { dispersion=0.0035000003; }; class HighROF: LowROF { dispersion=0.0035000003; }; }; class Gatling_30mm_Plane_CAS_01_F: CannonCore { dispersion=0.006000001; reloadTime = 0.014; class LowROF: Mode_FullAuto { reloadTime=0.014; dispersion=0.006000003; }; class HighROF: LowROF { reloadTime=0.014; dispersion=0.006000003; }; }; class M134_minigun: MGunCore { reloadTime=0.015; dispersion=0.0035000003; class LowROF: Mode_FullAuto { reloadTime=0.015000001; dispersion=0.0035000003; }; class HighROF: LowROF { reloadTime=0.015000001; dispersion=0.0035000003; }; class close: HighROF { }; class short: close { }; class medium: LowROF { }; class far: medium { }; }; [color="#FF0000"][b]class arifle_MX_Base_F: Rifle_Base_F <<< This code worked { initSpeed = 1200; }; class arifle_MX_GL_F: arifle_MX_Base_F <<< This code does not work { initSpeed = 1200; };[/b][/color] };
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Need Help! Modifying Weapon Settings.
ak12546 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I Find that the 20mm rounds in Arma are more like .50 rounds with a pretty explosive effect. I sought to remedy this by changing their values to make them more useful. The values I have in this code are in no way final, they are just a baseline to adjust from. However, when i packaged this into an addon only the values for "B_20mm" were affected, no matter what I try I can't get the values for "B_20mm_Tracer_Red" to change. Any and all help would be appreciated. class CfgPatches { class A3_Weapons_F { units[]= { "" }; weapons[]= { "" }; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F", "A3_UI_F", "A3_Anims_F" }; }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase; class B_20mm: BulletBase { indirectHit=6; indirectHitRange=3; }; class B_20mm_Tracer_Red: B_20mm { indirectHit=6; indirectHitRange=3; }; }; ---------- Post added at 08:44 ---------- Previous post was at 08:27 ---------- Disregard this thread, for some reason this config is now working. I dont think i changed anything besides the "indirectHit" and "indirectHitRange" so im not sure why it is now working. If an admin could delete this thread seeing as it is no longer needed that would be great. -
Need Help! Modifying Weapon Damage Values.
ak12546 replied to ak12546's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well I will be sure to post this in the mods & addons section of the forums -
Need Help! Modifying Weapon Damage Values.
ak12546 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I Find that the 20mm rounds in Arma are more like .50 rounds with a pretty explosive effect. I sought to remedy this by changing their values to make them more useful. The values I have in this code are in no way final, they are just a baseline to adjust from. However, when i packaged this into an addon only the values for B_20mm were affected, no matter what I try I can't get the values for B_20mm_Tracer_Red to change. Any and all help would be appreciated. class CfgPatches { class A3_Weapons_F { units[]= { "" }; weapons[]= { "" }; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F", "A3_UI_F", "A3_Anims_F" }; }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase; class B_20mm: BulletBase { indirectHit=300; indirectHitRange=50; }; class B_20mm_Tracer_Red: B_20mm { indirectHit=300; indirectHitRange=50; }; }; -
So I am already using this script on a server and I have a list of players UID's that can use the logistics. These are people i trust but the mission we are running spawns defend objectives and it would be useful for the public players to be able to use the system so long as they are an engineer. However i cant figure out how to define both player UID's and unit classnames in the config for the purpose of allowing logistics.
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Admins please delete this post I no longer represent this arma 3 unit
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Neo's Revive Script
ak12546 replied to NeoArmageddon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
so my question is: is it possible to make the revive require a medkit or use up a first aid kit and im having a bit of trouble adding it to missions with the Virtual Ammobox System