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Mattastic

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Everything posted by Mattastic

  1. Mattastic

    Cyprus Autorun

    Now I can stop jamming change in between my keys. I was wondering how long it would be before something like this came along. Nice Work!
  2. Mattastic

    Warlords

    This looks really good. Modular functionality FTW
  3. Mattastic

    Marine Expeditionary Force Mod

    I'm adding a new unit to the mod in the next update. They are 2nd Marine Raider Battalion units. Check out a preview below.
  4. Mattastic

    End Game MP Mode - Feedback

    On May 8, 2015 I was playing on the one of the official Bohemia Interactive Endgame server. During this session I joined the slot of an explosive specialist. While in game, I received enemy fire and became incapacitated. While being incapacitated, I was able to place and touch off bombs. The bomb would be placed wherever I was lying and when touched off would explode. Giving me the ability to injure or kill players whilst being incapacitated. I don't think this is intended. Issue has been reported on Bug Tracker
  5. Mattastic

    Arma 3 - End Game Multiplayer Livestream

    I was wrong. Lightfoot was like :coop:
  6. Mattastic

    Arma 3 - End Game Multiplayer Livestream

    Crowe gonna be like..... :coop:
  7. Mattastic

    Marine Expeditionary Force Mod

    thanks what you will need to do is create blacklists for groups for ALiVE. The group classnames for snow groups are as follows: "MEF_Snow_InfSquad","MEF_Snow_InfTeam","MEF_Snow_InfTeam_AT","MEF_Snow_InfSentry". Here is a the wiki on creating a blacklist http://alivemod.com/wiki/index.php/Custom_Blacklists . Essentially if you looking to only have snow units spawn with ALiVE you would need to black list all other groups except the snow ones. Group Classnames: "MEF_InfSquad" "MEF_InfTeam" "MEF_InfTeam_AT" "MEF_InfSentry" "MEF_Des_InfSquad" "MEF_Des_InfTeam" "MEF_Des_InfTeam_AT" "MEF_Des_InfSentry" RH Weapon Groups(Always blacklists unless you are running RH M4/16): "MEF_RH_InfSquad" "MEF_Des_RH_InfSquad" Hope this helps!
  8. Yes the speed will be increased to the swimmer to that of a scuba diver and as for feedback I don't have much yet other than that. Myself and another individual have been looking at the mod for only a couple of days to determine whether it is something we want to start using in various capacities. One thing up front that we liked is the variety of combinations you have in the mod is very nice. After we investigate it further I will get back to you with more feedback.
  9. When you swim in the water with the survival fatigues you will not swim any faster with the fins on if you don't add it. Doing so will make it be recognized as the wet suit and will let the player wearing it swim faster. As they should if they are using fins.
  10. To make your survival fatigues work to where you can use fins underwater you need to add uniformType = "Neopren"; to the config for them. Specifically like this: class gear_B_CryeScuba_MARPATD_01: b_soldier_survival_F { author = "KetsuCorp"; _generalMacro = "I_Soldier_F"; scope = 1; displayName = "U.S. MARPATD Crye Uniform 01A, Scuba Kit"; nakedUniform = "U_BasicBody"; model = "\A3\Characters_F_EPA\BLUFOR\b_soldier_survival_01.p3d"; vehicleClass = "GEARS_MARPATD_C"; uniformClass = "CryeScuba_MARPATD_01"; uniformType = "Neopren"; hiddenSelections[] = {"Camo","Camo3","Insignia"}; hiddenSelectionsTextures[] = {"\GEARS_MARPATD\clothing\crye\MARPATD\data\crye_MARPATD_01_co.paa","\GEARS_MARPATD\clothing\cryeshirts\MARPATD\data\basicbody_bk.paa"};
  11. Mattastic

    Marine Expeditionary Force Mod

    I've started working on an OPFOR Faction for the modification. The faction will depict the Islamic State. As of now I plan to include IS Fighters, IS Commandos, IS Vehicles, and possibly Boko Haram. The units will include some retextured assets, but there will be A2 style clothing, gear, and weapons also. As soon as I have the first unit done I will post a preview picture. Also, I am working to resolve the bug with Auto Rifleman and Machine Gunners not firing their weapons, please be patient. Thank you everyone for the continued use and support of the mod. There is still much more to come.
  12. Mattastic

    Marine Expeditionary Force Mod

    "MEF;" is the faction name. I recommend you blacklist the RH groups unless you are running RH. If you don't there there is a good chance ALiVE will try and use them. If ALiVE deploys those groups without RH running then the units will not have weapons and you will get a pop up error. Go here for more info : http://alivemod.com/wiki/index.php/Custom_Blacklists
  13. Mattastic

    Marine Expeditionary Force Mod

    Yea that would be great, pass it along to me and i'll update mine. Thanks.
  14. Mattastic

    Marine Expeditionary Force Mod

    UPDATE 2.1 RELEASED! DOWNLOAD HERE
  15. Mattastic

    New Map : GOS Al Rayak

    This a really good map. It has an interesting feel to it, similar to Clafghan, but with out the soul destroying mountains. Great Job!
  16. Mattastic

    Question to Flare Mode

    This thread is a bit old, but might have the answer your looking for. http://forums.bistudio.com/showthread.php?153695-Counter-measures-in-A3-Detailed-how-to
  17. Definitely you should download and familiarize yourself with Arma 3 Tools if you haven't already. The tools there in addition to the free programs PuFu listed should cover all the bases. I use Photoshop for texture work. Your gonna need to know how to actually get what you make into the game, so if your unfamiliar with that process refer to the config & model config tutorials. https://community.bistudio.com/wiki/Category:Arma_3_Official_Tools https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial https://community.bistudio.com/wiki/Model_Config
  18. I'm looking for a solution to fix modded vehicles not being listed as an option in Virtual Garage. Some of my own modded Helicopters, well all except one, are not showing up in Virtual Garage. My problem is specifically related to the Helicopters in my own mod, but if you know of any other config related updates that need to be done for the Marksman DLC please share your findings. I did a bit of searching and did not find any thread on this topic. If there is one I apologize and would ask to be pointed to it.:cool:
  19. Yes it seems since retextured vehicles call upon .p3d models that are also used by the vanilla birds and only one will display. In order to "force the retextured vehicle to show you need to insert "forceInGarage=1" with the modded vehicle class in config. I appreciate your help Jackal.;)
  20. ****CONFIRMED BREAKTHROUGH - Try "forceInGarage=1;" in your mods vehicle class. Well I thought I found what I was looking for. I'm still having some trouble, but I am mainly looking over the latest updates to the Vehicle Customization community wiki page HERE. Also, the updates to the configs for the sample test vehicles are also something I am looking over, I'll show the car one below since the heli seems to not have had any updates to it with the release of the DLC. #include "basicdefines_A3.hpp" class DefaultEventhandlers; #include "CfgPatches.hpp" class WeaponFireGun; class WeaponCloudsGun; class WeaponFireMGun; class WeaponCloudsMGun; class CfgVehicles { class Car; class Car_F: Car { class HitPoints /// we want to use hitpoints predefined for all cars { class HitLFWheel; class HitLF2Wheel; class HitRFWheel; class HitRF2Wheel; class HitBody; class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; }; class EventHandlers; }; class Test_Car_01_base_F: Car_F { model = "\Samples_f\Test_Car_01\Test_Car_01"; /// simple path to model picture = "\A3\Weapons_F\Data\placeholder_co.paa"; /// just some icon in command bar Icon = "\A3\Weapons_F\Data\placeholder_co.paa"; /// icon in map displayName = "Test Car"; /// displayed in Editor hiddenSelections[] = {"camo1"}; ///we want to allow changing the color of this selection terrainCoef = 6.5; /// different surface affects this car more, stick to tarmac turnCoef = 2.5; /// should match the wheel turn radius precision = 10; /// how much freedom has the AI for its internal waypoints - lower number means more precise but slower approach to way brakeDistance = 3.0; /// how many internal waypoints should the AI plan braking in advance acceleration = 15; /// how fast acceleration does the AI think the car has fireResistance = 5; /// lesser protection against fire than tanks armor = 32; /// just some protection against missiles, collisions and explosions cost = 50000; /// how likely is the enemy going to target this vehicle transportMaxBackpacks = 3; /// just some backpacks fit the trunk by default transportSoldier = 3; /// number of cargo except driver /// some values from parent class to show how to set them up wheelDamageRadiusCoef = 0.9; /// for precision tweaking of damaged wheel size wheelDestroyRadiusCoef = 0.4; /// for tweaking of rims size to fit ground maxFordingDepth = 0.5; /// how high water would damage the engine of the car waterResistance = 1; /// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time crewCrashProtection = 0.25; /// multiplier of damage to crew of the vehicle => low number means better protection driverLeftHandAnimName = "drivewheel"; /// according to what bone in model of car does hand move driverRightHandAnimName = "drivewheel"; /// beware, non-existent bones may cause game crashes (even if the bones are hidden during play) class TransportItems /// some first aid kits in trunk according to safety regulations { item_xx(FirstAidKit,4); }; class Turrets{}; /// doesn't have any gunner nor commander class HitPoints: HitPoints { class HitLFWheel: HitLFWheel {armor=0.125; passThrough=0;}; /// it is easier to destroy wheels than hull of the vehicle class HitLF2Wheel: HitLF2Wheel {armor=0.125; passThrough=0;}; class HitRFWheel: HitRFWheel {armor=0.125; passThrough=0;}; class HitRF2Wheel: HitRF2Wheel {armor=0.125; passThrough=0;}; class HitFuel {armor=0.50; material=-1; name="fueltank"; visual=""; passThrough=0.2;}; /// correct points for fuel tank, some of the damage is aFRLied to the whole class HitEngine {armor=0.50; material=-1; name="engine"; visual=""; passThrough=0.2;}; class HitBody: HitBody {name = "body"; visual="camo1"; passThrough=1;}; /// all damage to the hull is aFRLied to total damage class HitGlass1: HitGlass1 {armor=0.25;}; /// it is pretty easy to puncture the glass but not so easy to remove it class HitGlass2: HitGlass2 {armor=0.25;}; class HitGlass3: HitGlass3 {armor=0.25;}; class HitGlass4: HitGlass4 {armor=0.25;}; }; driverAction = driver_offroad01; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible cargoAction[] = {passenger_low01, passenger_generic01_leanleft, passenger_generic01_foldhands}; /// the same of all the crew getInAction = GetInLow; /// how does driver look while getting in getOutAction = GetOutLow; /// and out cargoGetInAction[] = {"GetInLow"}; /// and the same for the rest, if the array has fewer members than the count of crew, the last one is used for the rest cargoGetOutAction[] = {"GetOutLow"}; /// that means all use the same in this case #include "sounds.hpp" /// sounds are in a separate file to make this one simple #include "pip.hpp" /// PiPs are in a separate file to make this one simple #include "physx.hpp" /// PhysX settings are in a separate file to make this one simple /// memory points where do tracks of the wheel appear // front left track, left offset memoryPointTrackFLL = "TrackFLL"; // front left track, right offset memoryPointTrackFLR = "TrackFLR"; // back left track, left offset memoryPointTrackBLL = "TrackBLL"; // back left track, right offset memoryPointTrackBLR = "TrackBLR"; // front right track, left offset memoryPointTrackFRL = "TrackFRL"; // front right track, right offset memoryPointTrackFRR = "TrackFRR"; // back right track, left offset memoryPointTrackBRL = "TrackBRL"; // back right track, right offset memoryPointTrackBRR = "TrackBRR"; class Damage /// damage changes material in specific places (visual in hitPoint) { tex[]={}; mat[]= { "A3\data_f\glass_veh_int.rvmat", /// material mapped in model "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 0.5 "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 1 "A3\data_f\glass_veh.rvmat", /// another material "A3\data_f\Glass_veh_damage.rvmat", /// changes into different ones "A3\data_f\Glass_veh_damage.rvmat" }; }; class Exhausts /// specific exhaust effects for the car { class Exhaust1 /// the car has two exhausts - each on one side { position = "exhaust"; /// name of initial memory point direction = "exhaust_dir"; /// name of memory point for exhaust direction effect = "ExhaustsEffect"; /// what particle effect is it going to use }; class Exhaust2 { position = "exhaust2_pos"; direction = "exhaust2_dir"; effect = "ExhaustsEffect"; }; }; class Reflectors /// only front lights are considered to be reflectors to save CPU { class LightCarHeadL01 /// lights on each side consist of two bulbs with different flares { color[] = {1900, 1800, 1700}; /// approximate colour of standard lights ambient[] = {5, 5, 5}; /// nearly a white one position = "LightCarHeadL01"; /// memory point for start of the light and flare direction = "LightCarHeadL01_end"; /// memory point for the light direction hitpoint = "Light_L"; /// point(s) in hitpoint lod for the light (hitPoints are created by engine) selection = "Light_L"; /// selection for artificial glow around the bulb, not much used any more size = 1; /// size of the light point seen from distance innerAngle = 100; /// angle of full light outerAngle = 179; /// angle of some light coneFadeCoef = 10; /// attenuation of light between the above angles intensity = 1; /// strength of the light useFlare = true; /// does the light use flare? dayLight = false; /// switching light off during day saves CPU a lot flareSize = 1.0; /// how big is the flare class Attenuation { start = 1.0; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; /// it is good to have some limit otherwise the light would shine to infinite distance hardLimitEnd = 60; /// this allows adding more lights into scene }; }; class LightCarHeadL02: LightCarHeadL01 { position = "LightCarHeadL02"; direction = "LightCarHeadL02_end"; FlareSize = 0.5; /// side bulbs aren't that strong }; class LightCarHeadR01: LightCarHeadL01 { position = "LightCarHeadR01"; direction = "LightCarHeadR01_end"; hitpoint = "Light_R"; selection = "Light_R"; }; class LightCarHeadR02: LightCarHeadR01 { position = "LightCarHeadR02"; direction = "LightCarHeadR02_end"; FlareSize = 0.5; }; }; aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadL02"}, {"LightCarHeadR01", "LightCarHeadR02"}}; /// aggregating reflectors helps the engine a lot /// it might be even good to aggregate all lights into one source as it is done for most of the cars class EventHandlers: EventHandlers { // (_this select 0): the vehicle // """" Random texture source (pick one from the property textureList[]) // []: randomize the animation sources (accordingly to the property animationList[]) // false: Don't change the mass even if an animation source has a defined mass init="if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};"; }; // Must be kept as fail-safe in case of issue with the function hiddenSelectionsTextures[]={"\A3\Weapons_F\Data\placeholder_co.paa"}; /// we could use any texture to cover the car // Definition of texture sources (skins), used for the VhC (Vehicle customization) // Also, because the Garage uses the VhC, it will make them available from the garage class textureSources { class red // Source class { displayName="Red"; // name displayed, among other, from the garage author=$STR_A3_Bohemia_Interactive; // Author of the skin textures[]=// List of textures, in the same order as the hiddenSelections definition { "#(rgb,8,8,3)color(1,0,0,1)" // This is procedural texture, can be useful to set placeholder }; factions[]=// This source should be available only for these factions { "OPF_F", "OPF_G_F" // Side Opfor }; }; class blue { displayName="BBBBLue"; author=$STR_A3_Bohemia_Interactive; textures[]= { "#(rgb,8,8,3)color(0,0,1,1)" }; factions[]= { "BLU_F", "BLU_G_F" // Side Blufor }; }; class green { displayName="Green"; author=$STR_A3_Bohemia_Interactive; textures[]= { "#(rgb,8,8,3)color(0,1,0,1)" }; factions[]= { "IND_F", "IND_G_F" // Side independent }; }; class yellow { displayName="Yellow power"; author=$STR_A3_Bohemia_Interactive; textures[]= { "#(rgb,8,8,3)color(0,1,0,1)" }; factions[]= { // Guerilla only "BLU_G_F", "OPF_G_F", "IND_G_F" }; }; class white { displayName="White is white"; author="Another name"; textures[]= { "#(rgb,8,8,3)color(1,1,1,1)" }; factions[]= { "CIV_F" // side civilian }; }; class black { displayName="Dark side"; author="Tom_48_97"; textures[]= { "#(rgb,8,8,3)color(0,0,0,1)" }; factions[]= {}; // Should be available for every factions }; }; // [_textureSourceClass1, _probability1, _textureSourceClass2, _probability2, ...] // Default behavior of the VhC is to select one of these sources, with a weighted random textureList[]= { "red", 1, "green", __EVAL(1/3), // You can also use EVAL to evaluate an expression "blue", 1, "black", 1 // You can noticed that the white source is missing, therefore, it won't be part of the random }; }; class Test_Car_Alt_base_F: Test_Car_01_base_F { hiddenSelections[] = {"camo1","camo2","camo3"}; ///we want to allow changing the color of this selection hiddenSelectionsTextures[]= { "#(rgb,8,8,3)color(1,0,0,1)", "#(rgb,8,8,3)color(0,1,0,1)", "#(rgb,8,8,3)color(0,0,1,1)" }; class textureSources { class RedGreenBlue { displayname="Red Green Blue"; author="You don't want to know"; textures[]= { "#(rgb,8,8,3)color(1,0,0,1)", "#(rgb,8,8,3)color(0,1,0,1)", "#(rgb,8,8,3)color(0,0,1,1)" }; factions[]={}; }; class BlueGreenRed { displayname="Blue Green Red"; author="You don't want to know"; textures[]= { "#(rgb,8,8,3)color(0,0,1,1)", "#(rgb,8,8,3)color(0,1,0,1)", "#(rgb,8,8,3)color(1,0,0,1)" }; factions[]={}; }; }; }; // Derivate from the base class class C_Test_Car_01_F: Test_Car_01_base_F /// some class that is going to be visible in editor { scope = 2; /// makes the car visible in editor scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden) crew = "C_man_1"; /// we need someone to fit into the car side = 3; /// civilian car should be on civilian side faction = CIV_F; /// and with civilian faction }; // Derivate from the base class class C_Test_Car_01_Black_F: Test_Car_01_base_F /// some class that is going to be visible in editor { forceInGarage=1; // This will force the garage to display this vehicle, otherwise it won't because it shares the same p3d as the previous displayName="Test Car (Black)"; scope=2; /// makes the car visible in editor scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden) crew="C_man_1"; /// we need someone to fit into the car side=3; /// civilian car should be on civilian side faction = CIV_F; /// and with civilian faction // the texture source used will be the green one, whatever it probability because it's the only one defined here textureList[]= { "black", 1 }; }; // Derivate from the base class class C_test_Car_01_anotherVariant_F: Test_Car_01_base_F { forceInGarage=0; // 0 has no effect at all displayName="Test Car (black or white)"; scope=2; scopeCurator=0; // It isn't shown in curator UI crew="C_man_1"; side=3; faction = CIV_F; // this can be black or white textureList[]= { "black", 0.75, "white", 0.5 }; }; // This car won't be available from the editor but its class name can be used with the VhC function // E.g. [MyTestCar, "C_test_Car_01_white_F"] call bis_fnc_initVehicle; class C_test_Car_01_white_F: Test_Car_01_base_F { forceInGarage=0; // 0 has no effect at all displayName="Test Car (white)"; scope=1; scopeCurator=0; // It isn't shown in curator UI crew="C_man_1"; side=3; faction = CIV_F; // this can be black or white textureList[]= { "white", 0.5 }; }; // Other delivery of the car with differents hidden selections class C_Test_Car_01_alt_F: Test_Car_Alt_base_F { forceInGarage=1; displayName="Test Car (RGB)"; scope = 2; scopeCurator=2; crew = "C_man_1"; side = 3; faction = CIV_F; textureList[]= {"RedGreenBlue",1}; }; class C_Test_Car_01_alt_V2_F: C_Test_Car_01_alt_F { displayName="Test Car (BGR)"; textureList[]= {"BlueGreenRed",1}; }; }; I am a bit stumped though because one of my helicopter shows in VG just fine, bu the other 4 do not. On the back end for all the birds the config is uniform and all done the same way. Below is my configs portion for the birds. I'm not an expert so if anything there could be improved, let me know. class MEF_USMC_Huron: B_Heli_Transport_03_F { _generalMacro = "B_Heli_Transport_03_F"; side = 1; scope = public; scopeCurator = public; faction = "MEF"; vehicleClass = "MEF_A3_Units_4"; crew = "B_Helipilot_F"; displayName = "MEF Huron [CH-67]"; typicalCargo[] = {"B_Helipilot_F"}; hiddenSelectionsTextures[] = {"mef_mod\textures\air\mef_Heli_Transport_03_CO.paa","mef_mod\textures\air\mef_Heli_Transport2_03_CO.paa"}; incomingMissileDetectionSystem = 16; weapons[] = {"CMFlareLauncher"}; magazines[] = {"300Rnd_CMFlare_Chaff_Magazine"}; maximumLoad = 10000; transportMaxWeapons = 8; transportMaxMagazines = 200; transportMaxBackpacks = 10; }; class MEF_USMC_Ghosthawk: B_Heli_Transport_01_F { _generalMacro = "B_Heli_Transport_01_F"; side = 1; scope = 2; scopeCurator = 2; faction = "MEF"; vehicleClass = "MEF_A3_Units_4"; crew = "B_Helipilot_F"; displayName = "MEF Ghosthawk [uH-80]"; typicalCargo[] = {"B_Helipilot_F"}; hiddenSelectionsTextures[] = {"mef_mod\textures\air\mef_heli_transport_01_ext01_co.paa","mef_mod\textures\air\mef_heli_transport_01_ext02_co.paa"}; incomingMissileDetectionSystem = 16; weapons[] = {"CMFlareLauncher"}; magazines[] = {"300Rnd_CMFlare_Chaff_Magazine"}; maximumLoad = 10000; transportMaxWeapons = 8; transportMaxMagazines = 200; transportMaxBackpacks = 10; }; class MEF_USMC_Hummingbird: B_Heli_Light_01_F { _generalMacro = "B_Heli_Light_01_F"; side = 1; scope = 2; scopeCurator = 2; faction = "MEF"; vehicleClass = "MEF_A3_Units_4"; crew = "B_Helipilot_F"; displayName = "MEF Hummingbird [MH-9]"; typicalCargo[] = {"B_Helipilot_F"}; hiddenSelectionsTextures[] = {"mef_mod\textures\air\mef_heli_light_01_ext_blufor_co.paa"}; incomingMissileDetectionSystem = 16; weapons[] = {"CMFlareLauncher"}; magazines[] = {"300Rnd_CMFlare_Chaff_Magazine"}; maximumLoad = 1000; transportMaxWeapons = 8; transportMaxMagazines = 200; transportMaxBackpacks = 10; }; class MEF_USMC_Pawnee: B_Heli_Light_01_armed_F { _generalMacro = "B_Heli_Light_01_F"; side = 1; scope = 2; faction = "MEF"; vehicleClass = "MEF_A3_Units_4"; crew = "B_Helipilot_F"; displayName = "MEF Pawnee [AH-9]"; typicalCargo[] = {"B_Helipilot_F"}; hiddenSelectionsTextures[] = {"mef_mod\textures\air\mef_heli_light_01_ext_blufor_co.paa"}; incomingMissileDetectionSystem = 16; weapons[] = {"M134_minigun","missiles_DAR","CMFlareLauncher"}; magazines[] = {"5000Rnd_762x51_Belt","24Rnd_missiles","300Rnd_CMFlare_Chaff_Magazine"}; maximumLoad = 1000; transportMaxWeapons = 8; transportMaxMagazines = 200; transportMaxBackpacks = 10; }; class MEF_USMC_Blackfoot: B_Heli_Attack_01_F { _generalMacro = "B_Heli_Attack_01_F"; side = 1; scope = 2; faction = "MEF"; vehicleClass = "MEF_A3_Units_4"; crew = "B_Helipilot_F"; displayName = "MEF Blackfoot [AH-99]"; typicalCargo[] = {"B_Helipilot_F"}; hiddenSelectionsTextures[] = {"mef_mod\textures\air\mef_heli_attack_01_co.paa"}; incomingMissileDetectionSystem = 16; weapons[] = {"gatling_20mm","missiles_DAGR","missiles_ASRAAM","CMFlareLauncher"}; magazines[] = {"1000Rnd_20mm_shells","4Rnd_AAA_missiles","24Rnd_PG_missiles","300Rnd_CMFlare_Chaff_Magazine"}; maximumLoad = 1000; transportMaxWeapons = 8; transportMaxMagazines = 200; transportMaxBackpacks = 10; }; }; To me if one is working they all should, but that's not the case here. The 2 new helicopters that I am adding to my mod also work fine, and those are ported A2 birds. To me it's looking like this is an update that would need to occur with the base class for the birds, but then thats A3 content and it should be good to go. Considering the class-names that my birds inherit from are the same as the ones that are displaying. I will continue to search for a solution for this and post any breakthroughs that I have. ****POSSIBLE BREAKTHROUGH - Try "forceInGarage=1;" in your mods vehicle class.
  21. Mattastic

    Marine Expeditionary Force Mod

    ***Updated 9 AM 4/12/15 Here's some details about Version 2.1: -2 New USMC Helicopters (Venom & Viper) -Weapon Recoil and Sound updates -New Vest (AAF Re-texture) -Winter Camo Uniform & Headgear -Winter Units & Groups -Fixed & Updated Unit Loadouts Configuration (All units now have smoke, grenades, and sidearm) -Fixed Flares for Blackfoot -Adjusted armor values for plate carriers (Way to OP, much more realistic now) -Separate .pbo's Those are the main things i'm finishing up right now. There are a couple other things that will be revealed with release.
  22. Thanks I Will give that a shot. That is a much better place for the thread, if a Moderator would move this thread that would be great.
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