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Everything posted by andy1

  1. andy1

    3CB BAF Units

    Have you disabled the randomisation process? That might be what is causing you the issues.
  2. andy1

    3CB BAF Vehicles

    I think the question is how would it react in MP. Would it be as reliable or would it cause lots of issues. Apart from that real life is getting in the way with lots of us at present and whilst we continue to work on new items things have slowed dramatically. So starting a new vehicle with a whole new mechanic is very unlikely to happen. Sent from my iPhone using Tapatalk
  3. andy1

    3CB BAF Vehicles

    @loopdk what other mods are you running? Have you re-downloaded the pack to make sure the files weren't corrupted? It's just I have tried with our public server repo which has ALOT of mods and I was able to get in and had the option in the action menu appear. We have also been running this on our public server since before Christmas so it has been tested for a good couple of weeks.
  4. andy1

    3CB BAF Equipment

    @VileBeggar we do not really give out specifics on the projects that we are working on at present. There are only a few of us working on projects at the current time and we don't want to get peoples hopes up and then disappoint by not delivering content or it taking forever to release. I hope you understand.
  5. Firstly look here you need to make sure you have named selections of the things you want to move. As in Flap_R, Flap_L, Rudder_L etc.. you then need to create the animations. If you have these already in your model.cfg as you say this is a port then you need to check that your named selections have been created in object builder and are present on All your LODs also include view-pilot so you can see them when flying.
  6. Is anyone still having issues with drones where you are not able to change the settings on a Hellfire, like the laser code or the targeting settings. There was a bug report here with a fix created that was supposedly released in 3.11.0 but it doesn't seem to be working in the latest version.
  7. andy1

    3CB BAF Vehicles

    The only one of those that you are ever likely to see is the scimitar because it’s the only one at present we have a model for. Additionally other vics are taking priority at present. Those being some of our current ones that need urgent armour upgrades to increase survivability and some new ones. Sent from my iPhone using Tapatalk
  8. andy1

    3CB BAF Vehicles

    Can you provide some example photos so if we look at implementing one our texture artist has something to go off. Thanks.
  9. @XianGrim you can't be asking the Mod maker questions like that it is against the rules of the forum. He is working on but he had to do a full we write of the code. Then some other issues were encountered with the way arma works which have been delaying the process.
  10. Oh fair enough then. I haven't been following it closely at all just got a couple of youtubes of the dev version in my playlists pop up and that's where the questions came from.
  11. @Alwarren not wanting to ask what state your mod is in at all, but what with the almost imminent release of Blender 2.8 (scheduled for the 20th Oct) I assume what with the changes that they have made of layers that we will need to hold off for awhile whilst you get a chance to update.Please don't take this as me pushing you to update it at all, I just don't want to update blender too early. Thanks again.
  12. andy1

    3CB BAF Vehicles

    Hahah woops my mistake for reading forums when traveling to work!! Sent from my iPhone using Tapatalk
  13. andy1

    3CB BAF Vehicles

    Not to tease too much but it is working well. Plus you are able to reload but you have to turn out as the commander/ gunner to do so. Adds a nice risk element to a very powerful vic. Sent from my iPhone using Tapatalk
  14. @DSabre and @da12thMonkey thank you both for this thread. I've been struggling with trying to get a pylon cannon to animate for a while now. I stumbled across this thread today and you've helped me fix it.
  15. Hi all, so I am trying to create a couple of custom pylons for the 3cb vehicles. I have them created and in game and working. I however have come across the issue that the pylon model spawn in inline with the proxy for the missile not at the center point. I was wondering if a sample model may be being released to provide us modders with an example of how to set the model up. If not has anyone got any clue as to why this may be happening, there's not much info about proxies and object builder I can find. Thanks
  16. andy1

    3CB BAF Vehicles

    No it wasn’t. BIs announcement of the tanks DLC and the improvements they announced slowed our progress / added the question of should we hold off and wait for the upgrades. Sent from my iPhone using Tapatalk
  17. andy1

    3CB BAF Vehicles

    Can you please give us a list of mods you are running and the exact circumstances that they appear white in. A video or images would be amazing. Thanks.
  18. Thanks, very much I've likewise been having issues with tapatalk but thought it was just a local problem to me.
  19. andy1

    3CB BAF Vehicles

    I can’t comment about the bugs you’re getting that’s something we will have to look into. With regards to the “missing” AA wingtip pylon if you go back a page in this thread you will see a discussion and supporting evidence as to why we haven’t put them in and why we won’t be putting them in.
  20. andy1

    3CB BAF Vehicles

    The guys have a model of one with cage armour and Lifetap had created a custom work around but this was all prior to BI tanks DLC cage armour announcement. Obviously with BIs release and sometimes their lack of supporting documentation for the modding community I’m sure we will try and incorporate it but how long it will take we are not sure.
  21. andy1

    3CB BAF Vehicles

    That has been added to future proof the mod. The process of adding the pylons is a long and complicated one. It has been started but we didn't want to implement it in this release to avoid feature creep. Sent from my iPhone using Tapatalk
  22. So I am currently in the process of including the dynamic loadout/ plyons to the 3CB helicopters. I have succeed in making the helicopter element work and it takes vanilla pods and racks I am just getting stuck with trying to make my own ones. I am following the Biki to the letter and a config dump that I have been given as well. I just don't know if there is something inside the p3ds that I should be doing differently. Is there likely to be a sample p3d of a weapon pylon released at all? or is that hoping for a little too much. thanks Andy
  23. andy1

    1.70 Pylons

    Thank you for that Alwarren. I have managed to get them working in game. We just however have separate folders and pbos for our vehicles and weapons to allow us to share the weapons across without duplicating too much. My issue now is that the pylons don't appear because they don't have a mod.Cpp file and I am unsure how to set that up. It's all a learning process. Sent from my iPhone using Tapatalk
  24. andy1

    3CB BAF Weapons

    Can you give a full list of mods that you are using you mention RHS and CBA but what others. Also can you say specifically what it is that you are doing in game. Just so we are able to replicate the issue faster as we have limited time to fault find issues like this. Thanks Sent from my iPhone using Tapatalk
  25. andy1

    3CB BAF Vehicles

    Which won't happen because there are no green Wildcats in HM Forces. There are rumors that at a procurement meeting for the wildcat the Navy turned up and the Army didn't so the Navy got their way as to the colouring. However I think it is more down to the camouflaging effect and the two tone grey effect actually being very effective. We as a group aim to make our mods and models reflect real life as closely as possible, albeit game play does come into consideration but this is one of those areas where there is no example of a green wildcat so it won't come into fruition.