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gepanzert-faust

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About gepanzert-faust

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    Lance Corporal
  1. gepanzert-faust

    "C" encountered instead of "{" Config Error

    Thanks guys - and sorry for posting in wrong area, daft mistake :confused:
  2. Hey, could somebody try and point out my error with this config? I have simply tried to create a new 12.7 mm high-explosive round for the Lynx sniper rifle. I've copied one of the other 12.7mm rounds as a base, modified it, created a new magazine and finally used "class CfgWeapons" to try and update the Lynx to accept the new magazine. The config still contains irrelevant parameters regarding the actual new ammo, I'll remove those later, but for now I can't even get the mod to load. I can't get rid of the "C" encountered instead of "{" error on line 47? Everything looks fine as to me - although I admit I'm a "still learning" type of config noob :D class CfgPatches { class HE_sniper_round { units[] = {}; weapons[] = {"srifle_GM6_F", "srifle_GM6_SOS_F"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; class CfgAmmo { class B_127x108_Ball; class B_127x108_HE : B_127x108_Ball { hit = 60; explosive = 0.6; indirectHit = 6; indirectHitRange = 1; caliber = 3.6; deflecting = 10; typicalSpeed = 1060; airFriction = -0.00036; visibleFire = 10; // how much is visible when this weapon is fired audibleFire = 15; cost = 15; class CamShakeExplode { power = (20^0.5); duration = "((round (20^0.5))*0.2 max 0.2)"; frequency = 20; distance = ((20^0.5)*3); }; class CamShakeHit { power = 20; duration = "((round (20^0.25))*0.2 max 0.2)"; frequency = 20; distance = 1; }; }; class CfgMagazines { class 5Rnd_127x108_Mag class 5Rnd_127x108_HE_Mag : 5Rnd_127x108_Mag { author = "$STR_A3_Bohemia_Interactive"; picture = "\A3\weapons_f\data\UI\M_5rnd_127x108_CA.paa"; displayName = "HE Round Mag"; initSpeed = 1060; ammo = "B_127x108_HE"; descriptionShort = "$STR_A3_CfgMagazines_5Rnd_127x108_APDS_Mag1"; }; }; class CfgWeapons { class Rifle_Long_Base_F class GM6_base_F : Rifle_Long_Base_F { magazines[] = {"5Rnd_127x108_Mag", "5Rnd_127x108_APDS_Mag", "5Rnd_127x108_HE_Mag"}; }; };
  3. gepanzert-faust

    [Guide] ARMA 3 Optics Visual Guide

    Useful - thanks :)
  4. gepanzert-faust

    Creating a unit pack

    My advice would be to download a unit pack mod and open it to view the layout of a unit pack config so you can see how to write your own for your editor units.
  5. I hope that ACE 3 might in the future include this cool little idea I spoke of in the mod request thread: It would be great to have a version of the trip-wire mine that launches a flare instead of an anti-personal explosion. It would just need to be a clone of the trip-wire mine model: With the detonation replaced with a flare. There is a Youtube video of someone who has already done exactly what I'm describing but unfortunately never released it :( It would be great for night/sneak missions and an item I've seen other forum members ask for in the past. I know trip flares can sort of be made using triggers but its just not the same when its not an deployable item. Please consider :) Edit: Unlike the video a flare that fired into the sky would be more suited and look far better!
  6. Soronelite would you consider going back to your original packs with a small update and add re-textured versions of the new vests available with the Marksman DLC? I think there are three, the Carrier GL Rig, Carrier Special Rig and GA Carrier GL Rig. That would be incredible :)
  7. gepanzert-faust

    Weapon Resting & Deployment Feedback

    Ah yes, your right, I've managed to do it now. Sometimes its really difficult though and the bipod will deploy on one side of the window frame but not the other.
  8. gepanzert-faust

    Weapon Resting & Deployment Feedback

    Be useful if we could deploy bipods in broken windows :)
  9. gepanzert-faust

    Random though: why did CSAT not receive a MLRS?

    I'd love to see mortars getting some love - could start by adding a mortar firing animation :mad: Also if we get China as a new faction then that's possibly a chance for a new OPFOR rocket system... http://en.wikipedia.org/wiki/Weishi_Rockets
  10. gepanzert-faust

    CMcD Main Gun Tweaks (A3)

    Hey! Great mod - can you also get the tanks to fire at low-flying helicopters?
  11. gepanzert-faust

    Random though: why did CSAT not receive a MLRS?

    Hmm I thought turrets could be removed/switched onto other vehicles with out doing that? I'm sure I've seen some pics somewhere showing modded A3 vehicles with different turrets than vanilla. I wonder if it would be in the scope of the new future expansion. Maybe its worth opening a ticket for it if one can't actually be created by modding original Arma assets.
  12. gepanzert-faust

    The CSAT Modification Project (Release)

    Looks good :D And I agree titan should be able to fire different missiles! Keep up the good work, I hope you can make some progress the other Opfor weapons, been wanting a black zafir since the game was released ha
  13. See here: http://forums.bistudio.com/showthread.php?183056-Mission-Template-Stand-Alone-GAIA-Make-missions-FAST-by-using-MCC-GAIA-engine&p=2771804#post2771804 :)
  14. gepanzert-faust

    Random though: why did CSAT not receive a MLRS?

    I like the idea about the MLRS ship but overall I think a better solution (with a good modders help!) would be to use the Arma 3 tempest truck as a base and simply add the Arma 2 Grad/RM-70 rocket tube model on the back. The tubes could be retextured in hex and wallah, CSAT has a new, shiny and deadly rocket firing platform ;)
  15. gepanzert-faust

    The CSAT Modification Project (Release)

    Hey Evancat, your mod is a gem and I'm glad your still working on it. Any chance you'll be working on those black CSAT weapon variants for your next update? They'd look great with the new CSAT camo patterns - woodland, urban etc I think they have hidden selections now - there was a ticket which was assigned a while back. Black versions of the Alamut, Titan, Zafir, Rahim and new DLC Navid = :bounce3:
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