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Posts posted by gepanzert-faust

  1. 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"};

  2. 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!

  3. If the PLA gets added as a faction for the upcoming expansion the type 93 60mm mortar would be pretty awesome.

    It is brand new 2010ish weights 49lb has a range of 5 km.

    http://i.imgur.com/P1xv36E.jpg (115 kB)

    then of course the m224a1

    http://i.imgur.com/Xnqk8k3.jpg (310 kB)

    Simple T&E to operate and fire, page up for charge up and down and a supplied range table.

    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...


  4. The one problem with that is that A3 assets are binarized: you can't open the models and if you do find a way to crack them or something, that's a bad boy move.

    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.

    My idea has always been the Kamaz/Zamak with the BM-21 or RM-70 platform (RM-70 has the loader thingy) but now that if we got the Zamak wit the Tornado MLRS system I'd be Ok wit that, or even (If BIS would do it) the Typhoon/Tempest truck with Tornado MLLRS

    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.

  5. The Titan at least comes in a new version:


    This one also fires all three AA, AT, and AP missiles because that was a feature once and I have no idea why they removed it. I'm not sure if the others have hiddenselections yet, that'll definitely be something I'll look into.

    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

  6. shay_gman is there any commands which can be added to unit's init in the editor to make them start as gaia?
    Make units patrol, mortar ect ect by just 3 things<ZONE NUMBER> be replaced by the zone you want it active in). Example : (group this) setVariable ["GAIA_ZONE_INTEND",["1", "MOVE"], false];

    (group this) setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "MOVE"], false]; -> Agressive.

    (group this) setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "NOFOLLOW"], false]; -> Defensive

    (group this) setVariable ["GAIA_ZONE_INTEND",["<ZONE NUMBER>", "FORTIFY"], false]; -> Fortify

    Cache units by putting this:

    (group this) setVariable ["mcc_gaia_cache",true, true];

    Make units respawn by this:

    replace <number by the number of times you want it to respawn>. Units will respawn on the location you initialy place it.

    (group this) setVariable ["MCC_GAIA_RESPAWN",<number>, true];

    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 :)

  7. 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 ;)

  8. 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:

  9. Yes nade use by AI is pretty good. When i'm real in close to the enemy but obscured from vision, I always now worry a grenade is about to drop next to me. On a funny note, the last few games i've played, I kept throwing grenades at the exact same time as the enemy AI was throwing one back. On one occasion I just let go of the nade and heard the 'tinkle-tink' sound. I started wondering 'does it make that sound when you throw one?', so I dove for cover just in case and yeah, bang. The amount of times the AI and I have thrown the same time at each other to me says the AI is ready to use and does it well (like a human player would).

    Just the new grenade behavior on its own would make this mod worthwhile :)

    Like you say, fighting the AI up close is now really dangerous and they keep you on your toes, if you stay for too long in cover you know what's on its way - and being pinned down now by heavy fire in a sitution where you can't change cover is a death sentence, I love it haha

  10. Hey shay_gman, a few quick questions if you don't mind answering?

    I've searched the thread but can't find what I'm looking for.

    Firstly, can planes be used the same way as CAS helicopters? i.e. placed on a runway to wait for CAS requests before returning/landing?

    I've copied the same init line as the attack helicopter but the plane doesn't take off or react to the Gaia command, it just starts rolling forward on the ground until it hits something.

    I know about spawning a plane in the air straight away using MCC but my question is if I want to place the unit in the BIS editor beforehand or use the standalone Gaia script.

    Thanks :)

  11. Hey Fabrizio, I'm still enjoying your mod and the new BI suppression feature is great news.

    Listen, one reason (of many) I use bCombat over other AI mods is with using bCombat the AI actually use their hand grenades - both habitually and accurately in situations where, without this mod, I'd be silently screaming "Use a god damn grenade FFS!".

    One thing I've noticed though is UGL equipped AI still refuse to use their 40mm nades against infantry, only vehicles (which is a vanilla A3 thing) :mad:

    Fabrizio, would you please look into this for bCombat? :)

    I've seen it work in another mod, VCOM AI I think and it works really well.

  12. More artillery units and an expansion of artillery features in general.

    Even if there are completely new factions, I'd still like a few new vehicles for each side, MLRS for CSAT would be amazing.

    Also why not finally bring in some of the unreleased assets, AMOS and (more controversially) the railgun tank haha

  13. Hey folks, something that has always bugged me - why does CSAT not have anything to counter the Sandstorm MLRS?

    NATO and CSAT are pretty much balanced vehicle-to-vehicle and I dunno, it always really annoyed me haha

    A Hexacammed Smerch/Tornado or even a Varsuk chassis with Buratino-style rocket tubes on top would have been so sexy.

    I know some vehicles were left out (like the AMOS), seems daft BI would have modeled three arty units for NATO but only the Sochor for CSAT...

    Can anybody shed any light on this?

    Also do you think NATO and CSAT stand a chance of getting any new vehicles with the DLC or is that it for them now?



  14. Hey sttosin, this mod is great, thanks for taking the time to make it.

    Are you still planning on improvements?

    I was wondering - can you increase the camera distance for vehicle kills?

    At the moment the mod works great against infantry but, say, shoot down a helicopter and the camera is too close and we don't see the action properly :)


  15. Due to spawned explosions there are very muffled sounds for them, as we pointed out

    many times before, thats what we need this voted to be successful:

    Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo

    This would help me to realize certain features in JSRS DragonFyre, so please vote for this!

    Are eventhandlers needed just for the incoming arty sounds? (not the actual explosions).

    The incoming "wooosh" sounds are already in vanilla, I just think they should be really improved.

    Sorry if I wasn't clear that's what I meant :)

  16. Hey LordJarhead, can I please make a suggestion for DragonFyre?

    Currently the incoming artillery sound effects for mortars/SPGs are very underwhelming and I believe they both share the same file (?).

    Would you consider swapping them with louder, more scary sounds to further complement the new sounds and scripts in DragonFyre - that would be awesome.

    I want to feel terrified when I hear artillery dropping close :)