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gepanzert-faust

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Everything posted by gepanzert-faust

  1. 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?
  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

    "C" encountered instead of "{" Config Error

    Thanks guys - and sorry for posting in wrong area, daft mistake :confused:
  4. gepanzert-faust

    [Guide] ARMA 3 Optics Visual Guide

    Useful - thanks :)
  5. 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.
  6. 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!
  7. 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 :)
  8. 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.
  9. gepanzert-faust

    Weapon Resting & Deployment Feedback

    Be useful if we could deploy bipods in broken windows :)
  10. 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
  11. gepanzert-faust

    CMcD Main Gun Tweaks (A3)

    Hey! Great mod - can you also get the tanks to fire at low-flying helicopters?
  12. 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.
  13. 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
  14. 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 :)
  15. 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 ;)
  16. 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:
  17. gepanzert-faust

    [OPEN BETA] [SP] bCombat infantry AI Mod

    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
  18. 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 :)
  19. gepanzert-faust

    [OPEN BETA] [SP] bCombat infantry AI Mod

    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.
  20. Hi all, could somebody please give me some help with this (incredibly simple) attempt at a mod? All I'm trying to do is create a replacement config that enables me to edit the contents of the various ammo boxes in Arma 3. I thoroughly read the tutorial on the wiki, the games loads without errors, but alas it just doesn't work - my changes are not applied in game :confused: I only included the basic Nato ammo box to get started and keep it simple, I copied the ammo box code straight from the ammo box config in the Arma 3 files. Here are the contents of my config: (The mod folder is called "ammo_boxes" and the .pbo is inside a folder called "addons" like the way its suppose to be). class CfgPatches { class ammo_boxes units[] = {}; weapons = {}; requiredVersion = 0.1; requiredAddons = {"A3_Weapons_F"}; }; }; class CfgVehicles { class Box_NATO_Ammo_F: NATO_Box_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "Box_NATO_Ammo_F"; scope = 2; displayName = "$STR_A3_CfgVehicles_Box_NATO_Ammo0"; model = "\A3\weapons_F\AmmoBoxes\AmmoBox_F"; icon = "iconCrateAmmo"; transportMaxWeapons = 12; transportMaxMagazines = 64; class TransportMagazines { class _xx_30Rnd_65x39_caseless_mag { magazine = "30Rnd_65x39_caseless_mag"; count = 12; }; class _xx_16Rnd_9x21_Mag { magazine = "16Rnd_9x21_Mag"; count = 6; }; class _xx_11Rnd_45ACP_Mag { magazine = "11Rnd_45ACP_Mag"; count = 6; }; class _xx_30Rnd_45ACP_Mag_SMG_01 { magazine = "30Rnd_45ACP_Mag_SMG_01"; count = 6; }; class _xx_20Rnd_762x51_Mag { magazine = "20Rnd_762x51_Mag"; count = 6; }; class _xx_100Rnd_65x39_caseless_mag_Tracer { magazine = "100Rnd_65x39_caseless_mag_Tracer"; count = 6; }; class _xx_1Rnd_HE_Grenade_shell { magazine = "1Rnd_HE_Grenade_shell"; count = 6; }; class _xx_NLAW_F { magazine = "NLAW_F"; count = 1; }; class _xx_HandGrenade { magazine = "HandGrenade"; count = 12; }; class _xx_MiniGrenade { magazine = "MiniGrenade"; count = 12; }; }; class TransportWeapons { }; class TransportItems { }; class AnimationSources { class Ammo_source { source = "user"; animPeriod = 1; initPhase = 0; }; class AmmoOrd_source { source = "user"; animPeriod = 1; initPhase = 1; }; class Grenades_source { source = "user"; animPeriod = 1; initPhase = 1; }; class Support_source { source = "user"; animPeriod = 1; initPhase = 1; }; }; }; After spending a few hours trying to figure this out, I've nearly given up :(
  21. gepanzert-faust

    What do you want to see in the expansion?

    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
  22. Could somebody please help me and quickly write step-by-step how to give an OPCOM control over units I've manually placed in the editor? I've read through the wiki but I'm still stuck :confused: I want an OPCOM to use a static battery of Scorchers that I've placed on the map (with no fuel so they can't just ride off). Thanks
  23. gepanzert-faust

    St_KillShotCam Mod

    Hey, yeah - that looks great! Well done, I look forward to the next update and any more features you add in.
  24. gepanzert-faust

    St_KillShotCam Mod

    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 :) Thanks
  25. gepanzert-faust

    JSRS3: DragonFyre

    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 :)
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