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gepanzert-faust

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Posts posted by gepanzert-faust


  1. 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 :(


  2. You always need a cfgPatches. It defines what is actually needed to make this addon work. In our case, you need the Slammer class to make it work.

    You can find this defining class at the top of every config, just below cfgPatches.

    class CfgPatches
    {
    class merkava_rename	
    {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"A3_Armor_F_Slammer"};
    };
    };
    class CfgVehicles
    {
    class Tank_F;	
    class B_MBT_01_base_F: Tank_F
    {		
    	displayName = "Merkava MkIV (120mm)";		
    };
    class MBT_01_arty_base_F: MBT_01_base_F
    {
    	displayName = "Merkava MkIV Shloef (155mm)";
    };
    class MBT_01_mlrs_base_F: MBT_01_base_F
    {
    	displayName = "Merkava MkIV MLRS";		
    };
    };
    

    This config renames all base-classes of every Merkava.

    You have to imagine this like a tree, where you go from the roots upwards into the branches.

    The starting point for every vehicle are class Car_F or class Tank_F. From there on it already branches of into several different inherited classes. So:

    Tank_F -> B_MBT_01_base_F ->  MBT_01_arty_base_F 
                             -> MBT_01_mlrs_base_F
    

    Hope that helps.

    Yes it a huge help thanks ;)

    Sorry I know its basic stuff to experience modders but I need to ask more inevitable questions before I give it another go.

    1) I take it I can only use one cfgPatches per config?

    2) If true, how would we reconfigure it to include other vehicle classes and more name changes?

    Or would I have to make a separate config like this one for each and every vehicle class? Surely not :confused:

    3) Also whats the easiest way to find out the structure of base classes/inherited classes for the rest of the vehicle like your example above?

    Is it somewhere on the wiki?

    Thanks :)


  3. Thanks, I had a look but I'm still stuck, all these configs are different and I'm totally new to them really.

    Tried to follow this tutorial but with no luck: https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial

    I just want a simple, bare-bones config where I can imply change the names of all the vanilla vehicles.

    Could somebody who actually understands them please provide me with a quick, simple template I can then use to copy/paste the rest of the vehicles as well? *please* :o

    I tried this but it the game won't even launch.

    class CfgPatches
    {
    	class name_changes
    	{
    		units[] = {};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {"A3_Armor_F"};
    	};
    };
    class CfgVehicles
    {
    
    };
    
    class B_MBT_01_cannon_F :  B_MBT_01_base_F {
    	displayName = "Merkava Mk IV";
    
    };
    };

    Also I can't find anywhere that explains fully what to write for the cfgPatches header and if I even need one?


  4. Write your own configs for the vehicle itself?

    Here is what I used:

    class cfgVehicleClasses{
    class MyCustomCars{
      displayName="Lorem Ipsum";
    };
    };
    class cfgVehicles{
    class VehcleYouWantToReWrite_F;
    class YourNewVehicleClassname : VehicleYouWantToReWrite_F{
      scope	= 2; 			
      crew 	= "C_man_1"; 	
      side	= 3; 			
      faction	= CIV_F;		
      displayName = "Lorem Ipsum Dolor Sit Amet"';
      vehicleClass="MyCustomCars";
    };
    }; 
    

    Hope I helped :)

    Thanks, but I'm still not exactly which parts to change in order to rename vanilla units - still new to this :o

    Can somebody give me a quick example using Armod's code to change, say, the "M2A1 Slammer" to "Merkava Mark IV" instead.

    I know the config for the tank is: B_MBT_01_cannon_F and that I prob have to use that somewhere in the above code.

    Thanks


  5. Hey Soronelite and others here, does anybody know if there are any UK, German etc radio chatter protocols that this mod could use for extra authenticity and immersion?

    There are other British/Bundeswehr unit mods with the correct voices but I'm not sure who actually owns the sound files :confused:

    Would the mod author please consider working on this if possible, I'd be willing to help :o

    Regards,

    Gepanzert Faust


  6. I think statics are considered turrets?

    this removeMagazinesTurret ["500Rnd_127x99_mag",[-1]];
    this addMagazineTurret ["500Rnd_127x99_mag_Tracer_Green",[-1]];

    -1 refers to the driver's turret - change to 0 if it doesn't work with -1

    https://community.bistudio.com/wiki/removeMagazinesTurret

    https://community.bistudio.com/wiki/addMagazineTurret

    Hey thanks, that worked!

    I needed to change the "-1" to "0" for it to happen though, like you suggested.

    Also thanks to Grumpy Old Man for replying :)

    I can now give the different faction statics their right colour tracer, all the vehicles are okay but for some reason the vanilla static HMGs all fire white, and it annoyed me haha

    Cheers guys :)


  7. My bad, should be this instead:

    nul = [vehicle player,currentweapon vehicle player,2,3] call BIS_fnc_addWeapon;

    Sorry tried that as well and still no result :(

    Could you test yourself in editor to confirm?

    This is exactly what I have in the init of the static MG with me as the player:

    vehicle this setvehicleammo 2 ;nul = [vehicle player,currentweapon vehicle player,2,3] call BIS_fnc_addWeapon;

    Is there anything like an add to inventory/reload command using "500Rnd_127x99_mag_Tracer_Red" somewhere in it to add the ammo into the gun?

    (Like swapping/adding ammo to the weapon in a regular soldier)


  8. Mod Request - Trip-Wire Flare

    Hello all.

    Could somebody with the know-how please consider making this small addon for the community?

    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 simply need to be a clone of the trip-wire mine model:

    0.jpg

    With the detonation replaced with the flare from the editor in "effects".

    There is a Youtube video of someone who has already done something similar (but not released):

    It would be great for night/sneak missions and an item others have asked for in the past.

    Thank you :)


  9. vehicle this setvehicleammo 0;
    nul = [this,currentweapon gunner this,2,2] call BIS_fnc_addWeapon;

    first number is the amount of magazines to add,

    the second number iterates through magazines compatible with this weapon, 0 for the stock magazine, 1 for red tracers, 2 for yellow tracers, etc. (in the case of the HMG).

    cheers

    Hi thanks for the help, I've tried the code but I can't get it to work, the tracers are still white.

    I'm also a little confused, I understand this part:

    vehicle this setvehicleammo 0;

    That sets the number of ammo boxes.

    But the part below has two numbers?

    nul = [this,currentweapon gunner this,2,2] call BIS_fnc_addWeapon;

    I've tried changing them to 1,2 etc but it hasn't changed anything :confused:


  10. Hi can somebody please shed any light on how to have the UAV live feed box on screen whilst outside of the UAV terminal?

    A quote from the drone refinements OPREP:

    "Another useful feature is the 'AV Camera' – a live feed from your drone – that can be viewed without opening the terminal. It enables you to use various modes (e.g. thermal and night vision) and see what’s happening around the vehicle (or your own squad), which can be particularly useful during combat."

    http://dev.arma3.com/post/oprep-drone-refinements

    However I can't find any info on it even after watching god knows how many UAV tutorials :mad:

    Thanks :)


  11. ^^

    http://alivemod.com/wiki/index.php/Military_AI_Commander

    I routinely make missions that have placed AI and ALiVE-created groups. The placed units can be profiled by changing the setting in the profile module. Renamed the "Virtual AI System".

    http://alivemod.com/wiki/index.php/Virtual_AI_System

    I generally leave it at default which is "profile synced units" so my special troops in defensive positions are unsynced and thus not profiled. If you have some units in a defensive position and you have them manually crouching then I'm not sure if you profile them if the ALiVE AI will override your command and perhaps have them walk off or something.

    But if you want to have a specific number of groups with specific types of men/vehicles then you can manually place them and depending on how many you place, you can change the profiler from profiling synced or unsynced. For example if you were to place something like 200 groups, it would probably be easier to set that to "profile unsynced units" unless you wanted to drag the sync line 200 times.

    Thank for the explanation, I understand now :)


  12. For sure no.

    Yet i've traveling a lot and having many job tasks to deal with, so for the moment my spare time is zeroed.

    Once i'm done with all this, bCombat will move on.

    That's good news, may I put forward an idea for future consideration?

    Expanding further on the great grenade improvements, would it be possible to enable soldiers to somehow react to nearby grenades?

    I'm not a scripter so forgive me if this would be hard or even impossible to implement but could it work somehow like this:

    • Grenade detected landing within a certain distance of a unit.

    • According to the units skill, there is a % chance of spotting the grenade and falling prone for cover.

    • A "Grenade!" warning could be shouted in the moments before denotation.

    Its always bothered me that squads can't react to a hand grenade landing blatantly at their feet!


  13. Hello all, sorry to dredge this thread back up but I really need some help using these templates.

    Could somebody who understands how to use them properly answer these basic questions:

    1) Once I paste my new camo texture into the "diffuse" layer do I need to merge or edit the layer/s in any way before saving?

    2) What file format should I export the modified template in prior to opening and saving as .paa with texView2?

    Thanks! :)


  14. Hey that .Pbo you linked me is great, thanks.

    I copied it into a new addon and tested it (both with and without modifications) but strangely only about a third of the mod authors name changes appear to work in-game, the rest of the vehicles retain the default names.

    Not sure why, as he clearly changes them all, still trying to figure out the reason for it :confused:

    Could be a mod conflict maybe? :confused:


  15. Hi there, I'm beginning to learn how to make basic addons but need some help with my current project.

    I simply want to rename all the Arma III vehicles with names more akin to their real-life counterparts.

    However after opening and exploring many .Pbos and scouring the forum for the answer without luck, I am stuck.

    Can somebody please tell me which .Pbo files aactually dictate the actual names of vehicles?

    This is my first mod, so I am trying to keep it simple :o

    Thanks :)

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