Jump to content

Search the Community

Showing results for tags 'modding'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
    • ARGO
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Australia
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL


Jabber (xmpp)








Steam url id







PlayStation PSN














Found 46 results

  1. BIForums personal (highlights) Gun light flash - how to remove or decrease 15th anniversary of OFP/CWA DXDLL - advanced tweaking (and 12th anniversary) 14th anniversary of OFP:CWC transitionsSimple making trees disappear when destroyed PRIMARY in config.cpp (regarding weapons)? Exclude face class(es) Berghoff's nature packs alignment fix ButtonFullSave Proxy driver/cargo - action relation DXDLL source code bn880's Tracers 1.25 Grades in CfgWeapons Discover and Identify IncomingMissile EventHandler [FIX] Workaround for faulty texture sorting (units visible through smoke, etc) Island Map in a Dialog This thread (highlights) Sniper crouch (animation) test 'Forest experiment' 'Building destruction experiment' (01) coop @c2 papier - intro Bike horn test (cut) JAM Smokeblock FDF smokeblock Handgun visibleSize bug (01) Handgun visibleSize bug (02) 'Parachute experiment' 'Mirror image experiment' 'Physics experiment' 'When a game becomes a meme' Adding user values to your models will increase the section count dramatically. 'Building destruction experiment' (02) ClimbOver Animation JumpOver Animation Building destruction (01) Building destruction (comparison) Forest destruction Forest destruction (comparison) Obscuring AI field of view after forest destruction Climbing script An example of model rescaling via island-editor Fixing forest ViewGeometry (01) Improved AI scipt (Take Cover script) Fixing forest ViewGeometry (02) Comparison of original and fixed Forest ViewGeometry CCS - @customfix cargo system (01) CCS - @customfix cargo system (02) On-the-fly loading of island's buildings Building destruction (02) Use view geometry lods to Occlude sunlight Totally Destructible Environment (TDE) 'A fallen static objects' geometries bug' HUD Evolution How to fix broken triangle-shaped forest model How I discovered the way Forest ViewGeometry works How to make Forest use ViewGeometry components How to build proper Forest ViewGeometry -benchmark Models replacement via mission folder FILE(s) NOT FOUND Security Flaw & Fix Checkfiles Aspect Ratio registry-derived issue Usage of black texture for ignoring FireGeometry components Fast Addon Testing SQUAD.XML - Problem & Solution A lone road sign on Everon Automatic Body Removal A lone road sign on Kolgujev Zamerny - memory point Geometry of fallen tree - FIXED The tallest OFP/ACWA model 1.96 vs 1.99 Gamma & Brightness (G&B) settings An update on HUD Evolution Change OFP/ACWA in-game fonts globally via CfgFonts Secret 5T-Truck Crate
  2. I hope this is the right place to post this if it is not I apologize in advance. Is there a mod that allows the game to be played like a cover-based shooter like the Gears of War series or like the division 1 and 2?
  3. Hi all, I've recently taken my first steps in arma modding and have successfully created an object in blender, added textures and materials, imported to the game etc etc. Consists of 7 components and 4 different textures. I'm attaching a picture of it below: It's basically an airport taxiway direction sign, for immersion. These 3 "displays" with letters on them are their own components in the custom LOD (display_L, display_M, display_R) and have an emissive material applied to them (no texture in the material), which works pretty great. However, I would like to be able to switch the textures on those displays with scripting (setObjectTexture command), and I''ve been trying to use hiddenSections for that with no luck so far. When I run getObjectTextures on the object, it returns the ones that are set in the config. If I run setObjectTexture and then getObjectTextures, it gets updated, but nothing changes on the model. Model has these 7 components and display_L, display_M and display_R have the same textures assigned to them in the object editor as the ones mentioned in the config. Here's my configs: model.cfg class CfgModels { class Default { skeletonName = ""; sectionsInherit = ""; sections[] = {}; }; class VAP_DTD_SIGN : Default { skeletonName = "VAP_DTD_SIGN_Skeleton"; sections[] = { "body", "display_L", "display_M", "display_R", "Leg1", "Leg2", "Leg3" }; }; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class VAP_DTD_SIGN_Skeleton : Default { skeletonBones[] = { "display_L", "", "display_M", "", "display_R", "" }; }; }; config.cpp class CfgPatches { class VESTARR_AIRPORT_PROPS { requiredAddons[] = {"A3_Structures_F"}; name = "Name"; author = "Vestarr"; url = ""; requiredVersion = 0.1; units[] = {"VAP_DTD_SIGN"}; weapons[] = {}; }; }; class CfgVehicles { class Thing; class VAP_DTD_SIGN : Thing { displayName = "D-T-D Taxiway Sign"; author = "Vestarr"; editorPreview = "\airportshit\data\dtd_sign\icons\dtd_sign_icon.paa"; scope = 2; mapSize = 0.9; accuracy = 1; destrType = "DestructNo"; model = "\airportshit\data\dtd_sign\objects\dtd_sign.p3d"; hiddenSelections[] = {"display_L","display_M","display_R"}; hiddenSelectionsTextures[] = {"\airportshit\data\common\textures\taxiway_dir_b_9_ca.paa", "\airportshit\data\common\textures\taxiway_mark_a_ca.paa", "\airportshit\data\common\textures\taxiway_dir_b_9_ca.paa"}; }; }; Also my material, in case it matters: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={100, 80, 28,0.2}; specular[]={0,0,0}; specularPower=2; PixelShaderID="Normal"; VertexShaderID="Basic"; Can anyone shed some light how does this thing work and how to use it properly? I'm really confused.
  4. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  5. Hello, I'd like to announce a project that my team has been hard at work with: Fields of Glory: 1861 - 1865. This is a historical conversion mod for Arma 3 that transforms the game into an American Civil War game, with muskets and cannons, line infantry and long-range cannon artillery. It's just three of us now working on this big undertaking, but we're always looking for new talent to help us with 3d modelling, terrain building, uniform designing, programming and scripting, etc. If you are interested in joining the team, please message me. Keep in mind that this mod is in early stages of development. Thank you! -J. Woody WIP images of Springfield musket:
  6. Hello everyone, I appeal to the community because I want to import new uniforms in Arma 3. I have already imported different equipment like combat vests, backpacks etc ... But importing a uniform requires a more developed skill and that's why I'm calling on you. Here is an overview of the model I want to import. I have different questions: - Is it necessary to put the forearms on my model or are they present by default when I am going to put the uniform on my character? - is there a tutorial on importing uniform in ARMA, if not, what should I do to import it and make it functional. - is it necessary to create proxies or those of the default uniform are already present? as I said I already imported vests so I master Object builder for LOD, shadow, and selections (spine2, RightShoulder, etc ...) but the uniform seems much more complex. last thing, I'm French and I master little talented in English so thank you not to blame me if I'm not very clear, thank you to those who take the time to answer me, I wish you a good day 😀
  7. Alright,so i added the 35mm shells used by the Tigris to a T-140K Angara which has a sensor and datalink window,grouped to a Nyx Recon(RADAR on) and the Target Lead indicator works!! So these are the things that i've learned:- 1."ballisticsComputer" value under CfgWeapons for the Mora cannon should be "2+4" 2.Vehicle must have a radar or a data link system 3.It must be able to lock onto targets with atleast a square bracket lock(not the full square lock,the ones with only the corners) So these are the things i should do in order to get a target lead indicator for a special AA variant of the Mora:- 1.make a new ammo type with the 30mm,the only difference being defining the ballisticsComputer value as "2+4",and setting the FCSmaxLeadspeed and FCSZeroingDelay 2.Add a radar(complicated) or a datalink sensor(easier) to the Mora 3.Make the Mora be able to lock onto targets in it's sensor window(Nyx recon can't lock onto it's radar targets ) I need help to achieve steps 1-3
  8. Hey,i am new to scripting and changing configs and this is my first try at it.I am trying to add a target lead indicator,like the ones you see in Cheetah and Tigris to other vehicles with electronic turret optics.Now i digged in through CfgWeapons info and saw that i just had to change the value for "ballisticscomputer" in CfgWeapons.But the problem is,......where is the location of CfgWeapons,under what pbo does it exist? I went and opened the config.bin of Prowler and there is nothing called CfgWeapons there either. The "ballisticscomputer" value that i want to change should be under "HMG_127_LSV_01",but can't find the location of it
  9. Hello All, I've been getting into making addons, specifically vehicle textures, and have had some success. Despite this, there are a few things I am having trouble with and cannot seem to find any information to help with online, so I wanted to create a topic to find some additional information about the process beyond Amit's simple re-texturing guide, so here are my questions: 1. Is there any config template for simply adding a texture to a vanilla vehicle's virtual garage (VG) without creating an entirely new vehicle class? I am a novice with scripting and writing configs, so I am not great at figuring out how to implement code. I have searched through the config files of vehicles with multiple texture options and have found the classes for each texture option, but I don't know how you would implement it without creating an entirely new vehicle and adding your texture to that list (defeating the purpose of dealing with VG in the first place). 2. How do you go about adding re-textures for parts of a vehicle that are either modifications via VG or just not listed in the initial three hidden selection paths? For example, I am making a winter re-texture of the MBT-Kuma (I know some exist, but I had an idea for my personal scheme), and I would like to include a re-textured winter-style camo net with it. I am also doing things with the slammer and would imagine the process would be similar for the optional turret backpacks. Also, I have a re-textured marshall that has been added as a different vehicle, but the camo net reverts the texture back to vanilla. 3. Finally, is there a hidden selection path for the tracks of a vehicle? On the Kuma, I have also created a new track texture, but cannot find a way to even test it via setObjectTexture. I know this is a lot, but even help on one issue would be awesome! Thanks!
  10. I am trying to update a older aircraft and one problem I am having is the ejection system, it is not working - when I eject from the aircraft, the ejection seat appears but hovers above the aircraft and nothing else happens. I have tried adding in this; I am not sure how to get it properly working, any help would be appreciated.
  11. I am new to working with Cfg's and I have been working on adding some more camo textures to a jet however, the option of them appear in-game but when I click on it, the texture stays the same, can someone perhaps point me into the right direct? Also, how can I make a vehicle show up on a certain side, so like if I was to try and get a jet to appear in the editor what would I put in the .Cfg to make it show up. Thanks in advance!
  12. Hi I am new to Arma 3 modding scene, but I have previous experience with another engine. I am wondering where to start - and what resources are available. Such as rigging for clothing and units, but also vehicles mainly tanks. If anyone could point be to tutorials or even some sample resources to use, that would be appreciated! Thanks for any advice!
  13. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  14. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  15. Helicopter Flight Model - Upgrade Project I'm looking for someone who is well knowledgeable in scripting / coding, animations and air vehicle assets (helicopters to be exact). Now when it comes down to the helicopter part I don't necessarily need someone with real world knowledge or experience but it does help. However, I am looking for someone with intermediate to advanced knowledge of both the standard flight model and advanced flight model of Arma 3. The purpose of this project is to enhance immersion and realism in the flight model for those helicopter enthusiasts alike. If interested please contact me by email below so we can discuss the project and compensation in further detail. feenx.sama@gmail.com Thanks, - P. Dubois --- edit: looking for a programmer, 3d model animator and a sound engineer or someone with a mix of some or all skills. update: Dev team found, work has commenced. No longer actively seeking devs.
  16. Hey guys, Basically I placed a building, now I want to define the door (or doors) of this building as "locked." In addition, I want to place a key and say that only if the player has this key, he can unlock it. I assume it should be easily possible, but whenever I place a building I can't seem to specifically choose the door and the "attribute" of the building don't make it straightforward also. Could you help me? Though I'm a modding newbie I really did do the best research I could before resorting to posting here.
  17. Xayhawk

    Vest Weights

    Hey guys. I've been trying to get my vest to weigh properly for awhile now, but I just can't seem to get the weights right. As I can't exactly find a topic specific to vest weighting and modding, (mostly on uniforms) i'd like to seek advise on the best way to do this. I've tried using the A3 character modding guide via 3ds max and I think that it's more suitable for uniforms. I'd like my vest to be rigid as if there were armor plates in them. My question is, am I doing this wrong? What is the common way of doing this for experienced modding teams out there i.e RHS, VSM. Do they do it manually in O2 or in an external program such as 3dsmax or Blender? Thanks in advance!
  18. Hello, if my own headgear is on the ground, there is no model (it is invisible) What I've to change in my config? enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class polizei_einsatzhelm_var { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class polizei_einsatzhelm : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Polizei Einsatzhelm"; author = "CSSx3"; picture = "\Polizeihelm\rl_icon_polizeihelm.paa"; model = "\Polizeihelm\rl_polizeihelm.p3d"; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\Polizeihelm\rl_polizeihelm.p3d"; modelSides[] = {3, 1}; class HitpointsProtectionInfo { class Head{ hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 10; // addition to armor of referenced hitpoint passThrough = 0.6; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; };
  19. Hi, I want to create an rvmat for a custom headgear. I have created a specular map for it, but I don't know how to scripting it. Does anyone a tutorial or can help me? Thanks
  20. So as the title states I'm curious what you all think about efficiency/optimizations when it comes to writing a lengthy script/mod for a mission. My current scripted mod is AC-C4I (Air Craft Command, Contol, Computers, Communications, & Intelligence). It has to do with sensors and targeting. The scripts have a lot of "waitUntil" commands for locking the targeting camera to screenToWorld amongst other functions. What would be the most efficient way to write this/integrate it into a mission. I can write the whole thing in one file and "call compile preprocessFileLineNumbers" on init. I can create a CfgFunctions.hpp and add it to the description.ext, or I could make it an FSM. I'd love to hear from you guys. Thanks.
  21. Hi, how can I make a selection like in this picture? http://imgur.com/YpDvXg4 Thanks Regards CSSx3
  22. Ok so here's what's up. I spend several hours making a scenario/mission. After a week or so I decide to change some things. I go inside the editor but I forget I have this one completely irrelevant mod active in my modlist. Now everyone needs to have this mod in order to play my mission. And my question is. Is there any file inside the mission folder that contains all the mod requirements for the mission that I can modify?
  23. Hi everybody, I have got some problems with modding Arma 3. As I have already completet a mod which replaces vanilla vehicles with stuff from RHS and CUP mods. A working example: class CUP_T72_Base; class O_MBT_02_cannon_F: CUP_T72_Base { scope=2; scopeCurator=2; side=0; accuracy=0.30000001; faction="OPF_F"; crew="O_CREW_F"; typicalCargo[]= { "O_CREW_F", "O_CREW_F", "O_CREW_F", "O_CREW_F" }; author="$STR_CUP_AUTHOR_STRING"; hiddenSelectionsTextures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_T72\data\textures\TK_T72_1_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_T72\data\textures\TK_T72_2_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_T72\data\textures\TK_T72_3_co.paa" }; editorPreview="CUP\TrackedVehicles\CUP_TrackedVehicles_T72\Data\preview\CUP_O_T72_TKA.jpg"; }; This works well and I got into no problems so dar. Now for what I did post this: This variant does not work. The BMP still has a crazy hex-camouflage, the crew sat (glitchy) outside the vehicle. I copied the whole code into the mod file from the very basis onwards, but still for the same result. I got no idea, how to solve this. class CfgPatches { class OPFOR_Vehicles_Replacement { name = "OPFOR Vehicles Replacement CUP"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { "A3_Armor_F","A3_Soft_F","A3_Air_F","A3_armor_f_beta","A3_armor_f_epb","A3_armor_f_epc","A3_armor_f_gamma","A3_armor_f_exp","A3_armor_f_tank","A3_Air_F","A3_air_f_beta", "A3_armor_f_beta_APC_Tracked_02", "rhs_main","rhs_c_heavyweapons","rhs_decals","rhs_optics","rhs_c_troops","rhs_c_btr", "CUP_WheeledVehicles_Core", "CUP_Creatures_Military_Russia", "cup_wheeledvehicles_vodnik","cup_wheeledvehicles_btr60","cup_wheeledvehicles_btr90","cup_trackedvehicles_bmp","cup_trackedvehicles_2s6m","cup_trackedvehicles_t90","cup_trackedvehicles_t72","cup_airvehicles_mi35", }; }; }; class CfgVehicles { class CUP_O_BMP2_CSAT; class O_APC_Tracked_02_cannon_F: CUP_O_BMP2_CSAT { scope=2; side=0; accuracy=0.30000001; faction="OPF_F"; crew="O_CREW_F"; model="cup\trackedvehicles\cup_trackedvehicles_bmp\BMP2\BMP2"; typicalCargo[]= { "O_CREW_F", "O_CREW_F", "O_CREW_F", "O_CREW_F" }; author="$STR_CUP_AUTHOR_STRING"; dlc="CUP_Vehicles"; hiddenSelectionsTextures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_tka_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_tka_co.paa" }; editorPreview="CUP\TrackedVehicles\CUP_TrackedVehicles_BMP\Data\preview\CUP_O_BMP2_TKA.jpg"; class TextureSources { class TKA { DisplayName="Takistan Army"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_tka_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_tka_co.paa" }; factions[]={}; }; class UN { DisplayName="United Nations"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_un_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_un_co.paa" }; factions[]={}; }; class SLA { DisplayName="SLA"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_sla_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_sla_co.paa" }; factions[]={}; }; class RU { DisplayName="Russian Army"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_ru_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_ru_co.paa" }; factions[]={}; }; class NAPA { DisplayName="NAPA"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_khk_01_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_khk_02_co.paa" }; factions[]={}; }; class CZ_WDL { DisplayName="Czech Army (WDL)"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_acr_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_acr_co.paa" }; factions[]={}; }; class CZ_DES { DisplayName="Czech Army (DES)"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_acr_des_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_acr_des_co.paa" }; factions[]={}; }; class CSAT { DisplayName="CSAT"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_csat_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_csat_co.paa" }; factions[]={}; }; class CSAT_T { DisplayName="CSAT Tropical"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_csat_t_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_csat_t_co.paa" }; factions[]={}; }; class Chdkz { DisplayName="CHDKZ"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_co.paa" }; factions[]={}; }; class CDF { DisplayName="CDF"; author="CUP"; textures[]= { "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_01_camo_co.paa", "cup\TrackedVehicles\CUP_TrackedVehicles_BMP\bmp2\data\bmp2_02_camo_co.paa" }; factions[]={}; }; }; }; }; Can some one help me please? I want to complete my modding project. Best wishes
  24. Greetings all, i have a small problem some of you may be able to help me with. Im currently making a tank in Arma 3, and everything is complete bar texturing. however after doing some testing i discovered that the main gun isn't zeroing properly. It acts as if it doesnt get any range value from the rangefinder when T is pressed. And when manually zeroed its sometimes on point, sometimes off by 100's of meters. No matter what i try, moving the memory Lod points, tweaking the discretedistances and discretedistanceindex; my tanks main and coaxial guns are always of target. Here is a photo of my FCS in the vehicles config. https://gyazo.com/6eb4844c8832d2427d3a5a3208a82762 And here are the memory points that are used (the point at the end of the barrel is excluded from the image) https://gyazo.com/7a8ebf07a5cf434ca30b9e02d85194eb https://gyazo.com/a227d8e8552c7ee23237a5352db5465f all the memory points are in the correct place, and the gun elevates and depresses, just not in perfect sync with the gunnersview; i assumed this was the problem initially but after moving the gunnersview around i couldn't get them to sync up. Not that it should matter if its just draws a line from the barrel to intersect the line the gunnersview draws. :-/ I have run out of ideas for what it might be, hopefully someone here can give me a hand. Cheers in advance.
  25. As the title says, at random the game launcher will decide to "update" all workshop content and re-downloads it or says that its missing, even tho all the files are still on my computer. I have Arma 3 installed on my 2nd drive, as far as i got from different, yet incomplete forum posts, that is what's causing it. I don't know if it's steam's fault or the games, but either way the solution shouldn't be "move it to main drive" and "unsubscribe and re-download all mods again" because that's stupid. I'm not asking for help on this one, I'm just asking for this problem to be fixed, because honestly its messing over everyone that has arma not on their main drive for different reasons , be it storage or just preference to have all games a different drive. Thank you.