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Found 34 results

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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 }; }; }; }; };
  6. 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
  7. 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.
  8. Hi, how can I make a selection like in this picture? http://imgur.com/YpDvXg4 Thanks Regards CSSx3
  9. 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?
  10. 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
  11. 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 XML weird problem 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 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'
  12. 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.
  13. 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.
  14. Hello o7, I have a question: I have a script for my arma group where every player can send me a .png file that will be shown as their unit insignia. But I fear that, when I get more players in the group, the mission files will be pretty big as I'm currently having all the pictures and the script in the missions themselves. Now I got the Idea to make a little mod with all the common scripts and other files I use in my missions, that way the mission download at the start of the mission won't take ages. So now the Question(s): Does this even make sense, or is there a better way to achieve this? How would I do that? I hope someone can help me! -Dj
  15. Hey there guys; Working on the F-16C sound mod and was curios to know how I could go about adding in environmental reverb to the sound sets / shaders in the mod? So when the aircraft is moving around the environment there is more of a "surround" effect? I think something like this would be a huge improvement for jets/helicopter audio as it would definitely enhance the soundscape in general, providing a more realistic sense of direction as well as being able to hear the aircraft's effect on buildings, trees and even fields. Thanks all!
  16. I've tried to recently get into modding for Arma 3, Modeling using blender, I also wanted to have the ability to work on other things from within Blender as well. I am working in a team of sorts, and my role is mainly to model, texture and send over my stuff to the others to continue working on. I've stumbled across the Arma Toolbox for Blender, and the description and website seem to say that it is entirely possible to use the toolbox coupled with Blender to do everything that O2 would normally do. Meaning that O2 is made redundant with the toolbox around. I just wanted to know if anyone around has used/knows how to use this addon entirely, and can create a guide or tutorial on the complete workflow - well structured guides on this program is terribly lacking, and it seems to have good potential. Thanks, PS: I couldn't find an editing "general" so I put it here. I couldn't figure out which one this would go in so if someone would move this to a better one that would be appreciated.
  17. Hey everyone I'm working on updating burnes' challenger which is open source and I'm having an issue in that the tank pull to the right rather than going in a straight line. Here's the config cpp im not sure if ive done something wrong or what. class CfgPatches { class Burnes_FV4034 { requiredAddons[] = {"A3_Armor_F_Beta","Burnes_crew_CTRG"}; units[] = {"Burnes_FV4034_01","Burnes_FV4034_02","Burnes_FV4034_03","Burnes_FV4034_04","Burnes_FV4034_05","Burnes_FV4034_06","Burnes_FV4034_07","Burnes_FV4034_08","Burnes_FV4034_09","Burnes_FV4034_10"}; weapons[] = {}; }; }; class CfgMovesBasic { class DefaultDie; class Default; class ManActions: Default { T72_Commander = "T72_Commander"; Abrams_GunnerOut = "Abrams_GunnerOut"; T72_Driver = "T72_Driver"; T72_DriverOUT = "T72_DriverOUT"; T72_Gunner = "T72_Gunner"; T72_GunnerOut = "T72_GunnerOut"; Challenger_Com_Out_Start = "Challenger_Com_Out_Start"; Challenger_Com_out = "Challenger_Com_out"; Challenger_Com_out_low = "Challenger_Com_out_low"; up = "Challenger_Com_out"; down = "commander_mbt3_out_settlein"; binocOn = "Chally_Binoculars"; binocOff = "Challenger_Com_out"; headBobMode = 5; headBobStrength = -1; Binoculars = "Chally_Binoculars"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; class States { class Crew; class AmovPercMstpSrasWrflDnon; class KIA_T72_Commander: DefaultDie { actions = "DeadActions"; file = "\Burnes_Challenger\t72\anim\KIA_T72_Commander.rtm"; connectTo[] = {"DeadState",0.1}; speed = 0.5; looped = 0; terminal = 1; soundEnabled = 0; }; class T72_Commander: Crew { file = "\Burnes_Challenger\t72\anim\T72_Commander.rtm"; interpolateTo[] = {"KIA_T72_Commander",1}; }; class Chally_Binoculars: T72_Commander { variantsPlayer[] = {}; variantsAI[] = {}; actions = "BinocStandActions"; file = "\Burnes_Challenger\t72\anim\T72_Commander.rtm"; interpolateTo[] = {"KIA_crew_tank01",1,"commander_mbt3_in",1,"Challenger_Com_out",1}; disableWeaponsLong = 0; showItemInHand = 1; aiming = "aimingCivil"; aimingBody = "aimingUpCivil"; aimprecision = 0.2; enableOptics = 4096; interpolationSpeed = 4; leftHandIKBeg = 0; leftHandIKCurve[] = {}; leftHandIKEnd = 0; rightHandIKBeg = 0; rightHandIKCurve[] = {}; rightHandIKEnd = 0; }; class Challenger_Com_out_Start: Crew { file = "\A3\cargoposes_F\Anim\commander_mbt3_out_settlein.rtm"; speed = -1; looped = "false"; connectTo[] = {"vehicle_turnout_1_aim_idling",10}; interpolateTo[] = {"KIA_crew_tank01",1,"vehicle_turnout_1_aim_idling",10}; variantsAI[] = {"Challenger_Com_out",1}; variantsPlayer[] = {"vehicle_turnout_1_aim_idling",10}; variantAfter[] = {1.5,1.5,1.5}; useIdles = 0; leftHandIKCurve[] = {0}; rightHandIKCurve[] = {0}; }; class Abrams_GunnerOut: Crew { file = "\Burnes_Challenger\t72\anim\Abrams_GunnerOut.rtm"; interpolateTo[] = {"KIA_T72_Commander",1}; }; class Challenger_Com_out: AmovPercMstpSrasWrflDnon { file = "\Burnes_Challenger\data\ANIMS\commanderOuttester.rtm"; interpolateTo[] = {"KIA_crew_tank01",1,"commander_mbt3_in",1,"commander_mbt3_out_settlein",1}; enableBinocular = 1; enableOptics = 1; }; class Challenger_Com_out_low: Challenger_Com_out { file = "\Burnes_Challenger\data\ANIMS\commanderOuttester.rtm"; interpolateTo[] = {"KIA_crew_tank01",1,"commander_mbt3_in",1,"Challenger_Com_out",1}; enableBinocular = 1; enableOptics = 1; up = "Challenger_Com_out"; down = "commander_mbt3_out_settlein"; }; class KIA_T72_Driver: DefaultDie { actions = "DeadActions"; file = "\Burnes_Challenger\t72\anim\KIA_T72_Driver.rtm"; connectTo[] = {"DeadState",0.1}; speed = 0.5; looped = 0; terminal = 1; soundEnabled = 0; }; class T72_Driver: Crew { file = "\Burnes_Challenger\t72\anim\driver_quadbike_pose.rtm"; interpolateTo[] = {"KIA_T72_Driver",1}; }; class T72_DriverOut: T72_Driver { file = "\Burnes_Challenger\t72\anim\Abrams_DriverOut.rtm"; }; class KIA_T72_Gunner: DefaultDie { actions = "DeadActions"; file = "\Burnes_Challenger\t72\anim\KIA_T72_Gunner.rtm"; connectTo[] = {"DeadState",0.1}; speed = 0.5; looped = 0; terminal = 1; soundEnabled = 0; }; class T72_Gunner: Crew { file = "\Burnes_Challenger\t72\anim\T72_Gunner.rtm"; interpolateTo[] = {"KIA_T72_Gunner",1}; }; class KIA_T72_GunnerOut: DefaultDie { actions = "DeadActions"; file = "\Burnes_Challenger\t72\anim\KIA_T72_GunnerOut.rtm"; connectTo[] = {"DeadState",0.1}; speed = 0.5; looped = 0; terminal = 1; soundEnabled = 0; }; class T72_GunnerOut: Crew { file = "\Burnes_Challenger\t72\anim\T72_GunnerOut.rtm"; interpolateTo[] = {"KIA_T72_GunnerOut",1}; }; }; }; class CfgAmmo { class Sh_120mm_HE; class CHAL_MPAT_RND: Sh_120mm_HE { hit = 850; indirectHit = 145; indirectHitRange = 8; typicalSpeed = 1800; explosive = 0.8; cost = 200; airFriction = -5e-005; caliber = 12; timeToLive = 15; whistleDist = 14; tracerScale = 2; tracerStartTime = 0.1; tracerEndTime = 2.3; model = "\A3\Weapons_f\Data\bullettracer\shell_tracer_red"; canlock = 2; }; class Sh_125mm_APFSDS; class Smoke_120mm_AMOS_White; class CHAL_SABOT_RND: Sh_125mm_APFSDS { hit = 850; indirectHit = 11; indirectHitRange = 1; typicalSpeed = 1800; cost = 200; deflecting = 15; airFriction = -4e-005; caliber = 21.67; timeToLive = 15; whistleOnFire = 1; whistleDist = 14; tracerScale = 2; tracerStartTime = 0.1; tracerEndTime = 2.3; model = "\A3\Weapons_f\Data\bullettracer\shell_tracer_red"; canlock = 2; }; class CHAL_WP_RND: Smoke_120mm_AMOS_White { hit = 100; indirectHit = 11; indirectHitRange = 10; caliber = 23.67; typicalSpeed = 1200; deflecting = 0; canlock = 2; }; }; class CfgMagazines { class Default; class VehicleMagazine; class CHAL_TANK_MAG: VehicleMagazine { scope = 2; displayName = "HESH"; displayNameShort = "HESH"; ammo = "CHAL_MPAT_RND"; count = 1; initSpeed = 1800; maxLeadSpeed = 100; nameSound = "heat"; tracersEvery = 1; }; class CHAL_WP_MAG: CHAL_TANK_MAG { displayName = "WP"; displayNameShort = "WP"; ammo = "CHAL_WP_RND"; count = 1; initSpeed = 1800; }; class CHAL_SABOT_MAG: CHAL_TANK_MAG { displayName = "FIN"; displayNameShort = "FIN"; ammo = "CHAL_SABOT_RND"; count = 1; initSpeed = 1800; nameSound = "sabot"; }; class CHAL_1500RND_762_M240: VehicleMagazine { scope = 2; displayName = "GPMG"; count = 1500; ammo = "B_762x51_Tracer_Red"; initSpeed = 1200; maxLeadSpeed = 200; tracersEvery = 4; nameSound = "mgun"; }; class CHAL_2000RND_762_M240: CHAL_1500RND_762_M240 { count = 2000; }; class CHAL_200RND_762_M240: CHAL_1500RND_762_M240 { count = 200; }; class CHAL_800RND_762_M240: CHAL_1500RND_762_M240 { count = 800; }; }; class cfgWeapons { class HMG_127_MBT; class MEU_M2_TITAN: HMG_127_MBT { scope = 1; displayName = "M2 CROWS"; class GunParticles { class effect1 { positionName = "usti hlavne3"; directionName = "konec hlavne3"; effectName = "MachineGunCloud"; }; class effect2 { positionName = "machinegun_eject_pos"; directionName = "machinegun_eject_dir"; effectName = "MachineGunCartridge2"; }; }; cursor = "EmptyCursor"; cursoraim = "EmptyCursor"; }; class cannon_125mm; class CHAL_125_MAINGUN: cannon_125mm { scope = 1; displayName = "L30A1"; magazines[] = {"CHAL_SABOT_MAG","CHAL_TANK_MAG","CHAL_WP_MAG"}; reloadTime = 4; magazineReloadTime = 4; autoReload = 1; ballisticsComputer = 1; weaponLockSystem = 4; }; class Laserdesignator_mounted; class Burnes_M1A2_FCS: Laserdesignator_mounted { cursor = "EmptyCursor"; cursoraim = "EmptyCursor"; cursoraimon = "EmptyCursor"; displayname = "Multi-Function Laser"; magazines[] = {"Laserbatteries"}; }; class LMG_M200; class CHAL_COAX_M240: LMG_M200 { scope = 1; displayName = " L94A1 EX-34 Chain Gun"; aiDispersionCoefY = 7; aiDispersionCoefX = 7; magazines[] = {"CHAL_1500RND_762_M240","CHAL_2000RND_762_M240"}; magazineReloadTime = 5; }; class CHAL_LOADERGUN: CHAL_COAX_M240 { scope = 1; displayName = "ENFORCER RWS M2"; aiDispersionCoefY = 7; aiDispersionCoefX = 7; magazines[] = {"CHAL_200RND_762_M240"}; magazineReloadTime = 5; }; }; class CfgFactionClasses { class BAF { displayName = "British Forces"; priority = 8; side = 1; icon = ""; }; }; class CfgVehicleClasses { class Burnes_Vehicles { displayName = "British Army"; }; }; class DefaultEventhandlers; class CfgVehicles { class LandVehicle; class Tank: LandVehicle { class NewTurret; class Sounds; class HitPoints; }; class Tank_F: Tank { class Turrets { class MainTurret: NewTurret { class Turrets { class CommanderOptics; }; }; }; class AnimationSources; class ViewPilot; class ViewOptics; class ViewCargo; class HeadLimits; class HitPoints: HitPoints { class HitHull; class HitEngine; class HitLTrack; class HitRTrack; }; class Sounds: Sounds { class Engine; class Movement; }; }; class Burnes_FV4034_base: Tank_F { vehicleClass = "Armored"; author = "Cpl Burnes(15th MEU(SOC))"; displayName = "FV4034 Challenger 2 TES"; hasCommander = "true"; accuracy = 0.3; maxSpeed = 58; attenuationEffectType = "TankAttenuation"; insideSoundCoef = 0.9; forceHideDriver = 0; driverForceOptics = 0; driverAction = "T72_DriverOUT"; driverInAction = "Heli_Attack_01_pilot"; getinAction = "getInLow"; getoutaction = "getOutLow"; LODTurnedOut = 1; LODTurnedIn = 1; viewdriverinexternal = 0; model = "\Burnes_challenger\Burnes_FV4034_T"; picture = "\A3\armor_f_gamma\MBT_02\Data\UI\MBT_02_Base_ca.paa"; icon = "\Burnes_challenger\M1A2\data\icomap_m1a2tusk_ca.paa"; mapSize = 9.5; soundGetIn[] = {"A3\Sounds_F_EPB\Tracked\noises\get_in_out",0.56234133,1}; soundGetOut[] = {"A3\Sounds_F_EPB\Tracked\noises\get_in_out",0.56234133,1,20}; soundDammage[] = {"",0.56234133,1}; soundEngineOnInt[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\epb_1_int_start",0.63095737,1}; soundEngineOnExt[] = {"\Burnes_Challenger\sounds\EngineOn.wss",1.7943282,1,200}; soundEngineOffInt[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\epb_1_int_stop",0.63095737,1}; soundEngineOffExt[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\epb_1_ext_stop",1.7943282,1,200}; buildCrash0[] = {"A3\sounds_f\Vehicles\crashes\crash_08",1,1,200}; buildCrash1[] = {"A3\sounds_f\Vehicles\crashes\crash_09",1,1,200}; buildCrash2[] = {"A3\sounds_f\Vehicles\crashes\crash_10",1,1,200}; buildCrash3[] = {"A3\sounds_f\Vehicles\crashes\crash_11",1,1,200}; soundBuildingCrash[] = {"buildCrash0",0.25,"buildCrash1",0.25,"buildCrash2",0.25,"buildCrash3",0.25}; WoodCrash0[] = {"A3\sounds_f\Vehicles\crashes\crash_08",1,1,200}; WoodCrash1[] = {"A3\sounds_f\Vehicles\crashes\crash_09",1,1,200}; WoodCrash2[] = {"A3\sounds_f\Vehicles\crashes\crash_10",1,1,200}; WoodCrash3[] = {"A3\sounds_f\Vehicles\crashes\crash_11",1,1,200}; WoodCrash4[] = {"A3\sounds_f\Vehicles\crashes\crash_01",1,1,200}; WoodCrash5[] = {"A3\sounds_f\Vehicles\crashes\crash_08",1,1,200}; soundWoodCrash[] = {"woodCrash0",0.166,"woodCrash1",0.166,"woodCrash2",0.166,"woodCrash3",0.166,"woodCrash4",0.166,"woodCrash5",0.166}; ArmorCrash0[] = {"A3\sounds_f\Vehicles\crashes\crash_08",1,1,200}; ArmorCrash1[] = {"A3\sounds_f\Vehicles\crashes\crash_09",1,1,200}; ArmorCrash2[] = {"A3\sounds_f\Vehicles\crashes\crash_10",1,1,200}; ArmorCrash3[] = {"A3\sounds_f\Vehicles\crashes\crash_11",1,1,200}; soundArmorCrash[] = {"ArmorCrash0",0.25,"ArmorCrash1",0.25,"ArmorCrash2",0.25,"ArmorCrash3",0.25}; class Sounds { class Idle_ext { sound[] = {"\Burnes_Challenger\sounds\ChallyEngine.wss",1,1,200}; frequency = "1"; volume = "engineOn*camPos*(((rpm/ 2300) factor[(100/ 2300),(200/ 2300)]) * ((rpm/ 2300) factor[(760/ 2300),(600/ 2300)]))"; }; class Engine { sound[] = {"\Burnes_Challenger\sounds\ChallyExt1.wss",2.8912508,1,240}; frequency = "1"; volume = "engineOn*camPos*(((rpm/ 2300) factor[(420/ 2300),(750/ 2300)]) * ((rpm/ 2300) factor[(920/ 2300),(800/ 2300)]))"; }; class Engine1_ext { sound[] = {"\Burnes_Challenger\sounds\Throttle.wss",2.1220186,1,280}; frequency = "0.8 + ((rpm/ 2300) factor[(800/ 2300),(1150/ 2300)])*0.1"; volume = "engineOn*camPos*(((rpm/ 2300) factor[(800/ 2300),(2300/ 2300)]) * ((rpm/ 2300) factor[(1150/ 2300),(960/ 2300)]))"; }; class Engine2_ext { sound[] = {"\Burnes_Challenger\sounds\Mid.wss",3.2589254,1,320}; frequency = "0.8 + ((rpm/ 2300) factor[(960/ 2300),(1500/ 2300)])*0.2"; volume = "engineOn*camPos*(((rpm/ 2300) factor[(1550/ 2300),(2300/ 2300)]) * ((rpm/ 2300) factor[(1500/ 2300),(1250/ 2300)]))"; }; class Engine3_ext { sound[] = {"\Burnes_Challenger\sounds\ChallyExt1.wss",3.4125376,1,360}; frequency = "0.8 + ((rpm/ 2300) factor[(1200/ 2300),(1700/ 2300)])*0.15"; volume = "engineOn*camPos*(((rpm/ 2300) factor[(1250/ 2300),(1450/ 2300)]) * ((rpm/ 2300) factor[(1700/ 2300),(1560/ 2300)]))"; }; class Engine4_ext { sound[] = {"\Burnes_Challenger\sounds\ChallyExt3.wss",3.5848932,1,400}; frequency = "0.8 + ((rpm/ 2300) factor[(1520/ 2300),(2000/ 2300)])*0.15"; volume = "engineOn*camPos*(((rpm/ 2300) factor[(1570/ 2300),(1670/ 2300)]) * ((rpm/ 2300) factor[(2000/ 2300),(1800/ 2300)]))"; }; class Engine5_ext { sound[] = {"\Burnes_Challenger\sounds\ChallyExt3.wss",3.7782793,1,440}; frequency = "0.8 + ((rpm/ 2300) factor[(1800/ 2300),(2300/ 2300)])*0.2"; volume = "engineOn*camPos*((rpm/ 2300) factor[(1850/ 2300),(1950/ 2300)])"; }; class IdleThrust { sound[] = {"\Burnes_Challenger\sounds\ChallyEngine.wss",1.6220185,1,200}; frequency = "1"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(100/ 2300),(200/ 2300)]) * ((rpm/ 2300) factor[(760/ 2300),(600/ 2300)]))"; }; class EngineThrust { sound[] = {"\Burnes_Challenger\sounds\ChallyExt1.wss",2.0125377,1,200}; frequency = "1"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(620/ 2300),(750/ 2300)]) * ((rpm/ 2300) factor[(920/ 2300),(800/ 2300)]))"; }; class Engine1_Thrust_ext { sound[] = {"\Burnes_Challenger\sounds\ChallyExt1.wss",2.0782795,1,230}; frequency = "0.8 + ((rpm/ 2300) factor[(800/ 2300),(1150/ 2300)])*0.1"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(800/ 2300),(900/ 2300)]) * ((rpm/ 2300) factor[(1150/ 2300),(960/ 2300)]))"; }; class Engine2_Thrust_ext { sound[] = {"\Burnes_Challenger\sounds\Mid.wss",2.0952623,1,290}; frequency = "0.8 + ((rpm/ 2300) factor[(960/ 2300),(1500/ 2300)])*0.2"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(950/ 2300),(1100/ 2300)]) * ((rpm/ 2300) factor[(1500/ 2300),(1250/ 2300)]))"; }; class Engine3_Thrust_ext { sound[] = {"\Burnes_Challenger\sounds\ChallyExt1.wss",2.0782795,1,350}; frequency = "0.8 + ((rpm/ 2300) factor[(1200/ 2300),(1700/ 2300)])*0.15"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(1250/ 2300),(1450/ 2300)]) * ((rpm/ 2300) factor[(1700/ 2300),(1560/ 2300)]))"; }; class Engine4_Thrust_ext { sound[] = {"\Burnes_Challenger\sounds\ChallyExt1.wss",2.038721,1,400}; frequency = "0.8 + ((rpm/ 2300) factor[(1520/ 2300),(2000/ 2300)])*0.15"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(1570/ 2300),(1670/ 2300)]) * ((rpm/ 2300) factor[(2000/ 2300),(1800/ 2300)]))"; }; class Engine5_Thrust_ext { sound[] = {"\Burnes_Challenger\sounds\ChallyExt1.wss",2.0118864,1,450}; frequency = "0.8 + ((rpm/ 2300) factor[(1800/ 2300),(2300/ 2300)])*0.2"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*((rpm/ 2300) factor[(1850/ 2300),(1950/ 2300)])"; }; class Idle_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\engine_epb_1_int_1",0.5011872,1}; frequency = "0.8 + ((rpm/ 2300) factor[(400/ 2300),(750/ 2300)])*0.15"; volume = "engineOn*(1-camPos)*(((rpm/ 2300) factor[(100/ 2300),(200/ 2300)]) * ((rpm/ 2300) factor[(760/ 2300),(600/ 2300)]))"; }; class Engine_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\engine_epb_1_int_2",0.35481337,1}; frequency = "0.8 + ((rpm/ 2300) factor[(620/ 2300),(910/ 2300)])*0.2"; volume = "engineOn*(1-camPos)*(((rpm/ 2300) factor[(620/ 2300),(750/ 2300)]) * ((rpm/ 2300) factor[(920/ 2300),(800/ 2300)]))"; }; class Engine1_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\engine_epb_1_int_3",0.39810717,1}; frequency = "0.8 + ((rpm/ 2300) factor[(800/ 2300),(1150/ 2300)])*0.2"; volume = "engineOn*(1-camPos)*(((rpm/ 2300) factor[(800/ 2300),(900/ 2300)]) * ((rpm/ 2300) factor[(1150/ 2300),(960/ 2300)]))"; }; class Engine2_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\engine_epb_1_int_4",0.4466836,1}; frequency = "0.8 + ((rpm/ 2300) factor[(960/ 2300),(1500/ 2300)])*0.2"; volume = "engineOn*(1-camPos)*(((rpm/ 2300) factor[(950/ 2300),(1100/ 2300)]) * ((rpm/ 2300) factor[(1500/ 2300),(1250/ 2300)]))"; }; class Engine3_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\engine_epb_1_int_5",0.5011872,1}; frequency = "0.8 + ((rpm/ 2300) factor[(1200/ 2300),(1700/ 2300)])*0.1"; volume = "engineOn*(1-camPos)*(((rpm/ 2300) factor[(1250/ 2300),(1450/ 2300)]) * ((rpm/ 2300) factor[(1700/ 2300),(1560/ 2300)]))"; }; class Engine4_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\engine_epb_1_int_6",0.56234133,1}; frequency = "0.8 + ((rpm/ 2300) factor[(1520/ 2300),(2000/ 2300)])*0.1"; volume = "engineOn*(1-camPos)*(((rpm/ 2300) factor[(1570/ 2300),(1670/ 2300)]) * ((rpm/ 2300) factor[(2000/ 2300),(1800/ 2300)]))"; }; class Engine5_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\engine_epb_1_int_7",0.63095737,1}; frequency = "0.8 + ((rpm/ 2300) factor[(1800/ 2300),(2300/ 2300)])*0.1"; volume = "engineOn*(1-camPos)*((rpm/ 2300) factor[(1850/ 2300),(1950/ 2300)])"; }; class IdleThrust_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\exhaust_epb_1_int_1",0.63095737,1}; frequency = "0.8 + ((rpm/ 2300) factor[(400/ 2300),(750/ 2300)])*0.15"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(100/ 2300),(200/ 2300)]) * ((rpm/ 2300) factor[(760/ 2300),(600/ 2300)]))"; }; class EngineThrust_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\exhaust_epb_1_int_2",0.39810717,1}; frequency = "0.8 + ((rpm/ 2300) factor[(620/ 2300),(910/ 2300)])*0.2"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(620/ 2300),(750/ 2300)]) * ((rpm/ 2300) factor[(920/ 2300),(800/ 2300)]))"; }; class Engine1_Thrust_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\exhaust_epb_1_int_3",0.4466836,1}; frequency = "0.8 + ((rpm/ 2300) factor[(800/ 2300),(1150/ 2300)])*0.2"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(800/ 2300),(900/ 2300)]) * ((rpm/ 2300) factor[(1150/ 2300),(960/ 2300)]))"; }; class Engine2_Thrust_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\exhaust_epb_1_int_4",0.4466836,1}; frequency = "0.8 + ((rpm/ 2300) factor[(960/ 2300),(1500/ 2300)])*0.2"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(950/ 2300),(1100/ 2300)]) * ((rpm/ 2300) factor[(1500/ 2300),(1250/ 2300)]))"; }; class Engine3_Thrust_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\exhaust_epb_1_int_5",0.5011872,1}; frequency = "0.8 + ((rpm/ 2300) factor[(1200/ 2300),(1700/ 2300)])*0.1"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(1250/ 2300),(1450/ 2300)]) * ((rpm/ 2300) factor[(1700/ 2300),(1560/ 2300)]))"; }; class Engine4_Thrust_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\exhaust_epb_1_int_6",0.56234133,1}; frequency = "0.8 + ((rpm/ 2300) factor[(1520/ 2300),(2000/ 2300)])*0.1"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 2300) factor[(1570/ 2300),(1670/ 2300)]) * ((rpm/ 2300) factor[(2000/ 2300),(1800/ 2300)]))"; }; class Engine5_Thrust_int { sound[] = {"A3\Sounds_F_EPB\Tracked\engines\engine1\exhaust_epb_1_int_7",0.63095737,1}; frequency = "0.8 + ((rpm/ 2300) factor[(1800/ 2300),(2300/ 2300)])*0.1"; volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*((rpm/ 2300) factor[(1850/ 2300),(1950/ 2300)])"; }; class NoiseInt { sound[] = {"A3\Sounds_F_EPB\Tracked\noises\noise_tank_int_1",0.5011872,1}; frequency = "1"; volume = "(1-camPos)*(angVelocity max 0.04)*(speed factor[4, 15])"; }; class NoiseExt { sound[] = {"A3\Sounds_F_EPB\Tracked\noises\noise_tank_ext_1",0.8912509,1,50}; frequency = "1"; volume = "camPos*(angVelocity max 0.04)*(speed factor[4, 15])"; }; class ThreadsOutH0 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-hard-01",0.29810718,1,140}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*(((((-speed*3.6) max speed*3.6)/ 60) factor[(((-0) max 0)/ 60),(((-5) max 5)/ 60)]) * ((((-speed*3.6) max speed*3.6)/ 60) factor[(((-15) max 15)/ 60),(((-10) max 10)/ 60)]))"; }; class ThreadsOutH1 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-hard-02",0.29810718,1,160}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*(((((-speed*3.6) max speed*3.6)/ 60) factor[(((-10) max 10)/ 60),(((-15) max 15)/ 60)]) * ((((-speed*3.6) max speed*3.6)/ 60) factor[(((-30) max 30)/ 60),(((-25) max 25)/ 60)]))"; }; class ThreadsOutH2 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-hard-03",0.29810718,1,180}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*(((((-speed*3.6) max speed*3.6)/ 60) factor[(((-25) max 25)/ 60),(((-30) max 30)/ 60)]) * ((((-speed*3.6) max speed*3.6)/ 60) factor[(((-45) max 45)/ 60),(((-40) max 40)/ 60)]))"; }; class ThreadsOutH3 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-hard-04",0.29810718,1,200}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*(((((-speed*3.6) max speed*3.6)/ 60) factor[(((-40) max 40)/ 60),(((-45) max 45)/ 60)]) * ((((-speed*3.6) max speed*3.6)/ 60) factor[(((-55) max 55)/ 60),(((-50) max 50)/ 60)]))"; }; class ThreadsOutH4 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-hard-05",0.29810718,1,220}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((((-speed*3.6) max speed*3.6)/ 60) factor[(((-49) max 49)/ 60),(((-53) max 53)/ 60)])"; }; class ThreadsOutS0 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-soft-01",0.19810717,1,120}; frequency = "1"; volume = "engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/ 60) factor[(((-0) max 0)/ 60),(((-5) max 5)/ 60)]) * ((((-speed*3.6) max speed*3.6)/ 60) factor[(((-15) max 15)/ 60),(((-10) max 10)/ 60)]))"; }; class ThreadsOutS1 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-soft-02",0.19810717,1,140}; frequency = "1"; volume = "engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/ 60) factor[(((-10) max 10)/ 60),(((-15) max 15)/ 60)]) * ((((-speed*3.6) max speed*3.6)/ 60) factor[(((-30) max 30)/ 60),(((-25) max 25)/ 60)]))"; }; class ThreadsOutS2 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-soft-03",0.19810717,1,160}; frequency = "1"; volume = "engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/ 60) factor[(((-25) max 25)/ 60),(((-30) max 30)/ 60)]) * ((((-speed*3.6) max speed*3.6)/ 60) factor[(((-45) max 45)/ 60),(((-40) max 40)/ 60)]))"; }; class ThreadsOutS3 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-soft-04",0.19810717,1,180}; frequency = "1"; volume = "engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/ 60) factor[(((-40) max 40)/ 60),(((-45) max 45)/ 60)]) * ((((-speed*3.6) max speed*3.6)/ 60) factor[(((-55) max 55)/ 60),(((-50) max 50)/ 60)]))"; }; class ThreadsOutS4 { sound[] = {"Burnes_Challenger\M1A2\sounds\vehicles\tracked\M1A1\ext\ext-m1treads-soft-05",0.19810717,1,200}; frequency = "1"; volume = "engineOn*(camPos)*(grass)*((((-speed*3.6) max speed*3.6)/ 60) factor[(((-49) max 49)/ 60),(((-53) max 53)/ 60)])"; }; class ThreadsInH0 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_1",0.25118864,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*(((((-speed*3.6) max speed*3.6)/ 55) factor[(((-0) max 0)/ 55),(((-5) max 5)/ 55)]) * ((((-speed*3.6) max speed*3.6)/ 55) factor[(((-12) max 12)/ 55),(((-8) max 8)/ 55)]))"; }; class ThreadsInH1 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_2",0.2818383,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*(((((-speed*3.6) max speed*3.6)/ 55) factor[(((-10) max 10)/ 55),(((-12) max 12)/ 55)]) * ((((-speed*3.6) max speed*3.6)/ 55) factor[(((-23) max 23)/ 55),(((-16) max 16)/ 55)]))"; }; class ThreadsInH2 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_3",0.31622776,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*(((((-speed*3.6) max speed*3.6)/ 55) factor[(((-20) max 20)/ 55),(((-22) max 22)/ 55)]) * ((((-speed*3.6) max speed*3.6)/ 55) factor[(((-35) max 35)/ 55),(((-28) max 28)/ 55)]))"; }; class ThreadsInH3 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_4",0.35481337,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*(((((-speed*3.6) max speed*3.6)/ 55) factor[(((-30) max 30)/ 55),(((-34) max 34)/ 55)]) * ((((-speed*3.6) max speed*3.6)/ 55) factor[(((-42) max 42)/ 55),(((-36) max 36)/ 55)]))"; }; class ThreadsInH4 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_5",0.39810717,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((((-speed*3.6) max speed*3.6)/ 55) factor[(((-39) max 39)/ 55),(((-42) max 42)/ 55)])"; }; class ThreadsInS0 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_1",0.31622776,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*(((((-speed*3.6) max speed*3.6)/ 55) factor[(((-0) max 0)/ 55),(((-5) max 5)/ 55)]) * ((((-speed*3.6) max speed*3.6)/ 55) factor[(((-12) max 12)/ 55),(((-8) max 8)/ 55)]))"; }; class ThreadsInS1 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_2",0.31622776,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*(((((-speed*3.6) max speed*3.6)/ 55) factor[(((-10) max 10)/ 55),(((-12) max 12)/ 55)]) * ((((-speed*3.6) max speed*3.6)/ 55) factor[(((-23) max 23)/ 55),(((-16) max 16)/ 55)]))"; }; class ThreadsInS2 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_3",0.35481337,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*(((((-speed*3.6) max speed*3.6)/ 55) factor[(((-20) max 20)/ 55),(((-22) max 22)/ 55)]) * ((((-speed*3.6) max speed*3.6)/ 55) factor[(((-35) max 35)/ 55),(((-28) max 28)/ 55)]))"; }; class ThreadsInS3 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_4",0.35481337,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*(((((-speed*3.6) max speed*3.6)/ 55) factor[(((-30) max 30)/ 55),(((-34) max 34)/ 55)]) * ((((-speed*3.6) max speed*3.6)/ 55) factor[(((-42) max 42)/ 55),(((-36) max 36)/ 55)]))"; }; class ThreadsInS4 { sound[] = {"A3\Sounds_F_EPB\Tracked\treads\treads_EPB_v2_int_5",0.39810717,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((((-speed*3.6) max speed*3.6)/ 55) factor[(((-39) max 39)/ 55),(((-42) max 42)/ 55)])"; }; }; simulation = "tankX"; latency = 0.1; enginePower = 895; maxOmega = 241; peakTorque = 2306; torqueCurve[] = {{ "(610/2300)",0 },{ "(1000/2300)","(1600/2610)" },{ "(1400/2300)",1 },{ "(2300/2300)","(2000/2610)" },{ "(4700/2300)","(0/2610)" }}; thrustDelay = 0.1; antiRollbarForceCoef = 71294; clutchStrength = 40; fuelCapacity = 1885; brakeIdleSpeed = 1; tankTurnForce = 750000; memoryPointTrackFLL = "wheel_1_2_bound"; memoryPointTrackFLR = "wheel_1_3_bound"; memoryPointTrackFRR = "wheel_1_4_bound"; memoryPointTrackFRL = "wheel_1_5_bound"; memoryPointTrackBLL = "wheel_2_2_bound"; memoryPointTrackBLR = "wheel_2_3_bound"; memoryPointTrackBRR = "wheel_2_4_bound"; memoryPointTrackBRL = "wheel_2_5_bound"; MemoryPointTrack1L = ""; MemoryPointTrack2L = ""; idleRpm = 200; redRpm = 2300; engineLosses = 25; transmissionLosses = 15; class complexGearbox { GearboxRatios[] = {"R1",-2.235,"N",0,"CD0","2*(0.75^(-10))","CD1","2*(0.75^(-9))","CD2","2*(0.75^(-8))","CD3","2*(0.75^(-7))","CD4","2*(0.75^(-6))","CD5","2*(0.75^(-5))","CD6","2*(0.75^(-4))","CD7","2*(0.75^(-3))","CD8","2*(0.75^(-2))","CD9","2*(0.75^(-1))","D1","2*(0.75^0)","D2","2*(0.75^0.9)","D3","2*(0.75^1.9)","D4","2*(0.75^2.8)"}; TransmissionRatios[] = {"High",6}; gearBoxMode = "full-auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; transmissionDelay = 0; }; class Wheels { class L2 { boneName = "wheel_podkoloL1"; center = "wheel_1_2_axis"; boundary = "wheel_1_2_bound"; damping = 40; steering = 0.; side = "left"; weight = 150; mass = 150; MOI = 38.5; latStiffX = 25; latStiffY = 280; longitudinalStiffnessPerUnitGravity = 100000; maxBrakeTorque = 13000; sprungMass = 2625; springStrength = 584000; springDamperRate = 60000; dampingRate = 0.1; dampingRateInAir = 7220; dampingRateDamaged = 10; dampingRateDestroyed = 10000; maxDroop = 0.15; maxCompression = 0.15; frictionVsSlipGraph[] = {{ 0,5 },{ 0.5,5 },{ 1,5 }}; }; class L3: L2 { boneName = "wheel_podkolol2"; center = "wheel_1_3_axis"; boundary = "wheel_1_3_bound"; }; class L4: L2 { boneName = "wheel_podkolol3"; center = "wheel_1_4_axis"; boundary = "wheel_1_4_bound"; }; class L5: L2 { boneName = "wheel_podkolol4"; center = "wheel_1_5_axis"; boundary = "wheel_1_5_bound"; }; class L6: L2 { boneName = "wheel_podkolol5"; center = "wheel_1_6_axis"; boundary = "wheel_1_6_bound"; }; class L7: L2 { boneName = "wheel_podkolol6"; center = "wheel_1_7_axis"; boundary = "wheel_1_7_bound"; }; class L9: L2 { boneName = "wheel_podkolol9"; center = "wheel_1_9_axis"; boundary = "wheel_1_9_bound"; sprungMass = 1500; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; class L1: L2 { boneName = ""; center = "wheel_1_1_axis"; boundary = "wheel_1_1_bound"; sprungMass = 1500; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; class R2: L2 { boneName = "wheel_podkolop1"; center = "wheel_2_2_axis"; boundary = "wheel_2_2_bound"; damping = 40; steering = 0; side = "right"; weight = 150; mass = 150; MOI = 38.5; latStiffX = 25; latStiffY = 280; longitudinalStiffnessPerUnitGravity = 100000; maxBrakeTorque = 13000; sprungMass = 2625; springStrength = 584000; springDamperRate = 60000; dampingRate = 0.1; dampingRateInAir = 7220; dampingRateDamaged = 10; dampingRateDestroyed = 10000; maxDroop = 0.15; maxCompression = 0.15; frictionVsSlipGraph[] = {{ 0,5 },{ 0.5,5 },{ 1,5 }}; }; class R3: R2 { boneName = "wheel_podkolop2"; center = "wheel_2_3_axis"; boundary = "wheel_2_3_bound"; }; class R4: R2 { boneName = "wheel_podkolop3"; center = "wheel_2_4_axis"; boundary = "wheel_2_4_bound"; }; class R5: R2 { boneName = "wheel_podkolop4"; center = "wheel_2_5_axis"; boundary = "wheel_2_5_bound"; }; class R6: R2 { boneName = "wheel_podkolop5"; center = "wheel_2_6_axis"; boundary = "wheel_2_6_bound"; }; class R7: R2 { boneName = "wheel_podkolop6"; center = "wheel_2_7_axis"; boundary = "wheel_2_7_bound"; }; class R9: R2 { boneName = "wheel_podkolop9"; center = "wheel_2_9_axis"; boundary = "wheel_2_9_bound"; sprungMass = 1500; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; class R1: R2 { boneName = ""; center = "wheel_2_1_axis"; boundary = "wheel_2_1_bound"; sprungMass = 1500; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; }; cost = 1000000; damageResistance = 1e-005; crewVulnerable = "false"; armor = 1900; armorStructural = 8; class AGM_SelfActions { class AGM_ResetFCS { displayName = "$STR_AGM_FireControlSystem_ResetFCS"; condition = "(count (vehicle _player getVariable ['AGM_FCSMagazines', []]) > 1) and (_player == gunner (vehicle _player))"; statement = "[vehicle _player] call AGM_FCS_fnc_reset;"; showDisabled = 0; priority = -1; }; }; class HitPoints: HitPoints { class HitHull: HitHull { armor = 1; material = -1; name = "telo"; visual = "zbytek"; passThrough = 0.8; minimalHit = 0.12; explosionShielding = 1e-006; radius = 0.15; }; class HitEngine: HitEngine { armor = 0.3; material = -1; name = "motor"; passThrough = 0.1; minimalHit = 0.1; explosionShielding = 1e-006; radius = 0.15; }; class HitLTrack: HitLTrack { armor = 0.1; material = -1; name = "pas_L"; passThrough = 0; minimalHit = 0.02; explosionShielding = 1e-006; radius = 0.15; }; class HitRTrack: HitRTrack { armor = 0.1; material = -1; name = "pas_P"; passThrough = 0; minimalHit = 0.02; explosionShielding = 1e-006; radius = 0.15; }; }; class Turrets: Turrets { class MainTurret: MainTurret { primaryGunner = "true"; gunnerInAction = "gunner_MRAP_01"; gunnerAction = "gunner_MRAP_01"; forceHideGunner = 1; proxyIndex = 1; LODTurnedOut = 1200; body = "mainturret"; gun = "maingun"; animationSourceBody = "mainturret"; animationSourceGun = "maingun"; class Turrets: Turrets { class CommanderOptics: CommanderOptics { gunnerCompartments = "Compartment3"; LODTurnedOut = 1; LODTurnedIn = "View_Commander"; commanding = 3; gunnerAction = "commander_mbt3_out"; gunnerInAction = "passenger_mrap_03exgunner"; gunnerGetInAction = "Heli_Attack_01_Pilot_Enter"; gunnerGetOutAction = "Heli_Attack_01_Pilot_Exit"; animationSourceHatch = "hatchCommander"; proxyIndex = 1; hasGunner = 1; usepip = 1; isPersonTurret = 1; personTurretAction = "vehicle_turnout_1"; enabledByAnimationSource = ""; body = "ObsTurret"; gun = "ObsGun"; animationSourceBody = "ObsTurret"; animationSourceGun = "ObsGun"; maxHorizontalRotSpeed = 1.8; maxVerticalRotSpeed = 1.8; stabilizedInAxes = "StabilizedInAxesBoth"; soundServo[] = {"\Burnes_challenger\data\gun_elevate2",0.3177828,1,10}; minElev = -25; maxElev = 60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; /*minOutElev = -10; maxOutElev = 25; initOutElev = 0; minOutTurn = -95; maxOutTurn = 95; initOutTurn = 0;*/ weapons[] = {"SmokeLauncher","Laserdesignator_mounted"}; magazines[] = {"SmokeLauncherMag","Laserbatteries"}; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000,2100,2200}; discreteDistanceInitIndex = 2; memoryPointGunnerOptics = "commanderview"; gunnerForceOptics = 0; gunnerOutForceOptics = 0; inGunnerMayFire = 1; outGunnerMayFire = 1; gunnerOpticsModel = "\Burnes_Challenger\data\Burnes_fv4034_opticC"; turretInfoType = "RscOptics_crows"; gunnerOutOpticsModel = ""; gunnerOpticsEffect[] = {"TankGunnerOptics1","OpticsBlur2"}; gunnerHasFlares = 1; class ViewGunner: ViewCargo{}; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.7; minFov = 0.01; maxFov = 0.7; visionMode[] = {"Normal","NVG","TI"}; thermalMode[] = {0,1}; }; startEngine = 0; viewGunnerInExternal = 1; class HitPoints { class HitTurret { armor = 0.3; material = -1; name = "vez"; visual = "vezVelitele"; passThrough = 0.4; minimalHit = 0.1; explosionShielding = 1e-006; radius = 0.15; }; class HitGun { armor = 0.3; material = -1; name = "zbranVelitele"; visual = "zbranVelitele"; passThrough = 0; minimalHit = 0.1; explosionShielding = 1e-005; radius = 0.15; }; }; }; class LoaderTurret: NewTurret { LODTurnedOut = 0; gunnerCompartments = "Compartment1"; gunnerAction = "commander_mbt3_out"; gunnerInAction = "passenger_mrap_03exgunner"; startEngine = 0; gunnerCanSee = "CanSeeCompass"; outGunnerMayFire = 0; inGunnerMayFire = 1; animationSourceHatch = "hatchLoader"; commanding = 1; gunnerName = "Loader"; memoryPointsGetInGunner = "pos_Cargo"; proxyType = "CPGunner"; proxyIndex = 2; memoryPointsGetInGunnerDir = "pos_Cargo_dir"; hasGunner = 1; usepip = 1; viewGunnerInExternal = 1; body = "LoaderTurret"; gun = "LoaderGun"; animationSourceBody = "LoaderTurret"; animationSourceGun = "LoaderGun"; maxHorizontalRotSpeed = 1.8; maxVerticalRotSpeed = 1.8; stabilizedInAxes = "StabilizedInAxesBoth"; soundServo[] = {"\Burnes_challenger\data\gun_elevate2",0.1177828,1,10}; minElev = -10; maxElev = 25; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; memoryPointGun = "usti hlavne3"; gunBeg = "usti hlavne3"; gunEnd = "konec hlavne3"; weapons[] = {"MEU_M2_TITAN"}; magazines[] = {"500Rnd_127x99_mag_Tracer_Red","500Rnd_127x99_mag_Tracer_Red"}; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500}; discreteDistanceInitIndex = 2; memoryPointGunnerOutOptics = "loaderview"; memoryPointGunnerOptics = "loaderview"; gunnerForceOptics = 0; gunnerOutForceOptics = 0; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; turretInfoType = "RscOptics_crows"; gunnerOutOpticsModel = ""; gunnerOpticsEffect[] = {"TankGunnerOptics1","OpticsBlur2"}; gunnerHasFlares = 1; class Turrets{}; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.7; minFov = 0.05; maxFov = 1; visionMode[] = {"Normal","NVG","TI"}; thermalMode[] = {0,1}; }; class ViewGunner { initAngleX = 5; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.15; maxFov = 1.1; visionMode[] = {"Normal","NVG","TI"}; thermalMode[] = {0,1}; }; }; }; memoryPointGun = "usti hlavne2"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; weapons[] = {"CHAL_125_MAINGUN","CHAL_COAX_M240"}; soundServo[] = {"A3\sounds_f\dummysound",0.031622775,1,30}; magazines[] = {"Laserbatteries","CHAL_SABOT_MAG","CHAL_TANK_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_SABOT_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_TANK_MAG","CHAL_2000RND_762_M240","CHAL_2000RND_762_M240","CHAL_2000RND_762_M240","CHAL_2000RND_762_M240","CHAL_2000RND_762_M240","CHAL_WP_MAG","CHAL_WP_MAG"}; minElev = -10; maxElev = 20; initElev = 20; turretInfoType = "RscOptics_MBT_03_gunner"; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000,2100,2200,2300,2400,2500,2600,2700,2800,2900,3000,3100,3200,3300,3400,3500}; discreteDistanceInitIndex = 4; allowTabLock = "true"; memoryPointGunnerOptics = "gunnerview"; commanding = 2; gunnerOutOpticsModel = ""; gunnerOutOpticsEffect[] = {}; gunnerOpticsEffect[] = {}; gunnerForceOptics = 0; usePip = 1; class OpticsIn { class Wide: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.3; minFov = 0.3; maxFov = 0.3; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {2,3}; gunnerOpticsModel = "\Burnes_Challenger\data\Burnes_fv4034_opticG1"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\Burnes_Challenger\data\Burnes_fv4034_opticG2"; initFov = 0.05; minFov = 0.05; maxFov = 0.05; }; class Narrow: Wide { gunnerOpticsModel = "\Burnes_Challenger\data\Burnes_fv4034_opticG3"; initFov = 0.01; minFov = 0.01; maxFov = 0.01; }; }; startEngine = 0; inGunnerMayFire = 1; viewGunnerInExternal = 0; class HitPoints { class HitTurret { armor = 1.8; material = -1; name = "vez"; visual = "vez"; passThrough = 0; minimalHit = 0.02; explosionShielding = 0.3; radius = 0.25; }; class HitGun { armor = 1.3; material = -1; name = "zbran"; visual = ""; passThrough = 0; minimalHit = 0; explosionShielding = 1; radius = 0.25; }; }; }; }; class AnimationSources: AnimationSources { class ReloadAnim { source = "reload"; weapon = "MEU_M2_TITAN"; }; class ReloadMagazine { source = "reloadmagazine"; weapon = "MEU_M2_TITAN"; }; class Revolving { source = "revolving"; weapon = "MEU_M2_TITAN"; }; class muzzle_rot_cannon { source = "ammorandom"; weapon = "CHAL_125_MAINGUN"; }; class muzzle_rot_coax { source = "ammorandom"; weapon = "MEU_COAX_M240"; }; class muzzle_rot_HMG { source = "ammorandom"; weapon = "MEU_M2_TITAN"; }; class recoil_source { source = "reloadmagazine"; weapon = "CHAL_125_MAINGUN"; }; class muzzle_rot_LoaderGun { source = "ammorandom"; weapon = "MEU_LOADERGUN"; }; class comHatch { source = "user"; initPhase = 0; animPeriod = 0.5; }; class comHatchInt { source = "user"; initPhase = 0; animPeriod = 0.5; }; class loadHatch { source = "user"; initPhase = 0; animPeriod = 0.5; }; class loadHatchInt { source = "user"; initPhase = 0; animPeriod = 0.5; }; class flagHide { source = "user"; initPhase = 0; animPeriod = 0.1; }; }; class Damage { tex[] = {}; mat[] = {"a3\data_f\default.rvmat","a3\data_f\default.rvmat","a3\data_f\default_destruct.rvmat"}; }; smokeLauncherGrenadeCount = 24; smokeLauncherVelocity = 14; smokeLauncherOnTurret = 1; smokeLauncherAngle = 270; class ViewOptics: ViewOptics { visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0,1}; }; class Exhausts { class Exhaust1 { position = "exhaust"; direction = "exhaust_dir"; effect = "ExhaustEffectTankBack"; }; }; class Reflectors { class Left { color[] = {1900,1300,950}; ambient[] = {5,5,5}; position = "L Svetlo"; direction = "konec L Svetlo"; hitpoint = "L Svetlo"; selection = "L Svetlo"; size = 1; innerAngle = 50; outerAngle = 179; coneFadeCoef = 10; intensity = 1; useFlare = 0; dayLight = 0; flareSize = 1; class Attenuation { start = 1; constant = 0; linear = 0; quadratic = 0.25; hardLimitStart = 30; hardLimitEnd = 60; }; }; class Right: Left { position = "R Svetlo"; direction = "konec R Svetlo"; hitpoint = "R Svetlo"; selection = "R Svetlo"; ambient[] = {0.1,0.1,0.1,0.1}; }; }; class UserActions { class abramsAmmoCount { displayName = "Show ammo count"; position = "Crew_L"; radius = 10; onlyforplayer = 0; showWindow = 0; condition = "true"; statement = "execVM '\Burnes_Challenger\Burnes_ammoCount.sqf'"; }; class AGMdumpRange { displayName = "<t color='#3399FF'>Dump AGM Range Data</t>"; position = "Crew_L"; radius = 10; onlyforplayer = 0; showWindow = 0; condition = "player in [gunner this]"; statement = "[this] execVM ""\Burnes_Challenger\Burnes_DumpRange.sqf"""; }; class TICommander { displayName = "<t color='#33CC33'>CPS Thermal ON</t>"; position = "Crew_L"; radius = 10; onlyforplayer = 0; showWindow = 0; condition = "player in [commander this]"; statement = "this setObjectTexture [1,""#(argb,512,512,1)r2t(rendertarget3,1.0)""];"; }; class NVCommander { displayName = "<t color='#33CC33'>CPS Night-Vision ON</t>"; position = "Crew_L"; radius = 10; onlyforplayer = 0; showWindow = 0; condition = "player in [commander this]"; statement = "this setObjectTexture [1,""#(argb,512,512,1)r2t(rendertarget300,1.0)""];"; }; class COCommander { displayName = "<t color='#33CC33'>CPS Colour ON</t>"; position = "Crew_L"; radius = 10; onlyforplayer = 0; showWindow = 0; condition = "player in [commander this]"; statement = "this setObjectTexture [1,""#(argb,512,512,1)r2t(rendertarget3000,1.0)""];"; }; class UnbuttonCommander { displayName = "<t color='#3399FF'>Open Hatches</t>"; position = "Crew_L"; radius = 10; onlyforplayer = 0; showWindow = 0; condition = "(player in [commander this]) && (this animationPhase ""comHatch"" == 0)"; statement = "this animate [""comHatch"",1];this animate [""LoadHatch"",1];this animate [""comHatchInt"",1];this animate [""LoadHatchInt"",1];"; }; class buttonCommander { displayName = "<t color='#3399FF'>Close Hatches</t>"; position = "Crew_L"; radius = 10; onlyforplayer = 0; showWindow = 0; condition = "(player in [commander this]) && (this animationPhase ""comHatch"" == 1)"; statement = "this animate [""comHatch"",0];this animate [""LoadHatch"",0];this animate [""comHatchInt"",0];this animate [""LoadHatchInt"",0];"; }; /*class SmokeScreen { userActionID = 774; displayName = "<t color='#FF0000'>Smoke Screen ON</t>"; position = "Crew_L"; radius = 10; onlyforplayer = 0; showWindow = 0; condition = "player in [commander this]"; statement = "[vehicle player] execVM ""Burnes_challenger\SmokeScreen.sqf"""; }; class Callsign1 { displayName = "<t color='#33CC33'>set callsign 1-1</t>"; position = "Crew_L"; radius = 2; onlyforplayer = 0; showWindow = 0; condition = "player in [driver this]"; statement = "this setObjectTextureGlobal [5,""\Burnes_Challenger\data\callsigns\11.paa""];"; }; class Callsign2 { displayName = "<t color='#33CC33'>set callsign 1-2</t>"; position = "Crew_L"; radius = 2; onlyforplayer = 0; showWindow = 0; condition = "player in [driver this]"; statement = "this setObjectTextureGlobal [5,""\Burnes_Challenger\data\callsigns\12.paa""];"; }; class Callsign3 { displayName = "<t color='#33CC33'>set callsign 1-3</t>"; position = "Crew_L"; radius = 2; onlyforplayer = 0; showWindow = 0; condition = "player in [driver this]"; statement = "this setObjectTextureGlobal [5,""\Burnes_Challenger\data\callsigns\13.paa""];"; }; class Callsign4 { displayName = "<t color='#33CC33'>set callsign 1-4</t>"; position = "Crew_L"; radius = 2; onlyforplayer = 0; showWindow = 0; condition = "player in [driver this]"; statement = "this setObjectTextureGlobal [5,""\Burnes_Challenger\data\callsigns\14.paa""];"; };*/ class FFVStuff { displayName = "<t color='#3399FF'>Toggle FFV</t>"; position = "Crew_L"; radius = 10; onlyforplayer = 0; showWindow = 0; condition = "(player in [commander this])"; statement = "[vehicle player,player] execVM ""Burnes_Challenger\toggleFFV.sqf"""; }; }; class RenderTargets { class VisionBlockChally { renderTarget = "rendertarget31"; class Camera { pointPosition = "PIPport_pos"; pointDirection = "PIPport_dir"; renderQuality = 1; renderVisionMode = 3; fov = 1.5; }; }; class VisionBlockChally2 { renderTarget = "rendertarget32"; class Camera { pointPosition = "PIPport2_pos"; pointDirection = "PIPport2_dir"; renderQuality = 1; renderVisionMode = 3; fov = 1.5; }; }; class chally_CDUscreenTI { renderTarget = "rendertarget3"; class Camera { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderQuality = 1; renderVisionMode = 2; fov = 1.2; }; }; class chally_CDUscreenNV { renderTarget = "rendertarget300"; class Camera { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderQuality = 1; renderVisionMode = 1; fov = 1.2; }; }; class chally_CDUscreenCO { renderTarget = "rendertarget3000"; class Camera { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderQuality = 1; renderVisionMode = 0; fov = 1.2; }; }; class gunnderRenderTarget { renderTarget = "rendertarget40"; class Camera { pointPosition = "PIPgunner_pos"; pointDirection = "PIPgunner_dir"; renderQuality = 1; renderVisionMode = 0; fov = 1.1; }; }; class loaderRenderTarget { renderTarget = "rendertarget35"; class Camera { pointPosition = "PIPloader_pos"; pointDirection = "PIPloader_dir"; renderQuality = 1; renderVisionMode = 0; fov = 1.1; }; }; class reverseRenderTarget { renderTarget = "rendertarget66"; class Camera { pointPosition = "reversecam_pos"; pointDirection = "reversecam_dir"; renderQuality = 1; renderVisionMode = 0; fov = 1.1; }; }; }; }; class Burnes_FV4034_class_base: Burnes_FV4034_base { accuracy = 0.5; side = 1; faction = "BAF"; vehicleClass = "Burnes_Vehicles"; crew = "Burnes_Crewman_CTRG"; typicalCargo[] = {"Burnes_Crewman_CTRG"}; hiddenSelections[] = {"Camo1","CDU1","reversecam","Camo2","Camo3","Callsign","flags","hatches"}; /*class EventHandlers: DefaultEventhandlers { init = "_this execVM ""Burnes_challenger\Burnes_VehicleInit.sqf"";"; };*/ }; class Burnes_FV4034_01: Burnes_FV4034_class_base { Author = "Burnes"; hiddenSelectionsTextures[] = {"\Burnes_Challenger\data\PH\challenger2_woodland_co","#(argb,512,512,1)r2t(rendertarget3000,1.0)","#(argb,512,512,1)r2t(rendertarget66,1.0)","\Burnes_Challenger\data\PH\challenger2_turret_wood_co.paa","\Burnes_Challenger\data\PH\challengerV2_hull_wood_co.paa","\Burnes_Challenger\data\callsigns\11.paa","\Burnes_Challenger\data\callsigns\scot.paa","\Burnes_Challenger\data\PH\hatches_co"}; scope = 2; accuracy = 1000; displayName = "FV4034 Challenger 2 TES Woodland"; }; class Burnes_FV4034_02: Burnes_FV4034_class_base { Author = "Burnes"; hiddenSelectionsTextures[] = {"\Burnes_Challenger\data\PH\challenger2_desert_co.paa","#(argb,512,512,1)r2t(rendertarget3000,1.0)","#(argb,512,512,1)r2t(rendertarget66,1.0)","\Burnes_Challenger\data\PH\challenger2_turret_des_co.paa","\Burnes_Challenger\data\PH\challengerV2_hull_des_co.paa","\Burnes_Challenger\data\callsigns\11.paa","\Burnes_Challenger\data\callsigns\scot.paa","\Burnes_Challenger\data\PH\hatches_des_co"}; scope = 2; accuracy = 1000; displayName = "FV4034 Challenger 2 TES Desert"; }; }; #include "CDU_Operation\defines.hpp" #include "CDU_Operation\dialog.hpp" class cfgFunctions { #include "CDU_Operation\functions.hpp" };
  18. Hello guys It’s been some time since I last posted. My previous topic could be find here. Long story short, I’m researching Arma’s modding community and submitted a survey here last year. I owe you some results I promised. So that’s why I’m posting. This is a loosely sample of dozens answers received. Thank you very much! My research is still going on, so I won’t publish all findings yet. Some of you that left an e-mail contact might be asked for a further interview, since this a qualitative study. Why did you take so long to post? Why are your study so slow? Well, basically I’m a PhD researcher in Brazil and was developing an internship in Finland this year. Normally a doctoral thesis takes a long time, so actually this is somehow a standard length study. Now, let’s have a look (you can click on the images links to see some details) 1. How old are you? 2. In which country do you live? 3.What is you gender? 4.What is the highest degree you completed? 5.For how long have you played modded games? 6.Do you play "total" modifications or conversions? 7.Have you ever modded any game before? 8.How much time do you actually spend making mods? 9.Do you usually make mods in cooperation (in partnerships or groups) or by yourself?
  19. Hi, Currently I am trying to finalize a weapon pack of about 16 new weapons for a Mod I am developing. All the weapons are working almost as intended, except two issues which I cannot find any understandable info on. 1. I cannot figure out how to add the full auto firing mode to my weapon. 2. I cannot seem to get the attachments to work as intended. Here is my Config: class CfgWeapons { class myGUN_base { access = 3; afmax = 0; aidispersioncoefx = 4; aidispersioncoefy = 5; airateoffire = 0.5; airateoffiredistance = 500; ammo = ""; autofire = 1; autoreload = 0; backgroundreload = 0; ballisticscomputer = 0; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15}; candrop = 1; canlock = 0; canshootinwater = 0; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; count = 0; cursor = "arifle"; cursoraim = "CursorAim"; cursoraimon = ""; cursorsize = 1; cmimmunity = 1; descriptionshort = "Assault Rifle <br />Caliber: 5.56mm"; detectrange = 0; dexterity = 1.64; discretedistance[] = {100, 300, 400, 600, 800}; discretedistanceinitindex = 1; dispersion = 0.0001; displayname = "myGUN"; disposableweapon = 0; distancezoommax = 300; distancezoommin = 300; drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1}; emptysound[] = {"", 1, 1}; enableattack = 1; ffcount = 3; fffrequency = 11; ffmagnitude = 0.5; fireanims[] = {}; firelightduration = 0.05; firelightintensity = 0.012; firespreadangle = "3.0f"; flash = "gunfire"; flashsize = 0.5; forceoptics = 0; handanim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\mx_cqc.rtm"}; //hand animation lcation hiddenselections[] = {}; hiddenselectionstextures[] = {}; hiddenunderwaterselections[] = {}; hiddenunderwaterselectionstextures[] = {}; htmax = 600; htmin = 1; initspeed = 0; irdistance = 0; irdotintensity = 0.001; irlaserend = "laser dir"; irlaserpos = "laser pos"; laser = 0; lockacquire = 1; lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6}; lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2}; magazinereloadtime = 0; magazines[] = {"myGUN_30Rnd_556x45_B_Stanag", "myGUN_30Rnd_556x45_T_Stanag"}; //magazines used maxleadspeed = 23; maxrange = 500; maxrangeprobab = 0.04; maxrecoilsway = 0.008; memorypointcamera = "eye"; mfact = 1; mfmax = 0; midrange = 150; midrangeprobab = 0.58; minrange = 1; minrangeprobab = 0.3; model = "EC_Weapons\myGUN"; modelmagazine = ""; modeloptics = "-"; modelspecial = ""; modes[] = {"Single", "Burst"}; multiplier = 1; muzzleend = "konec hlavne"; muzzlepos = "usti hlavne"; muzzles[] = {"this"}; namesound = "rifle"; optics = 0; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommax = 1.1; opticszoommin = 0.375; picture = "\EC_Weapons\UI\gear_myGUN_x_ca"; primary = 10; recoil = "assaultRifleBase"; recoilprone = "assaultRifleBase"; reloadaction = "GestureReloadMX"; //reload gesture reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30}; reloadsound[] = {"", 1, 1}; reloadtime = 0.15; scope = 0; selectionfireanim = "zasleh"; showaimcursorinternal = 1; showempty = 1; shownunderwaterselections[] = {}; showswitchaction = 0; showtoplayer = 1; simulation = "Weapon"; sound[] = {"\EC_Weapons\sound\myGUN", 4,4}; soundbegin[] = {"sound", 1}; soundbeginwater[] = {"sound", 1}; soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; soundburst = 1; soundclosure[] = {"sound", 1}; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {"sound", 1}; swaydecayspeed = 2; tbody = 100; texturetype = "default"; type = 1; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; useaction = 0; useactiontitle = ""; useasbinocular = 0; usemodeloptics = 1; value = 4; weaponinfotype = "RscWeaponZeroing"; weaponlockdelay = 0; weaponlocksystem = 0; weaponpoolavailable = 1; weaponsoundeffect = ""; weight = 0; class Library { libtextdesc = "myGUN"; }; class GunClouds { access = 0; cloudletaccy = 0; cloudletalpha = 0.3; cloudletanimperiod = 1; cloudletcolor[] = {1, 1, 1, 0}; cloudletduration = 0.05; cloudletfadein = 0; cloudletfadeout = 0.1; cloudletgrowup = 0.05; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletClouds"; cloudletsize = 1; deltat = 0; initt = 0; interval = -0.02; size = 0.3; sourcesize = 0.02; timetolive = 0; class Table { class T0 { color[] = {1, 1, 1, 0}; maxt = 0; }; }; }; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot { access = 1; compatibleitems[] = {"muzzle_snds_M"}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 0; }; class CowsSlot { access = 1; compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 2; }; class PointerSlot { access = 1; compatibleitems[] = {"acc_pointer_IR", "acc_flashlight"}; displayname = "Side Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 0; }; }; class ItemInfo { priority = 1; RMBhint = "XMX"; onHoverText = "TODO XMX DSS"; }; class GunParticles { class FirstEffect { directionname = "Konec hlavne"; effectname = "RifleAssaultCloud"; positionname = "Usti hlavne"; }; }; class Single: Mode_SemiAuto { sounds[] = {StandardSound, SilencedSound}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; }; class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin2[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin3[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; }; class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; begin2[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; burst = 1; canshootinwater = 0; dispersion = 0.00093; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_mk20"; recoilProne = "recoil_single_prone_mk20"; reloadtime = 0.065; requiredoptictype = -1; showtoplayer = 1; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; }; class Burst: Mode_Burst { sounds[] = {StandardSound, SilencedSound}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; }; class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin2[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin3[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; }; class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; begin2[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; aidispersioncoefx = 2; aidispersioncoefy = 3; airateoffire = "1e-006"; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; burst = 3; canshootinwater = 0; dispersion = 0.00093; displayname = "Burst"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 30; maxrangeprobab = 0.05; midrange = 15; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.9; multiplier = 1; recoil = "recoil_auto_trg"; recoilprone = "recoil_auto_prone_trg"; reloadtime = 0.07; requiredoptictype = -1; showtoplayer = 1; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {}; texturetype = "burst"; useaction = 0; useactiontitle = ""; }; }; class myGUN : myGUN_base { scope = 2; }; }; Here a some screenshots for the attachment proxies on my model: Proxie Placements http://imgur.com/a/yFFKT Proxie Selections http://imgur.com/a/hriwx Any Help would be greatly appreciated!
  20. I have created various large objects for a Mod I am developing, they work fine, collision, roadway. The issue is, when someone is injured or killed in the presence of my custom buildings, the have MASSIVE FPS drops and even crashing. Is this something to do with Distance LODS? The complexity of the object? Edit * [SOLVED] Issue was with RoadWay LOD having far too many polygons, will have to adjust and lower the polygon count.
  21. Hello, so I'm not sure if I should be asking modding questions here but I'm sure someone will tell me off, if this is the wrong place to ask these questions. But recently I've gotten into the modding part of ArmA and I have a few questions, my first being; "What do you have to do to have your name in the (by Unknown Author) section?" I have author in the mod.cpp file for the mod and it still says by unknown author. My second question is that I'm planning on making other packs for example Uniform pack, Helmets pack, Vests Pack etc. I was wondering if that is a good idea or not? Or if I should just pack them all up as one single mod? Another thing is if I was to do it the separate pack version and not the one big mod version would I be able to call other items from the other packs? For example if I wanted to call a Helmet from the Uniforms pack etc. How would I do that if it's a good idea? Thanks for reading and helping in advance. I have some other questions I'd like to ask but I'll post them in another topic when I get a little more information on them. - Blood
  22. Program wont start because DePbo64.dll is missing from my computer, where can I find this ? I had a look online and could find nothing. thx for your time and help !
  23. Hi Arma modders, I am a master student with the University of Groningen currently writing my thesis on PC modding. My goal is to investigate the effects of modding tools in mod making. In order to collect the necessary data, I have designed a survey that is being distributed among a variety of modders who were active for games that were released with a set of official modding tools. The Arma series thus qualifies I believe. Some of you might have already been notified of the study through a fellow modder. If you've already filled in the survey you have my thanks. This thread was created with permission from the forum staff. Who am I looking for? I'm looking for anyone who has used the official mod tools at least once to create a mod. The actual game and content of the mod is not important. In other words, if you modded for a game other than the Arma series your input is still welcome (so long as that game had an official set of mod tools which you used). Filling out the survey will take approximately 5 to 10 minutes of your time, depending on your answers. As a token of my gratitude I will randomly award a number of steam credit gift certificates among the respondents. If you have any questions regarding the survey, please feel free message me. I would really appreciate your help! -link to survey- (survey was created with google forms). Happy holidays!
  24. Hi all I made this little tutorial in another thread and thought that it would be more beneficial in its own thread. If you are just starting with L3dT this will help you to get started. This can also be used with my other tutorial, 10 steps using opentopograpny to L3dt. making a fantasy island can all be created using L3DT. If you haven't already I'd suggest following jakerods Atlas tutorial on getting started with terrain builder first. If you have already done that then read on. For a basic mask and sat image you don't even need photoshop as L3DT does all the work for you. heres a base guide for a simple quick and easy terrain done in two stages. Stage 1: Open L3dT and click new map, then follow the wizard. or File/new/Designable Map click next. Heightfield size: this is where you decide on how big you want your map. To begin with I'd recommend going smallish. 512x512 (use the sliders to do this) then adjust your horizantal scale. This will give you the meter per pixel differentiate. set that to 10 and you have a map just over 5x5 Km, or 26sq Km overall. Click next twice and you come to a window showing you map parameters. Design Map: Here you can set you land features, more water, less water, rolling hills or mountains and valleys. Use the sliders to choose what you want more or less of and then choose what type of climate you want. Climate choice; When choosing your climate you need to be mindful that when you come to generating your layers in terrain builder you may not be so lucky in having all 18 or so ground textures that L3DT gives you. Terrain builder use 4,5 or 6 ground textures per grid. You can find more info on that here: http://forums.bistudio.com/showthread.php?186855-Is-this-really-what-our-mask-should-look-like&p=2843467&viewfull=1#post2843467 if you wanted to use a temperate climate in L3DT you WOULD need to use Photoshop or similar program to alter the mask colours to fit in with the 4,5,6 rule. However: demo-grass-rock gives you just 3 textures and it is as basic as can be for your first random generated map. and fits within the 4,5,6 rule. Select demo-grass-rock-sand from the list in the dropdown box, you'll find that at the bottom. Then click next. Calculation queue: Here you can select all your maps in one go to get generated in L3DT. Check off all the boxes and then click next again. The following 2 boxes you can just click next through Attributes map. Attributes map: The Attributes map is the map you can use for your mask. Check off the box that is "Make High-res attributes map" then click next. Normals map; Normal mapping: this one generates a normals map you can use if you want to. Terrain builder will allow you to have 5 textures on your map using this map. Check off the high res normals box again and click next. Light mapping. the next two windows are for lighting effects. my advice would be not to mess around with the values much as it will screw things up on your map when you look at it in 3D mode (More on that later). click past the first window then when you are at the second lighting window you only need to select "Make High res light map. You have already applied the bump mapping. click next and next again on Light/water effects. Texture map: Texture settings again click on next and save the project under something you can recognise and put it in a folder you can easily locate. (when you save your project a number of folders will be created and you also will get a project file. When you close and reopen L3DT you only need the project file to load,not the files within the newly created folders. ) Once saved, L3DT will go through the motions of creating a map based on your own parameters you set in the wizard. Using a small map of 512x512 you should get a map within 20-30 seconds showing on your screen. Stage 2: You should now see a number of tabs across your screen starting with Design map through to TN-Tangent. you can click on any one of the tabs and once that map loads you can see your map in various different ways. Once you do, click on the 3D button at the top and you should see all your hard work (cough L3DTcough) work in 3D format. Navigating your way around the map is quite easy. ,W,A,S,D for the usual, then you have E for height up and R for height down. Rotate and select are the mouse and LMB. If you press H you get your heightmap tools so you can actually alter the map however you like if you are not fully with L3DT's result. by Pressing Esc you go back to your map tabs. heightmap editing is quite extensive so looking at the L3DT tutorials would be best for that. Once you have your map and are happy with it, there are 3 maps you need to use from your project. Heightmap, Attributes and textures. You can export each of them into your Pdrive; work folder for your Arma map. then at least you will be able to figure out where those 3 files go too. It would be in any case, Pdrive/Yourtag/projectname/source. Once you are ready to export the maps from L3DT to get them in terrain builder, start with the Heightmap. Exporting the maps: Heightfield map: Click the heightfield tab in L3DT, let it loadup if you are looking at another map, then put your cursor on the tab and rightclick. then Export layer. The wizard appears again, drop down the file format box and select x.y.z or ASC, then click options and double click on true, it shoudl change to false, then click ok. In the filename box click the three dots, and navigate to your source folder for your project in terrain builder. Name your map "heightmap" and then save. Attributes map: Now go to your attributes map and do the same thing, except you don't need to go with x.y.z its just a simple BMP image you can save it as. If you are not entirley happy with the why L3DT has produce textures you can optionally edit it in photoshop or similar. Again navigate to your source folder and save it as "mask_lco". Without quotations marks of course. Now when you export this map, L3DT also exports two other files for you. an HTML file containing the RGB colourings and their values, it also gives you a text file doing the same except it is just text. Unless you don't like the L3DT colours and you changed them in Photoshop you can use these values for the layers file so terrain builder can cross reference the information. texture map: As you did with the attributes map you do the same with the texture map. Navigate and save it as a bmp image again in your source folder but name it "sat_lco". Thats pretty much it for generating a basic L3DT "fantasy island/map. the rest of the work is done using terrain builder. If you have gone through Jakerods tutorial then you should be having a wail of a time figuring out what works and what doesn't in TB but for the most part you are as you have seen on armaholic able to generate a full blown map to play on. I hope this has helped! enjoy Spook
  25. So, like everyone else, my game updated the other day, as well as my tools. I went to install bulldozer again, and I get an error message from windows that says "work Drive has stopped working". My p drive is mounted, and all worked fine before the latest update. It stinks to have to pack the plane every time I want to trail and error something I did, just makes you lose motivation in your project. So, has anyone else had this error? Any solutions? Also, I have tried uninstalling and reinstalling many times, does the same thing after a fresh install.
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