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In today's Dev-Branch we've added an ability to customize the appearance of all vanilla armored vehicles. It is possible to do it via the Virtual Garage and in Eden Editor. The customization not only brings new ways to give your vehicle unique appearance, but it also affects the durability of your vehicle. Cage armor will protect you against RPG rounds, and camo net will make you less visible in Thermal Imaging.
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The VhC is the new system responsible for the customization of vehicles, either, defined or randomized. It consists of a set of config properties and classes and a set of functions. It has been introduced in order to replace the old system which consisted in a set of scripts. [vehicle player, ["blu",1], ["AddBenches", 0, "AddTread", 0, "AddHoldingFrame", 1, "AddTread_Short", 1]] call BIS_fnc_initVehicle; More information available here: http://dev.arma3.com/post/oprep-vehicle-customization Usage for designers Mission designers will find what they need with the following examples, which cover most of the cases of use of the system. In addition, an example mission has been published in dev branch of Arma 3 Tools. Parameters: 0: vehicle to customize 1: Variant (textures) BOOL - true to restore default texture source ; false to skip texture source change VOID - Nil to skip the texture source change ARRAY - Array of texture sources with their given probability: ["textureSource1", 0.5, "textureSource2", 0.5] STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate) SCALAR - index of the texture source (same as the old system) 2: Animations BOOL - true to restore init phase of every animation sources VOID - Nil to skip change of the animation sources ARRAY - Array of animation sources and probability: ["AnimationSource1", 0.5, "animationSource2", 0.5] STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate) Examples: Do nothing because default VAR texture and VAR animation are "false" result = [this] call bis_fnc_initVehicle; Restore default texture and animation sources (reset) result = [this, true, true] call bis_fnc_initVehicle; Randomize everything according to the config file result = [this, "", []] call bis_fnc_initVehicle; //<-- Prefered result = [this, "", ""] call bis_fnc_initVehicle; Skip everything result = [this, nil, nil] call bis_fnc_initVehicle; //<-- Prefered result = [this, false, false] call bis_fnc_initVehicle; Apply the given texture and ignore the animations Priority is given to [missionConfigFile, "CfgVehicleTemplates"] result = [this, "TemplateName", nil] call bis_fnc_initVehicle; random weighted on the given texture sources and their probability, then randomize the animation sources according to the config file result = [this, ["MyTextureSource1", 0.5, "MyTextureSource2", 0.6], []] call bis_fnc_initVehicle; MyAnimationSource1 phase has a 50% chance to be set to 1 and MyAnimationSource2 has a 70% chance to be set to 1 result = [this, nil, ["MyAnimationSource1", 0.5, "MyAnimationSource2", 0.7]] call bis_fnc_initVehicle; MyAnimationSource1 phase will be 1 whereas MyAnimationSource2 will be set to 0 result = [this, nil, ["MyAnimationSource1", 1, "MyAnimationSource2", 0]] call bis_fnc_initVehicle; Change animation sources with a given template result = [this, nil, "MyTemplate"] call bis_fnc_initVehicle; Usage for Modders On the other hand, in addition to the documentation (still wip), modders will find examples of implementation in the samples (car and boat) of Arma 3 Tools (dev branch only for now) As per usual, issues, feedback and suggestions are very much welcome :cool: This feature is still actively developed, meaning it will be adjusted and extended during the upcoming weeks. To be 'extended'...
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Greetings! I'm currently building a Mod Database app and I'd like to collect feedback as to the attributes that I am assigning to each mod. So far I have: Category Tags Requirements (Tags) Author Images 1/2/3 Featured Image Youtube Link Version License License URL Code Repo URL (Bitbucket/Github/Other) Mod Website Overview Features Changelog Credits Excerpt BIS Forum Link Any missing or not needed/redundant? Second question, should I allow anyone to add to the database any mod/mission or should only the author be able to?
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