Arma 3
DMO_USSR, [GM] DMOrchard's Soviet Armed Forces
dmorchard  [developer] 7 Jul, 2024 @ 7:12am
Compatibility with DRO [need more input]
I've had user requests for better compatibility with DRO (or similar missions) in this and other mods I've created, but I don't have a thorough understanding of the issue or the best way to address it. It sounds like the simplest solution here, in DMO_USSR, would be to break out any sub-factions, i.e. VDV, into their own distinct faction. However, I'm reluctant to spam the Eden/Zeus menus with more EditorCategory classes than necessary. Perhaps there's a way to solve the issue through smarter use of the CfgGroups class?
Last edited by dmorchard; 7 Jul, 2024 @ 7:13am
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Showing 1-4 of 4 comments
Comrade Qwerty 8 Jul, 2024 @ 2:52am 
I don't know any other solution, than splitting tbh. I know that was the way the wonderful "BGMX - GM eXtension II" mod was made.
dmorchard  [developer] 8 Jul, 2024 @ 9:38am 
BGMX - GM eXtension II went so far as to create separate factions for each garage-accessible vehicle camouflage. I hope I can get away with just three factions: regular USSR, VDV, and GSFG. These are the sub-factions I've already configured which would only require a minor config tweak to each vehicle & character class.

Could you verify for me that it is just the textures of those sub-factions that DRO is spawning? ...Regular USSR vehicles default to the "XB 518" skin with the red star insignia; VDV's default to the "Woodland" skin with airborne insignia seen here [encrypted-tbn0.gstatic.com]; GSFG default to "XB 518" with the GSFG insignia [upload.wikimedia.org].

In other words, let me know if you're also seeing any of the non-default skins - "Zis 508", "KHS 5146", "Oil Ochre", "PKHV 4", and variations with invasion stripes - or in different combinations with the three insignia I've mentioned.
Comrade Qwerty 12 Jul, 2024 @ 6:36pm 
It spawns the vehicles that belong to the faction in the editor, taking a random one.
dmorchard  [developer] 15 Jul, 2024 @ 11:30am 
If I understand you correctly, it seems like DRO is ignoring the textureList[] arrays of my vehicles, which I've configured in such a way that BI's texture randomization script should only assign my default texture and ignore all the garage-accessible alternatives. I'll have a closer look and see what I can do.
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