mikephoenix

MPX BAF: Virtus Body Armour System

291 posts in this topic

====================================

MPX BAF: VIRTUS BODY ARMOUR SYSTEM

====================================

 

XXSCm6K.jpg

 

 

So with the British MOD rolling out the new Virtus body armour system to the british army I decided to try recreate it for Arma. The new personal armour, known as Virtus, uses the latest materials and offers the same protection as the Osprey system but it is significantly lighter, moves with the body more easily and produces a slimmer profile.

 

This Mod Contains: 

 

  • Revision Batlskin Helmet (5 Variants)
  • Boonie Hats (2 Variants)
  • Revision Ballistic Glasses (3 Variants)
  • Virtus Webbing 
  • Virtus Body Armour + Webbing (7 Variants)
  • Virtus Daysack (8 Variants)
  • Various Uniforms

 

You can download the mod from the link below!

 

Version 1.41

https://drive.google.com/file/d/0B2CqGoyKfSDMNWZVTmVYWWdXMkE/view?usp=sharing

 

Steam Workshop:

 

http://steamcommunity.com/sharedfiles/filedetails/?id=927414389

 

Armaholic:

 

http://www.armaholic.com/page.php?id=32696

 

Change Log 1.41 

   

- Fixed proxies mising in 1st person

 

 

 

22 people like this

Share this post


Link to post
Share on other sites

protection in game based on vanilla config?

Share this post


Link to post
Share on other sites

Looks good so far, looking forward to new variants etc. Is there any chance for a Steam Workshop version?

Share this post


Link to post
Share on other sites

Great Mod. Great Effort. Cant tell the difference between your mod and the set sat next to me. ;)

2 people like this

Share this post


Link to post
Share on other sites
Just now, sammael said:

protection in game based on vanilla config?

 

Vanilla for now, will be edited in next version

 

Just now, Flax said:

Looks good so far, looking forward to new variants etc. Is there any chance for a Steam Workshop version?

 

Eventually yes, just need to find out how to go about it

1 person likes this

Share this post


Link to post
Share on other sites

Great work man

 

My only points I can see is the vest is a tad shiny and the scrim is supposed to break up the shape of your head and your version is kinda flat!

 

But for the most part really really good work :)

 

Looking forward to seeing what your planning next!

Share this post


Link to post
Share on other sites

Looking great Mike, it's nice to see how far you have come as an artist, onwards and upwards, can't wait to see what you work on next!

1 person likes this

Share this post


Link to post
Share on other sites
1 hour ago, mikephoenix said:

 

Eventually yes, just need to find out how to go about it

 
 

 

Awesome, good to hear it. If you haven't found it already this should help out:

https://community.bistudio.com/wiki/Arma_3_Publisher

Also, I found a couple bugs - first when launching with the mod you get an error:

 

No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'

I think this is due to an inheritance error in the configs, can't remember the fix for it though :/ The second issue is there is an additional Radio visible to the player when you look down in first person:

 

f4d466d2eb285b118a6496b4a1d8ae68.png
https://gyazo.com/f4d466d2eb285b118a6496b4a1d8ae68

Share this post


Link to post
Share on other sites

Posted (edited)

46 minutes ago, Flax said:

(...)

I think this is due to an inheritance error in the configs, can't remember the fix for it thought :/ The second issue is there is an additional Radio visible to the player when you look down in first person:

(...)

 

Correct. Ever since that update months back, inheriting ItemInfo has to be from a parent class's existing ItemInfo, not directly from ItemInfo as if it was its own independent class (or you can inherit ItemInfo from VestItem/HeadgearItem/UniformItem for example)

Edited by evil_brownie
Further clarification.

Share this post


Link to post
Share on other sites
 
Correct. Ever since that update months back, inheriting ItemInfo has to be from a parent class's existing ItemInfo, not directly from ItemInfo as if it was its own independent class (or you can inherit ItemInfo from VestItem/HeadgearItem/UniformItem for example)


You couldn't write me down an example could you? Coding ain't my strong point, just trying to get my head around it!


Sent from my iPhone using Tapatalk
1 person likes this

Share this post


Link to post
Share on other sites

Dude, got my download on this!

 

Also, major props to you on the fact the uniforms can be worn by any sides. It's hard to find uniform mods that do that.


EDIT-Also, the webbing is great too! That's another type of gear that seems to be rare IMO.

Share this post


Link to post
Share on other sites

Yeah I was going to add it a bit down the line anyway

Share this post


Link to post
Share on other sites
3 hours ago, mikephoenix said:

You couldn't write me down an example could you? Coding ain't my strong point, just trying to get my head around it!

 

 No worries.

 

Spoiler

 


class CfgWeapons
{
	class ItemCore;
	class H_HelmetB: ItemCore
	{
		class ItemInfo;
	};
	class my_example_helmet: H_HelmetB
	{
		displayname = "Custom Helmet 1";
		class ItemInfo: ItemInfo
		{
			mass = 50;
		};
	};
};

 

 

Spoiler

 


class CfgWeapons
{
	class HeadGearItem;
	class H_HelmetB;
	class my_other_example_helmet: H_HelmetB
	{
		displayname = "Custom Helmet 2";
		class ItemInfo: HeadgearItem
		{
			mass = 78;
		};
	};
};

 

 

These are two quick examples of how to do it. I used a helmet as example, same logic would apply to a vest or uniform (just replace HeadgearItem with VestItem and UniformItem respectively).

Naturally, only things i changed from that base helmet in said examples are its displayname and in the iteminfo section the mass to a random value.

 

Example 1 uses the ItemInfo from the existing H_HelmetB (can't remember its in-game name), and example 2 the "generic" ItemInfo values from HeadgearItem.

 

1 person likes this

Share this post


Link to post
Share on other sites

Now this looks cool can't wait to use this with 3CB BAF keep up the good work.

Share this post


Link to post
Share on other sites

Congrats on the release, Mike. It looks great! Thanks for adding in the RM version.

Share this post


Link to post
Share on other sites
Great Mod. Great Effort. Cant tell the difference between your mod and the set sat next to me. ;)

 

Quick question for you! Has there been any different camo patterns for the vest issued?

 

 

 

Share this post


Link to post
Share on other sites
Congrats on the release, Mike. It looks great! Thanks for adding in the RM version.


Not a problem one less job for you guys!


Sent from my iPhone using Tapatalk
1 person likes this

Share this post


Link to post
Share on other sites

Not to my knowledge however, obviously its new kit so their is still time. Sorry for not being too helpful on that.

Share this post


Link to post
Share on other sites
5 hours ago, evil_brownie said:

 No worries.

 

  Reveal hidden contents

 



class CfgWeapons
{
	class ItemCore;
	class H_HelmetB: ItemCore
	{
		class ItemInfo;
	};
	class my_example_helmet: H_HelmetB
	{
		displayname = "Custom Helmet 1";
		class ItemInfo: ItemInfo
		{
			mass = 50;
		};
	};
};

 

 

  Reveal hidden contents

 



class CfgWeapons
{
	class HeadGearItem;
	class H_HelmetB;
	class my_other_example_helmet: H_HelmetB
	{
		displayname = "Custom Helmet 2";
		class ItemInfo: HeadgearItem
		{
			mass = 78;
		};
	};
};

 

 

These are two quick examples of how to do it. I used a helmet as example, same logic would apply to a vest or uniform (just replace HeadgearItem with VestItem and UniformItem respectively).

Naturally, only things i changed from that base helmet in said examples are its displayname and in the iteminfo section the mass to a random value.

 

Example 1 uses the ItemInfo from the existing H_HelmetB (can't remember its in-game name), and example 2 the "generic" ItemInfo values from HeadgearItem.

 

Thanks for your help error fixed in next version

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now