#JCataclisma MadMax Vehicles

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upbeat venture
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Hey, guys!
A very simple, honest "MOD", replicating what I used to do via simple SQF scripts in Arma3.

The MOD's code in addon's manager is "-addons 65A7001BE1E2082B". It's already in workshop under the name "JCataclisma MadMax Vehicles" - as the whole George Miller's saga was the main inspiration for such creations.
At least on this early stages, quick updates might happen more often, as such improvised things act differently providing every player's setup.

Critics, glitches, suggestions, will always be read, although I cannot promise they will always be applied.
More (vanilla) vehicles will surely be revamped in the following days.

Hope you all have fun with this junk! πŸ› οΈ 😁
Cheers!

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Here's the MOD description:

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A revamped version for several vanilla vehicles, simulating emergency and improvised uses of junk and random parts that could be found on the battlefield.

List of Fully Replaced Vehicles
(As of July 3rd, 2025)
M997_maxi_ambulance.et
M923A1_transport_covered.et
M151A2_transport.et
UH1H_armed_gunship_HE.et
UAZ452_transport_CIV_orange.et
S1203_transport_yellow.et

Features Added to ALL Vehicles Listed Above:

Functional jerrycans:
Can refuel any nearby vehicles, and can also be refueled from fuel stations or other revamped vehicles in this mod.

Functional mediboxes:
Provide medical supplies and healing servicesβ€”even for players seated inside the vehicle.

Functional ammo boxes:
Work just like player-equipped ones, supplying ammo normally.

Custom inventory with various supplies:
Includes repair wrenches, medikits, ammo bags, shovels, M16 rifles (plus magazines), M14 sniper rifles (plus magazines), expendable US LAW launchers, and more.

Modified items for better usability:
Certain items, such as medikits and wrenches, are now stackable in the inventory.

Mounted tripod guns:
Available for wheeled vehicles.

Improved mechanical performance for wheeled vehicles:
Engines, gearboxes, axles, differentials, and suspension have been revamped for better torque, strength, and off-road capability.

New interior lighting for wheeled vehicles:
Includes dome lights and dimmable variants.

Junk-armor upgrades:
Both internal and external armor made from scrap materials. This armor actually provides significant protection against bullets.

Updated switch layouts for some vehicles:
For example, the M923 truck now has a roof panel for the driver with switches for lights, engine, and other functions.

Expanded cargo capacity:
Some wheeled vehicles now include extra cargo slots.
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Light switch interaction ranges:
Someβ€”but not allβ€”light switches have had their usable range adjusted so that only the driver can operate them.

Known Issues (and Current Workarounds):

-New seats for both patients on M151 Jeep do not lay down the characters.
Workaround: still working on that.

~~Obstructed seats:
Most new seats (called β€œcompartments” in Enfusion) will show as β€œobstructed” when trying to enter directly.
Workaround: Board the vehicle using a vanilla seat (such as a passenger seat), then switch to the desired new seat (passenger, gunner, etc.).~~

"Flying" mounted tripods on the roof:
Especially in MP, GM spawning will frequently give you a vehicle with flying/floating tripod on the roof.
Workaround: still have not figure a way out of that.

upbeat venture
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Civilian furgo receiving some good stuff. 😎

upbeat venture
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In this "Beta" version, 13 passengers + driver, and the supply boxes were moved to the roof.
All the windows and most of the vehicle are bullet proof (not infinite, thou).

https://www.youtube.com/watch?v=a7K7bqcJ71k

One of the revamped vehicles from MOD "JCataclisma MadMax Vehicles".
In this "Beta" version, 13 passengers + driver.
Supply boxes will be carried on the roof.
All the windows and most of the vehicle are bullet proof (not infinite, thou).

β–Ά Play video
upbeat venture
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For the next update. 😎 πŸ›‘οΈ

upbeat venture
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In the next update, Huey is getting more cargo space for supplies, better armor for everybody, and brand, new extra seat for a navigator! πŸ—ΊοΈ 🎯 😎 🚁

upbeat venture
upbeat venture
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I have found a simple, effective way to completely "hide" the parts which are used as glass armour.
The bullet holes will still appear as shot against their original metal textures, thou.

These new, "transparent" armoured glasses should be available in the next update - probably for all the vehicles in the mod.
Thank you for being patient testers! 🫑

upbeat venture
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For the update that is going live tonight:
-ALL the original tripods on vehicle's roofs have been replaced by mounted machine guns (the ones from MI-8MT helicopter);
-The roof mounted guns have a armoured glass protection, which turns together the gun;
-Most of the armoured glass/windows of vehicles were replaced by an almost completely transparent variant;
-A much better-looking armoured glass window is now used as shield/reinforcement for most of the vehicles.

upbeat venture
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For the next update, the M997 off-road ambulance will carry TWO extra patients, as well as the mounted gunner on roof.
And, maybe, a second medic as well. πŸ€”

upbeat venture
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Today's update was 1.3.0.
It's already online!
The M151 Transport Jeep should now also works as an ambulance - just like the M997 Hummer. ⛑️ Although it doesn't yet have a specific seat for a Doctor, two patients can board or be loaded from behind. They are NOT yet getting laid down, and I am working on that.

Also in the M151 Jeep, all the new, extra seats are now accessible directly - as well as both mounted guns -, eliminating the necessity to board another passenger seat and then manually switching to a new one.
🍻

upbeat venture
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In the next update, will add a much better version for armored doors in US Military vehicles.
Also, will change several details within the "axle extensors" for M997 Ambulance and M9231 Truck, so we should get a better visual when those extra "axles" break.

dry urchin
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Great stuff

upbeat venture
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I am ALMOST fixing the "seat-but-don't-lay" glitch for the improvised patient compartments on M151 Jeep. Almost!πŸ€” 🀞

tender kite
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Them thangs need icons

upbeat venture
# tender kite Them thangs need icons

Any specific on what you have missed more? Would you be talking about one of the new/extra seats and benches?
'Cause I have deliberately left the "eject" without icons in most of stuff. πŸ€” And there are a few without the "GetOut" option as well, so to not override "SwitchSeat" actions and alike.

ripe cloak
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Man those look pretty interesting!

upbeat venture
# ripe cloak Man those look pretty interesting!

If you ever try any or all of them, please feel free to drop any feedback here.
The only reason I came so far and continue to increase the collection is thanks to likes-and-dislikes from players, either from Arma3 stuff or the first M923 truck I have setup here. πŸ˜‰

ripe cloak
upbeat venture
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In the next update, patients boarded in M151 Jeep will FINALLY be laid down! ⛑️ 🍻 .
Their configurations ARE for actual patients, which means that technically they could be healed. But I haven't set, yet, a Doctor's seat. I was wondering whether it would be better to replace one of them patients' seat for a doctor's one. πŸ€”

upbeat venture
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Some better animations for Jeep patients. πŸ˜‰
Players' feedback will be much appreciated, regarding whether I should change such animations, make one different from another, implement them in bigger trucks, etc.

tender kite
upbeat venture
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For the next update, we will have a ready-to-use combination of doctor seat + patient stretcher, so you will be able to add its features on ANY vehicle: just create a new slot, then drag' n' drop the new Prefab. ;)⛑️

upbeat venture
upbeat venture
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Has anybody around been using the M151 Jeep as a mobile "health" support station? Do you guys think it would be better whether it has also a doctor/medic seat AND the "Health Support Station" feature within, as a proper ambulance like the M997 Humvee or UAZ452, instead of just the two patients' seats on roof? πŸ€”

upbeat venture
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Instead of dealing with more civilian vehicles, I have now started to mess around with the Russian ones, beginning with the Ural truck. πŸš›

Its first modifications are a medical AND a patient seats, by replacing RIGHT side compartments only:
-passenger r05, at the middle-right side, is now a Doctor seat;
-passenger r06, second to last at right side, is now a laid-down Patient seat;
-passenger r07, the closest to the rear-end of the truck, has been suppressed and is no longer available.

I am also experimenting with an additional modification: this Ural truck will NOT block supplies when passengers are boarded in the rear cargo truck. To make it more decent to the eyes, half of the supply crates have been replaced by smaller versions, but BOTH of them - ordinary big the new smaller ones - have their supplies capacity increased, and also some small tweaks upon their textures, to show whether their modified versions are being used.

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I am trying different combinations of animations, both for Doctor and Patient, so the final result doesn't look off3nsiv3 in any way, avoiding that laid player's head ends up among doctor's g3nit4ls area. 😬 πŸ™…β€β™‚οΈ

upbeat venture
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Just sent an update to the workshop. 😎
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-Experimental version for the Ural4320 truck, with doctor and patient seats, besides an initial approach regarding the "bl00dbag" style on its front;

-Ural truck has fully working jerrycans and special supply crates arrangements, with extra loads;

-M923 US and Ural 4320 trucks will NO longer block supplies whether there are passengers and vice-versa;

-There are no special features for Ural truck so far, like extra ammo, special inventory loadout, mounted weapons, etc.
`

desert oasis
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Sounds sweet

upbeat venture
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NEW UPDATE!

Bl00dbaaaaaaag!! πŸ˜‚ πŸ’€
The Ural 4320 truck now has a fully working "bloodbag" slot on its front bumper. It works just like any patient seat, so players can either board it manually, or be placed there by other players (when unconscious).
The same truck has also received some additional supplies' slots on the right front hood.

FIXES!
-fixed all the mounted heavy guns on the roofs (the ones from Mi-8 helicopter):
--players will no longer get eventually stuck after boarding those guns;
--getting in and out animations have been fixed;
--entry and exit points got fixed as well.

upbeat venture
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Ural truck is going to the MadMaximization process - time to receive a bunch of search/headlights and armoured parts, which will be replaced for armoured glass where they need to.
The orange navigation lights on truck's roof should already be functional in current Workshop's version, but will be in the next update nonetheless.

A different animation will be chosen for the bl00dbag patient on front, to try and avoid that glitch with both the FP and 3rdPerson camera. πŸ€”

(WIP) πŸ§‘β€πŸ”§ 🧰

tender kite
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@upbeat venture you got plans for experimental additions aswell? mosty about being able to move on vehicles

upbeat venture
# tender kite <@575047128456364032> you got plans for experimental additions aswell? mosty abo...

I would LOVE to!
I got jaw-dropped by several of new features I have seen, after watching some videos from youtubers I follow.

But I don't think I can handle any experimental stuff right now - I can't even keep up both stable and experimental versions installed. πŸ€¦β€β™‚οΈ
I still need to learn so many stuff that I cannot even make work on stable, so they would become a real mess whether I try to take them into experimental - and I am only talking about things I have already running inside this small mod, things that aren't currently working the way they should right now.

I won't say that I will not try - I WANNA try! -, but if I promise I will adapt to 1.5 experimental right now, I would be lying to you.

P.s.: that walking on vehicles stuff is AWESOME! It was one of the coolest mods/scripts I had played with in Arma 3!

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The Ural truck is going all about mounted weapons, in the next updat!
Not only an outside left-hood one, which should be accessed externally, but also one fully operational, inside the cabin, which replaces the middle passenger seat.

upbeat venture
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M923 and Ural truck will have better toys as their front mounted weapons = CANNONS! πŸ”₯

upbeat venture
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I will wait a few days until the next update, because I am trying to avoid ANY kind of messing around regarding "MakeArmaNotWar", as I have uploaded this mod with tags to be enlisted in the 2025 version - like "MANW_2025" and "Wildcard". πŸ€”
And, of course, 'cause I have found several new "fixes" for a bunch of glitches, in older posts from smart guys here in Discord.

drifting yacht
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Hello @upbeat venture

upbeat venture
# drifting yacht Hello <@575047128456364032>

Here we are, and here we go!
I believe we can use this thread to anything related to this small mod. OR, in case the subject is related to anything I could help, regarding any of the Workbench little things I have have learned so far, or a custom project, I will try either to point to the answer I know here in the "forums", or maybe to create a new, specific video - if I ACTUALLY know how to deal with the stuff. πŸ˜‚

upbeat venture
# drifting yacht Can I Show u my work?

Yeah, sure, fine by me. Worst case scenario, a moderator might remove any posts they feel not suited here, or you could just delete them for whatever necessary reason.

Although I must make some observations, like:

-in case you are planning to release your work for the community, whether it is a public mod or maybe some kind of scenario, you should not be ashamed to create your own new post here, in showcases' section, even with an "WIP" (Work In Progress) tag, so it would be much easier for you AND other interested people to ask, comment and help πŸ˜‰ ;

-if you somehow know which exact skills and/or specific type of help you need to achieve your current stuff, there is a really nice channel (link below) for easy, free recruiting of other people who might be willing to help.
#creators_recruiting
https://discord.com/channels/105462288051380224/292271129303842817

All of that being said, shoot out here and let's see whether I or some other errant viewer here can be of any help. πŸ˜‚

drifting yacht
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but now i want it to be able to carry supplies like an mi8 or a hue.

upbeat venture
# drifting yacht but now i want it to be able to carry supplies like an mi8 or a hue.

Oh, nice!
So you can already deal with the basics (or more!) in modding stuff, cool!

I believe you have already watched that video of mine, showing how to modify the amount of supplies carried by each of the vanilla boxes in the truck, right?
Providing that, have you already checked in the "SlotManagerComponent" of your C130 Prefab whether there are any kinds of "Supply" slots?
Is the current modded C130 already able to carry supplies or not?

If it does, then things get much easier, as you can just add extra slots (using "RegisterComponent" class) and copy the properties from the current Prefab itself.
If it doesn't, than you will need to duplicate any of the vehicles/helicopters that already have the supply-carrying ability, and copy the properties from them.

Try and take a look at that stuff for starters, and if you find yourself stuck, we can try and create an additional video or take some screenshots for better understanding.

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More visually speaking hmmyes , jump to the time of 05:30 of the video, where you can see the mentioned "Component" and how to look for the currently used supply crates:
https://youtu.be/TAOlWiZ_E7c?t=332

Let's say you want your starting truck - or ANY other available vehicle! - to carry a different amount of supplies...?

There you go!
You can download my small mod as well, which already has a revamped version for supplies and LOTS of other things, for other vehicles, whether you don't care about dealing with Workbench.

Search for "JCataclisma ...

β–Ά Play video
drifting yacht
drifting yacht
upbeat venture
# drifting yacht it's not able to carry supplies by default, that's why i'm looking to add it

Ok, then.
I will assume you have already "created" your own mod in Workbench, and have "legally" imported, overrided or transfered the C130 into it.

In my new video below, the blue S105 is acting as a substitute for YOUR C130, ok? πŸ˜‰

Now, you need to edit your new plane, go to "SlotManagerComponent", click on the "+" icon and add a "RegisteringComponentSlotInfo" class.
Name it whatever you want, so that you can easily identify it later (something with "supply" in the name should help).
Save your new plane's Prefab.

Now, go the Reforger vanilla Prefab for the Huey and duplicate it into your mod, as it's going to be the reference to copy the supply boxes.
Open your new Huey duplicated Prefab and edit it.

Click again in the "SlotManagerComponent" and search for one of the medium/big supply boxes.
Right-click on its name and select "Copy".

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Go back into your Workbench starting page, open your C130 - which, again, is represented by a blue S105 in my video. ❕
Edit your C130 Prefab, and go back to the slotManager.
Search for your recently added "supply" slot, right click on it and select "Paste".
Click the arrow-down on the left of its name to expand its submenu.
Look for the "offset" and "angles" settings and change them the way you want, so the supply box will appear on the position you chose here. πŸ˜‰

If you want more boxes, you can always add another "Registering" slot here, then copy from your previous box' one and paste it over the new.
You can also click on the "Browse" icon upon the "Prefab" supply box (whilst editing your slot) to select different types of supply boxes.
If you want a custom one, with non-vanilla amount of supplies, you can see that previous video to learn how to set up your own.

Important note: if you add several supply boxes, the game will most likely follow the order you create those slots to visually fulfill the spaces, so let's say you create 3 slots with a box for 200 supplies each, if you add 350 supplies in the game it will show the first and then the second slot you have added.

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My new example video is coming in a few minutes.
https://www.youtube.com/watch?v=ssu6P5X67EY

If you want a text explanation of what's going on in this video, I have a thread for it inside Arma Reforger official Discord.

The thread is in "Showcases" section, under "JCataclisma MadMax Vehicles" name - which is my small mod for the game.

You can go straight into such page by following the Discord link bellow:
https://discord.com/channels...

β–Ά Play video
drifting yacht
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i see the supply box but i can't see anything in my plane inventory ?i don't even know if it has an inventory

upbeat venture
# drifting yacht i see the supply box but i can't see anything in my plane inventory ?i don't eve...

Supply slots are for the "load/Unload supplies" in conflict mode.
Inventory is another, different component.

https://www.youtube.com/watch?v=HxAfw2EZLBU&t=1s

A quick video showing how to add items/weapons to your vehicles inventory within the Arma Reforger Tools.

TPM Tactical Discord (Aussie Community): https://discord.gg/arm2ZQ4wAQ

Music:

#arma #armareforger #armatutorial #tpmtac...

β–Ά Play video
drifting yacht
upbeat venture
# drifting yacht No like normally when u open the vehicle inventory u should be able to see how m...

The only thing I can think of is that, as they haven't yet been able to finish the C130, it's probably lacking some other basic "Components", like universal inventory, resourceManager, etc.
As I haven't yet messed with new vehicles from scratch, I currently don't know how to deal with those configurations.

So I wonder whether one could try to open Huey's Prefab, look for those missing components, and drag'n'drop them to the middle tab inside world editor, so to create some files that replicate them, and add them in C130 later on.
It should be doable, but I haven't gone that deep so far.

Or just wait until they can take C130 development/release a little bit further and modify a more up-to-date version of the plane.

drifting yacht
upbeat venture
# drifting yacht how do i change the position of my passenger ?

Passenger are handled by the "BaseCompartmentManager" Component.
Open it and you will see the whole list for each separated Prefab; then scroll down until "Passenger Position".

https://youtu.be/P2LaqyN3TVM?t=2943

In this first "tutorial" video, we talk the most basics regarding three different "Components":
-Slots, which are the nest areas for attaching objects;
-Actions, which are ONLY visual references for where player should look to see an icon to press;;
-Compartments, which are the new way we refer to the seating places in Reforger.

Timeline refer...

β–Ά Play video
drifting yacht
drifting yacht
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and : seat type. isn't working

upbeat venture
# drifting yacht and : seat type. isn't working

You are probably dealing with the incorrect Prefab.
Most of several types of vehicles handle seat compartments separately for those passengers/cargo that go in the rear areas - that's done within some Prefab like "seats", "cargo", etc. in the SlotManagerComponent.
Take a look on your "BaseCompartment" Component - if there are only two or three seating positions, the other ones are probably in an external Prefab.
If you don't understand what I am talking about, search in the slots of the vanilla M92 or Ural trucks, or any of the transport helicopters - even for the S1203 civilian van and the Jeep Willys they have done that.

Check your slots and look for it. Once you've found it, click on "Browse", then DUPLICATE and edit the new copied Prefab.
NOTE: as a PERSONAL preference, I'd rather use OVERRIDE only for the main vehicles' Prefabs, and always DUPLICATE for anything else, so I can just return to the original one in case things get really messed up.

upbeat venture
# drifting yacht and : seat type. isn't working

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Regarding seat type and animations, they are managed by the (animationName).aw , which you can check in its specific "Animation" Component for each vehicle - just type in "animation" in the "search" area on object properties tab. Developers of C130 might have not set yet several of them, or they could have also created new columns/rows for their new seats, as I have done for some of mine.
I have a video on my channel talking about that as well, and there I show how you can check, modify and even exchange/import animations from any vanilla vehicle into your edited one.
https://www.youtube.com/watch?v=2bu6RkwmQIs

In this video, I demonstrate some quick and easy ways to swap any vanilla vehicle animation with any other vanilla animationβ€”regardless of which vehicle it originally comes from.

You'll also learn how to convert a standard seat (compartment) into a medical one, whether it's for a patient or a doctor.

πŸ‘‰ A really good video that helped me u...

β–Ά Play video
drifting yacht
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Hello @upbeat venture can you explain me how to do animation on blender for vehicles pls

upbeat venture
# drifting yacht Hello <@575047128456364032> can you explain me how to do animation on blender fo...

Hey, there! I'm sorry, but I am not good at Blender/3D.
I have left Blender (and 3D) more than 10 years ago, and although I have been trying to come back to it recently, I'm still too rusty at it - less than an inquisitive newbie by now πŸ˜‚ .

Below are two link from some savy guys I have found in the past few days and, as much as these videos will help you with 3d and Blender - specifically -, it feels like the animations required to work in Workbench follow a kind fo different path to become available in Reforger. thonk

My empiric knowledge in mod development doesn't go much further than the little I have been able to apply in this mod of mine, and that's the main reason I have made those "tutorial" videos available on Youtube.

Finally, I haven't look much deeper in animation here in official Arma Discord, but I am sure you can find a lot of good stuff in https://discord.com/channels/105462288051380224/976159912679850004 and https://discord.com/channels/105462288051380224/976155605100294224 - most likely some nice tutorials.

https://www.youtube.com/watch?v=MSL0W4V3pOQ

https://www.youtube.com/watch?v=mSR-R1tgDG0

Car rigging step by step tutorial in blender

Here is a step by step tutorial on how to rig a car in blender using free addon.
If you get any error while rigging just use previous version of blender.

Download Rigacar Addon (Free) here;
https://github.com/digicreatures/rigacar/releases

Download blender 3D
https://www.blender.org/download/

D...

β–Ά Play video
upbeat venture
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I have yet delayed the mod update, as I am currently trying to understand better and mess around with the lights' configuration, so to give a better look and performance for the vehicles at night.

Armor/max health (in general) will also get revamped for all the vehicles in the mod.

And, finally, LAV25 will be part of the team as well, with a great team war-rig version! 😎

drifting yacht
upbeat venture
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The LAV25 will FINALLY receive some better stuff!
-It will be able to carry supplies;
-It will receive better armor in the front;
-Six external mounted guns will be installed on its turret (they will rotate with the main turret);
-External ammo box;
-Medikits (both internal and external);
-Fully functional jerrycans (the three external ones from the vanilla vehicle will now refuel nearby vehicles, just like other vehicles in this mod - like the M92 and Ural trucks);
-Will receive a HUGE revamp upon its engine, with much more torque and power, but losing forward gears and speed (will have only three gears front now, and a beast of a reverse one!);
-Total mass increased by more than 200%! 😬 ;
-Fuel consumption will become similar to rocket boosters'. πŸ˜‚ 🚱 πŸš€

I will not (for now) change its wheels and suspension stats, 'cause I cannot modify the space between one wheel and another without modifying the 3D model... πŸ₯Ά
To do such only using Workbench, I would need to remove four of them, and that would screw the APC purpose.

Much more coming!

ripe cloak
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Goddamn

upbeat venture
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Externally mounted turrets on LAV will have their own searchlights. πŸ”¦ πŸ”

ripe cloak
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Sweet

desert oasis
upbeat venture
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Version 1.5.2 is already online.
I have just noticed that, in some situations, the LAV25 might NOT start the engine πŸ€¦β€β™‚οΈ notlikemeow - a fix will be uploaded as soon as possible, tonight.
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https://www.youtube.com/watch?v=kARQkxyQgPk

drifting yacht
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Hello @upbeat venture do u want to work with me ? i have a big project, i can't talk about it here

upbeat venture
# drifting yacht Hello <@575047128456364032> do u want to work with me ? i have a big project, i ...

I would gladly join-up, but I just don't have enough free time.
I cannot even keep my mod up-to-date, with so many thing I still need to apply upon it.

If you are willing to setup a kind of team and struggling to do so, your best bet might be to post a requirement in https://discord.com/channels/105462288051380224/292271129303842817 . And even if you cannot or don't wanna to show your early project, anything that you can post in https://discord.com/channels/105462288051380224/976591280786276362 would help encouraging some savy and more talented players to get along with your project. πŸ˜‰ πŸ’ͺ

I won't even try live-coworking, just because I don't actually have internet connection at my home, so the moments which I can reach a lan house and spare some time online are quite random. 😬

drifting yacht
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so I made a 3d model, i got the .fbx, i inherite a uaz, i put the mesh, but some of things doesn't work

  • when i enter the vehicle, the workbench crash. (it stop crashing when i disable the animation component but i can't enter in it anymore)
upbeat venture
# drifting yacht so I made a 3d model, i got the .fbx, i inherite a uaz, i put the mesh, but some...

Oh, but I haven't yet got the b a l l s to actually deal with 3D models in Reforger so far. πŸ˜‚ meowsweats
Closest I have gone was to just throw some regular battlemech into editor, which came with nothing at all, except for the primitive visuals. 😬 .

If your searches here and in the sample_modded_car wiki cannot take you up, try and take a look at the channel in the link bellow: they got two awesome videos, showing almost the whole step-by-step regarding how they have fully set a new vehicle into the game.

But, again: I haven't actually tried it yet.
https://www.youtube.com/@FountainIslandRP/videos

upbeat venture
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~~Providing some great suggestions from mod players/user and ESPECIALLY from more experienced mod creators, I will begin to "move" all overridden versions of the vehicles into DUPLICATED ones, always trying to keep the same characteristics and the modified icons, so to better locate desired units.

That being said, it's most likely several of modded vehicles already in use come back to the original, vanilla versions, requiring manual replacements from GM/admins.~~ 🫑

ripe cloak
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Don't mind me asking, does the mods actually work? Cause I'm not seeing anything different in the vehicles, all just normal vanilla vehicles

upbeat venture
# ripe cloak Don't mind me asking, does the mods actually work? Cause I'm not seeing anything...

Yeah, please feel free to always ask and shot away here whatever you feel it's not working. πŸ˜‰

I have "deleted" the overridden (substitute) vehicles after some players complained about my mod being in conflict with other mods.
The MadMax vehicles are still there now, but as a duplicated version - no more like the main vehicles.

As I still don't fully understand how could they easily be shown/inserted/spawned into GM's menu, I will go back to previous version real quickly, to make them available again - probably in a few minutes.

As soon as I find a "fix" for that, I hope to get rid of the overridden ones again. 😎 🍻

ripe cloak
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Ooh ok πŸ€”

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So I gotta wait till it gets updated again?

upbeat venture
ripe cloak
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Aye it all good mate πŸ˜„πŸ‘πŸ‘

upbeat venture
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-Mi-8's rear gunner will be switched for an LAV25's cannon - and (hopefully) their own searchlight as well;
-Rearranging ALL internal supplies slots, so players will be able to board passenger seat AND load the chopper with its full cargo capabilities;
-The vehicle will be able to carry some additional, "permanent" supply slots upon its wings as well;
-Supply slots will be mixed among vanilla and modded boxes, changing both visual and resource amounts.

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Most of the light's commands (Mi-8) will be available on lower stick, for both pilot and copilot, as some of them vanilla positions (in the center of cabin, under gunner's seat) are quite difficult to see and to switch.

upbeat venture
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The Mi-8 will have FOUR external "jerrycans", but 2 of them are actual jerrycans and the other 2 are big boiler tanks, being capable of carrying 350 Liters each! 😱 .
but mind you that those big tanks do NOT act like their role in the Ural truck, which means they are NOT part of the vehicles internal fuel system, but external support fueling stations. 😎 πŸ§‘β€πŸ”§ 🧰
The jerrycan and the boiler tank will have separated, specific points to click.