pd3 25 Posted April 9, 2015 (edited) If anyone else is wondering why some addon pistol sounds/recoils don't work, it seems as if all of the sound information now has to be included under the child class class Single: Mode_SemiAuto { class BaseSoundModeType {}; class StandardSound: BaseSoundModeType {} etc If it's outside of that, it doesn't seem to work, so adjust those configs appropriately. Edited April 9, 2015 by Pd3 Share this post Link to post Share on other sites
roberthammer 582 Posted April 10, 2015 If anyone else is wondering why some addon pistol sounds/recoils don't work, it seems as if all of the sound information now has to be included under the child class If it's outside of that, it doesn't seem to work, so adjust those configs appropriately. Yes ,because of this change - 90% of the config is borked , now i can have rewrite the config to fix it - oh the joy ... Share this post Link to post Share on other sites
Kerc Kasha 102 Posted April 10, 2015 I'm not finding that to be true on my end, I just decided to experiment and for some reason, some guns work with custom recoils, and some do not.RH_pistolbase_auto works for me for some reason, yet recoil_pistol_heavy, a default BI recoil does not! Very peculiar, if it is determined why this is happening, I'd like to know for my own personal understanding. Not to mention that some addon weapon sounds simply don't work, which is doubly strange. Ah you might be right they also moved recoil away from firemodes and into the weapon itself (which frankly feels like a step back) Share this post Link to post Share on other sites
Brisse 78 Posted April 10, 2015 Ah you might be right they also moved recoil away from firemodes and into the weapon itself (which frankly feels like a step back) I don't know... I prefer the new system. It's much easier to understand and configure, and it's now impossible to make mistakes that create inconsistencies in recoil between semi and full auto, which was pretty common before, even in vanilla content. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 10, 2015 Ah you might be right they also moved recoil away from firemodes and into the weapon itself (which frankly feels like a step back) I think its a better way to implement it to be honest. It certainly aids people who are writing configs (not so much those who have already written said configs and now have to re-do them - I feel your pain RH, I was in your shoes a few months back when the new recoils hit devbranch and I began updating my addons). It allows weapons with a common superclass to have completely different recoil values without having to (re)define firing modes, sounds etc. if all you're changing is barrel length or some such. Certainly not a step back... Share this post Link to post Share on other sites
Kerc Kasha 102 Posted April 10, 2015 I don't know... I prefer the new system. It's much easier to understand and configure, and it's now impossible to make mistakes that create inconsistencies in recoil between semi and full auto, which was pretty common before, even in vanilla content. The main issue I have with it is it makes it harder to do AN-94 style '2 round burst' stuff. But I guess with a high enough ROF and the new recoil system that shouldn't be an issue anyway Share this post Link to post Share on other sites
roberthammer 582 Posted April 11, 2015 (edited) Config fix For A3 1.42 game version > http://www.mediafire.com/download/93...42configfix.7z There might be some issues and maybe it will sound weird because it uses BIS default Sound tails If you get some Bisign mismatch with the old RHI.bikey , keep the old RHI.key but rename the new RHI.bikey to RHI2.bikey to solve this problem Edited April 11, 2015 by RobertHammer Share this post Link to post Share on other sites
Fushko 59 Posted April 11, 2015 Thank you so much for the continued support! Share this post Link to post Share on other sites
Guest Posted April 11, 2015 I have updated the main Armaholic RH Pistol pack archive with your config fix and for those who prefer to not download the whole pack again the small config fix is also seperatly available on our downloadpage :) New version frontpaged on the Armaholic homepage. RH Pistol pack v1.11.2 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
sonsalt6 105 Posted April 11, 2015 Updated mod v1.1.2.1 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
kecharles28 197 Posted April 11, 2015 Updated mod v1.1.2.2 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Marduk1813 62 Posted April 15, 2015 Thanks for the update and for the mod! I'm using the pistol pack since I started to play modded A3 and I could always trust in this sidearms. There is just one request I wan't to make. Is there any way to add a laserpointer to the mod? I realy enjoy it that there are some hq-attachments to customize the pistols (especially the USP's), and a laserpointer would be simply awesome. It looks like the Insight X2 got a laserpointer under the flashlight, is it working somehow? Also... I know, it's just a modified USP, but are there any plans for a SOCOM Mk23? Thanks again for your pack and your updates. Share this post Link to post Share on other sites
roberthammer 582 Posted April 15, 2015 (edited) Thanks for the update and for the mod! I'm using the pistol pack since I started to play modded A3 and I could always trust in this sidearms. There is just one request I wan't to make. Is there any way to add a laserpointer to the mod? I realy enjoy it that there are some hq-attachments to customize the pistols (especially the USP's), and a laserpointer would be simply awesome. It looks like the Insight X2 got a laserpointer under the flashlight, is it working somehow?Also... I know, it's just a modified USP, but are there any plans for a SOCOM Mk23? Thanks again for your pack and your updates. I would love to use lasers ,but you might know the A3 doesn't support visible lasers (i still don't get why the BIS didn't used whole vbs2 laser tech which been borrowed from vbs2) only IR laser and flashlight can be used + there's another problem - that you can't switch between IR laser and Flashlight , most of modern laser units does have a flashlight with visible and IR laser too this can't be done in A3 at the moment > http://feedback.arma3.com/view.php?id=4770 , http://feedback.arma3.com/view.php?id=16445 and http://feedback.arma3.com/view.php?id=4771 about Mk23 maybe , i will look into that Edited April 15, 2015 by RobertHammer Share this post Link to post Share on other sites
ACPL Jon 68 Posted April 15, 2015 Hello; Foxhound, the link to the "patch-only" version doesn't work. Share this post Link to post Share on other sites
bakimaster91 16 Posted April 15, 2015 Hey Robert, what about adding Hk45C or CT? :) Is it possible or should we forget it? Share this post Link to post Share on other sites
Marduk1813 62 Posted April 15, 2015 I would love to use lasers ,but you might know the A3 doesn't support visible lasers (i still don't get why the BIS didn't used whole vbs2 laser tech which been borrowed from vbs2)only IR laser and flashlight can be used + there's another problem - that you can't switch between IR laser and Flashlight , most of modern laser units does have a flashlight with visible and IR laser too this can't be done in A3 at the moment > http://feedback.arma3.com/view.php?id=4770 , http://feedback.arma3.com/view.php?id=16445 and http://feedback.arma3.com/view.php?id=4771 about Mk23 maybe , i will look into that Yeah, I was just thinking about a IR-Lasers how they work in A3, not even about normal las-pointers. Any chance to get a attachment for that? I would love it. Share this post Link to post Share on other sites
xxninjabudderxx 10 Posted May 2, 2015 When i install the mod the guns are invisible in game, i can shoot and it makes noise but bullets dont come out and i dont see a gun. I installed it by putting the addons folder in the addons folder in the aram 3 directory, and same for the keys folder. Share this post Link to post Share on other sites
dscha 147 Posted May 6, 2015 (edited) Key will not be accepted (already renamed the old rhi.bikey to rhi2.bikey). Possible to re-pack it with the actual key? Version: Last Version from Armaholic. Edited May 6, 2015 by Dscha Share this post Link to post Share on other sites
evromalarkey 150 Posted May 6, 2015 running the latest version on our server and keys are ok Share this post Link to post Share on other sites
ylichbach2 10 Posted June 8, 2015 I am having an error occur after downloading this mod from Armaholic, the error states "key not found for signature E:\Steam\steamapps\common\Arma 3\RH Pistol pack 1.11-A3\addons\rh_de.pbo.RHI.bisign Test FAILED!". How can we solve this? Share this post Link to post Share on other sites
Frankdatank1218 39 Posted July 5, 2015 These pistols have still not been updated to have the new audio enhancements added in the Marksmen Update. Would love these to have echos and indoor reverb. Share this post Link to post Share on other sites
Deathstruck 375 Posted July 16, 2015 (edited) For some reason with the new update the pistols emit some kind of heat/invisible smoke when shooting. Is it a bug? Edited July 16, 2015 by Salvatore_Lee Share this post Link to post Share on other sites
braveblades 1 Posted July 16, 2015 i did some test today (with latest a3 update) and ..imho RH pistols have more spread over a distance ~40m than vanilla A3 pistols. Is this problem with config or latest a3 patch (i use dev build.) Share this post Link to post Share on other sites
roberthammer 582 Posted July 17, 2015 i did some test today (with latest a3 update) and ..imho RH pistols have more spread over a distance ~40m than vanilla A3 pistols. Is this problem with config or latest a3 patch (i use dev build.) Hmm , you are right - i will need to rework my dispersion values to be more realistic , ETA: in the future For some reason with the new update the pistols emit some kind of heat/invisible smoke when shooting. Is it a bug? huh? there been a heat effect since a long time , unless you mean something else Share this post Link to post Share on other sites
Von Quest 1163 Posted July 17, 2015 Please keep that heat effect. Love it! Really sells the immersion. Share this post Link to post Share on other sites