da12thMonkey 1943 Posted July 28, 2016 Hello, i have just detected a little problem of braces placement in the "rhsusf_c_weapons" config.cpp : class CfgWeapons { . . . class Default; // External class reference class Put : Default { }; class GrenadeLauncher; // External class reference class Throw : GrenadeLauncher { }; }; Sorry in advance if this has already been reported. It's not a problem with our config (addon wouldn't build correctly if it was). It's a problem with whatever you're using to convert the config.bin to config.cpp Your tool probably isn't capable of parsing the += operator we use to add muzzles to the game's default Put and Throw weapons. If I use Kegety's old unRAP tool I get the same result as you did above. But with BIS' CfgConvert from the official Arma 3 tools it yields: class cfgWeapons { . . . class Default; class Put: Default { muzzles[]+= { "Rhsusf_MineMuzzle", "rhsusf_m112_muzzle", "rhsusf_m112x4_muzzle" }; class PutMuzzle: Default { }; class Rhsusf_MineMuzzle: PutMuzzle { magazines[]= { "rhs_mine_M19_mag" }; }; class rhsusf_m112_muzzle: PutMuzzle { autoreload=0; displayName="M112 charge"; magazines[]= { "rhsusf_m112_mag" }; enableAttack=1; showToPlayer=0; }; class rhsusf_m112x4_muzzle: PutMuzzle { autoreload=0; displayName="M112 x4 charge pack"; magazines[]= { "rhsusf_m112x4_mag" }; enableAttack=1; showToPlayer=0; }; }; class GrenadeLauncher; class Throw: GrenadeLauncher { muzzles[]+= { "Rhsusf_Throw_Flash", "Rhsusf_Throw_Grenade", "Rhsusf_Throw_Incendenary", "Rhsusf_Throw_CS", "Rhsusf_Throw_Smoke_white", "Rhsusf_Throw_Smoke_green", "Rhsusf_Throw_Smoke_red", "Rhsusf_Throw_Smoke_yellow", "Rhsusf_Throw_Smoke_purple" }; class ThrowMuzzle: GrenadeLauncher { }; class Rhsusf_Throw_Flash: ThrowMuzzle { magazines[]= { "rhs_mag_mk84" }; }; class Rhsusf_Throw_Incendenary: ThrowMuzzle { magazines[]= { "rhs_mag_an_m14_th3" }; }; class Rhsusf_Throw_CS: ThrowMuzzle { magazines[]= { "rhs_mag_m7a3_cs" }; }; class Rhsusf_Throw_Smoke_white: ThrowMuzzle { magazines[]= { "rhs_mag_an_m8hc" }; }; class Rhsusf_Throw_Smoke_green: ThrowMuzzle { magazines[]= { "rhs_mag_m18_green" }; }; class Rhsusf_Throw_Smoke_red: ThrowMuzzle { magazines[]= { "rhs_mag_m18_red" }; }; class Rhsusf_Throw_Smoke_purple: ThrowMuzzle { magazines[]= { "rhs_mag_m18_purple" }; }; class Rhsusf_Throw_Smoke_yellow: ThrowMuzzle { magazines[]= { "rhs_mag_m18_yellow" }; }; class Rhsusf_Throw_Grenade: ThrowMuzzle { magazines[]= { "rhs_mag_mk3a2", "rhs_mag_m67", "rhs_mag_m69" }; }; }; }; Which is how those classes are written in our raw development files. In short: your tools are out of date 2 Share this post Link to post Share on other sites
mistyronin 1181 Posted July 28, 2016 Is this mod compatible with ASR AI3 ? No. It'll pop up a good amount of errors, you'll miss certain weapons and other stuff. Besides the fact that AFAIK the ASR AI 3 hasn't been updated for some time. Share this post Link to post Share on other sites
Maaras 56 Posted July 28, 2016 Using a fact, that we are in Hummve topic I'd like to suggest one thing :ph34r: Why? Because i don't want again finish a mission like him: \ ;) Best regards and thanks for your work RHS Team! 3 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 28, 2016 Unfortunately there's a lot more to making a M1151 or M1114 that sticking the GPK turret on the roof of the existing M998 model that is in RHS. Share this post Link to post Share on other sites
Laid3acK 79 Posted July 28, 2016 It's not a problem with our config (addon wouldn't build correctly if it was). It's a problem with whatever you're using to convert the config.bin to config.cpp Your tool probably isn't capable of parsing the += operator we use to add muzzles to the game's default Put and Throw weapons. If I use Kegety's old unRAP tool I get the same result as you did above. But with BIS' CfgConvert from the official Arma 3 tools it yields: Which is how those classes are written in our raw development files. In short: your tools are out of date You are totally right, my apologies and many thanks for the tips :) Share this post Link to post Share on other sites
escforreality 35 Posted July 28, 2016 No. It'll pop up a good amount of errors, you'll miss certain weapons and other stuff. Besides the fact that AFAIK the ASR AI 3 hasn't been updated for some time. ASR AI3 was updated today a few hours ago with new RHS compatibility Configs for 0.4.1.1 I haven't tested it yet though. Edit: The compatibility Configs do not appear to be ready yet. 1 Share this post Link to post Share on other sites
bek 744 Posted July 29, 2016 noo the nagant sound got broken :( Is your USAF up to date? 2 Share this post Link to post Share on other sites
probad 44 Posted July 29, 2016 i ran all updates again today and its fixed for me thanks Share this post Link to post Share on other sites
Pan Samogon 197 Posted July 29, 2016 Using a fact, that we are in Hummve topic I'd like to suggest one thing :ph34r: Why? Because i don't want again finish a mission like him: \ ;) Best regards and thanks for your work RHS Team! Well,there is a lot more diffirences than only GPK turret. Share this post Link to post Share on other sites
Maaras 56 Posted July 29, 2016 Unfortunately there's a lot more to making a M1151 or M1114 that sticking the GPK turret on the roof of the existing M998 model that is in RHS. Well,there is a lot more diffirences than only GPK turret. I know it and I agree with both of us. I just want to draw attention to fact that we have modern equipment and vehicles, but hummve's are still from Somali Civil War. It could be really nice to see modern equivalent of russian GAZ Tigr. Regards Share this post Link to post Share on other sites
Matosh 34 Posted July 29, 2016 I know it and I agree with both of us. I just want to draw attention to fact that we have modern equipment and vehicles, but hummve's are still from Somali Civil War. It could be really nice to see modern equivalent of russian GAZ Tigr. Regards @Redphoenix did said a page back that they were going for something like Croatian HMMWVs, and Croatian Army only has armored ones (M1114, M1151). Just realized that you were referring to armored HMMWVs for the US forces. Share this post Link to post Share on other sites
Damian90 697 Posted July 29, 2016 Do not worry, US side will also get some goodies. ;) At some point at least. 6 Share this post Link to post Share on other sites
officeramr 269 Posted July 29, 2016 I think i've found the best feature in the RHS packs, you can attach a flashlight to the SMAW, perfect for those close quarters engagements XD 7 Share this post Link to post Share on other sites
war_lord 934 Posted July 29, 2016 I'm weirdly in love with the M-21S. 5 Share this post Link to post Share on other sites
ineptaphid 6413 Posted July 29, 2016 Just checking-as long as you have PiP enabled in your options menu-thats all you need for having RHS scopes set to PiP in the RHS options,right? Changing PiP from low to Ultra seems to make no difference for the RHS scopes for me. Share this post Link to post Share on other sites
reyhard 2082 Posted July 30, 2016 Just checking-as long as you have PiP enabled in your options menu-thats all you need for having RHS scopes set to PiP in the RHS options,right? Changing PiP from low to Ultra seems to make no difference for the RHS scopes for me.Changing PiP from low to ultra changes only changes draw distance for such PiP screens (200 to 2000m afair). Screen resolution & other options are hardcoded ingame 10.593: Creating rendering context "r2t" 10.593: Creation parameters: 10.593: _width = 512 10.593: _height = 512 10.593: _rtFormat = R16G16B16A16_FLOAT 10.593: _depthFormat = D24_UNORM_S8_UINT 10.593: _depthFormatTypeless = R24G8_TYPELESS 10.593: _depthFormatShaderResrouce = R24_UNORM_X8_TYPELESS 10.593: _sssmFormat = R8_UNORM 10.593: _sbSize = 512 10.593: _multisampleCount = 1 10.593: _multisampleQuality = 0 10.593: _shadowsEnabled = 0 10.593: _ssaoEnabled = 0 10.593: _causticsEnabled = 0 10.593: _depthInfoCopyWidth = 512 10.593: _depthInfoCopyHeight = 512 10.593: _simulWeatherEnabled = 0 10.593: _simulWeatherRTEnabled = 0 10.593: _simulWeatherDepthDecimateEnabled = 0 10.593: _simulWeatherRTWidth = 0 10.593: _simulWeatherRTHeight = 0 10.593: _simulWeatherRTFormat = UNKNOWN 10.593: _rainOcclusionMapSize = 0 10.593: _screenSpaceReflectionsBuffersSizeCoef = 0 Share this post Link to post Share on other sites
jaaxxxxon 140 Posted July 30, 2016 Since everyone's on the topic of humvees, would it be possible to have a turn in/out function to keep you alive when you're getting shot at? Or is that a tank only thing? Gunner survivability in Arma, even with protected turrets isn't really a thing. :DGood work though, I'm really enjoying this newest update! Share this post Link to post Share on other sites
reyhard 2082 Posted July 30, 2016 Since everyone's on the topic of humvees, would it be possible to have a turn in/out function to keep you alive when you're getting shot at? Or is that a tank only thing? Gunner survivability in Arma, even with protected turrets isn't really a thing. :D Good work though, I'm really enjoying this newest update! it's already in mod Share this post Link to post Share on other sites
mistyronin 1181 Posted July 30, 2016 it's already in mod What Reyhard said. You can use the default Arma 3 turn out / turn in key binds to do that. It's enabled in most vehicles turrets as far as I remember. So enjoy it! :) Share this post Link to post Share on other sites
ineptaphid 6413 Posted July 30, 2016 Changing PiP from low to ultra changes only changes draw distance for such PiP screens (200 to 2000m afair). Screen resolution & other options are hardcoded ingame 10.593: Creating rendering context "r2t" 10.593: Creation parameters: 10.593: _width = 512 10.593: _height = 512 10.593: _rtFormat = R16G16B16A16_FLOAT 10.593: _depthFormat = D24_UNORM_S8_UINT 10.593: _depthFormatTypeless = R24G8_TYPELESS 10.593: _depthFormatShaderResrouce = R24_UNORM_X8_TYPELESS 10.593: _sssmFormat = R8_UNORM 10.593: _sbSize = 512 10.593: _multisampleCount = 1 10.593: _multisampleQuality = 0 10.593: _shadowsEnabled = 0 10.593: _ssaoEnabled = 0 10.593: _causticsEnabled = 0 10.593: _depthInfoCopyWidth = 512 10.593: _depthInfoCopyHeight = 512 10.593: _simulWeatherEnabled = 0 10.593: _simulWeatherRTEnabled = 0 10.593: _simulWeatherDepthDecimateEnabled = 0 10.593: _simulWeatherRTWidth = 0 10.593: _simulWeatherRTHeight = 0 10.593: _simulWeatherRTFormat = UNKNOWN 10.593: _rainOcclusionMapSize = 0 10.593: _screenSpaceReflectionsBuffersSizeCoef = 0 Thanks.So for RHS scopes it makes no difference? Share this post Link to post Share on other sites
officeramr 269 Posted July 30, 2016 You guys probably know this already, but just in case you dont, the VV interior troops GAZ Tigrs come with a police paint and lightbar. Its the OMON branch of the MVD RF/VV which operates them Share this post Link to post Share on other sites
mistyronin 1181 Posted July 30, 2016 You guys probably know this already, but just in case you dont, the VV interior troops GAZ Tigrs come with a police paint and lightbar. Its the OMON branch of the MVD RF/VV which operates them I'm afraid that both units you mention, OMON and the Interior Troops (MVD VV) have been integrated in the recently made Russian National Guard. The National Guard is still on the making, so it's still too early to apply any future change to our vehicles / factions. (RT) Putin orders creation of National Guard 2 Share this post Link to post Share on other sites
officeramr 269 Posted July 30, 2016 I'm afraid that both units you mention, OMON and the Interior Troops (MVD VV) have been integrated in the recently made Russian National Guard. The National Guard is still on the making, so it's still too early to apply any future change to our vehicles / factions. (RT) Putin orders creation of National Guard I see. Share this post Link to post Share on other sites
shokun 0 Posted July 30, 2016 i used RHS MOD it's bug? i tryed some uniform bug? list ・EMR-Desert(VDV) ・EMR-Desert ・EMR-Summer ・Flora(Alt) ・Flora(VDV) ・Flora(VMF) ・M88 ・Mountain(VDV) https://gyazo.com/4ce9a4e763a48594d9901ca448985401 https://gyazo.com/6f956bc8d713380d37dfeee9a29d72a9 https://gyazo.com/7102182f7e2fb669ed7a174bfbbf9cf1 uniform Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 30, 2016 it's bug? Yes. Has been fixed for 0.4.2 Share this post Link to post Share on other sites