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51 minutes ago, OMAC said:

Then try to switch back to M4.  Can't do it, as there is no Action menu item for the M4.  Can anyone confirm this?

 

I thought BIS removed all those "switch weapon" actions from the menu ages ago? The game has had keybinds for switching to specific weapon slots for over a year AFAIK, with the intention of removing numerous excess actions like those from the list.

 

Are you saying the keybinds are not working?

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12 hours ago, da12thMonkey said:

 

I thought BIS removed all those "switch weapon" actions from the menu ages ago? The game has had keybinds for switching to specific weapon slots for over a year AFAIK, with the intention of removing numerous excess actions like those from the list.

 

Are you saying the keybinds are not working?

 

I've never used those keybinds.  I'll try them now, but I've always used the switch weapon actions, and they worked perfectly for the RHS Javelin AT unit until I installed the RC today.  I would hardly call switch weapon actions "excess" actions, and I hope BI never removes them (that is until Action menu is redesigned or removed).  As an infantryman, there are usually only a few actions available (switch weapon, use laser rangefinder, etc.)  The switch weapon actions still work perfectly with RC for other units, including RHS units...

 

Edit:  The "Switch gun/launcher" keybind works fine (default [RCTRL+ ;] - ffs! :hmmm:).  Never used that before.  The other switch weapon keybinds are unbound for me (good - don't want 'em, but who knows, I may have to use them now).  Even for vanilla BI AT units, action menu items for 1) switch to pistol and 2) launcher are available when main rifle is held.  After switching to launcher, only action for switch to pistol is present.  If unit has no pistol, no actions are shown.  This is a new RC "feature."  Or is it a bug?  For all units other than than AA and AT units, all the switch weapon actions work as before.  It makes no sense to me at all that actions are available at all times EXCEPT when a launcher is held in-hand.  I would vote that the issue is a bug.

 

Anyway, this RC issue certainly affects RHS units carrying launchers.  I posted about it in RC discussion thread.

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IMHO key bindings are one of the best steps BI have taken towards making Arma actually somewhat manageable.

I mean, one does not use video/VFX editor w\o shortcut keys - same here.

I have 1/2/3 as my weapon switch keys same as any other normal shooter.

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4 hours ago, bars91 said:

IMHO key bindings are one of the best steps BI have taken towards making Arma actually somewhat manageable.

I mean, one does not use video/VFX editor w\o shortcut keys - same here.

I have 1/2/3 as my weapon switch keys same as any other normal shooter.

Indeed they are great for Arma3 PvP which i predominantly play.

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On 8.2.2017 at 10:40 PM, wsxcgy said:

I'm going to take a guess and say that later on we might expect Cunico's MBAV, PCU Jacket, SCAR-H, full-sleeve G3 uniform, and maybe some other things we don't know about that he was working on. They weren't finished so it might take a bit for RHS to finish where he left off though. It's a massive shame he's gone. He was responsible for a massive amount of content between his own mods, RHS, and Westwall and he was incredibly talented.

 

As much as I'd like to see all of those assets, please don't take assumptions for what we do.There is nothing fixed yet, I am not even sure we have his stuff.

So yeah, in future - Please refrain talking for us.

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  Is there a resource to list exactly what the different RHS roles/classes are supposed to do?  For instance the "Combat Engineer" has a M16 and magazines, two grenades, and nothing else. What is his purpose? Can he utilize repair kits if I give them to him?  Not sure why I would place him, Same with explosives specialist. Are they passive skills? We can't find documentation on the roles.

 

Thanks,

Fire

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Wondering if one of the RHS devs could help out with something. ALiVE works out the hitpoints of a vehicle from the config file, however the following RHS vehicles don't return any hitpoints: 

 

[
    "RHS_AH64D","RHS_AH64D_GS","RHS_AH64D_CS","RHS_AH64D_AA","RHS_AH64D_noradar","RHS_AH64D_noradar_GS","RHS_AH64D_noradar_CS","RHS_AH64D_noradar_AA","RHS_AH64D_wd","RHS_AH64D_wd_GS","RHS_AH64D_wd_CS","RHS_AH64D_wd_AA","RHS_AH64D_noradar_wd","RHS_AH64D_noradar_wd_GS","RHS_AH64D_noradar_wd_CS","RHS_AH64D_noradar_wd_AA","RHS_AH64DGrey",
    "RHS_AH1Z","RHS_AH1Z_GS","RHS_AH1Z_CS","RHS_AH1Z_wd","RHS_AH1Z_wd_GS","RHS_AH1Z_wd_CS",
    "rhsusf_m1025_w_m2","rhsusf_m1025_d_m2","rhsusf_m1025_w_s_m2","rhsusf_m1025_d_s_m2","rhsusf_m1025_w_mk19","rhsusf_m1025_d_Mk19","rhsusf_m1025_w_s_Mk19","rhsusf_m1025_d_s_Mk19","rhssaf_m1025_olive_m2"
]

For some reason, (count (configFile >> "CfgVehicles" >> _type >> "HitPoints")) always ends up as 0, which isn't the case with all other vehicles. 

 

Do any of you guys know a way to get the hitpoints for these vehicles from their config? 

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Did anyone have problem with BMP-2K or D version? 9M113 doesn't work for me, it doesn't appear in gunner's view and when I switch to commander manual fire I can use it only from 3rd person perspective. After leaving vehicle my unit holds invisible launcher in hands.

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As far as I know, RHS is using the SMAW and AT4 of the TF47 Launchers modification, now this mod also has a Carl Gustav M3 MAAWS which is used by US special forces, this results in my following question:

Did the RHS team actively decide against using the MAAWS or has it still potential to show up in your mod?

 

 

 

 

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2 hours ago, heavygunner said:

As far as I know, RHS is using the SMAW and AT4 of the TF47 Launchers modification, now this mod also has a Carl Gustav M3 MAAWS which is used by US special forces, this results in my following question:

Did the RHS team actively decide against using the MAAWS or has it still potential to show up in your mod?

 

BlackPixel said M3 MAAWS didn't match RHS standarts.Check TF47 Launchers thread.

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Well what Special Forces are in RHS? I hope they do some Green Beret. Would seem like the next US Army group to do.

 

But with that said, m3maaws is now being issued to ICBTs this year, RHS team might just add them next update being as this is in the scope of the mod now.

 

But now the "Special" folk use m4maaws, shorter with extras.

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1 hour ago, kklownboy said:

Well what Special Forces are in RHS? I hope they do some Green Beret. Would seem like the next US Army group to do.

 

But with that said, m3maaws is now being issued to ICBTs this year, RHS team might just add them next update being as this is in the scope of the mod now.

 

But now the "Special" folk use m4maaws, shorter with extras.

 

I think they'll add what they want, it's their roller coaster, we're just along for the ride.

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Just wanted to say thanks for making all the patchless uniforms. They make it so much nicer to create varied scenarios! Really appreciate it.

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6 hours ago, 3n1gma said:

Did anyone have problem with BMP-2K or D version? 9M113 doesn't work for me, it doesn't appear in gunner's view and when I switch to commander manual fire I can use it only from 3rd person perspective. After leaving vehicle my unit holds invisible launcher in hands.

did you switched to ATGM optic? use + & - on the numpad to switch between view modes

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4 hours ago, Pan Samogon said:

 

BlackPixel said M3 MAAWS didn't match RHS standarts.Check TF47 Launchers thread.

Thanks mate!

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2 hours ago, reyhard said:

did you switched to ATGM optic? use + & - on the numpad to switch between view modes

Yeah, I already discovered that but leaving vehicle still makes me hold invisible launcher in hands. I can provide you footage on bugtracker if needed.

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Hey, wanted to say thank-you for adding so many object-specific features to your vehicles, that can be tweaked in the editor!
Makes a huge difference in my mission making, letting me customise every last detail, or add a little extra ambient flair to my environments.
Really enjoying the folded rotors feature at the moment!

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4 hours ago, WastedMike1 said:

Any plans to make a MK48 Mod 1 and MK12 Mod 1 weapons?


First, requests are verboten. Second, an MK48 Mod 1 has already been made, just download the NIA SAW pack.

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7 minutes ago, war_lord said:


First, requests are verboten. Second, an MK48 Mod 1 has already been made, just download the NIA SAW pack.

Speaking of which, will RHS adopt the mk46 and mk48s from toadie's weapon pack?

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I have no idea, you'd have to ask whoever has the final say on what gets into RHS. I was only speaking as an NIA guy.

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3 hours ago, war_lord said:


First, requests are verboten. Second, an MK48 Mod 1 has already been made, just download the NIA SAW pack.

 

 

Isn't the SAW pack open source because I thought the SAW was from the NIA pack already. Why not incorporate the Mk48 into the mod? If I am out of place sorry for the statement.

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10 hours ago, sargken said:

 

Isn't the SAW pack open source because I thought the SAW was from the NIA pack already. Why not incorporate the Mk48 into the mod? If I am out of place sorry for the statement.


Yes, the SAWs in RHS already are NIA SAWs. If I had to guess why the MK46's and MK48's aren't in RHS already, I'd say it's because other stuff had priority. Besides, there's some minor graphical issues with the MK46 and 48 right now in the public release, maybe that's why. I trust RHS to have good reasons for inclusions and omissions in every update, don't you?
 

9 hours ago, WastedMike1 said:

My unit uses RHS not NIA, that is why I asked.


The RHS SAW is the NIA SAW, with some very minor graphical differences, check inside the barrel for proof.You asked if there were "any plans" to make an MK48 Mod1, it has already been made. Either download the extra 137.98 MB, or be patient.

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