beno_83au 1369 Posted November 13, 2020 5 hours ago, AZCoder said: Maybe you can check their animationState and when it changes Thanks AZ but I've got a workaround like that covered at the moment, but it's not a great solution because there will be times when the hostage is being moved or its animation is changing for some other reason. So I've gotta cover those occasions with extra conditions to prevent the anim change check running at those times. So I'm hoping there's a cleaner solution. 1 Share this post Link to post Share on other sites
reyhard 2082 Posted November 14, 2020 9 hours ago, beno_83au said: Thanks AZ but I've got a workaround like that covered at the moment, but it's not a great solution because there will be times when the hostage is being moved or its animation is changing for some other reason. So I've gotta cover those occasions with extra conditions to prevent the anim change check running at those times. So I'm hoping there's a cleaner solution. I might think about solution for situations like that in RHS code. Preferable I will try to automatically detect situations like that but in worst case it will be some special variable. 1 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted November 14, 2020 No worries @reyhard, I'll have to keep my eyes peeled for that one then 👍 Share this post Link to post Share on other sites
wansec_6 200 Posted November 15, 2020 G'day @Richards.D, I watched you video about the M1151 update with interest. I know you said that the GMV variants were a stage 2 production and I realize it may be some time before they are worked upon, if at all, but could I ask what sort of features and functions they may be equipped with? Keep up the good work Share this post Link to post Share on other sites
da12thMonkey 1943 Posted November 15, 2020 Richards said before somewhere here on the forums or during one of our streams that the M1165A1 GMV will be the protected version with the B3 armour kit So it'll be generally similar to the M1165s currently in the mod in terms of protection but with armament and "Standard Threat" armoured doors instead of the FRAG-5 ones. Naturally it will have some of the Spec-Ops-Peculiar M1165 equipment like the SAG turret instead of GPK, O-GPK or MCTAGS, MilSysGroup lightweight bumper instead of the IbisTek one, and likely the protected cargo deck similar to the M1245 M-ATVs 2 Share this post Link to post Share on other sites
Richards.D 761 Posted November 16, 2020 On 11/14/2020 at 7:25 PM, wansec_6 said: G'day @Richards.D, I watched you video about the M1151 update with interest. I know you said that the GMV variants were a stage 2 production and I realize it may be some time before they are worked upon, if at all, but could I ask what sort of features and functions they may be equipped with? Keep up the good work Yep, so what @da12thMonkey said for eqpt. The GMV we've decided to make is the post 2006 unified version, with armor protection eqpt. It's pretty early to promise any features, but the basic version will have ample machineguns, with an M2 and 2x M240. This is just our first commit onto dev, so basically nothing works on this yet, it will likely be several months of config and setup before it is fully workable, but model wise it is basically complete. Textures will still need working, re-baking, and a WD version etc etc. 20 Share this post Link to post Share on other sites
wansec_6 200 Posted November 16, 2020 G'day @Richards.D and @da12thMonkey, Thank you both for the update. The picture posted by @Richards.D looks great. Can't wait to see these beauties in action. Keep up the good work. Another question I wanted to ask. are there any plans for all terrain trailers for the HMMWVs and the MTVs in the future? Share this post Link to post Share on other sites
PuFu 4600 Posted November 17, 2020 The Red Hammer Studios team is happy to announce the first release of RHS: Terracore - our new standalone mod for terrain developers. Features more than 70 new objects: -Eastern Bloc (Soviet) architecture -Fully enterable modular buildings -Urban props like walls, fences, playground objects -Made with love for the community! Roadmap: We are working hard on extending this mod. Our current plans for future releases include: -Railroad objects pack for 1520 mm gauge railways (aka Russian gauge) -More Eastern Bloc buildings -South-East Asian (RHSPKL) themed objects -And much more! Subscribe! https://steamcommunity.com/sharedfiles/filedetails/?id=2288691268 29 6 Share this post Link to post Share on other sites
cu3b4ll 974 Posted November 18, 2020 Those Apartment buildings are nuts, much needed, i hope map makers in the future utilize those Share this post Link to post Share on other sites
cu3b4ll 974 Posted November 18, 2020 Note: Wood furniture SVD, and RPK variants are from 3CB Factions 8 1 Share this post Link to post Share on other sites
[VW]Wrath 63 Posted November 18, 2020 Very excited to give these a go, I especially like the idea of some missions in apartment block estates with lots of snipers and slow stair climbing. Also I aspy a SVD with wooden furniture and I believe an RPK-74? 1 Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 18, 2020 26 minutes ago, [VW]Wrath said: Very excited to give these a go, I especially like the idea of some missions in apartment block estates with lots of snipers and slow stair climbing. Also I aspy a SVD with wooden furniture and I believe an RPK-74? the weapons are not ours on those shots. OP can give the source. Share this post Link to post Share on other sites
lilithsspawn 11 Posted November 18, 2020 Some high quality stuff, as usual from RHS! Share this post Link to post Share on other sites
red_spring 294 Posted November 18, 2020 1 hour ago, [VW]Wrath said: Very excited to give these a go, I especially like the idea of some missions in apartment block estates with lots of snipers and slow stair climbing. Also I aspy a SVD with wooden furniture and I believe an RPK-74? I don't know where the SVD is from but I'm 99% sure that the RPK is from niarms. Share this post Link to post Share on other sites
[VW]Wrath 63 Posted November 18, 2020 If I'm completely honest, I didn't even stop to see that the posted pictures are from another person, I just saw a release, followed by images and my brain put the two together. My bad. Not enough coffee. Share this post Link to post Share on other sites
[VW]Wrath 63 Posted November 18, 2020 Awesome shots though! 🙂 Share this post Link to post Share on other sites
PuFu 4600 Posted November 18, 2020 6 hours ago, cu3b4ll said: pics awesome shots, but please (and don't take it the wrong way) do not post pictures in this thread that contains stuff from other mods, because this leads to confusion. 1 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted November 18, 2020 Or please make an explicit note of any other mods being used - along the same lines as the rules the moderators set for the General Arma 3 Photography thread We're sure that people can appreciate that with us having a public dev branch where members of the community can enjoy and share screenshots of all our latest content (and as a team, we enjoy people finding out for the first time what we've added since the last dev branch update), that there's a situation where there is a general awareness that we're adding new things to the game that we might not always announce officially until the stable release. T-15, M203 grips, all of Lodu's amazing new content, 6M2 headsets etc. the list for the next stable is growing... However, only the people who have the luxury of the time and disc space to install and play our dev branches, will be fully aware of exactly what is new RHS stuff and what is not. So some context would be helpful to the community if it's posted in the channels the RHS team does use to announce new content and updates (i.e. this thread). We just want to avoid false expectations (especially where RPKs are involved) 4 Share this post Link to post Share on other sites
cu3b4ll 974 Posted November 19, 2020 My mistake on not posting the source of the wood furniture SVD and RPK, they come from 3CB Factions BTW, I was looking at the new buildings and pumped out some quick shots before I went to bed. Was in a bit of a rush since I had to get up early. Share this post Link to post Share on other sites
accuracythruvolume 547 Posted November 19, 2020 Wow these buildings are amazing! Excellent work as always RHS team. This will be integrated into my Mega City Terrain Share this post Link to post Share on other sites
johnnygitarr 7 Posted November 23, 2020 Hi & greetings, can someone please help me with a problem i have: Situation: Arma 3 with RHS Mod: Flying an Apache AH 64d Arma 3 and RHS are both on the current stablebuild. How can i get my AI-gunner to engage something with the M230 gun? I set: "manual fire" to on. I switch to the Laser of the AI-gunner and activate it, then i tap "T" on a lone building in the fire-range of the M230. A dotted cross is coming on the building, that means the AI-gunner is aiming at the building. I switch to the M230 gun of the AI-gunner. Now the dotted cross flew away of the building and the AI-gunner aims straight forward in flight direction of the heli. (so he looses the aiming on the building.) How can i use the M230 with an AI-gunner. Is it only possible to shoot on "real" targets (enemies) and not on only buildings or whatever? i know if not in "manual fire" mode you can let the gunner shoot with STRG + Left mouse button. but not in "manual" mode, i cannot bring the ai-gunner to aim at something. I think in vanilla, i can use my descriped method to aim with the ai on buildings. Hope someone could help me. Greetings. Johnny. Share this post Link to post Share on other sites
nicklomas 3 Posted November 24, 2020 Great mod chaps. I was wondering if you are planning to add any more for the CDF? Also is there an option to have pagst helmets? Finally got a new laptop which can play this at acceptable levels so enjoying this mod after hours on arma 2. Share this post Link to post Share on other sites
lilithsspawn 11 Posted November 24, 2020 2 hours ago, nicklomas said: Great mod chaps. I was wondering if you are planning to add any more for the CDF? Also is there an option to have pagst helmets? Finally got a new laptop which can play this at acceptable levels so enjoying this mod after hours on arma 2. There are already PAGST helmets. Or do you mean PAGST in TTsKO specifically? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted November 24, 2020 PASGT helmets for the CDF isn't really something we're planning to do at the moment. To begin with I guess it's because there wasn't a PASGT-type helmet in the mod to equip them with, but over time the CDF in GREF has evolved in quite a different direction than recreating the faction from Arma 2, and has sort of grown its own identity. They have a unique helmet now and changing it isn't urgent If we were to recreate the CDF PASGT from Arma 2 it would require modelling and baking a new fabric cover with the correct foliage bands similar to the Polish Wz 2000, instead of the modified Serbian M97 style one we are currently using. That's definitely not a priority. Tema has a great project based on RHS to expand on the CDF in some ways that are closer to the Arma 2 faction such as making their camo pattern closer to the one in Arma 2, and making retextured PASGTs for them, and also adding many new aspects to the faction like Chernarus security forces, desert and winter uniforms etc. https://steamcommunity.com/sharedfiles/filedetails/?id=1550624597 2 Share this post Link to post Share on other sites
nicklomas 3 Posted November 24, 2020 7 hours ago, lilithsspawn said: There are already PAGST helmets. Or do you mean PAGST in TTsKO specifically? Ah sorry yes i do :) is there a way i can change these? Share this post Link to post Share on other sites