snackynak   38 Posted November 25, 2020 7 hours ago, nicklomas said:  Ah sorry yes i do 🙂 is there a way i can change these? CDF reArmed on the workshop has some of those, RHS mods are the only dependency Share this post Link to post Share on other sites
accuracythruvolume   547 Posted November 27, 2020 These big apartment structures from RHSterracore are quite well done! The modular nature are quite exceptional.  I decided to paste a bunch of the middle parts of one of them to make a huge rowhouse....  Can't preach highly enough about the quality of these assets...   7 Share this post Link to post Share on other sites
nicklomas   3 Posted November 28, 2020 On 11/25/2020 at 2:53 AM, snackynak said: CDF reArmed on the workshop has some of those, RHS mods are the only dependency Ah yes, gave them a try but sadly the RHS PAGST helmets seem strangley large and very curved at the back. Share this post Link to post Share on other sites
Synchronized   49 Posted November 28, 2020 I have a question, does the Armatas have that special anti radiation coating in order to difficult radar locking?  Does ArmA simulate that? Share this post Link to post Share on other sites
starlord1214 Â Â 12 Posted December 1, 2020 i love the bulidings that you guys made, i do have a question are you planning on making different tall buildings with interior? for Example like a hotel but with a bigger hall, a hostpital but bigger room, a work company facility, malls and maby a skyscraper? Share this post Link to post Share on other sites
PuFu   4600 Posted December 1, 2020 3 hours ago, starlord1214 said: i love the bulidings that you guys made, i do have a question are you planning on making different tall buildings with interior? for Example like a hotel but with a bigger hall, a hostpital but bigger room, a work company facility, malls and maby a skyscraper? we have no intention to make structures for lifers, nope 4 5 Share this post Link to post Share on other sites
Sierra-G339 'Digger'   19 Posted December 1, 2020 Hey @PuFu While we gotchu for a moment, can I ask if there's any thought been put into adding older AR-15s? specifically the M16A1&2s for 2nd world factions like the Tanoan HDF? Share this post Link to post Share on other sites
PuFu   4600 Posted December 1, 2020 3 hours ago, Sierra-G339 'Digger' said: Hey @PuFu While we gotchu for a moment, can I ask if there's any thought been put into adding older AR-15s? specifically the M16A1&2s for 2nd world factions like the Tanoan HDF? ideally we'd want to remake the M16s/M4s from scratch, future proofing the asset and making stuff with modularity in mind this time around. but until that happens, nope 5 1 Share this post Link to post Share on other sites
harper1998 Â Â 28 Posted December 1, 2020 I commented on the RHSUSF steam page but I neglected to consider posting here. I do modding on the side here and there, and I'm adapting RHS content to fit an alternate universe I have created. I have a question regarding the EULA and vehicle modding. I would like the vehicle turrets to display my canonical names - "M240B" is "C140B". I'm trying it out with the MATVs but the only way I have so far been able do that is to copy your MATV base configs in their entirety and swap out my renamed turrets. Is that a no-no? Share this post Link to post Share on other sites
soul_assassin   1750 Posted December 1, 2020 3 hours ago, harper1998 said: I commented on the RHSUSF steam page but I neglected to consider posting here. I do modding on the side here and there, and I'm adapting RHS content to fit an alternate universe I have created. I have a question regarding the EULA and vehicle modding. I would like the vehicle turrets to display my canonical names - "M240B" is "C140B". I'm trying it out with the MATVs but the only way I have so far been able do that is to copy your MATV base configs in their entirety and swap out my renamed turrets. Is that a no-no? Thats a nono, bacause you can potentially break rhs vehicles in process, not from EULA prespective but from good design standpoint. You have to learn correct class and subclass inheritance. 1 Share this post Link to post Share on other sites
harper1998 Â Â 28 Posted December 1, 2020 2 hours ago, soul_assassin said: Thats a nono, bacause you can potentially break rhs vehicles in process, not from EULA prespective but from good design standpoint. You have to learn correct class and subclass inheritance. Ah thanks, I'll keep tinkering away. I'm guessing I need to inherit the MRAPs in such a way that I can get access to the turrets. Share this post Link to post Share on other sites
da12thMonkey   1943 Posted December 1, 2020 If you're creating new weapon classes with different displaynames to show in the HUD not simply overwriting the displayname of existing weapons, then yes you would need to change the weapon in class Turrets Class turrets is a bit unusual in that you have to include inheritance for all turrets in the vehicle including the ones you didn't modify, else the vehicle loses the ones you don't explicitly tell it to include  class rhsusf_MATV_armed_base; class rhsusf_MATV_OGPK_base: rhsusf_MATV_armed_base { class Turrets; }; class rhsusf_MATV_OGPK_M240_base: rhsusf_MATV_OGPK_base { class Turrets: Turrets { class OGPK_Turret; class CoDriverTurret; }; }; class myClass_MATV_OGPK_C240: rhsusf_MATV_OGPK_M240_base { class Turrets: Turrets { class OGPK_Turret: OGPK_Turret { weapons[] = {myClass_WEAPON}; }; class CoDriverTurret: CoDriverTurret{}; }; }; Note now class CoDriverTurret: CoDriverTurret{}; still needs to be in there to rebuild that turret in the final vehicle, even if that turret has not being modified 1 1 Share this post Link to post Share on other sites
nicklomas   3 Posted December 4, 2020 Quick question, i've signed up for the DEV version of your wonderful mod however do the WIP projects show up in a different group? Struggling to see what the additions are? (too many RHS linked mods for me :/) Share this post Link to post Share on other sites
da12thMonkey   1943 Posted December 4, 2020 No, WIP stuff isn't separated in any way. It'd just create more work to prepare it for stable releases Share this post Link to post Share on other sites
harper1998 Â Â 28 Posted December 6, 2020 Thank you again, I have made made enough progress to start on my first OPFOR faction. Is there a guide to adding new decals for the Russian vehicle set? Share this post Link to post Share on other sites
kilo-bravo   84 Posted December 20, 2020 Are retextures allowed on the new uniforms in RHSAFRF? Share this post Link to post Share on other sites
soul_assassin   1750 Posted December 22, 2020 On 12/20/2020 at 8:20 PM, kilo-bravo said: Are retextures allowed on the new uniforms in RHSAFRF? Yes, author has permitted. 3 2 Share this post Link to post Share on other sites
kilo-bravo   84 Posted December 22, 2020 7 hours ago, soul_assassin said: Yes, author has permitted. excellent also lookin at the files for the new M88 have you fellas done top and pants separated  then call them using hidden selections or something? Share this post Link to post Share on other sites
da12thMonkey   1943 Posted December 22, 2020 Yes the upper and lower parts of the uniform have separate selections and separate .paa files that correspond to the upper and lower parts of the uniform. You could for example play as a unit wearing the khaki/Afghanka winter M88 with sapogi boots and run the following code in the debug console player setObjectTexture [0,"rhsafrf\addons\rhs_infantry3\data\afghanka_winter\afghanka_winter_vest_vsr04_co.paa"]; player setObjectTexture [1,"rhsafrf\addons\rhs_infantry3\data\afghanka\afghanka_KLMK_BG_pant_boots_co.paa"] And see that the jacket is changed to the VSR winter jacket while the pants are in the Spetsodezhda pattern with Sapogi boots. Selections are the same "camo" and "camo1" for all of those new uniforms but .paa files are different if the M88 model is using the regular or winter jacket, and Sapoji boots or laced boots, or the VDV version of M88 7 Share this post Link to post Share on other sites
kilo-bravo   84 Posted December 23, 2020 That is badass irregular units are going be so much easier.   Share this post Link to post Share on other sites
Guest   Posted December 24, 2020 Okay I’ve got a question, are we to expect an Oshkosh L-atv/jltv any time soon Share this post Link to post Share on other sites
FallTry45   273 Posted December 25, 2020 2 hours ago, GYSGTTAYLOR said: Okay I’ve got a question, are we to expect an Oshkosh L-atv/jltv any time soon   Some people need to chill, everyone has been waiting so long for the GPK Humvees over the years and months and they just released it recently, and you want/expecting something new?   Patience is a virtue. 😉   Happy Christmas everyone🎅 3 Share this post Link to post Share on other sites
Richards.D   761 Posted December 25, 2020 23 hours ago, GYSGTTAYLOR said: Okay I’ve got a question, are we to expect an Oshkosh L-atv/jltv any time soon  No. We've discussed, and it just doesn't provide much over the M-ATV, in terms of capability. So, we're focusing on some more diverse platforms and upgrades to existing vehicles for now, before we add any more 4x4 MRAPs. Wwe already have the M1240, M1245, M1238A1, etc.  Edit: I'm going to add some additional perspective. Each unique (new) vehicle takes approximately 6-12 months of production, from modelling, HP/LP Baking, UV Unwrapping the LP, texturing, and then injection, configging, scripts/anims etc. So from my perspective, since we already have 2 4x4 MRAPs that fulfil basically the same purpose, I'd rather not spend another 12 months on that when we can potentially deliver a new platform for some breadth to the content.  Merry Christmas 11 Share this post Link to post Share on other sites
Synchronized   49 Posted December 27, 2020 On 12/25/2020 at 6:27 PM, Richards.D said:  No. We've discussed, and it just doesn't provide much over the M-ATV, in terms of capability. So, we're focusing on some more diverse platforms and upgrades to existing vehicles for now, before we add any more 4x4 MRAPs. Wwe already have the M1240, M1245, M1238A1, etc.  Edit: I'm going to add some additional perspective. Each unique (new) vehicle takes approximately 6-12 months of production, from modelling, HP/LP Baking, UV Unwrapping the LP, texturing, and then injection, configging, scripts/anims etc. So from my perspective, since we already have 2 4x4 MRAPs that fulfil basically the same purpose, I'd rather not spend another 12 months on that when we can potentially deliver a new platform for some breadth to the content.  Merry Christmas  Could you share what´s coming next? 1 1 Share this post Link to post Share on other sites
Richards.D   761 Posted December 28, 2020 8 hours ago, Synchronized said:  Could you share what´s coming next?  No. We generally don't share any content until we've got it in game at the very least. Because people's schedules can change and result in models being delayed or cancelled for years, we avoid any pre-release hype. It's not fair to anyone to get their hopes up when, as a free mod we can never promise, and never try to stick to any deadlines. So, you'll be the first to see any new content, with everyone else as soon as we start sharing it publicly- once we are confident it'll make it into the mod. 1 Share this post Link to post Share on other sites