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Do you guys know if hiddenselection is present in the OpsCore helmets? Im asking this cause I was looking into placing flags in a few of them ...

 

Thxs for this great mod!

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Thxs Devastator. I'll take a look then and try to place a flag on the side of the helmet ...

 

Cheers

 

EDIT: These are the ones I've found for the OpsCore helmets:

hiddenSelections[]=
        {
            "opscore",
            "comtac",
            "NSW",
            "contour",
            "cover",
            "ms2000"
        };

 

None of these seem to be associated with a position to place a flag on the side of the helmet. Am I missing something?

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None of the RHS Ops Core helmets have a flag on them, so why would there be a selection for a flag?

 

If you want to add flags, you'd need to put them on the helmet or cover texture itself

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22 minutes ago, da12thMonkey said:

None of the RHS Ops Core helmets have a flag on them, so why would there be a selection for a flag?

 

If you want to add flags, you'd need to put them on the helmet or cover texture itself

 

The fact that they are not present in the in-game model does not mean a hiddenSelectionTexture is not available in its config, that's why I asked

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The fact that they are not present in the in-game model does not mean a hiddenSelectionTexture is not available in its config, that's why I asked. I see now that for the OpsCore example there is none available so the only way to do it is indeed with the helmet or cover texture itself

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Hi RHS Devs,

 

I'd like to know if you're planning on a detailed weapon and magazine documentation for GREF and SAF with the same level of detail like you offer for USF and AFRF.  Currently I'm trying to create a magazine compatibility patch between IFA3, USF,AFRF,GREF and WarfareThai and BIS mags.  Since there may be code or other info preferably re-traceable by forum search in your answers I post here instead of SWS to kindly ask for

 

1) Your permission to publish this compatibility patch once I manage to finish it.

 

2) A little help with the GREF classes:

 

So far I have achieved the desired results for the AFRF and USF guns by building on Lord Bookas work and by using your excellent documentation of classes and inheritances.  But with the GREF bolt action rifles I've run into a problem.  The manual reloading of all the bolt action rifles from the other mods still work as intended if I set them to inherit like this:

 

Spoiler

class DMR_01_base_F: Rifle_Long_Base_F
    {
    };
    class srifle_DMR_01_F: DMR_01_base_F
    {
    };
    class Auto762x51_NDM86: srifle_DMR_01_F
    {
    };
    class Auto762x54_SVD63: Auto762x51_NDM86
    {
        magazines[]=
        {
            "rhs_10Rnd_762x54mmR_7N1",
            "10Rnd_762x54_SVD63"
        };
    };
    class rhs_weap_svd: Auto762x51_NDM86
    {
        magazines[]=
        {
            "rhs_10Rnd_762x54mmR_7N1",
            "10Rnd_762x54_SVD63"
        };
    };
    class LIB_K98: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_5Rnd_792x57",
            "lib_5Rnd_792x57_t",
            "lib_5Rnd_792x57_sS",
            "lib_5Rnd_792x57_SMK",
            "5Rnd_792x57_Kar98",
            "rhsgref_5Rnd_792x57_kar98k"
        };
    };
    class LIB_K98ZF39: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_5Rnd_792x57",
            "lib_5Rnd_792x57_t",
            "lib_5Rnd_792x57_sS",
            "lib_5Rnd_792x57_SMK",
            "5Rnd_792x57_Kar98",
            "rhsgref_5Rnd_792x57_kar98k"
        };
    };
    class Bolt792x57_Kar98K_RIS: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_5Rnd_792x57",
            "lib_5Rnd_792x57_t",
            "lib_5Rnd_792x57_sS",
            "lib_5Rnd_792x57_SMK",
            "5Rnd_792x57_Kar98",
            "rhsgref_5Rnd_792x57_kar98k"
        };
    };
    class LIB_M9130: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_10Rnd_762x54",
            "lib_5Rnd_762x54",
            "lib_5Rnd_762x54_t46",
            "lib_5Rnd_762x54_D",
            "lib_5Rnd_762x54_t30",
            "lib_10Rnd_762x54_t46",
            "lib_10Rnd_762x54_t30",
            "lib_10Rnd_762x54_t462",
            "lib_10Rnd_762x54_t302",
            "lib_10Rnd_762x54_d",
            "lib_10Rnd_762x54_b30",
            "lib_5Rnd_762x54_b30",
            "5Rnd_762x54_M91",
            "rhsgref_5Rnd_762x54_m38"
        };
    };
    class LIB_M9130PU: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_10Rnd_762x54",
            "lib_5Rnd_762x54",
            "lib_5Rnd_762x54_t46",
            "lib_5Rnd_762x54_D",
            "lib_5Rnd_762x54_t30",
            "lib_10Rnd_762x54_t46",
            "lib_10Rnd_762x54_t30",
            "lib_10Rnd_762x54_t462",
            "lib_10Rnd_762x54_t302",
            "lib_10Rnd_762x54_d",
            "lib_10Rnd_762x54_b30",
            "lib_5Rnd_762x54_b30",
            "5Rnd_762x54_M91",
            "rhsgref_5Rnd_762x54_m38"
        };
    };
    class LIB_M38: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_10Rnd_762x54",
            "lib_5Rnd_762x54",
            "lib_5Rnd_762x54_t46",
            "lib_5Rnd_762x54_D",
            "lib_5Rnd_762x54_t30",
            "lib_10Rnd_762x54_t46",
            "lib_10Rnd_762x54_t30",
            "lib_10Rnd_762x54_t462",
            "lib_10Rnd_762x54_t302",
            "lib_10Rnd_762x54_d",
            "lib_10Rnd_762x54_b30",
            "lib_5Rnd_762x54_b30",
            "5Rnd_762x54_M91",
            "rhsgref_5Rnd_762x54_m38"
        };
    };
    class LIB_M44: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_10Rnd_762x54",
            "lib_5Rnd_762x54",
            "lib_5Rnd_762x54_t46",
            "lib_5Rnd_762x54_D",
            "lib_5Rnd_762x54_t30",
            "lib_10Rnd_762x54_t46",
            "lib_10Rnd_762x54_t30",
            "lib_10Rnd_762x54_t462",
            "lib_10Rnd_762x54_t302",
            "lib_10Rnd_762x54_d",
            "lib_10Rnd_762x54_b30",
            "lib_5Rnd_762x54_b30",
            "5Rnd_762x54_M91",
            "rhsgref_5Rnd_762x54_m38"
        };
    };
    class LIB_SVT_40: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_10Rnd_762x54",
            "lib_5Rnd_762x54",
            "lib_5Rnd_762x54_t46",
            "lib_5Rnd_762x54_D",
            "lib_5Rnd_762x54_t30",
            "lib_10Rnd_762x54_t46",
            "lib_10Rnd_762x54_t30",
            "lib_10Rnd_762x54_t462",
            "lib_10Rnd_762x54_t302",
            "lib_10Rnd_762x54_d",
            "lib_10Rnd_762x54_b30",
            "lib_5Rnd_762x54_b30",
            "5Rnd_762x54_M91",
            "rhsgref_5Rnd_762x54_m38"
        };
    };
    class Bolt762x54_M9130_RIS: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_5Rnd_762x54",
            "lib_5Rnd_762x54_t46",
            "lib_5Rnd_762x54_t30",
            "lib_5Rnd_762x54_D",
            "lib_5Rnd_762x54_b30",
            "5Rnd_762x54_M91",
            "rhsgref_5Rnd_762x54_m38"
        };
    };
    class rhs_weap_kar98k: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_5Rnd_792x57",
            "lib_5Rnd_792x57_t",
            "lib_5Rnd_792x57_sS",
            "lib_5Rnd_792x57_SMK",
            "5Rnd_792x57_Kar98",
            "rhsgref_5Rnd_792x57_kar98k"
        };
    };
    class rhs_weap_m38: srifle_DMR_01_F
    {
        magazines[]=
        {
            "lib_5Rnd_762x54",
            "lib_5Rnd_762x54_t46",
            "lib_5Rnd_762x54_t30",
            "lib_5Rnd_762x54_D",
            "lib_5Rnd_762x54_b30",
            "5Rnd_762x54_M91",
            "rhsgref_5Rnd_762x54_m38"
        };
    };

 

Upon loading the patch, only the GREF bolt actions are firing  semi-auto now - while the other mod's bolt actions DON't do that.  Can you help me finding a solution for that problem?

 

THX in advance for any guidance

 

tourist

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2 hours ago, tourist said:

Can you help me finding a solution for that problem?

You've written the wrong parent classes for most of the rifles and as such, are breaking their inheritance

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12 hours ago, Riksen said:

The fact that they are not present in the in-game model does not mean a hiddenSelectionTexture is not available in its config, that's why I asked. I see now that for the OpsCore example there is none available so the only way to do it is indeed with the helmet or cover texture itself

I have these source files too, and used them for my ops core addon, Da12thMonkey is correct, they've never had a selection for any flag, or call sign patch, and very unlikely to be updated.

Adding a flag to the texture is the only option, then you're also going to need a new normal (nohq) to bring the texture to life, ergo you need a new rvmat as well.

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@da12thMonkey : thx for the fast error check! :icon14:  

 

Now it becomes even more important to find out what the base or parent classes for the GREF guns actually are - I mean, USF and AFRF are well-documented with complete inheritance trees, but GREF and SAF are not.  So how can I find out the correct base classes and other inheritances of the GREF guns?  

 

And would it suffice to set the correct parent class for the GREF bolt actions or do I have to do anything else?

 

thx in advance for further help

 

tourist

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5 hours ago, venthorror said:

What ammo type is Rpg 7 iron sight compatible with?

Trial and error showed no results.:down:

 

I think it's the PG-7VL.

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27 minutes ago, Hunterhawks said:

Hello RHS team, have you seen the Optic Rail Location Setting System in KA Weapons ? it's actualy a cool function can be add to RHS maybe ?

 

 

KA WEAPON: https://steamcommunity.com/sharedfiles/filedetails/?id=922374496

I wouldn't be going there if I was you, KA is a known ripper, and it looks like he's perhaps done the same with this, unless he's got a shit load of proxies for each attachment

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Couldn't that be done in a similar way iron sight adjustment works? In fact, the way it's operated (switch to specific firemode and fiddle with zeroing keys) makes me think that it's a rather hacky use of the zeroing system, where, instead of moving a notch or peephole up or down, the whole sight model moves forward and back.

 

IMO, if we were going to have something like that, it'd be better done with a menu, as in VBS. Not in this game, though, or at least I think so. Maybe we could try to get BIS to include something like that for ArmA4. :) 

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3 hours ago, dragon01 said:

In fact, the way it's operated (switch to specific firemode and fiddle with zeroing keys) makes me think that it's a rather hacky use of the zeroing system, where, instead of moving a notch or peephole up or down, the whole sight model moves forward and back.

Yes, it's done with animating the sight proxy with the zeroing settings on an alternate muzzle. You can see the name of the firemode in the HUD

 

And as you say, the thing is, when you switch back to the main weapon muzzle to fire the rifle, the optics view memory points are still the same distance from the sight model as they always are, because they are in the sight model, not the weapon. The view simply moves up and down along the weapon anyway like you have a weird cheekweld half-way up the receiver

So there's no real practical use for it.

 

On 11/14/2017 at 9:55 PM, tourist said:

So how can I find out the correct base classes and other inheritances of the GREF guns?

Ingame config viewer shows the inheritance tree in the info tape along the bottom. It's available in the mission editor (inside Eden and while running a mission preview)

 

WSbStnH.png

 

If you preview a mission in the editor while playing as a unit holding the weapon you want to look up. Press Esc to go to the pause menu and open the config viewer in the debug console. The config viewer will have already bookmarked the player unit, weapon (underlined in red), magazine, and ammo class that you currently have selected. Then you can just double-click the bookmark to look at the parameters and other info for that class.

 

When you select the class you want from the config class browser on the left of the screen the bottom field shows the parents of the weapon.

e.g. Here I am currently holding (rhs_weap_kar98k). In green is is rhs_weap_kar98k_Base_F and is actually where the mags are defined in our case. And in blue there is the parent BIS base class above that, which one would call in order to edit our Kar98k base class.

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6 hours ago, da12thMonkey said:

And as you say, the thing is, when you switch back to the main weapon muzzle to fire the rifle, the optics view memory points are still the same distance from the sight model as they always are, because they are in the sight model, not the weapon. The view simply moves up and down along the weapon anyway like you have a weird cheekweld half-way up the receiver

So there's no real practical use for it.

Would that be possible to prevent the view from moving? That could possibly have some uses. It could be integrated into "Safe" firemode (which makes sense - you're supposed to put the safety on before fiddling with your weapon).

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6 minutes ago, dragon01 said:

Would that be possible to prevent the view from moving?

 

No, that's the very nature of how optics work in Arma; by replacing all optics modes and view points of the weapon, with those defined in the optic itself. And there's no support for animating optics attachments that might allow the view points to move in a way that counteracts movement of the proxy.

 

In short, it's not a feature you will see in RHS

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Well, in that case it's kind of useless, anyway. The whole point here is to adjust distance from the eye. If this can't be dynamically adjusted, why bother?

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On 11/11/2017 at 8:02 PM, dragon01 said:

Would that be possible to make the S-24 and S-25 rockets "semi-automatic"? Ripple fire is great for smaller rockets, but when you have only between two or six rockets, you may want finer control over how many you fire. Right now, there doesn't seem to be a way to avoid firing them all off in a single volley.

added, thanks for feedback

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@da12thMonkey THX a ton for the detailed hints on finding the classes!  :thumbsup:

 

I'll go ahead from there and see if I can fix the bolting problem by choosing the correct class inheritances.

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Hi,

 

I need information about the kamov 52. The GOES-451 (camera for gunner) has no color view ? What's the default view before white/black hot view ? It's black and white view ?

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Guest

Hi,

 

I can't find a way to launch a missile with RHS Tochka-U!

I do everything in the control panel,but when the time comes to I press on ''Launch'', and I press it,nothing happens!

 

The missile doesn't launch!

 

 

Please tell me what should I do in order to launch the missile!

Thanks in advance!

Best regards!

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