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Really? Who uses those in the Marine Corps or Army? Are you talking about the M27 IAR? That is the only thing I can think of that has close to a full size upper and a collapsible stock.

Maybe some SOF too, but as for general Army and Marine Corps, no, no, no.

Look I am from Canada where the winter's are cold and our M16A3's (C7A2's) have adjustable stocks. I do not know much about the reg force of the US military. Sorry if I offended anyone. And no I was not talking about the M27 IAR. And from further research. Google images.. :P I see that there are no variants used by the US with adjustable stocks.

101-rifle-c7a2-5.jpg

doc-npp-c8a3-rear-sight-1.jpg

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Winters are cold eh? Intriguing....

The Marine Corps experimented with this a couple of years back but decided to not go with it.

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Winters are cold eh? Intriguing....

The Marine Corps experimented with this a couple of years back but decided to not go with it.

Interesting, It would help alot of soldiers who may not be able to use such a long rifle, but I guess that's where the M4 comes in.

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Yes, and the fact that they Marine Corps tells Marines to "get over it".

We deal death with what we have, my friend.

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Idea: can you guys manipulate the sites module to include factions from RHS? It would make garrisoning troops a lot easier

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Idea: can you guys manipulate the sites module to include factions from RHS? It would make garrisoning troops a lot easier

not possible, although rhs mines were added to minefield module.

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I was wounder that RHS can arming GAZ with this such of equipment PKM's and AGS on the turret of tigr

2urkx2c.jpg

also this one GAZ with atgm's added KORNET to the turret

2dkmwy8.jpg

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Hi im the only one experince some weird problems with the rhs armour system. I some time experience it can take up to three hits from a sabot fired from an M1A2, to destroy an t-72B (1985)?? reading alittle about the 73'easter battle, as i remember it didn't take three shots from an M1A1 to kill an T-72? Also i experince that some times the helicopters is very high armored, even experienced an mi-8 surviving a AT misile firet from an T-80?

Otherwise i love this mod, cant play the game without it. Just want to play some great tank battles also, with the tanks from RHS :-)

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for some how us grenadier hold invisible weapon, anyone know what cause this?

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for some how us grenadier hold invisible weapon, anyone know what cause this?

I had this problem when running AGM-RHS compatibility configs. Maybe another mod calling RHS obsolete classes.

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Hi guys.

First, congrats (again) for the win.

Now, as requested by some community member, I wanna create a campaign with your mod.

But from the very beginning, I encounter a bug:

I create a soldier in virtual arsenal and here is the configuration

--------------------------------------------------------------

comment "Exported from Arsenal by Wiki";

comment "Remove existing items";

removeAllWeapons this;

removeAllItems this;

removeAllAssignedItems this;

removeUniform this;

removeVest this;

removeBackpack this;

removeHeadgear this;

removeGoggles this;

comment "Add containers";

this forceAddUniform "rhs_uniform_cu_ucp_patchless";

for "_i" from 1 to 2 do {this addItemToUniform "FirstAidKit";};

for "_i" from 1 to 3 do {this addItemToUniform "30Rnd_556x45_Stanag";};

this addVest "rhsusf_iotv_ucp_Rifleman";

for "_i" from 1 to 5 do {this addItemToVest "30Rnd_556x45_Stanag";};

for "_i" from 1 to 5 do {this addItemToVest "rhs_mag_m67";};

for "_i" from 1 to 3 do {this addItemToVest "rhs_mag_an_m8hc";};

this addHeadgear "rhsusf_ach_helmet_ucp";

this addGoggles "rhs_googles_clear";

comment "Add weapons";

this addWeapon "rhs_weap_m4a1_carryhandle";

this addPrimaryWeaponItem "rhsusf_acc_anpeq15side";

this addPrimaryWeaponItem "rhsusf_acc_ACOG_pip";

this addWeapon "Binocular";

comment "Add items";

this linkItem "ItemMap";

this linkItem "ItemCompass";

this linkItem "ItemWatch";

this linkItem "ItemRadio";

this linkItem "ItemGPS";

this linkItem "rhsusf_ANPVS_14";

comment "Set identity";

this setFace "WhiteHead_05";

this setSpeaker "Male03ENG";

--------------------------------------------------------------

So, he should have 3 magazines in the uniform and 2 medikits.

When I run "previex" in VA, it does work.

But when I copy it in the editor, one mag disappears from the uniform.

How come?

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But when I copy it in the editor, one mag disappears from the uniform.

How come?

Is there a 3rd magazine in the weapon?

addWeapon exported from Arsenal doesn't supply the weapon with a magazine on its own, so if you find it's starting with one magazine in the weapon and two in the uniform...

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Ah, that's the solution.

So, how to begin with 1 mag in the weapon and 3 in the uniform?

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Put one magazine to the inventory before you put in the weapon. When weapon gets added it will automatically get loaded with that magazine. Then you can put in the other 2 (or you can just put in all 3 at start if enough inventory space).

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uh, how do I do that?

In VA? cause if I remove the weapon, I can't add magazine to the avatar.

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How please?

Couldn't get it done :s

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Actually just checked your code, you are already adding the weapon after the magazines, so that's good. What you have to do is increase the number of mags by 1 and you will be fine.

for "_i" from 1 to 3 do {this addItemToUniform "30Rnd_556x45_Stanag";};

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It's already done, but doesn't work

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It's already done, but doesn't work

It's because the game sees the uniform is full and cant take the extra mag required, before the game takes one mag out and adds it to the weapon. So you still end up with one magazine less than you wanted.

You can try to add the extra (6th) mag to the vest (there is probably enough extra room there) and move the addItemToUniform line for adding mags to uniform, down below the addweapon line. That way the weapon will take the 6th magazine from the vest first, leaving five in there, then it will add the two you were expecting to be in the uniform once the weapon has the magazine it wants.

e.g.

   comment "Exported from Arsenal by Wiki";

   comment "Remove existing items";
   removeAllWeapons this;
   removeAllItems this;
   removeAllAssignedItems this;
   removeUniform this;
   removeVest this;
   removeBackpack this;
   removeHeadgear this;
   removeGoggles this;

   comment "Add containers";
   this forceAddUniform "rhs_uniform_cu_ucp_patchless";
   for "_i" from 1 to 2 do {this addItemToUniform "FirstAidKit";};
   this addVest "rhsusf_iotv_ucp_Rifleman";
   for "_i" from 1 to 6 do {this addItemToVest "30Rnd_556x45_Stanag";};
   for "_i" from 1 to 5 do {this addItemToVest "rhs_mag_m67";};
   for "_i" from 1 to 3 do {this addItemToVest "rhs_mag_an_m8hc";};
   this addHeadgear "rhsusf_ach_helmet_ucp";
   this addGoggles "rhs_googles_clear";

   comment "Add weapons";
   this addWeapon "rhs_weap_m4a1_carryhandle";
   this addPrimaryWeaponItem "rhsusf_acc_anpeq15side";
   this addPrimaryWeaponItem "rhsusf_acc_ACOG_pip";
   this addWeapon "Binocular";


   comment "Add magazines to uniform";
   for "_i" from 1 to 3 do {this addItemToUniform "30Rnd_556x45_Stanag";};

   comment "Add items";
   this linkItem "ItemMap";
   this linkItem "ItemCompass";
   this linkItem "ItemWatch";
   this linkItem "ItemRadio";
   this linkItem "ItemGPS";
   this linkItem "rhsusf_ANPVS_14";

   comment "Set identity";
   this setFace "WhiteHead_05";
   this setSpeaker "Male03ENG";

Alternatively move the whole containers section down below the addweapon section, and add a magazine to the rifle before that using the addPrimaryWeaponItem command. That way the weapon slots will already have a magazine inside it before you add any items to your uniform or vest slots, so the game wont try to take any more from another slot in your inventory.

comment "Exported from Arsenal by Wiki";

comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;

comment "Add weapons";
this addWeapon "rhs_weap_m4a1_carryhandle";
this addPrimaryWeaponItem "rhsusf_acc_anpeq15side";
this addPrimaryWeaponItem "rhsusf_acc_ACOG_pip";
this addWeapon "Binocular";

comment "Add magazines to weapons";
this addPrimaryWeaponItem "30Rnd_556x45_Stanag";

comment "Add containers";
this forceAddUniform "rhs_uniform_cu_ucp_patchless";
for "_i" from 1 to 2 do {this addItemToUniform "FirstAidKit";};
for "_i" from 1 to 3 do {this addItemToUniform "30Rnd_556x45_Stanag";};
this addVest "rhsusf_iotv_ucp_Rifleman";
for "_i" from 1 to 5 do {this addItemToVest "30Rnd_556x45_Stanag";};
for "_i" from 1 to 5 do {this addItemToVest "rhs_mag_m67";};
for "_i" from 1 to 3 do {this addItemToVest "rhs_mag_an_m8hc";};
this addHeadgear "rhsusf_ach_helmet_ucp";
this addGoggles "rhs_googles_clear";

comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
this linkItem "ItemRadio";
this linkItem "ItemGPS";
this linkItem "rhsusf_ANPVS_14";

comment "Set identity";
this setFace "WhiteHead_05";
this setSpeaker "Male03ENG";

The latter works even if the game finds both the uniform and vest (and any other wearable containers) are full before it want to take magazines from them to load into your weapons.

If you leave out the "Add magazines to weapons" section but still move the containers below the addweapon lines, you'll still start with the right number of mags in your containers but no magazines in the weapons; so you'll end up taking one from the container to reload it manually.

If you wanted a magazine already loaded in any of your secondary (launcher) or handgun weapons you might add as well, you'd need to add those with the appropriate commands in the "Add magazines to weapons" section (i.e. before you start filling your containers).

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BTW, I noticed 2 things on the SU-25:

-the pilot has no parachute

-the visor is not centered: the rockets or shells fire a bit on the left of the visor

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It's because the game sees the uniform is full and cant take the extra mag required, before the game takes one mag out and adds it to the weapon. So you still end up with one magazine less than you wanted.

You can try to add the extra (6th) mag to the vest (there is probably enough extra room there) and move the addItemToUniform line for adding mags to uniform, down below the addweapon line. That way the weapon will take the 6th magazine from the vest first, leaving five in there, then it will add the two you were expecting to be in the uniform once the weapon has the magazine it wants.

Yup, it's a known issue of the A3 vanilla configs, you have to add the magazine before the weapon to avoid it being thrown in the uniform. It happened even before the virtual arsenal.

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@da12thMonkey

great, it works!

thank you very much!!!

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I cant seem to be able to attatch scopes to the M249 PIP-I assumed it was meant to be like that,but then i saw it being used in several YT videos with scopes?i have no issues with any other weapons in the pack.Any Ideas?

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