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Shadow NX

RHS release 2

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one bad thing is the yellowish stuff that pops up behind the ffar pylons , it looks very low resish compared to the rest of the work.

I would second that, but other than this little problem, one of the best addons I've seen so far. This and the GRU Spetznaz together.. pretttyyyyy biggrin_o.gif

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lol downloading

edit: sorrry for my english, i am canadian.

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@Shadow NX

well u didn't answe\ard my question,

is there any chance you will post/incdlude in readme the init commands of how to open the pilot/gunner hatches and the side doors ?

P.S

I really liked the new sounds ! {at fired, FFAr, and the machine gun} smile_o.gif

yay.gif

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Found a couple of bugs with the hind when I had AI attacking a few abrams.

1- The missile defense sends JAM3 RPGs (AA and ALL) off course.

2- The sound for FFAR firing dissapears on sustained firing (it's the AIs first choice against a BIS Abrams)

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Guest Ti0n3r

Thanks for this release guys. Some of the best stuff I've seen in a long time. Same goes for RHS release 1.

Cheers! smile_o.gif

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To continue from my previous post.. After playing around with them for a while in a little skirmish around Montignac, trying different variants out. They seem a little underpowered against the standard BIS Abrams, even the AT version.

Don't think I'm trying to put you down with these posts, I loved the helos. Just trying to help out by reporting any problems I find wink_o.gif

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@Shadow NX

well u didn't answe\ard my question,

is there any chance you will post/incdlude in readme the init commands of how to open the pilot/gunner hatches and the side doors ?

P.S

I really liked the new sounds ! {at fired, FFAr, and the machine gun} smile_o.gif

yay.gif

We wait a few days then see if any other bugs pop up then you get a update and also a readme with these commands in them.

@XCess

Thanks for the hint, will check them although i find the rockets worked pretty well for me.

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I hope it's ok if I post them here until you put them into the readme of your next release. If not I will delete them.

The commands to open the doors:

this animate ["Pdoor",1]; this opens the pilot door

this animate ["Gdoor",1]; this opens the gunner door

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

this animate ["Ltdoor",1];

this animate ["Ludoor",1];

these two together open the left door

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

this animate ["Rtdoor",1];

this animate ["Rudoor", 1];

these two together open the right door

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

To close the doors simply use 0 instead of 1.

And this is all without the sounds, so it's mostly suitable for pics.

The proper commands will be coming in the next releases readme I guess.

Edit: Forgot to say: Awesome work you've done, top notch, like every other RHS release smile_o.gif

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I hope it's ok if I post them here until you put them into the readme of your next release. If not I will delete them.

The commands to open the doors:

this animate ["Pdoor",1]; this opens the pilot door

this animate ["Gdoor",1]; this opens the gunner door

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

this animate ["Ltdoor",1];

this animate ["Ludoor",1];

these two together open the left door

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

this animate ["Rtdoor",1];

this animate ["Rudoor", 1];

these two together open the right door

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

To close the doors simply use 0 instead of 1.

And this is all without the sounds, so it's mostly suitable for pics.

The proper commands will be coming in the next releases readme I guess.

Edit: Forgot to say: Awesome you've done, top notch, like every other RHS release smile_o.gif

if you quoted the scripts that activate the door opening (so that the doors open and the sound plays) then it would be just as easy of course

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if you quoted the scripts that activate the door opening (so that the doors open and the sound plays) then it would be just as easy of course

Yeah, you're right.

I only tried to use the scripts very briefly. It returned an error message and I didn't really feel to find out where my fault is so choosed the lazy way in using the animate method. It's enough for me until the fixed version gets release smile_o.gif

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lol, possibly missed out one of the variables it was looking for. But yeah, we can wait for a fixed version from the guys in the know smile_o.gif

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thank you Peanut smile_o.gif

it was a little aretaiting running around and oppening the doors by yourslef :-P

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Thanks yet again Mr. Peanut, but if you want a more proper approach (inclusion of sounds), here are the scripts:

[this] exec "\RHS_hind\scripts\pdoorop.sqs" -open pilot hatch

[this] exec "\RHS_hind\scripts\pdoorcl.sqs" -close pilot hatch

[this] exec "\RHS_hind\scripts\gdoorop.sqs" -open gunner hatch

[this] exec "\RHS_hind\scripts\gdoorcl.sqs" -close gunner hatch

[this] exec "\RHS_hind\scripts\rdoorop.sqs" -open right cargo door

[this] exec "\RHS_hind\scripts\rdoorcl.sqs" -close right cargo door

[this] exec "\RHS_hind\scripts\ldoorop.sqs" -open left cargo door

[this] exec "\RHS_hind\scripts\ldoorcl.sqs" -close left cargo door

And we're looking into the AA countermeasures. wink_o.gif

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Now someone make a video of it dogfighting with a Cobra and dumping over on its side and falling out of the sky when it tries to do a fast banking turn.

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Gnat @ Oct. 22 2006,11:56)]But ..... why the f$#% does my frame drop to some low rediculous number on an empty Hind, until I start the engine  whistle.gif

Seems like you didnt loop a script too well.

Its the init.sqs (whatever texture its trying to lay!wink_o.gif ..... its got no loop delay.

Some luminous cockpit dials would be nice too smile_o.gif

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@ KyleSarnik what about some rope scripts for this? or do they have like fast roping and stuff irl? would be cool to have these as a counter part for the bas stuff wink_o.gif

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@ KyleSarnik what about some rope scripts for this? or do they have like fast roping and stuff irl? would be cool to have these as a counter part for the bas stuff wink_o.gif

Use the Mi-8 from OWP for that played with the idea for the Hinds but i have my doubts that they do that in reality as a fulyl armed Hind isnt that easy to manouver.

It doesnt even have the hook at the doors where you could attach a rope to.

We look in all these things reported this week.

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Just made a test run, ewerything is nice mostly.

But as some mentioned before, it cannot be shot down from ground!

(And i can't keep my mouth shut:All the russian stuff in OFP looks like super killer army)

Anyway, pretty stuff, also you'r another release too.

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