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SterlingC

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About SterlingC

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  1. Someone please tell me how to duplicate this with my own ammo—is it the speed of the round or something else?
  2. Would love a little combat variant.
  3. Some of the rubble in the Radar Complex (HQ) goes black depending on the direction light hits it at night: https://imgur.com/a/90tCE9X
  4. Would really like this as well...
  5. I've had trouble hiding the bandage on the Guerrilla Garment, which from the last changelog sounds like it should possible—is this the same for everyone or am I doing something wrong? I've only tried the setObjectTexturesGlobal in the editor, but it works on the first two selections.
  6. Since helmets do not show up on ghillies and wetsuits I assume there is some type of value in the config to tell the game not to visualize this slot when the specific uniform is worn. Does anyone know what it is / how to change it? I would assume there is something similar which hides backpacks and goggles, or maybe these are all part of the same thing that hides helmets. Any help is appreciated. Thanks!
  7. SterlingC

    DHI Battle Dress Uniforms

    Sorry to take this off topic, but can you link me to information about the new ARs? I have not heard about them. Back on topic, have the new gloves been released? I thought they were added in with the other new stuff, but I cannot find them in the arsenal. Maybe I'm looking in the wrong place.
  8. Looks incredible. Really excited for this!
  9. You'll need to locate the pbo file with the original textures and then if you already have some photoshop knowledge this is basically what you want to do: Edit: Not the best tutorial video and does not show photoshop, but essentially you want to convert the nohq image to black and white and use that to give texture to your camouflage. There are better tutorials out there, but this one was short and showed the most relevant portion. If you are familiar with the community templates and photoshop then this will get you were you need to be to make your own template.
  10. I'm adding a new uniform with a ghillie suit and wanted to look into making the uniform less visible to AI. I looked at the documentation (here) and it says: So, a lower number means less visible. Got it. I then looked to see what the camouflage value was for vanilla ghillie suits and found that those seem to all be set at 2. OK. Next, I checked on other soldiers to establish a baseline value so I could make my adjustments, and found that generally vanilla uniform camouflage is around 1.4, which means less visible than the ghillie uniform. Huh. Can anyone explain this to me? Here are a few thoughts I've had that might explain this: 1. Higher is actually less visible. 2. The theory is based on units in open / urban areas, so a ghillie suit would be more visible. 3. There is some other value that I should be adjusting. 4. Something else.. Any insights would be appreciated!
  11. SterlingC

    RHS Escalation (AFRF and USAF)

    I'm pretty happy with the the Russian gear from RHS, but you both might want to checkout the YuEmod if you haven't already. Probably not everything you're looking for, but there is some good stuff in it: https://steamcommunity.com/sharedfiles/filedetails/?id=1195262135
  12. SterlingC

    RHS weapon retexture config

    Thanks! I have seen that in the past but completely forgot about it. Here is a working example for anyone in the future: class CfgPatches { class mbm_M16A4_snow { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR","A3_Weapons_F_Rifles_MX","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"}; }; }; class rhs_weap_m16a4_carryhandle; class cfgWeapons { class class mbm_M16A4_snow : rhs_weap_m16a4_carryhandle { baseWeapon = "MBM_M16A4_Snow"; displayName = "M16A4 (Snow)"; scope = 2; }; }; };
  13. Hello All. I"m trying to create a snow camo variant of the m16a4 from the RHS mod. I'm still getting comfortable with configs and inheritance, but I've retextured before without a problem. Here is one example from a while ago that does work for me: class CfgPatches { class MBS_RHS_m14_snow { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR","Weapons_F_Mark"}; }; }; class Mode_SemiAuto; class Mode_Burst; class cfgWeapons { class Default {}; class RifleCore : Default {}; class Rifle : RifleCore {}; class Rifle_Base_F : Rifle {}; class Rifle_Long_Base_F : Rifle_Base_F {}; class DMR_06_Base_F : Rifle_Long_Base_F {}; class srifle_DMR_06_camo_F : DMR_06_Base_F {}; class MBS_srifle_DMR_06_camo_snow_F : srifle_DMR_06_camo_F { displayName = "M14 (snow)"; picture = "\mbs_rhs_m14_s\Picture.paa"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"\mbs_rhs_m14_s\Camo1.paa","\A3\Weapons_F_Mark\LongRangeRifles\DMR_06\Data\DMR_06_02_camo_CO.paa"}; }; }; }; I have tried duplicating this for what I want to do, but no new weapon appears in the arsenal: class CfgPatches { class MBM_RHS_m16a4_Snow { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F_Rifles_MX","A3_Characters_F_BLUFOR","Extended_EventHandlers","cba_main","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"}; }; class Mode_SemiAuto; class Mode_Burst; class cfgWeapons { class Default {}; class RifleCore : Default {}; class Rifle : RifleCore {}; class Rifle_Base_F : Rifle {}; class arifle_MX_Base_F : Rifle_Base_F {}; class rhs_weap_m4_base : arifle_MX_Base_F {}; class rhs_weap_m16a4 : rhs_weap_m4_base {}; class MBM_RHS_m16a4_Snow : rhs_weap_m16a4 { displayName = "M16A4 (Snow)"; scope = 2; picture = "\MBM_RHS_m16a4_Snow\ui.paa"; hiddenSelections[] = {"camo1","camo2","camo3","camo4"}; hiddenSelectionsTextures[] = { "\MBM_RHS_m16a4_Snow\m16a4_co.paa", "\MBM_RHS_m16a4_Snow\magazine_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\m4acc_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\kacrailcover_co.paa" }; }; }; }; I have also tried a much simpler version to simply duplicate the weapon as a place to start, but this has also not worked: class CfgPatches { class mbm_M16A4_snow { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F_Rifles_MX","A3_Characters_F_BLUFOR","Extended_EventHandlers","cba_main","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"}; }; }; class cfgWeapons { class rhs_weap_m16a4_carryhandle; class mbm_M16A4_snow : rhs_weap_m16a4_carryhandle { displayName = "M16A4 (Snow)"; scope = 2; }; }; }; This is day three working on this, trying various changes, reloading my working template, trying other templates from online, checking the class names. etc... I'm sure it's something stupid, but I really do not know why none of these have worked. Any help would be greatly appreciated.
  14. SterlingC

    Weapon Resting & Deployment Feedback

    Would definitely like to see this happen.
  15. SterlingC

    Weapon Inventory Icon (RHS)

    Not for the icon change, that's true, but I was changing the weapon from fully automatic to three round burst. Not sure if it was necessary to reimplement single. Perhaps not. This project is kind of my way of learning how configs and inheritance work, so I am continuing to tinker with it. Thanks again the help!
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