GordonWeedman
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Posts posted by GordonWeedman
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Hello, I understand you don't like requests and I am sorry for asking but if I may make a tiny one? May we please have variants of the M88 uniforms without the soviet star on the belt buckle?
I very much like the uniform's look, and those of its variants (winter, sapogi), and would like to reskin them, but the soviet star clashes horribly with all the skin ideas I have, and just editing it out of the _co texture doesn't work as it's still in the _nohq and _smdi textures, so it shows through the shading.
I suppose an easy solution would be to edit the star out of the _nohq and _smdi textures so it doesn't show through shading, but that would be entirely up to you of course, if you decide to do anything about it. Thanks for at least reading this. -
3 hours ago, LordJarhead said:Hey,
Well, that seems to be some Class / Inheritance issue going on. It would need further investigation. thanks for the hint!
Speaking of inheritance issues, when RHS added their RPK-74M they changed some base classes, so now the RHS AFRF compat breaks the RPK-74M and it uses PKM boxes instead of RPK/AK mags. I don't know if you were already aware so I figured I'd tell you to make sure.
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Is there by any chance a hiddenSelection for the camo fabric on the SVDM (Camo)? Looking in the config I can't find one, and I would like to reskin it.
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8 hours ago, da12thMonkey said:In any case, what I was talking about was whether it was believable that a region like Chernarus within the Soviet Union would have still had Hind-As around as late as the 1990s when the USSR was dissolved, and keep them operable until the 2009 conflict and beyond - i.e. whether a Hind-A would be something high on our wishlist for RHSGREF
RHS GREF isn't just for the CDF, it's for everything that could be GreenFor, so I'd say a Hind-A would be appropriate for RHS GREF
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1 hour ago, mickeymen said:273,045 users of blastcore standalone ( I use this mod with them ! )
You can see the statistics in the Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=767380317&searchtext=blastcore
Are you most likely sure that all these people have to remove the blastcore standalone in order to use RHS?
Perhaps you, wiseacre are sure in this?
Count me out, I use blastcore and I don't care that the smoke is maybe weird.
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Heya jarhead, I've recently noticed that the vanilla offroad with the .50 sounds amazing, but it's also the only .50 to sound like that. No other .50 in game has those sounds. Why is that? I personally think it's a shame as it's the best .50 sound I've heard in Arma so far.
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Are those images meant to be tiny? Still very nice to see though! Looks good from what I can see.EDIT: Nevermind, it was an issue on my side! 😅
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Regarding the Bren being able to use FAL (L1) magazines, that was only for the later Bren models that were converted from .303 British to 7.62 NATO and designated as the L4 LMG.
You can tell the Bren and L4 apart pretty easily by looking at the flash hider, the L4 has a slotted cage style flash hider, similar to those of the L1 rifle and L7 GPMG, instead of the Bren's regular conical flash hider.
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1 hour ago, CommanderCharms said:Found a bug where the A-164's 30mm cannon does not use JSRS sounds, same thing with the M61 Cannon for other aircraft.
Quite sure that's intentional, judging by the changelogs on the workshop page.
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5 hours ago, PuFu said:EDIT - my bad, in fact it seems we have left in some OCP test camo on @clima_x ACU model, despite the OCP ACU being a bit different cut to the UCP one
I hope you'll leave it in. Even if it's not 100% accurate, it's still nice to have.
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Looking good Ben! And don't worry too much about time between updates I'd say. Good things take time after all. 😉
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Nice! That's one of the Sobors, right? Novy Sobor, I think?
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6 hours ago, hcpookie said:It isn't like modders want to KEEP problems in their mod.
Well it's been knowingly bugged for nearly a year now so you tell me.
I like to think I'm just reminding him it still exists.
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Sorry to bump and double post like this, but people are still waiting on that fix for the buildings. Can you pretty please fix the bug?🙏
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14 hours ago, mjolnir66 said:Does pain actually do anything other than the PP effects? Like, can you lose consciousness because of too much pain?
Yep.
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The new trenches are pretty neat, but the new small trench is a bit too small IMO. Also, removing trenches is broken and doesn't actually remove them, just removes the interaction point and leaves the trench itself behind.
Also also, what happened to being able to camouflage trenches?
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Looks amazing!
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Hi, I understand if you're more interested in working on newer stuff like Fapovo, but could that building bug please get a fix already? It's really starting to get annoying.
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10 hours ago, phantom_six said:Heya, nice mods and all, but I'm having a bit of an issue with locking PCML. I have NLaw lock to TAB and same with other weapon lock. Whenever I hold tab, I hear a click but it doesn't beep for the lock on target. It only have NV mode so I switch to that but it doesn't lock. I have no problems with Titan (Javelin) after switching to FLIR mode. Am I missing something?
The NLAW doesn't lock on. What it does is it sees where the target is going and simply predicts where the missile should go so that, if the target keeps its speed and direction the same, the path of the two will intersect and the missile will hit. It's like automatically leading your aim. However this means you can also miss if the target changes speed or direction after the missile was fired.
Anyway, to use the NLAW in Arma with ACE, simply point at and follow the target, press and hold tab for a second or three, then fire while still holding tab. You can release tab after firing. Also, vision mode doesn't matter.
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You don't usually need to define the model and hiddenSelections, that'll all be inherited, but you do need hiddenSelectionsTextures in the CfgVehicles entries with your new skin listed if you want to actually have the reskin visible.
Sometimes however you do need to define hiddenSelections, if the texture you want to replace isn't the first in the list. Alternatively to this you could just list the default textures in hiddenSelectionsTextures, and replacing the one you want replaced.
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Are you sure you also configured the author parameter for the rifles? In the pastebin there is only a pistol.
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19 hours ago, hcpookie said:Each weapon / item will also have a cfgVehicles reference, which is what lets you drop the item on the ground and pick it up. These "weapon holders" as has been pointed out are necessary for that function to work. Otherwise you would drop it and it would disappear, or you could never pick it up off the ground.
To the best of my knowledge, you do not absolutely need a CfgVehicles reference for weapons. The community I play in has a bunch of custom guns and none of them have a CfgVehicles reference, and all can be dropped and picked back up without an issue. As far as I can tell, it's only needed for when you want them placeable in the editor as props.
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Yeah Arma doesn't handle transparency well at all.
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Nice to see the trenches as standalone, but I was wondering, will there also be desert variants?
Or maybe hiddenselections and/or the system GRAD uses that automatically applies the ground texture from the map.
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RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Except that breaks the wound overlay textures, which I don't want.