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da12thMonkey

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About da12thMonkey

core_pfieldgroups_3

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    civil serpent

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    da12thMonkey

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  1. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Not replacing anything. The Gorka-1's (including the original "Afghanka" type texture and an additional Flecktarn one that comes with GREF) are in the Arsenal alongside the existing Gorka-R.
  2. da12thMonkey

    RHS Escalation (AFRF and USAF)

    There's no immediate workaround for that. Weapon animation sources cannot be conditional of other sources. If we added an animation to unfold the sight again when the GL muzzle is selected so that it was up when optics are attached, it would then be folded forward when there is no optic attached. Unless we model a quadrant sight for the side rail some day, you'll just have to put up with it
  3. da12thMonkey

    RHS Escalation (AFRF and USAF)

    I have in my notes somewhere from converting Toadie's original box/pouches that were aligned with the weapon model: M249 Mags RotX = -69.0667 Then translate X = 0.0284 Y = 0.04472 Z = 0.049878 But I suppose it's kind of dependant on the origin of these translations, and I can't remember what the origin coordinate was
  4. da12thMonkey

    Il-2 Possible Viewports?

    No, you would have to cut a hole in the turret wall behind the periscope in order to look right through. Unless you use render-to-texture/picture-in-picture like is used with mirrors. But R2T/PiP has various limitations like low image resolution, and doesn't render shadows. So it would not look as clear an image, and multiple PiP displays can have a big impact on performance.
  5. da12thMonkey

    Adding New Things

    It benefits you not to throw insults at somebody on these forums. Especially when you're making a post that in fact shows you're the one being ignorant. You failed to read what he said about it being a feature in the dev Branch version of the game. You can load 30rnd mags in the longer barreled SPAR-16 in the latest test build of the game (and likewise load 150rnd drum mags in the short barrelled version) and it will show the correct magazine. It'll be a feature of a future Arma 3 stable patch.
  6. da12thMonkey

    General Discussion (dev branch)

    Apex RPG-7 magazineReloadSwitchPhase might need adjusting to be a little earlier too mate. Observable when switching unfired magazines Also the displayname for the Hex-camo versions of the CAR-95 5.8mm drum mags are labelled as 30rnd instead of 100rnd Very happy to see these features working on BIS content though. They've been a pretty wonderful addition for addons over the past few months. Good stuff.
  7. da12thMonkey

    RHS Escalation (AFRF and USAF)

    It's just the BIS Tempest repair vehicle retextured to act as a prop for KamAZ-63968. We can't give it troop transport capability because BIS didn't make it with an interior model or proxies to put passengers in it.
  8. da12thMonkey

    RHS Escalation (AFRF and USAF)

    _mc on a second .uv set for the painted-on markings might be an option, I guess. But it would overlay on any such 3rd party re-textures?
  9. da12thMonkey

    RHS Escalation (AFRF and USAF)

    What texture detail setting are you running? The SCAR textures are 4k, so will only show at full res for people with Very High or Ultra settings, but might still get mip-mapped to a lower res if the game deems it necessary to re-allocated more memory to other textures.
  10. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Comparison is to a LAV III rather than Stryker, but also bear in mind Stryker is about 2 tons heavier than the LAV III (in spite of the LAV's turret) https://i.imgur.com/HlRyW0u.jpg It's no more than a couple of inches off from the direct object-to-object comparison above, and any such difference is entirely attributable to variances in damper compression of the M113, M1126 or any other vehicle we have ingame. The model is as we said before, built to the correct dimensions. It might look smaller ingame in comparison to photos because of various visual factors such as the height of Arma soldiers being above average (unless you're Dutch or Serbian), and FOV and camera position causing foreshortening. But the reality is, Strykers are quite low profile compared to a lot of 8*8s like Rosomak/AMV (Arma's Marshall) and probably quite a lot smaller than you think it is.
  11. da12thMonkey

    Make mod items available as editor assets

    Yeah, the ground model for the uniform is a separate one defined in the cfgWeapons class. The T-pose human shaped model is the one that is pathed in the cfgVehicles unit class. I.e. the character class that the unit switches too when the uniform item is worn. You see that for most Arma 3 uniforms it is model = "\A3\Characters_F\Common\Suitpacks\..." for the item
  12. da12thMonkey

    Make mod items available as editor assets

    dlc is probably not needed. I don't think the original purpose that addon makers used that for (the little mod folder icons at the side of Eden and Arsenal) requires it anymore. editorCategory = "EdCat_Weapons"; might be needed. I don't know if it's inherited from Weapon_Base_F or not. But as you identified, you probably want to sort out editorSubcategory for each weapon so that it ends up in the right MG, rifle, pistol etc. category
  13. da12thMonkey

    Make mod items available as editor assets

    You make a cfgVehicles weapon holder - it's basically a single-item ammo box with a proxy that shows the object. Example of one that holds a cfgWeapons optics attachment (classname for the cfgWeapons object I want the editor object to hold is RKSL_optic_RMR_MS19, which you see in the TransportItems subclass): class CfgVehicles { class Item_Base_F; // External class reference class RKSL_Item_optic_RMR_MS19: Item_Base_F { scope = 2; scopeCurator = 2; displayName = "[RKSL] Trijicon RMR (MS19)"; author = "da12thMonkey"; dlc = "RKSL_Attachments"; vehicleClass = "WeaponAccessories"; editorCategory = "EdCat_WeaponAttachments"; editorSubcategory = "EdSubcat_TopSlot_Collimators"; class TransportItems { class RKSL_optic_RMR_MS19 { name = "RKSL_optic_RMR_MS19"; count = 1; }; }; }; }; Key difference with weapons is that you want to use Weapon_Base_F instead of Item_Base_F and you can have an additional TransportMagazines subclass if you want it to carry a magazine ready with the weapon too: class CfgVehicles { class Weapon_Base_F; class ##EditorObject_classname##: Weapon_Base_F { class TransportWeapons { class ##classname## { weapon = ##classname##; count = 1; }; }; class TransportMagazines { class ##magazineclass## { magazine = ##magazineclass##; count = 1; }; }; }; };
  14. da12thMonkey

    Night Vision Display? [SOLVED]

    Oh no, I think you would need a mod to change that. Sorry I missed what you were asking there.
  15. da12thMonkey

    Night Vision Display? [SOLVED]

    Nah, you can replace the modelOptics by patching the path to a custom .p3d. It's separate to the model shown mounted on the unit's head that flips up and down. The ones shown on the unit itself, are defined in the NVG's class itemInfo using the uniformModel= and modelOff= parameters. modelOptics .p3d is just a polygon plane with NVG aperture texture applied to it.
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