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da12thMonkey

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About da12thMonkey

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    civil serpent

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    da12thMonkey

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  1. da12thMonkey

    attaching objects inside vehicles?

    Interior view LODs are rendered on top of the external world, Attachto'd objects will always be rendered outside the vehicle when viewed from the crew's perspective
  2. da12thMonkey

    Help with scope optical zoom

    If the optic has a discretefov[] = array, it uses the stepped zoom system and has a corresponding modelOptics[] = for the reticle at each level of magnification. For a start it appears you are missing the [] in the parameter names for the all your arrays (the config lines with = {xxx, yyy, zzz}; type lists of one or more values within curly brackets), so the game might not recognise them as valid parameters. But ultimately the values for zoom correspond to the vertical screen FOV. Wide FOVs look less magnified than small FOVs, which is why the old system of optics magnification (opticsZoomMin, opticsZoomMax) are typically inverted to what you would expect, with the "min" value being high magnification and the "max" value being low magnification. Since the Marksman DLC, all optics use an FOV of 0.25 to correspond to 1x magnification, so any magnified optics are calculated on the basis of 0.25 / Magnification. So a 4x scope magnification level would be 0.25/4, 6x would be 0.25/6 etc. etc. As such, the values for a scope that has stepped zoom levels of 3x, 6x, 9x, 12x, 15x can use discretefov[] = {0.25/3,0.25/6,0.25/9,0.25/12,0.25/15}; and a config parsing tool will normally enumerate that during binarisation to values that would be read ingame like discretefov[] = {0.08333,0.04167,0.02778,0.02083,0.01667}; But as I said before, the modelOptics[] are typically calibrated to each of these FOVs if they're using mil-dots. So your scope will need custom optics too if you want working mil-dot reticles for an 8-80x scope
  3. No sample model for the UH-80 has been released yet, so it's currently not possible to edit it.
  4. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Mostly a "may as well" situation. Same as the 10-round polymer 7.62x39 mags, it was easy to produce with Bek's 30-round AK-74 mags
  5. da12thMonkey

    RHS Escalation (AFRF and USAF)

    No, pilot camera is a config-level feature. However, all it requires is the name of a memory point in the model to use as the gimbal for the camera. So can in theory, be added to any aircraft that doesn't already have a camera
  6. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Yes the upper and lower parts of the uniform have separate selections and separate .paa files that correspond to the upper and lower parts of the uniform. You could for example play as a unit wearing the khaki/Afghanka winter M88 with sapogi boots and run the following code in the debug console player setObjectTexture [0,"rhsafrf\addons\rhs_infantry3\data\afghanka_winter\afghanka_winter_vest_vsr04_co.paa"]; player setObjectTexture [1,"rhsafrf\addons\rhs_infantry3\data\afghanka\afghanka_KLMK_BG_pant_boots_co.paa"] And see that the jacket is changed to the VSR winter jacket while the pants are in the Spetsodezhda pattern with Sapogi boots. Selections are the same "camo" and "camo1" for all of those new uniforms but .paa files are different if the M88 model is using the regular or winter jacket, and Sapoji boots or laced boots, or the VDV version of M88
  7. class cfgVehicles { class AH64D_Base class AH64D: AH64D_Base { class Turrets; }; class AH64D_2 : AH64D { class Turrets: Turrets { #custom turret classes# }; }; }; Usually, you need to start calling external classes from one stage further back, for every time you indent to call a subclass. You also need to make sure you have proper requiredAddons[] in the cfgPatches to ensure that the parent classes are loaded before your addon.
  8. da12thMonkey

    RHS Escalation (AFRF and USAF)

    No, WIP stuff isn't separated in any way. It'd just create more work to prepare it for stable releases
  9. da12thMonkey

    RHS Escalation (AFRF and USAF)

    If you're creating new weapon classes with different displaynames to show in the HUD not simply overwriting the displayname of existing weapons, then yes you would need to change the weapon in class Turrets Class turrets is a bit unusual in that you have to include inheritance for all turrets in the vehicle including the ones you didn't modify, else the vehicle loses the ones you don't explicitly tell it to include class rhsusf_MATV_armed_base; class rhsusf_MATV_OGPK_base: rhsusf_MATV_armed_base { class Turrets; }; class rhsusf_MATV_OGPK_M240_base: rhsusf_MATV_OGPK_base { class Turrets: Turrets { class OGPK_Turret; class CoDriverTurret; }; }; class myClass_MATV_OGPK_C240: rhsusf_MATV_OGPK_M240_base { class Turrets: Turrets { class OGPK_Turret: OGPK_Turret { weapons[] = {myClass_WEAPON}; }; class CoDriverTurret: CoDriverTurret{}; }; }; Note now class CoDriverTurret: CoDriverTurret{}; still needs to be in there to rebuild that turret in the final vehicle, even if that turret has not being modified
  10. da12thMonkey

    RHS Escalation (AFRF and USAF)

    PASGT helmets for the CDF isn't really something we're planning to do at the moment. To begin with I guess it's because there wasn't a PASGT-type helmet in the mod to equip them with, but over time the CDF in GREF has evolved in quite a different direction than recreating the faction from Arma 2, and has sort of grown its own identity. They have a unique helmet now and changing it isn't urgent If we were to recreate the CDF PASGT from Arma 2 it would require modelling and baking a new fabric cover with the correct foliage bands similar to the Polish Wz 2000, instead of the modified Serbian M97 style one we are currently using. That's definitely not a priority. Tema has a great project based on RHS to expand on the CDF in some ways that are closer to the Arma 2 faction such as making their camo pattern closer to the one in Arma 2, and making retextured PASGTs for them, and also adding many new aspects to the faction like Chernarus security forces, desert and winter uniforms etc. https://steamcommunity.com/sharedfiles/filedetails/?id=1550624597
  11. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Or please make an explicit note of any other mods being used - along the same lines as the rules the moderators set for the General Arma 3 Photography thread We're sure that people can appreciate that with us having a public dev branch where members of the community can enjoy and share screenshots of all our latest content (and as a team, we enjoy people finding out for the first time what we've added since the last dev branch update), that there's a situation where there is a general awareness that we're adding new things to the game that we might not always announce officially until the stable release. T-15, M203 grips, all of Lodu's amazing new content, 6M2 headsets etc. the list for the next stable is growing... However, only the people who have the luxury of the time and disc space to install and play our dev branches, will be fully aware of exactly what is new RHS stuff and what is not. So some context would be helpful to the community if it's posted in the channels the RHS team does use to announce new content and updates (i.e. this thread). We just want to avoid false expectations (especially where RPKs are involved)
  12. The last part is determined by the cfgammo class of the currently selected weapon's magazine's ammunition, using the weaponType parameter, or from simulation type of the ammunition in the absence of weaponType, so it's a list you would have to compile from checking those parameters for all the ammo available to that vehicle. Then you need to reference weaponsGroup1, weaponsGroup2 etc. etc. for the vehicle to find what weapon types are grouped together As for checking what key is mapped to each action, IIRC you'd use inputAction to query the key associated with the weapongroup actions such as SwitchWeaponGrp1, SwitchWeaponGrp2 etc. etc.
  13. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Richards said before somewhere here on the forums or during one of our streams that the M1165A1 GMV will be the protected version with the B3 armour kit So it'll be generally similar to the M1165s currently in the mod in terms of protection but with armament and "Standard Threat" armoured doors instead of the FRAG-5 ones. Naturally it will have some of the Spec-Ops-Peculiar M1165 equipment like the SAG turret instead of GPK, O-GPK or MCTAGS, MilSysGroup lightweight bumper instead of the IbisTek one, and likely the protected cargo deck similar to the M1245 M-ATVs
  14. I'm pretty sure it's just cfgSkeletons bones for animating the .p3d model, and class MFD bones are a completely separate thing
  15. How many selections are you adding? There is a hardcoded limit for the number of bones you can have in a model. It's ~256 IIRC
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