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Everything posted by da12thMonkey
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Dynamic Vehicle Loadouts feedback
da12thMonkey replied to granQ's topic in ARMA 3 - DEVELOPMENT BRANCH
As I said; it doesn't appear to use selectionFireanim to show/hide the muzzle flash, it uses the reload source -
Dynamic Vehicle Loadouts feedback
da12thMonkey replied to granQ's topic in ARMA 3 - DEVELOPMENT BRANCH
The muffleflash (zasleh) proxy muzzlePos/muzzleEnd memory points are in the pod model, so the dynamic loadouts system allows them to move to wherever the pylon is located. class PylonWeapon_300Rnd_20mm_shells : 300Rnd_20mm_shells { displayName = "$STR_A3_twin_cannon_20mm"; model = "\A3\Weapons_F\DynamicLoadout\PylonPod_Twin_Cannon_20mm.p3d"; muzzlePos = "muzzlePos"; // position and direction of muzzle muzzleEnd = "muzzleEnd"; hardpoints[] = {B_BOMB_PYLON, B_A143_BUZZARD_CENTER_PYLON}; pylonWeapon = "Twin_Cannon_20mm"; mass = 230; }; Memory point selection names present in the ODOL file Muzzle flash anim appears to be controlled by the reload animation source as mentioned here https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#Animation_sources Seems easy peasy and lacking most of the limitations we had on gun and rocket positions in A2 -
Well currently, the pilot's HMD displays in pilotCamera (targetting pod) on the Xi'an. So I guess in a way you could say the outputs can be seen in TGP. But it's unclear if this is a bug or a feature. Feels kind of like a bug since the green attitude indicator stuff in the centre of the HMD gets zoomed in as the pilotCamera zooms in (funny thing is, this would actually be kind of awesome for first focal plane reticles on weapon scope attachments)
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They're made in Romania. Last I checked Romania was in Europe. And no, there's no new ME/Africa faction in GREF- 16577 replies
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Meh, it's entirely possible to make a small config file addon as a third party that will patch the parameters in. Similar to how people make ACE compatibility files.
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Inheriting baseWeapon parameters from BIS rifles. Need to define a proper one so the game doesn't think it's just another MX/Katiba/Mk20/TAR-21 etc. etc. etc. variant. https://forums.bistudio.com/forums/topic/180966-3cb-baf-weapons/?do=findComment&comment=3159219 https://forums.bistudio.com/forums/topic/193185-project-opfor/?do=findComment&comment=3164396 Basically down to poor choice of inheriting from ingame weapon classes rather than from the weapon's hidden base classes
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Next to the light? I think they're munitions carts
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2014 contract was an extension of the FIST program to provide more upgraded CWS and MaxiKites (refurbished I2 tubes, picatinny mounts to replace the SUSAT dovetails, mounts for the Shield CQB red dot) since the original contract would run out in 2015 but the government decided to extend night equipment funding to the reserves as well. FIST being the original program for the upgraded sights for infantry section weapons including LDS, Shield CQB, the upgraded I2 sights and FTS (FIST Thermal Sight - a variant of DRAGON) Qioptiq won another contract to maintain the sights a few months ago, but not seen any additional orders for new sights. The front rail for the L115A3 has always been there since they were bought along with the S&B 5-25x scopes to replace the 3-12x ones, new SIMRADs, and the SVIPIR-2+ thermal sight which is what mounts on the front rail, rather than a I2 sight. All was delivered under SSIP in 2007. Possibly the SIMRADs are being replaced for L115A4 (AX338 in use with some units) since they have different scope mounts supplied with them that don't appear to have the extended weaver rail above the objective. But I've seen nothing to suggest the MoD bought MERLIN for them instead of MUNS which does the same job and is already in service, or SAKER which is being trialled, other than Qioptiq like to use AX338 in their promo pictures.
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The British Army does use MUNS (AN/PVS-27) actually, but it's the night sight for the L129A1 in combination with the 6x ACOG L115A3's night sight was a SIMRAD KN250 that mounts on top of the Schmidt & Bender (hence the weaver rail on the front ring of the scope mount) Merlin isn't in use AFAIK
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nodunit and Franze gave RHS access to the model long, long before it was made open source. So the chances of it being included as a replacement are no greater now than they were before. Issue has always been a matter of lacking time to adapt it, since it would probably not have the same features in RHS as it has in the original mod.- 16577 replies
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Override already modded cfg entry
da12thMonkey replied to Belbo's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
In the past it was simple: Whichever mod was written last in the -mod= startup parameter list would be last in the load order. Unless cfgpatches overrode it saying to load mod X after mod Y. I have no idea how things like the Arma 3 Launcher, PWS launcher etc. etc. handle the startup order for a selected modset though -
It is probably because your rifle is inheriting the baseWeapon parameter from another weapon now that BIS added them to weapons that were missing them before. Need to change the baseWeapon parameter in your weapon class so the game doesn't think it's just some sub-variant of whatever weapon you are inheriting from, or only inherit from a proper base class like Rifle_Base_F that has no previous baseWeapon defined.
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Override already modded cfg entry
da12thMonkey replied to Belbo's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Add the mod's CfgPatches class to requiredAddons[] and it'll force your mod to load after the other mod, and patch on top of it -
opticsZoomInit - What exactly does it do?
da12thMonkey replied to doc. caliban's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is your optic using continuous zoom like you get with 3D scopes, or the stepped zoom with a modelOptics[] array that contains models for multiple sight pictures? If it's the latter, the magnification values are set by the values in discretefov[] array instead or opticsZoomMin/opticsZoomMax. And your init value is discreteInitIndex, instead of opticsZoomInit.With the index number being the position in the discretefov[] array (0, 1, 2 etc.) -
The I don't think the all MFD stuff is documented yet. The added source names have been mentioned in the dev changelogs though, so can usually find them in the config when they appear. The impactPoint and impactpointtoview (HMD variant used on the Kajman) got added here already though https://community.bistudio.com/wiki/A3_MFD_config_reference As for the TGP indicators in the sensor display, I believe it's simply that the sensors have been changed to use animDirection="PilotCamera_V"; https://community.bistudio.com/wiki/Arma_3_Sensors With PilotCamera_V being the name of a selection/bone that undergoes animations in the model.cfg with the pilotCameraRotX and pilotCameraRotY animation sources https://community.bistudio.com/wiki/Model_Config#Animation_sources
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RHS Folding weapons system
da12thMonkey replied to GSTAVO's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Implementation is similar to the Safe Mode and Grip system stuff detailed on the page you looked at, in that you need a custom weaponInfoType for the weapon to call the folding function when the keys are pressed. And then the rhs_fold parameter to tell it which class to swap to when the folding/unfolding the weapon class cfgWeapons { class Rifle_Base_F; class YourWeapon: Rifle_Base_F { // load script once player hold this weapon weaponInfoType = "rhs_rscOptics_yourWeaponHandler"; // link to folded version of the model rhs_fold="YourWeapon_folded"; // baseWeapon class for Arsenal baseWeapon="YourWeapon"; }; class YourWeapon_folded: YourWeapon { // link to unfolded version of the model rhs_fold="YourWeapon_folded"; }; }; Should point to a RscInGameUI class that has the RHS AK folding function added to the onLoad call and its handler in the controls[] group. These can be added in sequence after the SafeMode or Grip stuff if you're using that too. class RscPicture; class RscInGameUI { class RscWeaponZeroing; class rhs_rscOptics_yourWeaponHandler: RscWeaponZeroing { onLoad="['onLoad',_this,'RscUnitInfo','IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay');_this call RHS_fnc_fold_AK"; controls[] = {"CA_Zeroing","RHS_ak_fold_handler"}; class RHS_ak_fold_handler: RscPicture {idc=9899;}; // IDC is important here! }; }; This is how it is implemented on our weapons currently. However, it might be listed as WIP on our documentation page if reyhard intends to change the system in future, and implementation could change slightly. -
Crosshair and raise weapon
da12thMonkey replied to Bnae's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Crosshairs are defined by the cursor and cursorAim parameters of the weapon. They point to a class in class CfgWeaponCursors. The limits are set in the FFV turret class CargoTurret_01: CargoTurret { //Other Paramters ... class dynamicViewLimits { CargoTurret_04[] = {-65, 95}; }; }; Basically that's stating that when a person is sat in the CargoTurret_04 position, the occupant of CargoTurret_01 will be put in the Obstructed animation state when facing between -65 and 95 degrees of the defined turret arc. i.e. the limits are hardcoded per vehicle position and are not actually detecting the person. Obstructed state animation is defined in the gunnerAction (under class CfgMovesBasic>>class Actions etc.) -
This change note actually relates to the sensor display on the right of the images (the "radar" display). The direction indicator cones for the visual and IR sensors now point in the direction that the targetting pod (Ctrl+RClick) is facing relative to the nose of the aircraft, rather than being fixed forward in the display. http://imgur.com/a/apyoA The CCIP HUD indicators (impactPoint) have been available for a while, and got the numeric range indicators (impactDistance) added last week along with the removal of UI crosshairs/cursors that make the HUD overall much nicer. Neophron, Buzzard, Kajman etc. also have CCIP in the HUD with various different graphics
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
turretInfoType parameter for the gun directs to a class RscInGameUI class with the elevation dialog (RHSUSF_gui_optic_mortar in our case).- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Headlights use game's native lightOn action, the same as all vehicles. Problem is that Arma's AI will turn off helicopter lights whenever you tell them to turn the lights on. So one has to loop the action (which apparently isn't multiplayer friendly) or think up some other cunning solutions. There are plenty of threads about it if you search "Helicopter searchlight"- 16577 replies
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12 Shades of Grey (aircraft retextures)
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Turkish F-16 Block 50+ (CFT) in the NATO pack already carries markings for 161 Filo (Yarasa). It can be selected for the non-CFT F-16 through the AWS menu or by setObjectTexture if you want to replace the 142 Filo one. 161's Block 50+ have slightly different markings to the older models, in that they have a new falcon head insignia on one side of the tail, and the old bat (LANTIRN) insignia shown in the image you posted, on the other side (check the serial numbers). -
F-16 Fighting Falcon Series Standalone
da12thMonkey replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
BIS Wiki page for the system states that they intend to make an ingame loadout menu for the new system available to mission editors. https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts It's just that the current stage of development available to try on the dev Branch only has the 3DEN attributes menu -
Adding new 40mm grenade ammo.
da12thMonkey replied to jakeplissken's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
New magazine types need adding to the magazines[] array of the UGL muzzle used by the intended weapon e.g. class cfgWeapons { class GrenadeLauncher; class UGL_F: GrenadeLauncher { magazines[] += {"1Rnd_HEAT_Grenade_shell"}; }; }; Using the += modifier to add things to arrays can be overwritten if a subclass has its own magazines[] array though. Such as the MX's class GL_3GL_F which is a subclass of class UGL_F So to add it to the 3GL as well as the standard UGL you'd have to also create an additional config in a subfolder, where your grenade is added to class GL_3GL_F, and have cfgPatches set up properly -
Firewill Standalone Series Release Thread
da12thMonkey replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
EGBU Paveways (and Paveway IV) can use the GPS/INS guidance. So in the addon they can use GPS coordinates from the I-TGT menu in addition to locking on laser targets, where normal GBU Paveways can only lock on laser targets. They work the same as the GBU-54 Laser-JDAMs -
For reference in case you do need to hotfix that issue for 1.68 proper: Some stuff has disappeared from Arsenal because the baseWeapon parameter was added to a couple of BIS weapon that didn't have it defined before. And so your stuff might be treated by Arsenal as a sub-variant of some BIS weapon rather than a new one in its own right. We had a few pistols go missing in RHS. So to solve it you need to define baseWeapon for your scope = 2; weapons (i.e. add the classname of that weapon as its own baseweapon).