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da12thMonkey

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Everything posted by da12thMonkey

  1. I would imagine (Kllrt confirmed it) it is using the reload and perhaps also ammoRandom sources, but indexed to the second muzzle e.g. reload.1 ammoRandom.1 as sources Gunpods on dynamic loadouts aircraft have to use reload for the muzzle flashes, since the native zasleh hide stuff is not supported outside the main body of the aircraft. So can use similar workarounds. Example from a gunpod here: but use reload.1 Edit:- Reyhard has also shared some information that the game doesn't recognise a second proxy for a second muzzle (only multiple proxies for the same muzzle), so it might be necessary to physically place the muzzle flash model inside the weapon as well (in my experience this may also require adding forceNotAlpha property to the geometry LOD, to stop the weapon then rendering behind hands in first person view)
  2. You'd be looking at making virtually a completely new animation set for the game, with the "launcher" bone moved in 90% of the .rtms to get it 100% perfect. Unless you just want a couple of static animations for screenshots. Arma's character animation system isn't particularly modular. You can make launchers move position between when it is shouldered or holstered with the isSelected animation source applied to the weapon model. In which case have to make the default position of the model to be the "stored" position, and then create the animation with a transform to move it back to the traditional position. But there are usually outlier character animations where the offset you add in the weapon model will result in the weapon floating in the air some place away from the body during playback of some character animation, which looks incredibly stupid.
  3. da12thMonkey

    RHS Escalation (AFRF and USAF)

    That's generally how dev branching works, yes.
  4. da12thMonkey

    navigating config files

    True! I suppose checking if any subclasses in class Components>>class TransportPylonsComponent>>class pylons even exist for that vehicle (or class TransportPylonsComponent alone exists for that vehicle) would do the job. Obviously there are no pylonMagazines for vehicle that have no pylons configured anyway😄 The non-dynamic loadouts version of vehicles, are all-but obsolete. They're mostly just there for backwards compatibility with older missions from before the Jets DLC - there are a couple of other redundant vehicle classes in the game too. BI doesn't recommend using them as assets in current missions. The ones that are accessible through the editor and Zeus, generally will have empty weapons arrays save for the guns and CM
  5. da12thMonkey

    navigating config files

    Planes, helicopters etc. generally don't use the weapons[] array any more for missiles and bombs - only for the gun turrets, laser designators and countermeasures. Apart from a couple of exceptions, missiles and bombs have been handled by the Dynamic Loadouts system since the Jets DLC was released. This is configured for each vehicle under class Components>>class TransportPylonsComponent>>class pylons where each pylon has an attachment = parameter that defines the default magazine class loaded on to that pylon. But it's easier to use the getPylonMagazines command on the aircraft rather than dicking around in the configs. The weapon/launcher for that magazine is assigned by the pylonWeapon parameter in the magazine classname. To change the munitions assigned to the vehicle's pylons, you use the setPylonLoadout command and use a magazine name - it will automatically add the assigned pylonWeapon to the vehicle when the magazine is added to the pylon this way so you don't need to do separate addWeapon+addMagazine commands for these. So I guess if getPylonMagazines returns nothing for a vehicle, it is probably not armed with anything more than a few gun turrets.
  6. da12thMonkey

    RHS Escalation (AFRF and USAF)

    They were made by Gurdy and Mihail for the former Westwall mod which was the source of a heap of other great WW2 content that RHS inherited. They're simply too well made for us not to include them
  7. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Correct. An additional screenshot that I took before some final texture work to remove some AO marks, showing a more direct comparison of the Mi-8T and existing Mi-8MT/Mi-17 (nothing as pretty as the kind of pictures il_padrino, Ballistic09, wilco etc. produce for us) Aside from flipping the tail rotor and removing the inlet barriers (these can now be hidden on our Mi-8M/Mi-17 too), the inlets were also extended forward and a new round exhaust was added to more closely resemble the TV2-117 engine, while the APU hump behind the main rotor was re-contoured and re-textured to resemble the Mi-8T profile. The old style of doppler array on the bottom of the tail-boom isn't modelled yet since they don't appear on the HT-40 (Serbian Mi-8T) and some other operators of first-generation Mi-8s. But I intend to add a hide-able one in future when I have time to model it (though that might not be soon).
  8. da12thMonkey

    RHS Escalation (AFRF and USAF)

    That one's not just updated textures. Some subtle yet significant model alterations were done to create a new (old) Mi-8 variant more suitable for SAF. Though the variant is added to the AFRF roster too.
  9. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Not likely. The model is a testbed for using commercial photogrammety scan data to create high-poly models for baking to low poly game models. The source scan wasn't performed with the hood in the up position, so there is no reference data to generate a game model with the hood up.
  10. da12thMonkey

    General Discussion (dev branch)

    Except for just about every machine gun bipod in existence If it's a locking bipod, it shouldn't really matter which way around it's mounted. Altas bipods can be rotated through 180 degrees, and locks in position at increments. So is completely agnostic to which way around it is mounted or which way you fold the legs. Harris ones on the other hand are just held down by spring tension, so in that case it matters which way around the bipod is mounted
  11. hiddenSelectionsTextures doesn't work on ammunition models (missiles, rockets, grenades etc.). You need separate .p3ds for each
  12. Arma 3's native behaviour in multiplayer is that the client's terrain detail and view distance settings are overridden by the server/mission settings. So everybody plays with the same amount of grass. The client's own terrain detail settings don't give them an advantage over other players. This only changes if the mission maker specifically develops a UI for clients to adjust their grass and view distance settings independent of the server setting. Which is arguably a poor design decision in any mission with PvP elements.
  13. da12thMonkey

    WaterBottle Weapon

    You'd need to create some distance offset in the bottle model itself to put it in the position you want it in away from the centre of the weapon proxy that exists in the character model, then animate the handanim .rtm around that new position. But the bottle will always have this offset from the centre so might appear floating away from the body when putting the weapon on your back etc. Otherwise I imagine you'd have to make a gesture of some kind, and script the unit to use that gesture when the weapon is equipped.
  14. da12thMonkey

    WaterBottle Weapon

    Handanims simply position the hands relative to the weapon bone's position in the underlying stance. You can't physically move the position of a weapon simply by handanim.
  15. da12thMonkey

    Contact Expansion Asset Feedback

    Seems like the thumb break hold where you do not to wrap the thumb around the back of the grip, is a fairly favourable grip for Russian SOF https://www.thefirearmblog.com/blog/wp-content/uploads/2019/04/cpspr2obqza21.jpg https://www.thefirearmblog.com/blog/wp-content/uploads/2019/02/42862316_256052751719064_2817389028804919296_o.jpg https://i.imgur.com/ZActvEy.jpg https://i.pinimg.com/originals/60/5a/82/605a82c6fe8c7c22ca99bd13dfde3111.jpg The purpose of a high thumb is to allow you to brace a little against muzzle climb by having a point of contact above the rifle's bore.
  16. da12thMonkey

    Contact Expansion Feedback

    "Spin-off" is exactly how it's described on the Contact web page https://arma3.com/contact
  17. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Well it's obviously not permanent, since the DLC comes out on July 25th If you're asking if we are going to revert the Contact DLC changes for next week, then no: It's entirely necessary for our own testing that the mod runs with Arma 3 v1.93Dev/v.1.94RC.
  18. da12thMonkey

    RKSL Attachments Pack

    You'd have to ask the CBA people if that's possible. The PiP stuff is entirely their system and I'm only familiar with the config integration. I can only comment that I'm not sure it's possible to add post-processing on top of Arma's modelOptics rendering pass. Personally, I keep the PiP option in CBA unchecked anyway and use the regular "opacity" style of peripheral view because likewise I'm not a fan of arma's jagged 512*512px limited PiP resolution filling large portions of the screen. I integrated PiP variants for the sake of completeness.
  19. da12thMonkey

    RHS Escalation (AFRF and USAF)

    You can force it with the game's native setPylonsLoadout command. _vehicle setPylonLoadOut [2, "rhsusf_mag_gau19_melb_left", true]; _vehicle setPylonLoadOut [3, "rhsusf_mag_gau19_melb_right", true] The "true" part at the end of each array is the important values, which allows you to force any dynamic loadouts magazine on to any dynamic loudouts vehicle. The GAU-19 models only really fit the Littlebird properly though because of the ammunition linkage
  20. da12thMonkey

    RKSL Attachments Pack

    Small V.3.01 update today to incorporate the Scripted Optics system that was added to CBA last month. https://steamcommunity.com/sharedfiles/filedetails/?id=1661066023 Many thanks to Rock for sorting out publication of the update V.3.01 Changes: LDS has new graphics for the 4x optics view* The Schmidt&Bender 3-12x50 (L17A1) and 5-25x56 (L24A1) mildot reticles now dynamically scale with continuous magnification, instead of the vanilla Arma 3 stepped zoom. *These are features that were in the old optional RKSL_LDS_ACE.pbo, since those systems transferred from ACE to CBA. So if you still have that deprecated .pbo in your modset, I strongly recommend removing it. Notes on CBA settings: Sights with illuminating reticles (LDS and S&B 5-25x56) use the manual control system for turning on illumination instead of the automated one when it gets dark. CBA default for this is the [NUM 0] key, but you can change that in the CBA controls menu. CBA also provides a game option for whether the sights use PiP for the peripheral view around the edge of the optics or not. I forgot to announce the V.3.00 version here on the forums back in February, but it included minor improvements to all existing sights, added an additional Trijicon RMR variant with a different mount, and a brand new Eotech 552 holographic sight.
  21. da12thMonkey

    Contact Expansion Asset Feedback

    Probably not reporting it because the UGV being incomplete is in the "Known Issues" part of the changelog Ed:-lexx posted before me
  22. da12thMonkey

    Contact Expansion Asset Feedback

    This is an addon issue. Probably because CBA Joint Rails hasn't be updated for new Contact assets and it overwrites the way attachments are handled on Arma 3 weapons. Contact attachments work fine on the weapons you named (and others) when not running any addons Rule of thumb: Don't test the dev branch while running addons unless you are testing the addon, not the base game.
  23. da12thMonkey

    NIArms Release Thread

    Your game version is not up to date. I assume that since you aren't getting your addons from the Steam Workshop either, that means you aren't running a legitimate Steam version of the game, and aren't just running the Linux version that is out of date.
  24. da12thMonkey

    RHS Escalation (AFRF and USAF)

    It would no longer work very well without hands clipping through some mags, now that the magazine model changes depending on which one is loaded in the gun. We will maybe elect to remove that style of handanim from all weapons. But for now there are some weapons with railed handguards that still have magazine gripping. Since the hand clipping through the mag can be alleviated by using a vertical grip attachment on the weapon. AFAIK the only variants where the T-64/T-80 turrets are almost exactly the same, are the T-64A and T-80 (earliest versions with coincidence range-finder). After that, they are increasingly different. Soul_Assassin is starting with doing a T-64B, which doesn't share so many common visual elements with T-80 variants
  25. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Probably wont happen unless Hatchet says he wants us to do it. There's more to consider with that one than just adding selections to the existing mesh, since it's an older one and has a bunch of parts that are proxies.
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