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da12thMonkey

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Everything posted by da12thMonkey

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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
  8. 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
  9. 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; }; }; }; };
  10. 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.
  11. 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.
  12. da12thMonkey

    Night Vision Display? [SOLVED]

    NVG overlay isn't a UI, it's using modelOptics
  13. da12thMonkey

    RHS Escalation (AFRF and USAF)

    I should also note that IIRC the 100rnd M240 mag is supposed to be configured along the lines of a 100rnd loose belt stuffed in to the gunner's gear (feeding from the assault pack or taken from a bandoleer on the vest) whereas the 50rnd mag is indeed a proper magazine pouch with the various fittings to hang it on the weapon, which add a little extra weight beyond the 50 rounds of ammunition itself. There isn't an actual 100rnd pouch/mag for the M240 IRL. Having the Arma 2 box there just looks "cleaner" than the unsatisfactory appearance loose belts have in Arma. So the 100rnd belt is not exactly double the "mass" of the 50rnd pouch for this reason.
  14. da12thMonkey

    RHS Escalation (AFRF and USAF)

    MG mags and launcher munitions have a scale factor of between 60% and 75% so that you can fit a reasonable amount of them in a vest or pack without us making specific MG/AT vests that can be abused to carry a ludicrous amount of rifle ammunition and grenades, and to stop AI lagging behind with fatigue so much while carrying completely normal amounts of MG link. Inventory "weight" in Arma 3 doesn't really exist in terms of lbs and kg. The config property for inventory space is a value that is called "mass" but is a made up value, that attributes both the size and mass of an object to determine if it fits inside a container. Mods that convert these values to lbs/kg are simply using an approximation. We use the same approximation for the base inventory size of objects, but have to make adjustments to certain objects because Arma's inventory capacity and fatigue system are really quite disjointed.
  15. da12thMonkey

    RHS Escalation (AFRF and USAF)

    AFAIK there is some 30rnd SCAR mag around by a small company who do a bunch of different size polymer mags for the civilian market including 5 and 10 rounders for states that don't allow large-capacity magazines. But as you said, it kind of contradicts the main military usage of Mk17, and we've not seen any being used in the field. So it doesn't feel like it'd be worth the effort whatsoever. Particularly since the shape/construction of those polymer mags is a lot of modelling work compared to the regular FN steel ones. However, the RHS SCAR's do support mag proxies, and in this case also CBA JAM magwell classnames: So it's entirely possible for other people to make such a mag instead of RHS.
  16. da12thMonkey

    RHS Escalation (AFRF and USAF)

    We don't have OCP to update. Only OEFCP. OCP requires different uniform models.
  17. da12thMonkey

    NIArms Release Thread

    It's functional on the HK416 since that was a new release after the mag proxy tech became a thing. Other weapons haven't been updated yet, but toadie's twitter shows that a lot of other weapons are in the process of being updated.
  18. da12thMonkey

    RHS Escalation (AFRF and USAF)

    The "deploy" version should already be able to supply ammo, fuel, repair functions. For the others, you can script a repair/ammo/fuel supply object to sit in the back with setVehicleCargo and it should do what ever you want. Not until someone models one.
  19. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Probably the fan group. We don't run that, the Russian community do. This is our only actual presence on VK, updated by RHS staff. https://vk.com/redhammerstudios
  20. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Only the FAL/SLR is a model for RHS For the others. Don't assume that every model made by an artist who has contributed to RHS, is intended for RHS. We never posted either of those other images on our own social media channels - i.e. we have never announced they will be part of the mod. You simply assumed by association, that we have automatic access to them (we don't).
  21. da12thMonkey

    RHS Escalation (AFRF and USAF)

    We didn’t have any PPSH or TT suppressor model, so not yet.
  22. da12thMonkey

    RHS Escalation (AFRF and USAF)

    That's a dome to house the weather radar, not removable armour. The Mi-8AMTSh in RHS is simply a stand-in using the ported Czech Mi-171Sh model from Arma 2. Making a proper Mi-8AMTSh requires making an entirely new cockpit interior among other things, so it's not a quick and easy thing to just slap a different nose on there. It's not something we've been working on.
  23. da12thMonkey

    RHS Escalation (AFRF and USAF)

    They have a digital pattern helmet and body armour (retexture of the AAF vest) that were formerly used by the CDF paratroopers before we replaced all CDF vests with 6B5
  24. da12thMonkey

    RHS Escalation (AFRF and USAF)

    No, they're just the current ACUs. Nothing new @gurdymade it. I don't know that it is based on anything real
  25. da12thMonkey

    RHS Escalation (AFRF and USAF)

    It's a retexture of the civilian plane from Apex, so there's nothing we can really do in that regard. The model doesn't have any proxies to put weapons on
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