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da12thMonkey

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Everything posted by da12thMonkey

  1. da12thMonkey

    Tier 1 Weapons

    That's definitely not as much as 125x zoom using Arma's standard 0.25/magnification calculation for optics zoom. This is what a man-size target looks like at 2,300m with just 22x zoom (opticsZoom 0.25/22 = 0.0113636*) and the targets are already larger than "125x" in your screenshot. 125x is a factor of 5.7 times greater than this level of magnification, and would look approximately like this. Arma seems to simply ignore magnification values that are too high (In engine terms, FOV too small). I am not sure what the maximum value is (I might try different discretefov[] = (stepped zoom) values later to see if I can gauge how high Arma will let you go). But having tried to replicate 125x zoom it, the limit is definitely smaller than 125x (opticsZoom 0.25/125 = 0.002), because my scope simply lost the ability to zoom beyond the smallest supported FOV value out of the three opticsZoom(Min/Max/Init) parameters that describe the zoom capabilities of a scope. ACE arsenal will however still read the maximum magnification value from the config. So the Arsenal is just telling you a value that doesn't actually work
  2. da12thMonkey

    Tier 1 Weapons

    IIRC there's already an addon containing a March 80x scope, made by Bnae https://steamcommunity.com/sharedfiles/filedetails/?id=939484236 I am relieved you picked the types of Nightforce scopes that you did. You'll probably see why next RHSUSAFDEV update...
  3. da12thMonkey

    Tier 1 Weapons

    First image is a HK416N (Norwegian service rifle) which has a 16.5 inch barrel rather than 14.5
  4. da12thMonkey

    ARMA 3 Addon Request Thread

    Art of War DLC on the dev branch Pics:
  5. da12thMonkey

    Tier 1 Weapons

    Strictly speaking you only need one of the available keybinds for switching the magnifier mode, so you could use the other keybind to switch reticle. When we developed the original MRT Accessory Functions addon we decided to add two keybinds and parameters per attachment slot in order that some different pathways could be made between classes, even though a single keybind would usually be the only one required. Though I only included an example of cyclical and linear paths https://github.com/CBATeam/CBA_A3/wiki/Accessory-Functions it's possible to make classes diverge in other ways. class Tier1_Romeo4T_BCD_G33_Black_Up { MRT_SwitchItemNextClass = "Tier1_Romeo4T_BCD_G33_Black_Down"; MRT_SwitchItemPrevClass = "Tier1_Romeo4T_BCD_4D_G33_Black_Up"; }; class Tier1_Romeo4T_BCD_G33_Black_Down { MRT_SwitchItemNextClass = "Tier1_Romeo4T_BCD_G33_Black_Up"; MRT_SwitchItemPrevClass = "Tier1_Romeo4T_BCD_4D_G33_Black_Down"; }; class Tier1_Romeo4T_BCD_4D_G33_Black_Up { MRT_SwitchItemNextClass = "Tier1_Romeo4T_BCD_4D_G33_Black_Down"; MRT_SwitchItemPrevClass = "Tier1_Romeo4T_BCD_G33_Black_Up"; }; class Tier1_Romeo4T_BCD_4D_G33_Black_Down { MRT_SwitchItemNextClass = "Tier1_Romeo4T_BCD_4D_G33_Black_Up"; MRT_SwitchItemPrevClass = "Tier1_Romeo4T_BCD_G33_Black_Down"; }; With that setup, the Next Optic Mode (default Ctrl + NumPad /) would be used to flip the magnifier and the Previous Optic Mode (default Shift + NumPad /) would switch the reticle for the current magnifier position. Using the kind of visualisation on the CBA documentation page: It's not necessarily as intuitive for users, but it's definitely possible
  6. da12thMonkey

    Tier 1 Weapons

    Try setting the First "show at magnification" value in your reticleDetailTextures[] array to 0 (or less than 1 I guess) rather than the lowest magnification setting of the optics. There's probably a slight discrepancy where the FOV on some displays rounds to a number smaller than expected. As for PiP not showing, are you sure these people have PiP turned on in their graphics settings?
  7. da12thMonkey

    RKSL Attachments Pack

    It wasn't the case that it was IP trolling - if it was either Rock or myself would have had prior notice of DMCA claim against it to allow us to dispute it, which is something we did not receive. It was taken down in error while more than 30 other reuploads of RKSL addons were being removed from the workshop at the time, and the Workshop staff found it confusing as to where the original workshop item was in the mess of all the others. No hard feelings to them - they have been very helpful and apologetic, and we know they work hard at times. Really just another example of the headaches that reuploads cause for original content on the workshop: bugs from old versions that are floating around that should long since be dead, jumbled addon packs leading to bug reports for content that's not even made by the people it's being reported to, and now there's even a chance the workshop staff will take down the original files and cause grief for tens of thousands of subscribers for the sake of a unit with fewer than a dozen active members not understanding how to share launcher Preset html files and set up workshop collections.
  8. RKSL Studios is Proud to present the Second Release of the RKSLA3 Attachments Pack This is the first of a series of Small Arms themed addons that I'm working on. Hopefully plenty more will appear in the coming years of Arma 3's life and this initial release will give you some indication of what I'm striving for in the long run. This addon adds a small selection of scope attachments to Arma 3, utilising the game's weapon customisation feature. Currently the pack contains four optical sights: A Schmidt & Bender 3-12×50 PM II marksman scope (available in two variants both with black, desert and woodland colour schemes) A Schmidt & Bender 5-25×56 PM II sniper scope (with black, desert and woodland colour schemes) A Trijicon RMR mini red-dot sight, (variants for both rifles and handguns, both with black and Flat Dark Earth colour schemes) The UK Armed Forces Elcan Lightweight Day Sight (LDS) (in black and RAL 7006 coyote brown). An Eotech EO552 1x Holographic Sight (in black and RAL 7006 coyote brown). The main aim of the pack is to reflect personal equipment available to members of the UK's Armed Forces and their weapon systems. Full changelogs: RKSL_LDS.pbo RKSL_PM_II.pbo RKSL_PM_525.pbo RKSL_RMR.pbo RKSL_EOT552.pbo Be sure to read the online documentation (pending) and readmes for classnames and where to find the attachments in the editor. This addon addon requires the Community Base Addon! Joint Rails is required to maximise compatibility with Arma 3 weapons: Not only official weapons, but community-made weapons as well if they incorporate the common rail platform. Joint Rails is included in Community Base Addons (CBA) The RKSL Attachments Pack will hopefully be expanded to include more items in future - not limited to weapon scopes alone. The focus of the pack will likely continue to be to reflect equipment issued to UK Armed Forces, but additions will be made by the RKSL team on an ad-hoc basis, reflecting the current needs of our own projects and particular whims as addon makers. We hope you enjoy it. **Downloads** v.3.02(c) Download Mirror 1 - @STEAM Workshop Download Mirror 2 - @RKSL Studios I accept donations if you want to provide one, no matter how small. This is completely voluntary and I'll continue to work on addons regardless of whether people donate to me or not. My ArtStation page for models in this project
  9. da12thMonkey

    Tier 1 Weapons

    From what I understand the issued EXPS types that have an NSN and Sight Unit type code (i.e. are standard issue) are as follows: SU-231A/PEQ (EXPS3-0A, NSN 1240-01-587-9345): Tan colour, single dot, for M4 and SCAR SU-231B/PEQ (EXPS3-0B, NSN 1240-01-587-9762): Black colour, two dots, for M2 HMG (Calibrated @ 500 & 1000 yds with M33 ball) SU-231C/PEQ (EXPS3-0C, NSN 1240-01-587-9178): Black colour, single dot, for M4 and SCAR There are NSNs for other XPS3 and EXPS3 models, without a SU-# designation but they're probably of limited numbers and not in general circulation
  10. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Technically yes, but you would have to make a grip slot that uses the existing bipod proxy in the model, which may be in an undesirable position for adding grips. You will be unable to add an additional proxy in the weapon models to define a custom position to attach grip slot items along the rail, which is what we have for our various weapon models (e.g. rhs\addons\rhs_weapons\rhs_grip_proxy.p3d)
  11. 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
  12. 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
  13. No sample model for the UH-80 has been released yet, so it's currently not possible to edit it.
  14. 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
  15. 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
  16. 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
  17. 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.
  18. 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
  19. 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
  20. 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
  21. 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)
  22. 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.
  23. 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
  24. I'm pretty sure it's just cfgSkeletons bones for animating the .p3d model, and class MFD bones are a completely separate thing
  25. 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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