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fingolfin

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Everything posted by fingolfin

  1. fingolfin

    Tier 1 Weapons

    Good news, I’ve managed to get the RHS grip system working on the Mk46/48s. So, you can enjoy different grip/bipod combos in black and camo variants. Also, I started making my attachments available for RHS weapons. As you can see, there will be specific models for each weapon type including switches and cables:
  2. fingolfin

    Mag proxies on handguns

    Thanks, in that case I’ll keep the current setup.
  3. Hey guys, I’m having a problem with a model config (it seems). When I start bulldozer to check the animations, I get this error message: No entry ‘model.cfg/CfgModels/G19_Urban/Animations/magazine_reloadmag_move_1.begin’. Problem solved, I forgot to define the axes. Duh... In game the magazine won’t move during the reload animation. This is the model config and I just can’t find my mistake: class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class G19_Skeleton: Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "recoil", "", "slide", "recoil", "magazine", "recoil", "trigger", "recoil", "safe", "trigger", "catch", "recoil", "barrel", "recoil", "ammo", "recoil", "zasleh", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class G19_Urban: Default { htMin=60; htMax=1800; afMax=200; mfMax=100; mFact=0; tBody=0; skeletonName="G19_Skeleton"; sections[]={"zasleh"}; class Animations { class magazine_hasmag_hide { type="hide"; source="hasmagazine.0"; selection="magazine"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0.5; unHideValue=-1; }; class magazine_reloadmag_hide { type="hide"; source="reloadmagazine.0"; selection="magazine"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0.248; unHideValue=0.64; }; class magazine_reloadmag_move_1 { type="translation"; source="reloadmagazine.0"; selection="magazine"; sourceAddress="clamp"; minPhase=0.2; maxPhase=0.248; minValue=0.2; maxValue=0.248; memory=0; offset0=0; offset1=-1.5; }; class magazine_reloadmag_move_2 { type="translation"; source="reloadmagazine.0"; selection="magazine"; sourceAddress="clamp"; minPhase=0.62; maxPhase=0.68; minValue=0.62; maxValue=0.68; memory=0; offset0=0; offset1=1.5; }; class trigger_reload_rot { type="rotation"; source="trigger.0"; selection="trigger"; sourceAddress="clamp"; minPhase=0.5; maxPhase=1; minValue=0.5; maxValue=1; memory=0; angle0=0; angle1=-0.2617994; }; class trigger_prefiring_rot { type="rotation"; source="trigger.0"; selection="trigger"; sourceAddress="clamp"; minPhase=0; maxPhase=0.2; minValue=0; maxValue=0.2; memory=0; angle0=0; angle1=-0.01745329; }; class trigger_safety_rot { type="rotation"; source="trigger.0"; selection="safe"; sourceAddress="clamp"; minPhase=0.2; maxPhase=0.3; minValue=0.2; maxValue=0.3; memory=0; angle0=0; angle1=-0.1745329; }; class slide_reload_move { type="translation"; source="reload.0"; selection="slide"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; offset0=0; offset1=0.22; }; class barrel_reload_move { type="translation"; source="reload.0"; selection="barrel"; sourceAddress="clamp"; minPhase=0; maxPhase=0.1; minValue=0; maxValue=0.1; memory=0; offset0=0; offset1=-0.1; }; class barrel_reload_rot { type="rotation"; source="reload.0"; selection="barrel"; sourceAddress="clamp"; minPhase=0; maxPhase=0.2; minValue=0; maxValue=0.2; memory=0; angle0=0; angle1=-0.03490659; }; class slide_empty_move { type="translation"; source="isempty.0"; selection="slide"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; offset0=0; offset1=0.22; }; class catch_empty_move { type="translation"; source="isempty.0"; selection="catch"; sourceAddress="clamp"; minPhase=0.9; maxPhase=1; minValue=0.9; maxValue=1; memory=0; offset0=0; offset1=-0.15; }; class barrel_empty_move { type="translation"; source="isempty.0"; selection="barrel"; sourceAddress="clamp"; minPhase=0; maxPhase=0.1; minValue=0; maxValue=0.1; memory=0; offset0=0; offset1=-0.1; }; class barrel_empty_rot { type="rotation"; source="isempty.0"; selection="barrel"; sourceAddress="clamp"; minPhase=0; maxPhase=0.2; minValue=0; maxValue=0.2; memory=0; angle0=0; angle1=-0.03490659; }; class ammo_empty_hide { type="hide"; source="isempty.0"; selection="ammo"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=0.1; unHideValue=-1; }; class zaslehrot { type="rotationx"; source="ammorandom"; selection="zasleh"; sourceAddress="loop"; minPhase=0; maxPhase=4; minValue=0; maxValue=4; memory=0; angle0=0; angle1=6.283185; }; }; }; }; I’m thankful for any advice!
  4. fingolfin

    Tier 1 Weapons

    I've opened a discussion topic regarding weapon sounds on the workshop page. So, If you want me to keep the NIArms sounds or change them to RHS, you can vote.
  5. fingolfin

    RHS Escalation (AFRF and USAF)

    Love the new cold war/chechnya stuff in the last dev-branch updates!
  6. fingolfin

    Tier 1 Weapons

    I think is was about a 100rnd mag that doesn't clip with the arm. Anyway, the ammo belts are a good stopgap for now (and have only minimal clipping).
  7. fingolfin

    Tier 1 Weapons

    You can already use the RHS 50rnd mag on the Mk48s.
  8. fingolfin

    Tier 1 Weapons

    I have released two small updates in the last hours: EXPS3 and Micro T1&2 aiming should be fixed/better now, Larue riser replaced the old ones on some models and there are now two ammo belts for the Mk48s. Also, I have darkened the HK416 “tanodised” textures. Unless any game breaking bugs are found, do not expect the next update to be so soon.
  9. fingolfin

    Tier 1 Weapons

    I have no model for the magazine in the picture but an ammobelt should be possible.
  10. This started out as a small add-on adding a few textures for a single player mission that will probably never see the light of day and ended up as a (still small) CAG/Delta Force faction for RHS. It is merely a stopgap until UnderSiege’s Gear & Uniforms are released. To make it clear for the start: The gear used for the units isn’t a hundred percent accurate or even close. Since I do only retextures, I have to work with what the community gave us and in this case I wanted to keep the add-on dependencies to a minimum. So, what do you get? · one assault troop with four teams and a HQ · one recon team · in total, more than 30 individually equipped operators (no identical units) in two variants: night ops and day ops · armed with Toadie’s HK416s and RHS’ weapons · equipped with JPCs, MMACs, OpsCores and Airframes from Adacas Military Gear Pack · some retextures (mostly OpsCores, Airframes with Multicam covers and some patches) · a CCT and a PJ unit · units with Pufu’s excellent SCARs once RHS releases them · ZEUS support (hopefully… hasn’t been tested) What won’t you get? · new models · big updates in the future (I consider is add-on finished and will only maintain but not expand it) · DEVGRU (many other mods out there) Changelog: 1.1 · HK416s in camo paint · new backpacks (thanks to Jonny's MLODs) · updated loadouts · some new vests with flags/patches · ZEUS support (hopefully for real this time) 1.0: first release Here are some pictures: If anyone wants to take some more and post them in this thread, feel free to do so. To change the tabs/flag patches on the G3 use _objectname setObjectTexture [6,"yourtexture_ca.paa"]; for the right side, _objectname setObjectTexture [7,"yourtexture_ca.paa"]; for the left side and _objectname setObjectTexture [4,"yourtexture_ca.paa"]; for the patch on the left sleeve. Since I only wrote the config there is a long list of people to thank: · the RHS team for their outstanding work · Adacas as the author and Warden_1, Sabre, Ardvarkdb, Binkowski, Johannes, Road Runner, Zeealex and all other contributors to the Military Gear Pack · Toadie, Spartan0536 and Navaro for their great HK416s · Teeha and The Krusty Krab Pizza for their GPNVG18 add-onon · Jonny for the backpack models · Alex Vestin for the Multicam template · BIS for the game Download: Steam Workshop Google Drive Dependencies: · RHSUSF Steam Workshop Armaholic · MGP Steam Workshop Armaholic · NIArms Core Steam Workshop Armaholic · NIArms Core RHS Compatibility Steam Workshop Armaholic · NIArms HK416 Rifles Steam Workshop Armaholic · L3-GPNVG18 Panoramic Night Vision Steam Workshop Armaholic Disclaimer: For personal entertainment purposes only. Do not edit and redistribute without permission of the author. Creators claim no responsibility for any damages this add-on or mod may cause, use at your own risk.
  11. fingolfin

    CAG/Delta Force Faction

    Still waiting for the next USP update to work on a major overhaul of this mod, but here is a new weapon pack: https://steamcommunity.com/sharedfiles/filedetails/?id=2268351256 (... and yes, the HK416s can use grips now.)
  12. Add-ons: Aliabad Region, CUP, RHS, MGP, 1st SFOD-D (A), Tier 1 Weapons
  13. fingolfin

    RHS Escalation (AFRF and USAF)

    I assume it has something to do with the View-Pilot LOD of the uniform model, but I'm not sure. I'm pretty sure it can be fixed though, since some modders did it.
  14. fingolfin

    RHS Escalation (AFRF and USAF)

    Thank you adding a flag section to the ACUs. I really missed those, even if it is only a small detail. Since you are still making small additions to the ACUs, I wanted to ask a question. It is not really a bug report, so I’ll post it here: When equipped with gloves as a facewear item (for example Delta Hawks GI leather gloves) the gloves show in the third person view but not in the first person view. The gloves in the NVG slot work in both view modes. This only occurs with the ACUs, the SAF M10s and AFRF uniforms work fine. Is this something that can be fixed? (Especially since the ACU have no gloves at the moment.)
  15. Here's a template for a Bundeswehr Splittertarn camo. Please give credit if you use it. https://drive.google.com/file/d/1P36ymcMEzegbweCJrvuSlTvhSCgBqRsw/view?usp=sharing
  16. Here’s a NVA Flächentarn (aka Blumentarn) template I made for everyone who needs it. It was based on this photo: …and comes in two color versions: Though it is not a vector graphic, it is tileable and should be big enough for 4096x4096 textures. https://drive.google.com/open?id=1lNiqTr6vO69cmOnrZrGrUpwcJ2PBMwns Please give credit, when you use this in one of your add-ons.
  17. fingolfin

    RHS Escalation (AFRF and USAF)

    Dev branch is very stable. Of course, some stuff is WIP - for example, the ACU textures were quite off for a week or so - but almost no error messages and I haven't had a single crash. BTW, the gloves you see in my picture are Delta Hawks (from his BDU pack).
  18. fingolfin

    RHS Escalation (AFRF and USAF)

    @jonstyle: One I did for the photography thread. From the arsenal:
  19. 4th Infantry Division in Afghanistan, May 2012 Add-ons: RHS Dev, CUP Terrains, Aliabad, DHI, Nikoaton's animations
  20. fingolfin

    RHS Escalation (AFRF and USAF)

    Just found the Oshkosh M-ATVs in the Devbranch... great work, thank you!
  21. fingolfin

    Legacy CH-46 Sea Knight

    Impressive! Any chance for a skin like this in the future?
  22. Very promising videos! I love the overall feel and look. One question though: Will you add more vegetation and reed to the river banks? To make it look something like this: Many riverbanks in ArmA are quite barren.
  23. Great to see these released, thank you! If you would like to add camo uniforms, please feel free to use my Takistani brush camo template: I could also provide you with a vector graphic.
  24. Totally agreed, I don’t know what happened there but the new skin tone is way worse.
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