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reyhard

BI Developer
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About reyhard

  • Rank
    Staff Sergeant

core_pfieldgroups_3

  • Interests
    Flashpoint and everything about WW2 :)
  1. Have you tried using burst for close range? There is aiBurstTerminable = 1; param for terminating burst when target is dead/out of sight
  2. showAsTurret = 1 filter out unit from pylon settings - if I assumed correctly, that you wanted to have pylon available for copilot mainly, then that parameter should be on gunner seats. There is no way to disable possibility to assign weapons to pilot. If you change weapon in attributes, does the pylon owner icons changes? Could you post picture of that glitch in eden? I would also suggest changing order of turrets & make co pilot one first in the list
  3. You can post your config there then. It seems there might be something wrong in your config
  4. In that menu you can change who controls particularly weapon. If you want to filter out your turret from selection menu you can use showAsCargo = 1 parameter in turret cfg
  5. Nonono, it all can stay in main config - you don't have to define it in any turret https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts When talking about turret parameter, I meant above line. If you can, please write a little bit more what you want to achieve because I'm a little bit unsure if I get what you want to do ;)
  6. Most of the A3 helicopters are using pylons & in RHS, I didn't encountered too many issues with them. In fact, pylons are working on all vehicles (tanks & cars too). Anyway, have you tried turret parameter in pylon config yet?
  7. RHS Escalation (AFRF and USAF)

    There are some PiP scopes in RHS mode already - namely M150 ACOG & M145 Elcan. You can switch it on in RHS Game Options by setting Optics Preference to PiP. As far as I know, this mod is using modified version of RHS scripts which I gave permission to modify https://docs.google.com/document/d/1aYAiIqAtLhHd2_Yf82uIhG8mghSsgfgwDsBZmo_rvlo/edit As for introducing new optics, after evaluating how it works in Arma, there are some limitations which makes that solution not worth investing more time since there are more pressing issues.
  8. RHS Escalation (AFRF and USAF)

    There are so many rounds that you could use so it's hard to tell whether it's bug or intended situation
  9. https://community.bistudio.com/wiki/setWeaponReloadingTime Do you mean this? Your question is very ambiguous
  10. Hoovering tank

    Second memory point is not used as I've mentioned before. In most cases it will work but in some situations vertex order might be wrong resulting in odd size of PhysX wheels, it's much safer to have separate memory point for center
  11. Hoovering tank

    Cars are also using single memory point. First one is used as a center so depending on vertex index one, or another is selected
  12. RHS Escalation (AFRF and USAF)

    Safe mode use user13 as a hotkey. Unfortunately for user action defined in cfg there is no way to change key dynamically (to i.e user14 or user2) unless whole thing would be changed to addAction.
  13. RHS Escalation (AFRF and USAF)

    Yes, I know about this since I gave permission to use my script but I don't think I will be spending more time on PiP variants for now.
  14. RHS Escalation (AFRF and USAF)

    Somebody asked before if it could be possible to add 3D variant of some Russian scopes & it seems there is room to introduce new variant for 1P29. Setup is quite trick and it might produce some small glitches when looking from the side in 1st person view but in 95% you shouldn't be able to notice it at all
  15. Creating PIP

    I don't have that data right now but from what I remember it's closer to 80%. ;) Anyway, aspect ratio param in procedural texture indeed doesn't work and that's why I've mentioned UV animations. I've mentioned what is actually happening so people might set their PiP windows correctly since 16:9 != 512x256
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