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About reyhard

  • Rank
    Staff Sergeant


  • Interests
    Flashpoint and everything about WW2 :)
  1. Are you sure that _mineTypeRnd is correct type. You could also double check if _minePos is correct position
  2. class ForcedMissionDifficultyArma { access = 2; class Mission1 { missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m01.VR\"; difficulty = "Regular"; }; class Mission2 { missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m02.Altis\"; difficulty = "Regular"; }; class Mission3 { missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m03.Altis\"; difficulty = "Regular"; }; class Mission4 { missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m04.Altis\"; difficulty = "Regular"; }; class Mission5 { missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m05.Altis\"; difficulty = "Regular"; }; }; If your mission is configured as addon then you can add path to it in above list & then include it in your config.cpp. Afaik there is no way around this
  3. RHS Escalation (AFRF and USAF)

    It should work with SFM but take in mind that there might be some quirks here & there since PhysX tech fore Helis was never fully completed. If you have some more data then you can fill ticket on feedback tracker and I can take a look what can be done. Name of asset, terrain & speed are quite important factors so don't forget to write it down somewhere. Current system for wheel brakes is just unhiding old, PhysX blocks (like those in geometry LOD) when speed is below ~15km/h, since PhysX wheels (like those on cars or jets) don't have working brakes, so old solution is used here as workaround. That's also the reason why you might sometimes see those bumps - just try not pressing heli so much to the ground but rather try to gently slide it on the ground. @wsxcgy adding to what @da12thMonkey said, 3d scopes additionally doesn't support pg up/down zeroing and that is quite huge show stopper
  4. RHS Escalation (AFRF and USAF)

    Nope, new chest rig didn't made it to 0.4.8 and was removed before release & we forget to remove it from changelog
  5. You can now use UVAnimations & carX simulation for some better representation of halftrucks. IFA3 is now using such approach ;) It's still useful for tank bellies since when vehicle is colliding from the bottom with some obstacles (be it for example famous antitank wall which can be found in large quantities across Altis or Stratis), friction can be pretty high and vehicle might not be able climb over some obvious objects. Tracks also got some components in Geo PhysX due to fact that i.e. grenades are not colliding with PhysX wheels - it was disabled last year when we noticed grenades (or in general, any collision) could go quite deep into wheels and then engine would try to push it up in violent way. https://imgur.com/a/G6KOv5f For comparison, here are friction values extracted from config (they can be changed if someone wish to do so ;) ) class PhysXMaterials { class PhysXMaterialBase { isDefault = 0; isAnisotropic = 0; restitution = 0.05; staticFriction = 0.75; dynamicFriction = 0.55; }; class Default: PhysXMaterialBase { isDefault = 1; restitution = 0.05; staticFriction = 0.75; dynamicFriction = 0.55; }; class Terrain: PhysXMaterialBase { restitution = 0.01; staticFriction = 0.6; dynamicFriction = 0.46; }; class Wheel: PhysXMaterialBase { restitution = 0.05; staticFriction = 0.9; dynamicFriction = 0.68; }; class DriveOn: PhysXMaterialBase { restitution = 0; staticFriction = 0.01; dynamicFriction = 0.007; };
  6. AirplaneX physX challenge

    Just a note about devbranch - you can switch to devbranch, copy paste diag.exe somewhere, switch back to stable and use diag.exe along stable. As TeTeT mentioned, diag_mergeConfigFile should be your friend - you can merge config and i.e. respawn vehicle again to apply changes.
  7. RHS Escalation (AFRF and USAF)

    There are custom AFM for most of the helicopters created by Keplager. In case of CTD it might be worth reporting it here http://feedback.rhsmods.org/view_all_bug_page.php Crash files in such case would be crucial & I would also make sure that issue is not caused by some 3rd party mod
  8. RHS Escalation (AFRF and USAF)

    Yes, you should be able to do so
  9. RHS Escalation (AFRF and USAF)

    Best is to report here I think http://feedback.rhsmods.org/view_all_bug_page.php ;)
  10. Laws of war van retexture?

    I've also think thread like that would belong to Config & Editing section rather than Development Branch ;)
  11. RHS Escalation (AFRF and USAF)

    Yes, it was removed due to changes to attachTo introduced in 1.72 patch. After that change there was constant lag and it seems this solution is no longer possible to utilize. It might be possible to use some other trickery in future but it's rather low priority. I think current dispersion is pretty close to what you can see on all those liveleak videos
  12. RHS Escalation (AFRF and USAF)

    You have to unlock commander turret first & lock NSVT one
  13. RHS Escalation (AFRF and USAF)

    1 hit usually disables M113 & kill it's crew but it's sometimes possible to have 1 shot kills
  14. RHS Escalation (AFRF and USAF)

    params["_vehicle"]; private _commander = commander _vehicle; _commander action ['TurnOut', _vehicle]; _commander action ['moveToTurret', _vehicle, [0,1]]; [_vehicle,[[0,0],true]] remoteExecCall ['lockTurret']; [this] execVM "nameOfScript.sqf" If you want to have rest of the crew turned in then switch behavior of vehicle to combat mode - commander should stay on his seat. Could you write down which exactly key are you using for it? (Joystick #11 or something like that?) Put following parameter to you config rhs_decalParameters[] = { "['Label', cM1PlnSymPlaces, 'ArmyPlt_Abrams_D']", "['Label', cM1BarrelSymPlaces, 'BarrelArt_Abrams_D']" }; Syntax should be very similar to old AFRF system http://www.rhsmods.org/w/afrfdecals Example of CHDKZ vehicle cfg rhs_decalParameters[]= { "['Number', cBTR3NumberPlaces, 'Handpaint']", "['Label', cBTR2SideRoundelPlaces, 'Army',22]", "['Label', cBTRPlnSymPlaces, 'Platoon',5]" }; List of all possible Army labels is here rhsusf_decals\Data\Labels\ArmyPlt_Abrams_WD\index.sqf