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reyhard

BI Developer
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About reyhard

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    Staff Sergeant

core_pfieldgroups_3

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    Flashpoint and everything about WW2 :)

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  1. Can you perhaps share whole script?
  2. I guess your weapon shop was reading compatibileItems[] array instead of i.e. using https://community.bistudio.com/wiki/BIS_fnc_compatibleItems ?
  3. Can you show your full config perhaps?
  4. As it turns out, RVMAT was missing from PBO 🙂 In general, A3 Tools (& older Bohemia ones too) are moving only files which are referenced by p3d. Injury materials are not linked in P3D and therefore they need to be included manually. Simplest solution would be adding all RVMATs to this list Alternatively I've highly recommend using PBO Project.
  5. I'm afraid version without injury RVMAT doesn't help then
  6. Can you share that pbo perhaps?
  7. Try removing leading slashes from your paths
  8. reyhard

    RHS Escalation (AFRF and USAF)

    There is no way to switch it and its not planned to be changed.
  9. reyhard

    Reflectors

    It has same behavior as turrets, eden attributes and probably some other meaning you have to redefine it. Small example class Veh1: something { class Reflectors { class Light1 {blablabla}; }; }; class Veh2: Veh1 { class Reflectors: Reflectors { class Light1: Light1 {}; class Light2 {blablabla} }; }; You can search for turrets inheritance related topics to learn a little bit more about it.
  10. soundTurnIn[] = {"A3\Sounds_F\vehicles\noises\Turn_in_out",1.77828,1,20}; soundTurnOut[] = {"A3\Sounds_F\vehicles\noises\Turn_in_out",1.77828,1,20}; soundTurnInInternal[] = {"A3\Sounds_F\vehicles\noises\Turn_in_out",1.77828,1,20}; soundTurnOutInternal[] = {"A3\Sounds_F\vehicles\noises\Turn_in_out",1.77828,1,20}; That's what you can get from engine itself. Other solutions involve scripting & usage of turnIn/Out event handlers & either animating hatches with animateSource command (meaning default, engine driven, turn in/out anims are not used) or by playing 3d sound in some other way (playSound3D,say3d, sound set triggers)
  11. It deeply depends on the asset - if model.cfg source is using sourceAddress = loop, then there are no limits on end value. Otherwise min & max value is the limit https://community.bistudio.com/wiki/Model_Config#Animations I wouldn't say it's a secret since i.e. on https://community.bistudio.com/wiki/animateSource you have example with phase > 1 ugv animateSource ["MainTurret", rad 90] rad 90 translates to 1.5707963
  12. https://www.quora.com/What-is-1E10 1e10 is notation for 10^10 (ten to power of ten) which is quite large number (10000000000) and practically it's rather unlikely that animation is ever going to reach that. Single cycle of radar last 3 seconds, so using 1e10 as a desired animation state means that radar will make 10000000000 cycles which will take 8333333.33333 hours to complete.
  13. Protip: You can skip whole loop and use nameOfRadar animateSource ["Radar_Rotation",1e10] You can also modify speed of rotation with speed coef https://community.bistudio.com/wiki/animateSource
  14. requiredaddons[] = {"rhsusf_main_loadorder", "Tier1_Weapons", "Tier1_Weapons2","Tier1_Weapons_cfg"}; that should work
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