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2082 ExcellentAbout reyhard
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Flashpoint and everything about WW2 :)
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Just incase you ever visit this website again, and I know that your work has stopped on Arma 3...
But I was just curious how to fix an issue a recent update caused with one of your scripts.
Something is wrong with the RKG-3EM script for RHSAFRF where the grenade spins uncontrollably.
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CatBook-Yi23332 started following reyhard
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See this page https://community.bistudio.com/wiki/Arma_Reforger:Known_Issues#XBox-specific_Issues
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
those are not for dev builds (notice mention of RHSAFRFDEV) though. Changelogs for dev builds can be found in installation dir of mod - look for buildlog.md. You can open this file with any text editor- 16577 replies
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Creating bundle finished with warnings
reyhard replied to US333Nate's topic in Arma Reforger - Workbench
Do you have any other errors in console log when you run this custom scenario in Workbench? -
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Most likely you also need AFRF loaded to use this feature at the moment. For development purpose, some of the classes which would normally duplicated between two mods, are stored just in one of them so the result can be iterated quicker.- 16577 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Custom script most likely - on that video they are also using wrong trucks- 16577 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There is no ready to use system for that and you would have to script it somehow. In real life you would use Kraz 255 truck to transport every segment of the bridge + BMK-T tugs (also transported on Kraz-255) to place those segments in place- 16577 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Right now there is no such option due to difficulties in implementation of it Use static versions of PMP-60 pontoon which snaps to each other.- 16577 replies
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Compilation/Validation not working?
reyhard replied to Badger 2-3's topic in Arma Reforger - Configs & Scripting
Game scripts have to be located in Scripts/Game folder. You can see in the logs, where games is checking for scripts actually -
Compilation/Validation not working?
reyhard replied to Badger 2-3's topic in Arma Reforger - Configs & Scripting
Where did you store that script? In any case, I've managed to compile and place that entity in game -
Compilation/Validation not working?
reyhard replied to Badger 2-3's topic in Arma Reforger - Configs & Scripting
It seems you have some hidden unicode (right side is code that I've copy pasted from here) character over there. Try the code that I've attached below and check if its working [EntityEditorProps(category: "GameScripted/Badger", description: "Defines a spawn area for a given side", color: "0 0 255 255")] class SCR_Badger_SpawnAreaClass : SCR_SpawnAreaClass { }; class SCR_Badger_SpawnArea : SCR_SpawnArea { [Attribute("", UIWidgets.CheckBox, "Can this faction spawn if enemies are present in this area?", category: "Badger: Area")] protected bool m_bSpawnIfEnemyPresent; private bool m_bCanSpawn = true; FactionKey GetFaction() { return GetAffiliatedFactionKey(); } bool CanSpawn() { return m_aEnemies.Count() <= 0; } int GetSpawnRadius() { return GetSphereRadius(); } protected override void OnInit(IEntity owner) { super.OnInit(owner); // Supress messages out of playmode, order of things is not quite guaranteed here if (!GetGame().InPlayMode()) return; } }; -
Project files missing after latest update
reyhard replied to Joey2498's topic in Arma Reforger - Workbench
What happens when you try to readd project? Are there any errors? -
Compilation/Validation not working?
reyhard replied to Badger 2-3's topic in Arma Reforger - Configs & Scripting
Do you have any kind of errors in the console log? -
Currently there is no such option and the only thing you can do is changing your mod to "Private". In future it might be possible to remove mod from the Workshop via dedicated option in the Workbench
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How To Modify Building Prefabs?
reyhard replied to weirdjet's topic in Arma Reforger - Terrain Creation
Did you hold alt key when doing that? https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Adding_entities_to_prefab