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reyhard

BI Developer
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About reyhard

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    Staff Sergeant

core_pfieldgroups_3

  • Interests
    Flashpoint and everything about WW2 :)

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  1. What do you mean? By adding them as magazine proxy to vanilla weapons or if there is such functionality in engine? There is already such functionality in engine ( example ) There is one silly thing when it comes to some of the vanilla magazines - all UGLs are sharing same magazines (sic!) so it gives me some scratches how to implement it in game since AK12 GP25 & MX 3UGL are 2 different things. Sure, I could split it into two groups but that is going to break backward compatibility.
  2. Turn in/out animations were missing after adding interior. Just for comparison - that's how it was looking before https://imgur.com/a/TezI9D4
  3. reyhard

    RHS Escalation (AFRF and USAF)

    are you sure commander didn't engaged turret override with freelook key?
  4. try class hide_mount { type = "hide"; source = "hasOptics"; selection = "mount"; minValue = 0.0; maxValue = 1; hideValue = 1; };
  5. Yes, cfgSurfaces can be changed/expanded without issues
  6. it doesn't have to my first advice would be to renaming assets in cfgVehicles so they have different name than those in cfgWeapons
  7. reyhard

    CfgLensFlare

    You don't need to add them - they are there by default unless some mod overwrites it.
  8. reyhard

    CfgLensFlare

    if you i.e. generate all in one config you will find lenseFlare only in core config https://imgur.com/a/Uyuemae Since it seems even vanilla data continue horrible tradition of copy pasting it everywhere and overwriting it over and over then I guess one mod could change it to different version. Island config is i.e. anything contained CfgWorlds Modifying CfgLensFlare is changing those values for ALL islands since only ONE CfgLenseFlare can exist/is used.
  9. reyhard

    CfgLensFlare

    Can you show comparison screens? CfgLensFlare is being read only from core config - putting it to i.e. tank or map cfg shouldn't do anything
  10. reyhard

    RHS Escalation (AFRF and USAF)

    http://feedback.rhsmods.org/view_all_bug_page.php ps: script for RKG-3 was removed - there is no ETA when it will be plugged in again
  11. reyhard

    RHS Escalation (AFRF and USAF)

    They are not meant to be controlled from UAV terminal but neverthless, it's still possible to do so. Just connect to it via map & then use "Take UAV turret controls" action from action menu
  12. reyhard

    RHS Escalation (AFRF and USAF)

    Can you elaborate a little bit? I tested them in game and they are detected by air radars & they are also sharing targets via data link
  13. reyhard

    RHS Escalation (AFRF and USAF)

    it's small reference too https://en.wikipedia.org/wiki/Tank_biathlon ;)
  14. thats weird, anyway, materialHL doesn't work and only materialHL1 is valid. There is a catch though - since materialHL1 was never used, there are some issues with some materials being incorrectly applied in other places. https://imgur.com/a/SM6Ed31
  15. try materialHL1 = "\A3\Characters_F_epb\Heads\Data\hl_stavrou_dirty.rvmat"; although beware that there might be some issues with it
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