Jump to content

reyhard

BI Developer
  • Content Count

    1186
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by reyhard

  1. No, only roof rack beacon is emitting light since. It has it's own limitations (like needing of front lights to be turned on) so it's not planned to implement such behavior to other variants. It should be fixed in next devbranch update. Seems like one of the pbos responsible for backpacks didn't get into latest update.
  2. If you use R2T texture on a object (like there - http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ ) & then kill R2T source with cam cameraeffect ["terminate","back"]; it should still show frame on that surface. No idea how it would work in MP though but if you execute that on all PCs then it should. Obvious drawback is that such solution is not going to work if player has disabled Picture in Picture in settings.
  3. reyhard

    TransmissionRatios - HOW?

    Unfortunately Arma 3 only supports one transmission ratio.
  4. I cannot unhide antennas when roof rack is hidden. Are you using some mods or is it some combinations of components? Btw: Why are you typing > on every line? It's sort of confusing since this sign is usually used when quoting someone
  5. Probably because of money. At least they updated name in 2018 after adoption by army http://web.archive.org/web/20170824114636/http://fabrykabroni.pl:80/produkty/karabiny/msbs/
  6. What you posted is older generation (prototype) variant where my pics are from latest iteration which is adopted by army as "Grot" rifle ๐Ÿ˜‰ If you are not afraid of Polish language you might try to read about it here ๐Ÿ˜„ https://fragout.uberflip.com/i/1055276-frag-out-magazine-22-pl/117?
  7. It's using 20 inch barrel. Note number 20 in their names
  8. There is no such thing as mass in KG for weapons. Weapons parameter "mass" is combined mass & volume which of course leads to many compromises. Well, I'm not sure where you got those 30 inches but I measured it in OB and it's 22.5 inches which is not that odd for marksman rifles. Unless you are counting in muzzle brake as barrel too...
  9. Those need to be updated and include "A3_Data_F_Enoch_Loadorder" in their CfgPatches. RHS Dev version have that for instance but that also means, that i.e. you cannot use RHS development version with stable exe. That means, that you will most likely have to wait with mod updates till Contact reach Arma 3 stable branch and that will happen on 25th July ๐Ÿ˜‰
  10. PSZ team has quite nice MSBS ๐Ÿ˜‰ Maybe it's not the latest production variant but it's still quite nice to play with
  11. reyhard

    RHS Escalation (AFRF and USAF)

    What do you mean by it's not working? You can try filling ticket on http://feedback.rhsmods.org/view_all_bug_page.php Otherwise, I'm not sure what might be wrong - it's working fine on my end
  12. reyhard

    RHS Escalation (AFRF and USAF)

    That shouldn't be the case since RHS doesn't use CBA
  13. reyhard

    RHS Escalation (AFRF and USAF)

    Doesn't seems so, it's working for me. Any details?
  14. Are you sure? It seems you are using Virtual Garage and all vehicles spawned by it have damage disabled We noticed it before devbranch update and (hopefully) it should be fairly easy to fix. ๐Ÿ˜‰ FFV requires weapon to be rendered also while crew is turned in and we had to place it somewhere where it wont be visible be other crew members. Any more hints about it? I wasn't able to reproduce it with Promet, Promet UGL or MR
  15. reyhard

    RHS Escalation (AFRF and USAF)

    It's working automatically in current dev version
  16. Explosive specialist cannot repair vehicles. Repair & explosive specialists were brought to game to give mission designers some options to game since you don't always want properties at once. Those classes were created before it was possible to change those traits via scripts but still, even nowadays, they are quite useful if you want to i.e. place them in Zeus.
  17. What are your dynamic lights settings? It seems like you have reached dynamic lights count - algorithm for disabling excessive lights is quite complex and use terrain grid and not actual distance to player so I would assume that is the case here. What do you mean by locked? I'm pretty sure that you can use green MX if you don't own Apex. DLC icon in virtual arsenal doesn't necessarily means you get DLC pop ups - it's also serving as an indicator from where particularly asset come from so you also have sort of picture what specific DLC brought you to base game.
  18. That's most likely due to fact that weapons were not updated in last patch. It should be resolved in next devbranch update. Just so it doesn't get lost: Repair Specialist can repair vehicles while Engineer can repair vehicles & detect/disarm mines.
  19. Those vest have ballistic protection to main body part and VA only takes that into account when generating armor value but in game, you have extra protection to arms & pelvis. That might be quite tricky to solve since engine allows only one muzzle flash proxy but I will try to look at alternatives
  20. it was always possible to do setObjectTexture on backpacks ๐Ÿ˜‰ Here are some extra features that you can use Hose visibility controlled via 2-4 selection. Example: Hose base (common part for both APR & Regulator mask) (backpackContainer player) setObjectTexture [1,""] // hide hose (backpackContainer player) setObjectTexture [1,"a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"] // unhide hose Command to unhide hoses for APR (backpackContainer player) setObjectTexture [2,""] // hide hose (backpackContainer player) setObjectTexture [2,"a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"] // unhide hose Command to unhide hoses for Regulator mask (backpackContainer player) setObjectTexture [3,""] // hide hose (backpackContainer player) setObjectTexture [3,"a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"] // unhide hose When a CUR is connected to a APR, you should hide the filter by switching to a special scope protected variant: player linkItem "G_AirPurifyingRespirator_01_nofilter_F"; //NATO Insignia controlled via 5th selection. Example: (backpackContainer player) setObjectTexture [4,"\A3\ui_f\data\logos\bi_white_ca.paa"] Some of those things will be handled via CBRN module automatically but if you are eager to try it then have fun with it ๐Ÿ˜ท
  21. Seems it's not visible so I'm reposting it here too ๐Ÿ˜‰
  22. It's not going to help since whole pilot LOD is rendered on top of exterior layer so moving it forward will make it actually worse. 1st person view is always on top which means you cannot see anything clipping through it. What can be done is raising bipod resting point but then, there are also limits for that since character is using same point when lying or resting weapon on 50cm obstacle. I guess it's more notable on RPK because it has longer bipod - reducing its length could be also sort of any option but then, I'm pretty sure it's going to look quite silly.
  23. 1st person lod is always loaded on top in rendering pipeline and that cause that illusion therefor its rather unlikely to get fixed since it would involve rather big change to rendering. You can try it with other rifles too
  24. It's already there although not defined in cfg itself. You can use "camo" hidden selection. I will add default hiddenSelections[] entry later though so it should be clear what is name of that camo selection ๐Ÿ˜‰
  25. I wanted to avoid dropping shells since it would look really odd when you drop shells on ground while i.e. only one shell is used or when switching between round types and then, those dropped bullets magically appear again in inventory. While there are already weapons who do such thing (basically all UGLs), I didn't want to make it so pronounced. Anyway, there are some improvements for reload animations, especially with model.cfg - I'm working on 3DS Max to model.cfg exporter so something to GM mag movement should be possible to achieve. There are still some things to polish but hopefully it should be ready for testing in next few devbranch updates ๐Ÿ˜‰
ร—