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reyhard

BI Developer
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Everything posted by reyhard

  1. reyhard

    RHS Escalation (AFRF and USAF)

    It is pretty silent over here so I guess time for some small video ;)
  2. Hm, seems to work fine on my end - are you using some mods perhaps?
  3. @HaseDesTodes - it should be fixed soon. One side of the tracer was not correctly attached to missile selection
  4. Is it vehicle or prop? If it's the second one, then I'm afraid there is no way to have retexturable selections for objects
  5. It's all about position of scope - just take a look how close it is to the head. No other machinegun/rifle have it that close so in order to fix it, i.e. stock would have be to remoddeled and then whole model moved forward but then it could make whole weapon look dumb, since from some rough test it would need to be moved by 30cm forward. Creating new "simulation" or any other engine change is not an option since most of the programmers are working on other projects already as it was already communicated in few last SITREPs. There is no reason to be sarcastic about that ;)
  6. Everything is possible but at this stage it's highly unlikely that it's going to be fixed since ratio of work to potential benefit to platform is very low
  7. I'm afraid there is no easy fix for it - several attempts were made in past but all failed since it would require weapon remodeling
  8. reyhard

    RDS A2 Civilian Pack

    yes, all samples/MLODs that I published are free to use in whatever way you want (ofc with credits)
  9. reyhard

    RDS A2 Civilian Pack

    Not sure, I don't have those mlods too. Redistribution of new packs (with flashlights and other things) is not allowed since its new content that I specifically created for that pack.
  10. reyhard

    RDS A2 Civilian Pack

    reuploads are not allowed but if you want to pack your own addon using samples that are available on armaholic then go ahead
  11. reyhard

    RHS Escalation (AFRF and USAF)

    It's there for ages, at least since virtual garage release. Just check BMP for example
  12. as I said, gunnerForceOptics = 0; & isPersonTurret = 1 fixed that issue for me and so far I find inheriting from CargoTurret as a more clean solution :)
  13. Yes, it's already fixed on devbranch
  14. It's fixed in internal build for some time already
  15. RG33L is using isPersonTurret = 2; Anyway, seems like found a fix: try gunnerForceOptics = 0;
  16. it's most likely muzzle flash that cause that fps drop. They are using multiple layers of textures with alpha which are quite demanding for game to render. There were some attempts to improve it (i.e. Blackfish 105mm cannon flash was tweaked) but I guess it's too late to get some engine solution for it.
  17. Had same issue on RHS M113 - didn't found any solution so please leave a note here if you figure out something
  18. // IDCs and what they do // !new arrowhead #define IDC_IGUI_WEAPON_MODE 149 #define IDC_IGUI_WEAPON_GUNNER 150 #define IDC_IGUI_COUNTER_MEASURES_AMMO 151 #define IDC_IGUI_COUNTER_MEASURES_MODE 152 #define IDC_IGUI_RADARRANGE 153 #define IDC_IGUI_VALUE_RELOAD 154 #define IDC_IGUI_WEAPON_AMMO 155 // weapon/turret info controls #define IDC_IGUI_WEAPON_DISTANCE 151 #define IDC_IGUI_WEAPON_VISION_MODE 152 #define IDC_IGUI_WEAPON_FLIR_MODE 153 #define IDC_IGUI_WEAPON_FOV_MODE 154 #define IDC_IGUI_WEAPON_COMPASS 155 #define IDC_IGUI_WEAPON_HEADING 156 #define IDC_IGUI_WEAPON_AUTOHOVER 157 #define IDC_IGUI_WEAPON_LASER_MARKER_ON 158 #define IDC_IGUI_WEAPON_BALL_ENABLED 159 #define IDC_IGUI_WEAPON_JAVELIN_DAY 160 #define IDC_IGUI_WEAPON_JAVELIN_FLTR 161 #define IDC_IGUI_WEAPON_JAVELIN_NFOV 162 #define IDC_IGUI_WEAPON_JAVELIN_WFOV 163 #define IDC_IGUI_WEAPON_BALL_RANGE 164 #define IDC_IGUI_WEAPON_BALISTIC_COMP 165 #define IDC_IGUI_WEAPON_JAVELIN_SEEK 166 #define IDC_IGUI_WEAPON_JAVELIN_MISSLE 167 #define IDC_IGUI_WEAPON_ELEVATION 168 #define IDC_IGUI_WEAPON_ELEVATION_TEXT 169 #define IDC_IGUI_WEAPON_STATIC_ITEMS 170 #define IDC_IGUI_WEAPON_GPS_PLAYER 171 #define IDC_IGUI_WEAPON_GPS_TARGET 172 #define IDC_IGUI_WEAPON_ARTI_DIST 173 #define IDC_IGUI_WEAPON_ARTI_TIME 174 #define IDC_IGUI_WEAPON_ARTI_ELEV 175 #define IDC_IGUI_WEAPON_ARTI_ELEV_NEED 176 #define IDC_IGUI_WEAPON_ARTI_OUT_RANGE 177 #define IDC_IGUI_WEAPON_ARTI_AUTO_ELEV 178 #define IDC_IGUI_WEAPON_VISION_MODE2 179 #define IDC_IGUI_WEAPON_OPTICS_ZOOM 180 #define IDC_IGUI_WEAPON_TARGET_UNIT 181 #define IDC_IGUI_WEAPON_OPTICS_PITCH 182 #define IDC_IGUI_WEAPON_DISTANCE2 183 // unit info (to preserve order) - new A3 #define IDC_IGUI_AMMOCOUNT 184 #define IDC_IGUI_MAGCOUNT 185 #define IDC_IGUI_TOTAL_AMMO_COUNT 26006 #define IDC_IGUI_TOTAL_MAX_AMMO_COUNT 26106 #define IDC_IGUI_MAX_AMMO_COUNT 26206 #define IDC_IGUI_DEPTH 186 #define IDC_IGUI_WEAPON_MODE_TEXTURE 187 #define IDC_IGUI_WEAPON_SPEED 188 #define IDC_IGUI_WEAPON_ALT 189 #define IDC_IGUI_WEAPON_TIME 190 #define IDC_IGUI_WEAPON_CAM_TRACK_AREA 194 #define IDC_IGUI_WEAPON_CAM_TRACK_TARGET 195 #define IDC_IGUI_WEAPON_JAVELIN_ATTACK_FROM_TOP 196 #define IDC_IGUI_WEAPON_JAVELIN_ATTACK_DIRECT 197 #define IDC_IGUI_WEAPON_LASED_DISTANCE 198 #define IDC_IGUI_WEAPON_LASED_SPEED 199 #define IDC_IGUI_WEAPON_LASED_VALID 200 #define IDC_IGUI_WEAPON_LASED_ERR_LEAD 201 #define IDC_IGUI_WEAPON_LASED_ERR_ELEV 202 #define IDC_IGUI_WEAPON_LASED_ERR_OBJECT 203 #define IDC_IGUI_WEAPON_LASER_ZEROING_DELAY 204 #define IDC_IGUI_THROTTLE 205 // you can type that in i.e. debug console ctrlText (((uiNamespace getVariable ["IGUI_displays", []]) select 6) displayCtrl 198) something like that works with hand held weapons https://community.bistudio.com/wiki/allDisplays it's all about finding right display (all of them are using idd = 300, so it might be quite confusing to find right one) and read ctrl value from it It's easier with mod, since you can directly pass display to some script with onLoad handler class rhs_gui_optic_t80_rangefinder: RscUnitInfo { idd = 300; onLoad="['onLoad',_this,'RscUnitInfo','IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay'); _this call RHS_fnc_sight_1G42"; [...] }; // RHS_fnc_sight_1G42 uiNameSpace setVariable ["RHS_1G42_Ctrl",_this select 0]; disableSerialization; _c = uiNamespace getVariable "RHS_1G42_Ctrl"; //range finder value _s = (_c displayCtrl 151); //curent mode _mode = (_c displayCtrl 154); [...]
  19. reyhard

    Arma 3 Kart DLC

    Kart PhysX was updated on devbranch & it supposed to address that particularly issue with drifting. If you have some spare time (and space on drive) you can give it a try ;)
  20. reyhard

    RHS Escalation (AFRF and USAF)

    Actually they couldn't drive on anything before and that should be working in latest released version. Otherwise I would recommend to write down of feedback tracker with some repro mission
  21. Their size cannot be too big too. Bounding box is created automatically by measuring most extreme positions in object & in the included picture you have any example how to extend it aren't aviator glasses non transparent? I cannot reproduce it on my end
  22. Indeed, it's alpha sorting issue but I'm afraid you won't be able to do too much with it on your end since issue lays in how game sorts alpha across multiple proxies. In short, game decides about sorting between alpha channels basing on bounding box of objects - first you have sorting between selections in object builder which you can control via sorting buttons, then, game sort proxies based on their size, where bigger objects are higher in hierarchy. Adding reasonable bounding box extender to i.e. optics allowed to fix for example issue with scopes & rifles which were using alpha textures. If you still have that issue you might also check if you don't have some rough vertex somewhere which increases your helmet bounding box. https://imgur.com/a/gw6cl Fixed spectacles, squares and tactical glasses in A3 data - please let me know if there are some more problematic assets and I will try to fix them in spare time ;)
  23. reyhard

    Vehicle Interiors - Feedback

    As far as I know for now it's working only for ground vehicles
  24. try putting below code to QIN_Titus_armed_base class hideProxyInCombat = 1; & then change in turret cfg isPersonTurret = 1; personTurretAction = "vehicle_turnout_1"; By default crew will be turned in & it should work similar to tanks turn out ffv. Don't forget to enable viewDriverInExternal = 1; (base class) & viewGunnerInExternal = 1; (turret)
  25. reyhard

    RHS Escalation (AFRF and USAF)

    No, it extends object view distance too although bear in mind it's limited by regular object & terrain distance + objects are not rendered while their size is near few pixels (which in case of PiP 512x512px screen is appearing quite quickly although it can be still forced by featureType param)
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