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Everything posted by reyhard
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Mod development & reloading
reyhard replied to _SCAR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
They can be recompiled if you are using local data either by script or by function view & clicking recompile or recompile selected -
Mod development & reloading
reyhard replied to _SCAR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Download Devbranch and then use https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe and then use https://community.bistudio.com/wiki/diag_mergeConfigFile https://community.bistudio.com/wiki/diag_resetShapes if you don't want to have devbranch all the time copy arma3diag_exe & Dta folder to separate folder, switch to Stable, Put back diagnostic exe back to arma folder & create separate mod folder (i.e. DiagMod) with Dta folder inside which will be launched with game (-mod=DiagMod) -
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So you will complain about that then ;)- 16550 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No delays? Guess you will be the first one to complain about ATGM not working with AI then but don't worry, there are plans to release update this week ;) Anyway, here is another video. This time HUD is better visible & you can see different modes it has & custom font that I created for it. Note that I'm aware of inaccuracy of "Weapon Station Panel" but I'm afraid it will have to wait a little bit more - here is picture from manual showcasing how it should look like I also humble apologize because in previous post I sneaked pictures of new AGM-65 models made by HarryD. AGM-65 comes with 5 variants that should suffice for most of the missions.- 16550 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://imgur.com/a/0hCL3 Small teaser of updated A10A cockpit- 16550 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In fact we have some insiders...- 16550 replies
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Noted - I will take a look at it later Thanks for spotting that, fix should be available tomorrow I'm afraid there is no more room for any further improvement here
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It should be fixed too. There was spawned invisible helipad (yeah, really) before as a camera point of interest, which was interacting with AI component in undesirable way. It is replaced with "Logic" now so hopefully everything should be fine now
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you can use that code same way as - "this animate ["wing_fold_l", 1, true]; this animate ["wing_fold_r", 1, true]; "- 16550 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
it was a lot of fun for us at least :) there is export option in virtual garage where you can get ready to use snippet for that. it's available for all usmc helis- 16550 replies
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you can use addAction on Sphere (Geometry) since it has valid geometry in geometry LOD it's vehicle in vehicle icon. In this case you can load veeery small items inside via scripting ;)
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nothing to worry about. As for GetOut animations I will take a look at it later It will be fixed post initial release the day is not over ;)
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There was mistake in the config - it should be fixed in next week, after release of Laws of War DLC & rising data lock. Bear in mind, that it's not going to be exactly nine degrees since it's future version with autoloader & those are know to reduce elevation ranges.
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@das attorney - I can confirm that issue was in config & it should be probably fixed today. Out of curiosity - how did you triggered those .rpt errors exactly?
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Hi, could you provide some more details about this? I tried placing makers on map & couldn't reproduce those .rpt error neither on devbranch or RC so more data (whole .rpt file + some steps to reproduce it) will be more than welcome. Thanks!
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
dev branch thing - dispersion was added in engine recently and we had some test values in configs included. it's fixed internally- 16550 replies
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Rifle in launcher slot. Possible?
reyhard replied to AlexVestin's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Well, I thought suggestion was rather clear. Anyway, to clear it up - it's hardcoded -
Rifle in launcher slot. Possible?
reyhard replied to AlexVestin's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Uhm, I said that hardcoded things are located in Arma3 executable and there is no way for end user to decompile and change it -
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
should be fixed in next patch then, maxSpeed affects that (it's ai only param - doesn't affect actual max speed for helis)- 16550 replies
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Rifle in launcher slot. Possible?
reyhard replied to AlexVestin's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Arma3.exe ;) -
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yup, child config would be safest thing here. as for different crew - you need to to use gunnerType parameter inside turret config - see GREF configs for reference- 16550 replies
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Indeed, looks very nice :)
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Rocket dispersion will be configured after Low Dlc release - right now there is strict data lock engaged & while in theory adding customized dispersion parameters shouldn't cause any issues (since next stable version will be without working dispersion for rockets), it's still safer to keep it as it is.
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Sometimes single is enough. Press "Play Scenario" to see what happens ;)
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There are no backpacks on editor previews on all units & also remember that headgear is randomized.