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reyhard

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Everything posted by reyhard

  1. reyhard

    RHS Escalation (AFRF and USAF)

    Yes, it would be possible to incorporate it as some sort of toggle. I guess it could be automatically switched to this mode when pilot activates mastersafe for instance - otherwise it would conflict with CCIP since same reticle is used for marking rockets impact point.
  2. reyhard

    config.cpp array remove entry

    No, it's not possible
  3. this parameter is only used by sound simulation and doesn't affect vehicle driving at all. MinOmega affects actual minimal RPM in simulation. You need to tweak dampingRate params most likely If vehicle is too slow, then lower the param. If its too fast, then increase it. It's sort of magic parameter so you have to figure it out via trial & error method so usage of diag_mergeConfigFile is sort of mandatory. Keep in mind also that dampingRate & dampingRateInAir should be using same number. dampingRate = 3145.0; dampingRateInAir = 3145.0; MOI should be calculated this way MOI = __EVAL(1.1*(0.5*193*(0.378626^2))); // radius 0.378626m
  4. I guess this page should help you a lot since you are pretty close to the solution 😉 https://community.bistudio.com/wiki/Class_Inheritance#Basic_config_concepts
  5. You most likely have something like class CfgVehicles { class Turrets; // !!! Class Turrets doesn't exist in root of CfgVehicles! - it's part of the vehicle [...] class VLG_UH80_Tropic: VLG_UH80_Base { }; }; You need to fully replicate turret inheritance instead. There few topics which are describing this issue
  6. A2 Eastern Themed Civilian Pack LTS-1 - (aka "Latarka Turystyczna Standardowa - 1" or "Touristic Flashlight Standard") & Janta flashlights are examples of some PRL manufactured household equipment. It's still not that hard to find (either working or broken) some of those in Polish houses. Janta is simple & robust flashlight with only on/off switch. Powered by 3 R-20 batteries it's heavy enough to kill someone ;). There is not too much data about manufacturer of that model. LTS-1 on the other hand is a little bit sophisticated design. Manufactured by Spółdzielnia Inwalidów "Wiosna Ludów" [Cooperative of Disabled People] from Września. There were 3 models available on the market - LTS-1, LTS-M (with modulating magnet) & LTS P-1 (with electronic circuit breaker). Contains: Ikarus 260 Skod 1203 Skoda Octavia II 2.0 TDI VW Golf IV 1.9 TDI (I know in fact it's 1.6 FSI but I like that version :P) VAZ-2103 GAZ-24 Zetor tractor A2 Civilians with working inventory, etc. i.e. policeman, worker, woodlander, doctor, profiteer, businessmen, pop (priest) NO FEMALE MODELS for now - struggling with animations right now Features: Realistic as possible physX values - tried to gather as much real data as possible (yet still grip is pretty arcade - made it on purpose and I might reconsider change it) Animated and working doors & trunk with cargo system (doors you pick gets you on the seat you are closest to!) [expect skoda octavia) Custom sounds (completely new sounds for Ikarus) New skins & random colour script MLODS - learn & share: https://mega.nz/#!xk1CULjK!XNJiyHhsjHGZp7hN3NnmjHgryazOhtsf4oYiA3fOXtY DOWNLOAD - MEGA Steam Workshop Also, if you feeling you have some spare bucks, you can now make donation ;) OPTIONAL A2 Russian radio protocol - works with RHS if you don't use that there will be some errors in rpt and civilians will speak altian instead of russian
  7. You can use something like this // TADS class DriverOpticsIn { class Wide { hitpoint = Hit_Optic_TADS; camPos = GunnerView; camDir = gunnerview_dir; opticsDisplayName ="W"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.456; minFov = 0.456; maxFov = 0.456; directionStabilized = 0; visionMode[]= { "Normal", "Ti" }; thermalMode[]={0,1}; opticsModel="\rhsusf\addons\rhsusf_a2port_air\ah64\gunnerOptics_ah64"; }; class Medium: Wide { directionStabilized = 1; opticsDisplayName = "M - Stabilized"; initFov = __EVAL(0.7/12); minFov = __EVAL(0.7/12); maxFov = __EVAL(0.7/12); opticsModel = "\rhsusf\addons\rhsusf_a2port_air\ah64\gunnerOptics_ah64_2"; }; class Narrow: Medium { opticsDisplayName ="N - Stabilized"; opticsModel ="\rhsusf\addons\rhsusf_a2port_air\ah64\gunnerOptics_ah64_3"; initFov = __EVAL(0.7/32); minFov = __EVAL(0.7/32); maxFov = __EVAL(0.7/32); }; };
  8. reyhard

    RDS A2 Civilian Pack

    Aaand there is another small update - main highlight of this release is modified version of Civilian Presence module which supports modded factions. 1.41 Release + Added RDS variants of Civilian Presence modules - it can be expanded with extra faction by adding new entry to RDS_CivilianPresence_Presets class + Added Polish civilian faction ^ Added Zeus placeable uniforms & items @ Fixed MMT backpack position @ Fixed some alpha sorting issues in VAZ-2103 interior @ Fixed UniformItem class location
  9. reyhard

    RDS A2 Civilian Pack

    It's random update time!✨ + Added new Sound Set configuration for all vehicles + Added civilian presence module unit variants (not plugged in yet) - they have scope=1! ^ Tweaked siren sound script - it's utilizing Sound Sets now ^ Added animated chains to bikes & motorcycles ^ Tweaked suspension config of all vehicles ^ Tweaked bike pedals script ^ Added new fire geometry to civilians ^ Added ability to pack mountain bike so it can be carried on your back ^ Added config preloading - better Zeus compatibility ^ Added postInit to vehicles & character randomization which should result in better MP synchronization ^ Added mirrors bounding boxes to improve their performance ^ Switched character voices to vanilla russian language @ Fixed bicycle & motorbikes physics - Removed obsolete fuel leak script Available only at Steam Workshop
  10. reyhard

    RHS Escalation (AFRF and USAF)

    I guess it should be quite obvious what is wrong now
  11. reyhard

    Gryphon retexture issues

    You are using wrong camo selections Correct ones: "Camo_01", "Camo_02", "Camo_03",
  12. reyhard

    Jets - HUD improvements

    After hitpoints, sensors, custom info & dynamic loadouts here is time for some love HUDs. Some of you might already spotted that HUDs already received some upgrades like integrated CCIP inside HUD instead of being part of UI. Other changes involves upgrade to ILS systems and inclusion of airport outline visible in HUD during landing & remaked Helmet Mounted Displays for Mi-48 Kajman, P-30 Orca & Y-32 Xi’an which is kind of beginning of larger plane to improve all remaining HUDs with new features. Goal is to make those displays authentic & enjoyable to use so please don’t hesitate to leave a comment with suggestions or ideas below. For anyone interested in implementing those splendid changes into your own mod, head to the wiki page which should contain all recent additions https://community.bistudio.com/wiki/A3_MFD_config_reference
  13. reyhard

    RHS Escalation (AFRF and USAF)

    I'm pretty sure that .rpt will give you a hint which mod is causing that issue. You will most likely find error mentioning updating base class in rhs_c_weapons
  14. reyhard

    RHS Escalation (AFRF and USAF)

    It's just 2D optic with PiP - such solution doesn't provide too many advantages so it's rather unlikely we are going to invest time in something like that. There is rather nice 3D mode for PSO already
  15. Can you perhaps share whole script?
  16. I guess your weapon shop was reading compatibileItems[] array instead of i.e. using https://community.bistudio.com/wiki/BIS_fnc_compatibleItems ?
  17. Can you show your full config perhaps?
  18. As it turns out, RVMAT was missing from PBO 🙂 In general, A3 Tools (& older Bohemia ones too) are moving only files which are referenced by p3d. Injury materials are not linked in P3D and therefore they need to be included manually. Simplest solution would be adding all RVMATs to this list Alternatively I've highly recommend using PBO Project.
  19. I'm afraid version without injury RVMAT doesn't help then
  20. Try removing leading slashes from your paths
  21. reyhard

    RHS Escalation (AFRF and USAF)

    There is no way to switch it and its not planned to be changed.
  22. reyhard

    Reflectors

    It has same behavior as turrets, eden attributes and probably some other meaning you have to redefine it. Small example class Veh1: something { class Reflectors { class Light1 {blablabla}; }; }; class Veh2: Veh1 { class Reflectors: Reflectors { class Light1: Light1 {}; class Light2 {blablabla} }; }; You can search for turrets inheritance related topics to learn a little bit more about it.
  23. soundTurnIn[] = {"A3\Sounds_F\vehicles\noises\Turn_in_out",1.77828,1,20}; soundTurnOut[] = {"A3\Sounds_F\vehicles\noises\Turn_in_out",1.77828,1,20}; soundTurnInInternal[] = {"A3\Sounds_F\vehicles\noises\Turn_in_out",1.77828,1,20}; soundTurnOutInternal[] = {"A3\Sounds_F\vehicles\noises\Turn_in_out",1.77828,1,20}; That's what you can get from engine itself. Other solutions involve scripting & usage of turnIn/Out event handlers & either animating hatches with animateSource command (meaning default, engine driven, turn in/out anims are not used) or by playing 3d sound in some other way (playSound3D,say3d, sound set triggers)
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