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reyhard

BI Developer
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Everything posted by reyhard

  1. with all those changes around FFV (addition of turn out support, adding vehicle_turnout_1 anim) is it ever considered (or maybe in progress?) to create param like viewDriverInExternal=1? Right now it's impossible to have turn out/in ability for vehicles that should have driver visible all the time (like cars or APCs with open-able view hatches). Anyway, it's nice to see FFV is still evolving, keep it up!
  2. reyhard

    RHS Escalation (AFRF and USAF)

    Let's play a game... Can you spot what's new over there? ;)
  3. reyhard

    RHS Escalation (AFRF and USAF)

    is this only happening when specating?
  4. reyhard

    RHS Escalation (AFRF and USAF)

    use https://community.bistudio.com/wiki/attachedObjects to get flag, that is attached to object and then use https://community.bistudio.com/wiki/setFlagTexture to change texture on that object
  5. reyhard

    RHS Escalation (AFRF and USAF)

    because they use same ammunition? notice similar behaviour on MX & MXC yet, there is nice progress from BIS side as that thing is coming to dev branch http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2868378&viewfull=1#post2868378 :) ps: 7.62 has been already tweaked in beta02 @da12thMonkey - yup, those trucks are available in beta yet they received proper configuration just few days ago so stay tunned for beta02
  6. @Bumgie - it's partially compatible now and will be changed in the future @Tachi - you can change it a little bit as it's main source of damage. If you have time feel free to experiment with that
  7. #define RHA(mm,speed) caliber=(mm/((15*speed)/1000)); //penetration calculating macro //type desired penetration & shell typical speed class rhs_ammo_3bk12 : rhs_ammo_3bk_base { hit = 200; //keep it low, otherwise game engine will skip whole armor structural thing, yet, having it stronger (i.e. like 350 or [untested] 400, should make such shell acting like tandem rocket - ERA bricks should be destroyed upon impact without slowing down jet stream rhs_ce_penetration="rhs_ammo_3bk12_penetrator"; //3bk12 will be replaced upon impact with penetrator class }; class rhs_ammo_3bk12_penetrator : rhs_ammo_3bm_base { rhs_ce_penetration="penetrator"; //that spawned penetrator shouldn't fire up once again hit event handler - keep it that way RHA(420,1000) indirectHit = 0; indirectHitRange = 0; explosive = 0; typicalSpeed = 1000; //keep it at that level, as other values cause strange behaviour upon impact timeToLive = 0.03; //we don't want long living jet streams, do we? whistleOnFire = 1; whistleDist = 14; deflecting = 0; model = "\A3\Weapons_f\empty"; }; //example classes, class rhs_ammo_3bk14 : rhs_ammo_3bk_base { hit = 210; rhs_ce_penetration="rhs_ammo_3bk14_penetrator"; }; class rhs_ammo_3bk14_penetrator : rhs_ammo_3bk12_penetrator { //example usage of penetration macro RHA(450,1000) }; without special materials in fire geometry it doesn't make too much sense but at least penetrator is spawned so if something is RAM compatibile, it should do more or less trick class EventHandlers: EventHandlers { hitpart = "_this call SLX_XEH_EH_HitPart;_this call rhs_fnc_hitHandler"; }; or in editor this addEventHandler ["hitpart",{_this call rhs_fnc_hitHandler}]
  8. reyhard

    RHS Escalation (AFRF and USAF)

    http://forums.bistudio.com/showthread.php?184842-RHS-Escalation-(AFRF-and-USAF)-Release-0-3-5-(UPDATED)&p=2868370&viewfull=1#post2868370
  9. reyhard

    RHS Escalation (AFRF and USAF)

    @cholo - it's definitly A3 problem. clean arma3, fight didn't even begun. It's somehow connected more to number of tanks on scene http://reyhard.armacenter.pl/arma3/tank_bug.rar - here you have screen, test mission and .rpt as a prof that it's running on clean A3
  10. reyhard

    RHS Escalation (AFRF and USAF)

    tried same thing with clean a3, uh80 and bis units - it's arma thing.
  11. reyhard

    RHS Escalation (AFRF and USAF)

    @Axelius - you can leave rds_a2port_weapons.pbo from that caf compatibile pack to have those a2 ports avaible in arsenal/game @DGeorge85 - Unfortunately that didn't make the trick - maybe reticle need adjustment or maybe we will have to do same magic as on PGO7
  12. reyhard

    Authentic Gameplay Modification

    I would suggest using something like this instead of removing two muzzles from autocannos as AI will be unable to pick appropriate shell against infantry or vehicle muzzles[] = {"AP","HE"}; class HE: HE { displayName = "25mm M242"; magazines[] = {"rhs_mag_230Rnd_25mm_M242_HEI","rhs_mag_70Rnd_25mm_M242_APFSDS"}; }; class AP: AP { displayName = "25mm M242 - M919 APFSDS-T"; magazines[] = {"rhs_mag_70Rnd_25mm_M242_APFSDS"}; showToPlayer=0; class player: player { showToPlayer=0; }; class close: close { showToPlayer=0; }; class short: short { showToPlayer=0; }; class medium: medium { showToPlayer=0; }; class far: far { showToPlayer=0; }; }; this way you have reloadable magazines for player & more or less intelligent AI (cheating a little bit however)
  13. RDS CAF Aggressors Compatibility patch 1.2 - Download 1.2 *weapon hotfixes RDS Tank Extension Pack - Aggressors 1.4 - Download 1.4 *included cfg for static weapons *multiple faction hotfix ok, so here is small update, enjoy
  14. reyhard

    East Static Weapons Pack

    @ffactor - you can only disassembly d30 but can't tow it now. check readme for script command @Gorogon - just checked it and M119 was destroyed by T72B3 without problem. M119 shouldnt fire at t72b3 as it's artillery gun
  15. reyhard

    RHS Escalation (AFRF and USAF)

    It increase armour for everything - vehicles, vests, soldiers, etc. With that thing turned on, Abrams tanks will engage they furious immortality mode
  16. reyhard

    RHS Escalation (AFRF and USAF)

    Check if extended armor is disabled in difficult setting you are using (recruit, veteran, etc.). If it still showing up that means you did something wrong. You can check if it's ok by typing in debug console (accessible by ESC while in editor) difficultyEnabled "armor" imo it is wasting of resources, there are more urgent things now.
  17. reyhard

    RHS Escalation (AFRF and USAF)

    Are you sure? After firing launcher gets replaced to non fire able version and shows default zeroing (100m). Other than that I don't have any idea what might be wrong with 100-300m zeroings on your side as I can't replicate it. Can you post mods that are you using? @serjames - well, I promised to handle all those a2 ports to kju so many months ago yet I can't find time to do it finally, haha. keep fingers crossed ;)
  18. reyhard

    RHS Escalation (AFRF and USAF)

    @BullHorn Okay, tested it now and I can confirm that 350 & 400 zeroings and they are quite off (I will try to tweak them later) , yet till 300m it works fine so I'm little bit confused about that 200=300m. Anyway, here is another small feature: AT4 peephole is now movable :)
  19. reyhard

    RHS Escalation (AFRF and USAF)

    the thing is, that all lods have texture but they have different number of res lods/lods numbering and probably that where issue lies. anyway, join my final take on that issue as it's really annoying never ending bug. hopefully -> that PBO <- should finally fix it. Please, report if issue is gone, thanks! (do backup before, do not use in mp, blabla)
  20. ah, yes. I forget to release update for it as we changed in RHS handling of those weapons. I'm leaving home now so probably tomorrow update should be somewhere on web :)
  21. reyhard

    RHS Escalation (AFRF and USAF)

    http://feedback.arma3.com/view.php?id=19911 arma 3 bug, vote it up so maybe they will take care of that one day
  22. reyhard

    RHS Escalation (AFRF and USAF)

    @maturin - search for i.e. _this call rhs_fnc_hitHandler @ Flippy_rage - are you using any 3rd party mods? Just tested BMD4 FCS and it was looking fine
  23. reyhard

    RHS Escalation (AFRF and USAF)

    https://mega.co.nz/#!45dzhTgQ!fVnAi7xt93EcWtMU0Io4zMj_ozs2NEB3qv5dij0lgn8 - Mega RHS Escalation 0.35 mirror
  24. reyhard

    East Static Weapons Pack

    Update time! RDS Tank Pack 1.3 04.01.2015 Changelog: 1.3 -tweaked t72b & ZSU physx -added compatibility with RHS damage system -added few muzzle flashes here & there (main cannons still lacks it) -some other small tweaks here & there RDS East Static Weapons Pack 1.2 04.01.2015 Changelog: 1.2 *added A3 muzzle flashes *tweaked AGS30 recoil *tweaked belt animations *fixed missing west statics in Zeus *fixed artillery elevation bug *tweaked Mk19 model *added compatibility with RHS damage system RDS RHS Compatibility Patch 1.0 - comp 04.01.2015 This addon adds RDS Static Weapons to RHS Russian & American factions avaiable in editor. Enjoy!
  25. reyhard

    RHS Escalation (AFRF and USAF)

    It uses different solution - ctrl+c (next CM mode key) switch attachment mode there is no delta-d calculation or whatever it's called in Abrams - still didn't found time to make some math for that. as for reticles, I based it on SB and I couldn't find any other reliable sources so if you have some more info about you are more than welcome to post it.
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