Jump to content

reyhard

BI Developer
  • Content Count

    1186
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by reyhard

  1. reyhard

    RHS Escalation (AFRF and USAF)

    What do you mean? There is already static version in game No, unless you would create some addon replacing existing hmd
  2. Thanks for the report - issue should be gone in next Arma update 🙂
  3. mass = 188; MOI = __EVAL(1.0*(0.5*188*(0.387^2))); // radius 0.378626m Use above equation to calculate MOI & then tweak dampingRate & dampingRateInAir - it's important that both parameters are keeping same value. Depending on amount of wheels, their size, spacing & mass that value can go anywhere from 1 to 9000. To make is easier, try to follow following algorithm: 1. Start with dampingRateInAir at 4500 a) If it's too fast then pick value between 4500 & 9000 - in this case it will be 6750 b) If it's too slow then pick value between 4500 & 0- in this case it will be 2250 Generally, try to narrow down correct value by taking between middle value till you are closer to correct one. It's quite essential to diag_mergeConfigFile ( you can search for information about it on forums or Bohemia wiki - i.e. dampingRate = 1385.0; dampingRateInAir = 1385.0;
  4. reyhard

    RHS Escalation (AFRF and USAF)

    protip: You can easily deduce it by just loading RHS mods. You need to do it over & over & over until it's working. Make sure you are doing that in launcher too https://steamcommunity.com/app/107410/discussions/0/350541595117690606/#c2534848209914644090
  5. reyhard

    Contact DLC does not load !

    It seems more like platform part is missing from your game. Could verify that you have folder called "Enoch" in Arma 3 catalogue?
  6. reyhard

    RHS Escalation (AFRF and USAF)

    http://feedback.rhsmods.org/view_all_bug_page.php
  7. reyhard

    RHS Escalation (AFRF and USAF)

    Not really - are you using some 3rd party mods?
  8. objects can be part of multiple selections. You can have i.e. 5 components in additional selection "cover" for instance
  9. this simulation type doesn't support cargo action, try any vehicle with cargo (Car/CarX/Tank/TankX/Helicopter/etc.) . You can read about various vehicle properties over there https://community.bistudio.com/wiki/CfgVehicles_Config_Reference They are assigned to selections which then are animated by model.cfg https://community.bistudio.com/wiki/Model_Config
  10. reyhard

    RHS Escalation (AFRF and USAF)

    In general, it's highly recommended to report issues or bugs without any 3rd party mods except RHS.
  11. reyhard

    RHS Escalation (AFRF and USAF)

    Is it happening with only rhs loaded?
  12. Smoke effects are defined in weapon config itself. For things like that you would most likely have to create duplicated weapon entry with just modified particles configuration class rhs_weap_pkt_bmd_coax : rhs_weap_pkt { class gunParticles { class effect1 { effectname = "MachineGunCloud"; positionname = "Usti hlavne2"; directionname = "Konec hlavne2"; }; }; }; class rhs_weap_pkt_2s3 : rhs_weap_pkt { class gunParticles { class effect1 { effectname = "MachineGunCloud"; positionname = "Usti hlavne3"; directionname = "Konec hlavne3"; }; }; }; class rhs_weap_pkt_bmd_bow1 : rhs_weap_pkt { class gunParticles { class effect1 { effectname = "MachineGunCloud"; positionname = "muzzle2"; directionname = "end2"; }; }; }; class rhs_weap_pkt_bmd_bow2 : rhs_weap_pkt { class gunParticles { class effect1 { effectname = "MachineGunCloud"; positionname = "muzzle3"; directionname = "end3"; }; }; }; Small example from RHS on how to handle multiple weapons on single vehicle
  13. There is typo in your config uniformcClass = "Rifleman"; No entry 'bin\config.bin/cfgWeapons/KLM_uniform/ItemInfo.uniformClass/' Try looking closely and you should see there is one letter typed wrong and game suggested you the correct one 😉
  14. Instead of doing weird mambo jambo with magazineWell extending in weapon config, you should rather extend content of original magazineWell. That on hover hint about compatibility is just a static text - it doesn't indicate true compatibility. class CfgAmmo { class B_762x39_Ball_F; class B_762x39_Ball_F_new : B_762x39_Ball_F { hit=240; initSpeed = 3000; }; }; class CfgMagazines { class 30Rnd_762x39_Mag_Tracer_F; class 30Rnd_762x39_Mag_Tracer_F_new: 30Rnd_762x39_Mag_Tracer_F { ammo = "B_762x39_Ball_F_new"; displayName="100 7.62 AK"; initSpeed=3000; }; }; class CfgMagazineWells { class AK_762x39 // Common magazine well for all AKs chambered with 762x39 - works with mods too { Test_Custom_AK_Magazines[] = { "30Rnd_762x39_Mag_Tracer_F_new" // This is your custom magazine }; }; };
  15. It can be named whatever. You have to check it either via in game config viewer or by unpacking addon and see how CfgPatches entry is called. And yes, this error is caused by wrong required addon https://community.bistudio.com/wiki/Class_Inheritance#Addon_loading_order Note what is called "myAddon"
  16. I recommend using https://pastebin.com/ for code pasting such long things like that. Nevertheless, I would start with fixing this. I'm really surprised that you carelessly skipped pop up errors about missing addons and just carried on. You are clearly using wrong requiredAddons 13:58:13 File hungarian_armed_forces\config.cpp, line 6: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 7: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 8: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 9: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 10: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 11: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 12: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 13: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 14: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 15: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 16: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 17: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 18: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 19: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 20: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 21: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 22: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 23: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 24: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 25: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 26: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 27: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 28: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 29: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 30: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 31: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 32: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 33: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 34: Config: ';' used as a separator in the array 13:58:13 File hungarian_armed_forces\config.cpp, line 844: '/CfgVehicles/HUN_Uniform_Base_Dude.faction': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 858: '/CfgVehicles/B_HUN_Rifleman_M1895.faction': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 888: '/CfgVehicles/B_HUN_Rifleman_MP35.faction': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 911: '/CfgVehicles/B_HUN_AT_Rifleman_M1895.faction': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 934: '/CfgVehicles/B_HUN_AT_Rifleman_MP35.faction': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 957: '/CfgVehicles/B_HUN_Machinegunner_MG30.faction': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 980: '/CfgVehicles/B_HUN_Medic.faction': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 1003: '/CfgVehicles/B_HUN_NCO_MP35.faction': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 1445: '/CfgVehicles/B_HUN_pzIVa.commander': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 1456: '/CfgVehicles/B_HUN_pzIVb.commander': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 1467: '/CfgVehicles/B_HUN_pzIIIb.commander': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 1478: '/CfgVehicles/B_HUN_pzIIIc.commander': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 1489: '/CfgVehicles/B_HUN_pzIIId.commander': Missing ';' at the end of line 13:58:13 File hungarian_armed_forces\config.cpp, line 1500: '/CfgVehicles/B_HUN_pzIVc.commander': Missing ';' at the end of line 13:58:13 Conflicting addon simc_uaab_44 in 'simc_uaf_44_ifa3_replats\us_airborne\', previous definition in 'simc_uaf_44_cfg\us_airborne\' 13:58:13 Cannot evaluate 'ReadAndCreate' - no file 13:58:13 Cannot evaluate 'ReadAndCreate' - no file 13:58:13 Conflicting addon WW2_Assets_c_Characters_Americans_c_US_Rangers in 'WW2\Assets_c\Characters\Americans_c\us_rangers\', previous definition in 'simc_uaf_44_ifa3_replats\us_rangers\' 13:58:24 Warning Message: Addon 'Hungarian_Armed_Forces' requires addon 'simc_uaf_44' 13:59:11 Warning Message: Addon 'Hungarian_Armed_Forces' requires addon 'NF_Uniforms'
  17. I don't see "HUN_Uniform_Base_Uniform" anywhere in your code. Can you post full .rpt too? https://community.bistudio.com/wiki/Crash_Files#Arma_3 Are you sure that you are referencing all correct addons?
  18. Can you show your config after that change? Some of the mods have master load order addons similar to vanilla ones (i.e. A3_Data_F_Oldman_Loadorder ). For RHS it's for instance rhs_main_loadorder and generally people tend to name it this way. This is completely optional though and depends on good will of mod creator so it might be not present in mods that you are trying to inherit from.
  19. All addons that you are referencing in config via external class should be listed in requiredAddons.
  20. You are clearly trying to reference class from some other mod (I assume fow_s_ger_heer_rifleman is from Faces of War mod, no idea about U_NORTH_FIN_Corporal but probably its some other mod too) yet you are missing proper entries in requiredAddons. See more on this page https://community.bistudio.com/wiki/Class_Inheritance#Addon_loading_order
  21. That shouldn't be an issue - just try to unpack original addon or use all in one config dump ( https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/?page=2 ) to check original inheritance structure and then try to recreate it in your addon. Page that I linked before ( https://community.bistudio.com/wiki/Class_Inheritance ) should be more than enough to understand that concept. No, you always have to recreate inheritance structure of objects that you are modifying.
  22. I would actually say that whole inheritance is not working since there are couple of errors. * You cannot have external reference (class CargoTurret_01;) & class definition (class CargoTurret_01: CargoTurret_01) in same scope. You need to unflod inheritance to one level deeper. * class CopilotTurret; doesn't exists in class Heli_Light_01_unarmed_base_F, it's part of class Turrets https://community.bistudio.com/wiki/Class_Inheritance Take a look at this example - here you can see how deep you have to go go if you want to to replace one thing in turret config 😉 class LandVehicle; class Tank: LandVehicle { class NewTurret; }; class Tank_F: Tank { class Turrets { class MainTurret: NewTurret { class Turrets { class CommanderOptics; }; }; }; }; class rhs_a3t72tank_base: Tank_F { class Turrets: Turrets { class MainTurret: MainTurret { class Turrets: Turrets { class CommanderOptics; class CommanderMG; }; }; }; }; class rhs_t72ba_tv: rhs_a3t72tank_base { }; class rhsgref_cdf_t72ba_tv: rhs_t72ba_tv { class Turrets: Turrets { class MainTurret: MainTurret { magazines[] = { "rhs_mag_3bm32_7", "rhs_mag_3bk18_6", "rhs_mag_3of26_5", "rhs_mag_9m119_4", "rhs_mag_762x54mm_250", "rhs_mag_762x54mm_250", "rhs_mag_762x54mm_250", "rhs_mag_762x54mm_250", "rhs_mag_762x54mm_250", "rhs_mag_762x54mm_250", "rhs_mag_762x54mm_250", "rhs_mag_762x54mm_250", "rhs_mag_3d17", "rhs_LaserFCSMag" }; class Turrets: Turrets { class CommanderOptics: CommanderOptics { gunnerType="rhsgref_cdf_reg_crew_commander"; }; class CommanderMG: CommanderMG {}; }; }; }; };
  23. only via script. You can animate back door via animateDoor & get in & out EH. There should be some information about that on forums
  24. reyhard

    building with leaks

    just a note - shadow LOD (or shadow buffer is visualEx is used) is used to determine if rain goes through something
  25. reyhard

    RHS Escalation (AFRF and USAF)

    It's used mostly in a way to avoid copy pasting of large list of compatible magazines just because another, newer gun (like T14 2A82) has two new additional rounds which cannot be used by earlier models of cannons. Instead, new magazineWell is added to the list magazineWell[] = {RHS_Cannon_125mm_D81,RHS_Cannon_125mm_2A46M,RHS_Cannon_125mm_2A46M_5,RHS_Cannon_125mm_2A82}; As you can see, it's much less copy pasting compared to copying magazines[] list (=+ couldn't be used effectively in this case) 😉 Advantage of this solution is, that every time some magazine is added, it can be included just in one master list, instead of updating all the weapons with risk of error (there were some cases in the past were some magazines were not working after inclusion of new magazine type and you cannot avoid that with manual copy pasting). Another plus of magazineWell is fact, that if someone is making expansion mod for RHS, he can easily add new magazines this way.
×