-
Content Count
1186 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by reyhard
-
-
Support waypoint does not work?
reyhard replied to target_practice's topic in ARMA 3 - TROUBLESHOOTING
it's available in different tab 5-1 (call support) & pick from 1 to 5 also, don't forget to make a loop for supporting vehicle, otherwise driver will get out on first support call & refuse to serve any further http://reyhard.armacenter.pl/sup.jpg -
unarmed ambulance helicopters fall from sky in editor
reyhard replied to eggbeast's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
that is probably the culprit. i managed to somehow have roadway lod & properly flying helicopters in eden but it was kind of trail & error process which didn't have sense for me (since it was working with i.e. CH47 from day 0 while CH53 was cursed). if you want to spend time one debuging those then i can tell a little bit more, otherwise I recommend deleting it for your own sanity -
unarmed ambulance helicopters fall from sky in editor
reyhard replied to eggbeast's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
do you have roadway lod in those models? -
Dunno, I managed to get working canister rounds in RHS with submunition. Tried at first with realistic amount of pellets (~1250) but lag was tragic. As a compromise, RHS canister rounds use ~125 pellets with little indirectHit & Range value and it works without lag (yet, it generate some network traffic in MP - since it's not a weapon which you fire more than once within 6 seconds it's kind of playable). If anyone want to check, M1028 are equipable for M1 tanks through eden attributes class rhs_ammo_flechettes_m1028: rhs_ammo_flechettes { hit = 7; indirectHit = 4.2; indirectHitRange = 1.75; typicalSpeed = 1000; airFriction = -0.00045; }; class rhs_ammo_M1028: rhs_ammo_M1069 { simulation = "shotSubmunitions"; submunitionAmmo="rhs_ammo_flechettes_m1028"; //real life round has 1150 tungusten balls submunitionConeType[]= { "randomcenter", 115 }; submunitionConeAngle="0.009 * 120"; // dispersion triggerTime=0.01; };
-
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that's quite strange - just few posts before you have offered to test that thing for us :P- 16550 replies
-
- 7
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
did you selected turret less ugv? that command doesn't override turret sources
- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why don't you test yourself then? I'm pretty sure it's already working more or less since i adapted configs on 02 july ;) don't forget, that issue was claimed to be fixed in january ( https://forums.bistudio.com/topic/140837-development-branch-changelog/page-35#entry2961647) and was working on diagnostic.exe only since few months- 16550 replies
-
- 1
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
my Reload anim plays backwards - any suggestions?
reyhard replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
best to wait for 1.66 and weapon event handlers ;) (already available on devbranch) class rhs_weap_ak74m_Base_F: Rifle_Base_F { class Eventhandlers { fired = "hint format['2 f: %1', _this]"; }; -
my Reload anim plays backwards - any suggestions?
reyhard replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
https://community.bistudio.com/wiki/Model_Config "The movement when reloading. Source is 1 as soon as shot is fired and returns to 0 within in reload time." -
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Rearming to the loadout set via attributes doesn't work, that's all. Rest is fine- 16550 replies
-
- 1
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
leaving -1 means there is no change to the loadout and you end up with what is default. if you want 36 M829A3 rounds then type in desired slot 36 rounds as far, as I know, there is no way to rearm to loadout selected via attributes due to way those magazines were added. it will happen with vanilla rearm truck too and i'm afraid it will stay this way till we develop our own service menu.- 16550 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Picture not found - really odd issue - any ideas?
reyhard replied to eggbeast's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
it was caused by old inventory system method - if weapon was matching picture name then it was looking for specific variants (like with bipod, muzzle slot, etc - pre 1.40 you had to create ~6 pictures to cover all those variants) https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Inventory_icons_overlay_methodadapting this method should fix the issue too -
Trouble with UGL Animation, Works in Bulldozer
reyhard replied to Rabid Squirrel's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
check if gl_reloadmech is not a part of another bone, if it's not, then remove "gl_reloadmech" from sections list -
Trouble with UGL Animation, Works in Bulldozer
reyhard replied to Rabid Squirrel's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
post whole model.cfg then + maybe some pics of it from oxygen (res lod + memory lod) -
Trouble with UGL Animation, Works in Bulldozer
reyhard replied to Rabid Squirrel's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
https://community.bistudio.com/wiki/Model_Config source="reloadMagazine.1"; -
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
class AnimationSources: AnimationSources { class IFF_Panels_Hide: IFF_Panels_Hide { initPhase=1; };- 16550 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
old models flicker and CTD - any ideas?
reyhard replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
delete rvmat -> check if it's working; if it's not working proceed to next point delete roadway lod -> check if it's working; if it's not working proceed to next point delete shadow lods -> check if it's working; if it's not working proceed to next point change surface properties (shift+e) to normal -> check if it's working; if it's not working - report -
hiddenS you can change rvmats ingame ;) hiddenSelectionsTextures[] = { "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_01_co.paa", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_02_co.paa", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_03_co.paa", "rhsusf\addons\rhsusf_m1a1\loaderspintle\data\loaderspintle_wd_co.paa" }; hiddenSelectionsMaterials[] = { "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_01.rvmat", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_02.rvmat", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_03.rvmat", "rhsusf\addons\rhsusf_m1a1\loaderspintle\data\loaderspintle_wd.rvmat" }; class textureSources { class woodland { displayName="Woodland"; Author_Macro textures[]= { "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_01_co.paa", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_02_co.paa", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_03_co.paa", "rhsusf\addons\rhsusf_m1a1\loaderspintle\data\loaderspintle_wd_co.paa" }; materials[]={ "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_01.rvmat", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_02.rvmat", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_03.rvmat", "rhsusf\addons\rhsusf_m1a1\loaderspintle\data\loaderspintle_wd.rvmat" }; }; class desert: woodland { displayName="Desert"; Author_Macro textures[]= { "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_d_01_co.paa", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_d_02_co.paa", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_d_03_co.paa", "rhsusf\addons\rhsusf_m1a1\loaderspintle\data\loaderspintle_d_co.paa" }; materials[]={ "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_d_01.rvmat", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_d_02.rvmat", "rhsusf\addons\rhsusf_m1a1\data\rhsusf_m1a1aim_d_03.rvmat", "rhsusf\addons\rhsusf_m1a1\loaderspintle\data\loaderspintle_d.rvmat" }; }; };
-
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As zagor64bz explained, there is only small bulb next to doors & ramp. In fact, you can see it on pic I posted and it's fully toggable here is a little close up on that http://imgur.com/fw6355L @mcarma - what do you mean?- 16550 replies
-
- 3
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
I have some plans for extending vehicle pool but I wanted to redo some vehicle interiors first like Lada, Gaz-24 or S1203. No ETA though for any of them
-
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
USAF = RHS: United State Armed Forces not that aircraft mod- 16550 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Current version is not very 3rd party addons friendly but fear no more - I reworked scripts to accommodate system for more dev-friendly system (so AFRF AKs could mount different grips too) and it will be available, together with some documentation, for 0.4.2 release. Anyway, to tease you all a little bit more, here are some screens from different WIP works I did ;) BIS ViV for flatbed trucks Interior lights for vehicles - right now implemented for most of usaf vehicles (M2, M113, M1117, HMMWVs, HEMMTs, UH-1/60, CH-47/53), afrf is pending next SPO-15 improvements- 16550 replies
-
- 20
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
planned for 2017/2018- 16550 replies
-
- 1
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
do you know you can read car rpm instead checking just speed? ;) https://community.bistudio.com/wiki/getSoundController