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reyhard

BI Developer
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Everything posted by reyhard

  1. reyhard

    Support waypoint does not work?

    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
  2. 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
  3. do you have roadway lod in those models?
  4. reyhard

    Tanks DLC Feedback

    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; };
  5. reyhard

    RHS Escalation (AFRF and USAF)

    that's quite strange - just few posts before you have offered to test that thing for us :P
  6. did you selected turret less ugv? that command doesn't override turret sources
  7. reyhard

    RHS Escalation (AFRF and USAF)

    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
  8. 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]"; };
  9. 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."
  10. reyhard

    RHS Escalation (AFRF and USAF)

    Rearming to the loadout set via attributes doesn't work, that's all. Rest is fine
  11. reyhard

    RHS Escalation (AFRF and USAF)

    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.
  12. 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
  13. check if gl_reloadmech is not a part of another bone, if it's not, then remove "gl_reloadmech" from sections list
  14. post whole model.cfg then + maybe some pics of it from oxygen (res lod + memory lod)
  15. https://community.bistudio.com/wiki/Model_Config source="reloadMagazine.1";
  16. reyhard

    RHS Escalation (AFRF and USAF)

    class AnimationSources: AnimationSources { class IFF_Panels_Hide: IFF_Panels_Hide { initPhase=1; };
  17. 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
  18. 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" }; }; };
  19. reyhard

    RHS Escalation (AFRF and USAF)

    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?
  20. reyhard

    RDS A2 Civilian Pack

    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
  21. reyhard

    RHS Escalation (AFRF and USAF)

    USAF = RHS: United State Armed Forces not that aircraft mod
  22. reyhard

    RHS Escalation (AFRF and USAF)

    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
  23. reyhard

    RHS Escalation (AFRF and USAF)

    planned for 2017/2018
  24. reyhard

    Fuel consumption

    do you know you can read car rpm instead checking just speed? ;) https://community.bistudio.com/wiki/getSoundController
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