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reyhard

BI Developer
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Everything posted by reyhard

  1. reyhard

    RHS Escalation (AFRF and USAF)

    Yes, there is such possibility. I don't know which ones though
  2. Are you sure you are not placing empty Stomper & side of the vehicle is same as yours?
  3. reyhard

    RHS Escalation (AFRF and USAF)

    What key are you using for magazine reload? I are you using some other mods?
  4. reyhard

    Strange Vehicle Behaviour

    Is it whole code? I don't see CfgPatches for instance. class Turrets : Turrets { class MainTurret; }; You should do external class reference in Tank_F class or anything with scope = 1. Class Turrets is special kind of bread which have bit different inheritance
  5. reyhard

    Strange Vehicle Behaviour

    It looks like broken inheritance. Hard to tell more without looking at the code itself.
  6. reyhard

    RHS Escalation (AFRF and USAF)

    Eye memory point was different long time ago but a lot of people were complaining that it's too far way. Back then, it didn't have even animated ironsights. Anyway chances to change it are 0%. You cannot mod it neither since it would require changing model itself.
  7. reyhard

    RHS Escalation (AFRF and USAF)

    It doesn't look like RHS AK
  8. By that logic, whole weapon inertia shouldn't exist since it can be countered "almost entirely" by proper technique? Beside that, I wouldn't say that misalignment is almost not present at all on low power scopes - after all holographic sights (which can have additional low power magnifier) exist for some reason.
  9. Ah, now I see. Tried it on stratis and indeed there seems to be camera override. Since it's scripted, I could suggest two workarounds: * Adding event handler fired and correct shell trajcetor * Use elevationType = 0. Script page up/down movement with user actions for instance. Perhaps alternative syntax for it could be added like elvationType = -1,-2, etc but new stable update of Arma would be in few months probably, so not sure if you would like to wait so long.
  10. https://www.eurooptic.com/elcan-specteros4x-svfov4-c1.aspx Reticle is painted on glass so it gets misaligned when you are moving your rifle right and left. That's one of biggest difference between collimators and scopes so actually ARCO & MRCO should be fixed
  11. Yes, same thing. Notice that shell debug trace is coming out from right place
  12. Hm, it could be then ammo/weapon config issue or there is some incorrect selection in model itself which is affecting gun memory points. Tried animating gunnerview memory point by 30 degrees to the left and cannon was still firing fine (tried elevationMode = 1 & 3).
  13. reyhard

    RHS Escalation (AFRF and USAF)

    Some more progress on Stryker family
  14. It looks like some wrong model.cfg setup. I would rather suggest moving this thread to https://forums.bohemia.net/forums/forum/162-arma-3-addons-configs-scripting/ my bet is that whole skeleton is wrongly configured & body/gun parameter is referencing wrong animations Could you share config.cpp & model.cfg perhaps?
  15. reyhard

    RHS Escalation (AFRF and USAF)

    It's not any error - T14 is WIP asset and has all kind of test things enabled on it.
  16. What you are observing there are broken destruction RVMATs - none of them are working in water, even if vehicle is fully destroyed. You could try play with https://community.bistudio.com/wiki/setObjectMaterial that means though, that regular destruction materials will be broken (unless vehicle is fully destroyed)
  17. Some of the RHS vehicles have this function like early T72 or BMP-2. It's binded to free look key (left ALT) and it's using special animation sources. Draw back of such solution is broken stabilization so gunner needs to restart it after override is done.
  18. you have wrongly positioned get in memory points, they should be at surface level
  19. Downloaded it second ago and I got multiple results so double check for typos or use some good text editor for searching (sublime,notepad++)
  20. There are 2 things that involve that: * animations using "door" source in AnimationSource array * driverDoor, CargoDoor[] and gunnerDoor (defined in turret) you can check how its working by taking a peek at RDS source files
  21. reyhard

    RHS Escalation (AFRF and USAF)

    Yes, it's still in development and I don't think it's safe to use it in PvP yet
  22. reyhard

    RHS Escalation (AFRF and USAF)

    First one is definitely caused by some 3rd part mod. Inheritance in config was changed so it would be possible to accommodate older M14 variants in configuration files
  23. "type" parameter https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#type.3DWeaponHardMounted_.28ArmaOnly.29 If you want to make infantry config variant of GAU then you can change type to 1
  24. reyhard

    RHS Escalation (AFRF and USAF)

    By default those soldiers are without Toolkit and mine detector since they are more like explosive specialist. You can grab those from Virtual Arsenal and check if its working. In next patch those EOD guys will have toolkit and mine detector in their backpack since capacity of Eagle III backpack was revised, and now they can carry bit more equipment than before
  25. I believe it's issue with blastcore. Not sure what mods are you using though but it's hard to give an advice given little info you have provided
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