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reyhard

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Posts posted by reyhard


  1. On 1/12/2023 at 2:20 AM, Elliot Dixon said:

    So I'm on xbox and I have been attempting to install your Status Quo mod but every single time i install it, it either says I haven't installed it or it asks me to delete something to make space for it even though I have plenty of space on my xbox for the mod I've done absolutely everything I can think of I've deleted saved data I've deleted arma I've refreshed so many times yet nothing has worked and I'm just wondering if there is something I'm missing 

    See this page

    https://community.bistudio.com/wiki/Arma_Reforger:Known_Issues#XBox-specific_Issues


  2. 3 hours ago, inlesco said:

     

    Changelogs for every mod are on the official RHS website. For example, AFRF page: https://www.rhsmods.org/mod/1 (for other mods, just change the last number in the URL (1) to 2, 3 or 4 and enter the page)

    Enter any of the pages, CTRL+F, enter "changelog" and you're GTG.

    those are not for dev builds (notice mention of RHSAFRFDEV) though. Changelogs for dev builds can be found in installation dir of mod - look for buildlog.md. You can open this file with any text editor


  3. On 12/9/2022 at 5:51 PM, _foley said:

    Looks amazing, it's something I never knew I needed 😄

     

    Is there a working version of this available at the moment? I tried it on the latest development build, it does an animation but then I get an error about invalid vehicle rhs_towing_rope and it disconnects when tractor moves.

     

    Most likely you also need AFRF loaded to use this feature at the moment. For development purpose, some of the classes which would normally duplicated between two mods, are stored just in one of them so the result can be iterated quicker.

    • Thanks 1

  4. 1 minute ago, simicsko said:

     

    OK. But what and how do I need to set it up so that during the mission I can pick up the pontoon elements and bring them to their place?

    There is no ready to use system for that and you would have to script it somehow. In real life you would use Kraz 255 truck to transport every segment of the bridge + BMK-T tugs (also transported on Kraz-255) to place those segments in place


  5. On 8/4/2022 at 7:24 AM, Anonymous4245 said:

    Is there a way to switch between CITV and CROWS in the SEPV2?

    Right now there is no such option due to difficulties in implementation of it

     

    12 hours ago, simicsko said:

    I have been informed that by using the RHS AFRF and USAF MODs it will be possible to insert pontoon bridges into the mission. However, I did not find any pontoon objects. Can anyone help with this?

    Here's a video about it too:

     

     

    I installed the following MODS:
    CBA_A3
    ACE3
    ACE  Compat - GM
    ACE Compat - RHS USAF
    ACE Copmpat RGS AFRF
    RHSUSAF
    RGSAFRF

     

    I also put the following scripts into the mission folder: https://gitlab.com/Timv3/arma-3-pontoon-scripts

     

    Can anyone help me how this will work?

     

    UPDATE: I found the PMP-60 pontoon objects, but I don't know how to use them. All I can do with them is FOLD/UNFOLD, LOAD in NEARBY VEHICLE and CLIMB ABOARD. How can I use these to build a pontoon bridge on the water surface?

     

    Thanks.

    Use static versions of PMP-60 pontoon which snaps to each other.


  6.  

    obraz.thumb.png.42a5840e8c8d870b300b32f8cf0056b9.pngIt seems you have some hidden unicode (right side is code that I've copy pasted from here) character over there. Try the code that I've attached below and check if its working

     

    [EntityEditorProps(category: "GameScripted/Badger", description: "Defines a spawn area for a given side", color: "0 0 255 255")]
    class SCR_Badger_SpawnAreaClass : SCR_SpawnAreaClass
    {
    };
    
    class SCR_Badger_SpawnArea : SCR_SpawnArea
    {
    	[Attribute("", UIWidgets.CheckBox, "Can this faction spawn if enemies are present in this area?", category: "Badger: Area")]
    	protected bool m_bSpawnIfEnemyPresent;		
    	
    	private bool m_bCanSpawn = true;	
    	
    	FactionKey GetFaction() { return GetAffiliatedFactionKey(); }
    	bool CanSpawn() { return m_aEnemies.Count() <= 0; }
    	int GetSpawnRadius() { return GetSphereRadius(); }
    	
    	protected override void OnInit(IEntity owner)
    	{
    		super.OnInit(owner);
    
    		// Supress messages out of playmode, order of things is not quite guaranteed here
    		if (!GetGame().InPlayMode())
    			return;
    	}		
    };

     


  7. You are most likely using already existing animations which have different bone position than your weapon. At least weapon part of animations have to be made from scratch in order to have working animations (this also applies to other types of assets which are using .anm files to animate, like vehicles). Other, completely not recommended, option is to match skeleton of the weapon to the skeleton of weapon you are trying to take animations from. This will most likely fail since fire selector or trigger bone (which is used also as axis) will be at different location.


  8. On 6/22/2022 at 7:43 PM, Frazzles_ said:

     

    Using the model listed in the github repo I cannot find any of the door_xxx_int options as action contexts.

    interior variants of the door context where created manually. Those variants are using i.e. v_door_l01 as Pivot ID with some custom offset.

     

    On 6/22/2022 at 7:43 PM, Frazzles_ said:

    Once I have completed the majority of engine setup When I try to select a class for Tyre it would crash my workbench, I later inherited "VehicleSimulationonTire_M151A2.conf" from the arma reforger prefab that would allow me to set the tyre class without crashing the workbench

    This is engine bug which was fixed internally. Due to amount of things that were involved in fixing this issues, fix might appear in 0.9.6 version.

     

    On 6/22/2022 at 7:43 PM, Frazzles_ said:

    Once I have completed the above I am either left with a car that I can enter/exit but not move,

    Do you have any errors in Console Log? They should contain tips about what is going wrong. Your issue might be also caused by lack of animations and right now tutorial for setting vehicle animations is missing. You can verify if that is the issue by for example using sample car animations - those should at least allow you to start engine but beware that they might break your mesh visually.


  9. 1 hour ago, sammael said:

    For this I must also use Arma 3Dev vesion? As I understand FCS target tracking is broken in current stable RHSAFRF

    Not necessarily, 2.10 features like TI improvements shouldn't cause any issues on current stable build. As for current version no idea, I hope that DEV build can be pushed to stable around 2.10 release but it all depends how much time I will have to finish FCS on Russian vehicles (like BMP-3/BMD-4)

    • Like 1

  10. 4 hours ago, sammael said:

    How is automatic target tracking work in helicopters? I remember the same system was on the tanks (T90 and T72). It is broken for me . I hear a click, the TA symbol lights up for a split second and disappears. The same is  for tanks. Target tracking disappears after  a second

    Have you tried perhaps RHSAFRFDEV? There were quite a lot improvements to FCS and target tracking over there


  11. 47 minutes ago, Blackheart_Six said:

    But there should have been a basic pdf explaining the basic functionality of the software

    https://community.bistudio.com/wiki/Arma_Reforger:Workbench

    On this page you can check most of the editors documentation and you would call that basic of the Workbench. For instance https://community.bistudio.com/wiki/Arma_Reforger:Script_Editor page explains quite well how editor should be used.

    As for more practical things, you can learn how to use various editors in practice by following those tutorial https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets


  12. On 6/13/2022 at 6:49 PM, Blackheart_Six said:

    The Bad...

    No documentation for a great piece of software. Absolutely no documentation about the Enfusion Workbench software. Having to watch youtube videos from multiple sources is no way to go through life son. A nice pdf explaining the different parts of the software would go a long way towards the opinion that it is too complicated, and people want their 3DEN editor back.

    Are you aware of documents located on our official Wiki? https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding

    The link to that page is located in Resource Manager welcome screen and it's also located on other pages too, like official Dev Hub

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