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reyhard

BI Developer
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Everything posted by reyhard

  1. What do you mean? By adding them as magazine proxy to vanilla weapons or if there is such functionality in engine? There is already such functionality in engine ( example ) There is one silly thing when it comes to some of the vanilla magazines - all UGLs are sharing same magazines (sic!) so it gives me some scratches how to implement it in game since AK12 GP25 & MX 3UGL are 2 different things. Sure, I could split it into two groups but that is going to break backward compatibility.
  2. Turn in/out animations were missing after adding interior. Just for comparison - that's how it was looking before https://imgur.com/a/TezI9D4
  3. reyhard

    RHS Escalation (AFRF and USAF)

    are you sure commander didn't engaged turret override with freelook key?
  4. try class hide_mount { type = "hide"; source = "hasOptics"; selection = "mount"; minValue = 0.0; maxValue = 1; hideValue = 1; };
  5. Yes, cfgSurfaces can be changed/expanded without issues
  6. reyhard

    WWII MP Released!

    Alright, so here we go Download wwII Multiplayer Mod Download SP/MP missions for mod [29MB] Download wwII Extra Pack [147MB] Extra Pack includes island texture replacements that are recommended to play wwII (Sycylia is beautiful with Symbioth textures!). A lot of addons have to be temporarily turned off due to permissions thing. I hope that in future it will be possible to include all those addons in one pack, as it was original made. Also I would like to thank for all wwII mod teams (Liberation '41-'45, Invasion 44, WWIIEC and others) that work I used in this wwII pack. [more info to be added later] [edit 09.05.2013 - links updated]
  7. it doesn't have to my first advice would be to renaming assets in cfgVehicles so they have different name than those in cfgWeapons
  8. reyhard

    CfgLensFlare

    You don't need to add them - they are there by default unless some mod overwrites it.
  9. reyhard

    CfgLensFlare

    if you i.e. generate all in one config you will find lenseFlare only in core config https://imgur.com/a/Uyuemae Since it seems even vanilla data continue horrible tradition of copy pasting it everywhere and overwriting it over and over then I guess one mod could change it to different version. Island config is i.e. anything contained CfgWorlds Modifying CfgLensFlare is changing those values for ALL islands since only ONE CfgLenseFlare can exist/is used.
  10. reyhard

    CfgLensFlare

    Can you show comparison screens? CfgLensFlare is being read only from core config - putting it to i.e. tank or map cfg shouldn't do anything
  11. reyhard

    RHS Escalation (AFRF and USAF)

    http://feedback.rhsmods.org/view_all_bug_page.php ps: script for RKG-3 was removed - there is no ETA when it will be plugged in again
  12. reyhard

    RHS Escalation (AFRF and USAF)

    They are not meant to be controlled from UAV terminal but neverthless, it's still possible to do so. Just connect to it via map & then use "Take UAV turret controls" action from action menu
  13. reyhard

    RHS Escalation (AFRF and USAF)

    Can you elaborate a little bit? I tested them in game and they are detected by air radars & they are also sharing targets via data link
  14. reyhard

    RHS Escalation (AFRF and USAF)

    it's small reference too https://en.wikipedia.org/wiki/Tank_biathlon ;)
  15. thats weird, anyway, materialHL doesn't work and only materialHL1 is valid. There is a catch though - since materialHL1 was never used, there are some issues with some materials being incorrectly applied in other places. https://imgur.com/a/SM6Ed31
  16. try materialHL1 = "\A3\Characters_F_epb\Heads\Data\hl_stavrou_dirty.rvmat"; although beware that there might be some issues with it
  17. reyhard

    RHS Escalation (AFRF and USAF)

    Only heavy satchels/bombs are able to deliver catastrophic 1 shot kills - rest is handled by ammo cook off which takes ~10-30 seconds. When fighting T tanks, you have highest chance to destroy tank with 1 shot when aiming at autoloader number 16 on above picture
  18. First of all, I would recommend using macros. What you are experiencing are wrong parallax values (pos10). Once you get your config macrofied, it's only about tweaking #define SizeX10deg (0.196*3.1) #define SizeY10deg (0.175*3.1) via experimentation. Usage of diag_mergeConfigFile is REQUIRED otherwise you are going to waste 999 weeks for restarting game to see ingame results every time you change some value... https://pastebin.com/SNZU03E6
  19. A2 Eastern Themed Civilian Pack LTS-1 - (aka "Latarka Turystyczna Standardowa - 1" or "Touristic Flashlight Standard") & Janta flashlights are examples of some PRL manufactured household equipment. It's still not that hard to find (either working or broken) some of those in Polish houses. Janta is simple & robust flashlight with only on/off switch. Powered by 3 R-20 batteries it's heavy enough to kill someone ;). There is not too much data about manufacturer of that model. LTS-1 on the other hand is a little bit sophisticated design. Manufactured by Spółdzielnia Inwalidów "Wiosna Ludów" [Cooperative of Disabled People] from Września. There were 3 models available on the market - LTS-1, LTS-M (with modulating magnet) & LTS P-1 (with electronic circuit breaker). Contains: Ikarus 260 Skod 1203 Skoda Octavia II 2.0 TDI VW Golf IV 1.9 TDI (I know in fact it's 1.6 FSI but I like that version :P) VAZ-2103 GAZ-24 Zetor tractor A2 Civilians with working inventory, etc. i.e. policeman, worker, woodlander, doctor, profiteer, businessmen, pop (priest) NO FEMALE MODELS for now - struggling with animations right now Features: Realistic as possible physX values - tried to gather as much real data as possible (yet still grip is pretty arcade - made it on purpose and I might reconsider change it) Animated and working doors & trunk with cargo system (doors you pick gets you on the seat you are closest to!) [expect skoda octavia) Custom sounds (completely new sounds for Ikarus) New skins & random colour script MLODS - learn & share: https://mega.nz/#!xk1CULjK!XNJiyHhsjHGZp7hN3NnmjHgryazOhtsf4oYiA3fOXtY DOWNLOAD - MEGA Steam Workshop Also, if you feeling you have some spare bucks, you can now make donation ;) OPTIONAL A2 Russian radio protocol - works with RHS if you don't use that there will be some errors in rpt and civilians will speak altian instead of russian
  20. reyhard

    AI Discussion (dev branch)

    https://community.bistudio.com/wiki/AI_Sub-skills Do you mean this page?
  21. Can you show size of geo buyoancy? I remember I had issue in past that planes (Shikra) didn't want to sink ;) It was all caused by geo buoyancy in this case so I guess if you increase size of your geo buoyancy to rather high level then it should work.
  22. Yes, it's because of the offset from model origin. You have to autocenter your object & then attach it with proper offset.
  23. Can you show some screen from object builder with that problematic model?
  24. hiddenSelectionMaterials[] = {}; bear in mind that there are some issues with like this https://feedback.bistudio.com/T84759 or model being randomly stuck in last resolution LOD
  25. class ClusterEffectFly { class ClusterFlyLight { simulation = "light"; type = "ClusterFlyLight"; position[] = {0, 0, 0}; enabled = "speedY interpolate [-0.0001,0.0001,1,-1]"; intensity = 1; interval = 1; }; class ClusterFly { simulation = "particles"; type = "ClusterFly"; position[] = {0, 0, 0}; enabled = "speedY interpolate [-0.0001,0.0001,1,-1]"; intensity = 1; interval = 1; }; class ClusterExplosion { simulation = "particles"; type = "ClusterExplosion"; position[] = {0, 0, 0}; enabled = "flyTime interpolate [0,0.2,1,-1]"; intensity = 1; interval = 1; }; class GrenadeExp1 { simulation = "particles"; type = "ClusterExpFire"; position[] = {0, 0, 0}; intensity = 1; interval = 1; lifeTime = 0.5; enabled = "flyTime interpolate [0,0.2,1,-1]"; }; }; ClusterExplosion & GrenadeExp1 are responsible for sub munition release FX. As you can see, some trick with expressions was used (see "enabled" param) & this solution can be easily modified.
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