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reyhard

BI Developer
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Everything posted by reyhard

  1. reyhard

    RHS Escalation (AFRF and USAF)

    Those HEATs rounds are penetrating BTRs/BMPs but since there is nothing explosive behind that armor, they are not exploding. Usually crew & equipment inside should be destroyed although I've noticed that turret/gun hit registration inside is sometimes not working as intended. I'm planning to tweak it + add non explosive destruction to those vehicles at some point although it might require some time.
  2. It seems you don't have to fire. Any 2nd fire mode in launcher will cause it.I can reproduce it now too and it seems to be some engine bug with implementation of 2nd fire mode for launchers. I will take a look at it in office on Monday
  3. reyhard

    RHS Escalation (AFRF and USAF)

    IR missiles detectors are not that much wide spreed even now so timed poping out of flares is still quite common and thats how for example it's working on Mi-24. It's rather rare view (alright, I'm exaggerate but same as you 😉) to see UV missile detector like AN/AAR-57 on US Army UH-60M. ps: poping out flares is valid tactic in Arma 😉
  4. That's what I meant by Unfortunately, it has its drawbacks. Scoped out variants would need separate p3d without magazine proxies tech at all - maintaining something like that would be quite problematic and it would be also looking quite weird in official content if those weapons are without magazine proxies. Updating official missions to new weapons would be quite time consuming since you would have to check each missions if it's not creating some disablance without that artificial intercompatibility. Thanks for pointing it - fixed both those issues today I'm afraid not - there is no way to change model.cfg animations depending on currently loaded magazine. Fixed it earlier today 😉
  5. Thanks, I forgot to re add those magazines from test branch that we were using internally to test those magazine proxies. It should be fixed in next patch. Adjusted replacement timing, it should be fixed in next patch. I was mainly testing it with RHS and since mesh is so similar (which is not that weird after taking into account that magazine that AKSU is using, was created originally by Blackmetal for DayZ and it's basically the same thing which was created for AK74M back for Arma 2 mod) I haven't noticed it. I was actually trying it and yes, it's possible 😉 SPAR-17 doesn't have magazine proxies and it won't have due to 7.62x51 madness that is in game data. There are plenty of weapons which are sharing same magazine and they shouldn't. Notice for example Rook-40, PO-7 & PDW-2000 - there is no possibility they could share those magazines since they have significantly different design and they just don't fit into those magwells. Another example: GP-25 on AK-12 & any other GL - they have same mags so it's impossible to give it proper mag proxies without breaking compatibility by splitting those 2 weapons into two magazine groups or by creating some new class, with changed magazines. Thanks, it should be fixed in next update! Fixed CTRG but that reminded me that there few more soldiers in scenarios which are using black MX weapons. Old Mk18 ABR magazine had some really weird proportions and it didn't fit Mk14 at all. It's similar issue to Rook-40 thing I was talking before and it concerns whole 7.62x51 weapons family. I will take a look if it's possible to tweak texture for it anyway.
  6. reyhard

    RHS Escalation (AFRF and USAF)

    Speaking about reload EH, here is something that I was working on during last couple days 😉
  7. reyhard

    RHS Escalation (AFRF and USAF)

    Seems like you misunderstood what I meant. RHS is using class EventHandlers; in class Rifle_base_f. When config is loaded, it's trying to look up for it and since it's not found, it's creating empty class. If your mod is loaded before RHS, then everything will work fine. The issue lies in missing base EH in default weapon class which should be added in next arma patch.
  8. reyhard

    RHS Escalation (AFRF and USAF)

    It appears you are loading it after RHS. Current configs are expecting some base value and since they are not present, there is empty class present. Something like that might appear in vanilla game one day though.
  9. reyhard

    RHS Escalation (AFRF and USAF)

    You have to make proper config in order to get them working. Rhs is using muzzle for 1 year at least
  10. I wonder if anyone else have same issue. You could also try changing keybind for going prone temporarily to something else to rule out some key stroke conflict. .Rpt file (see https://community.bistudio.com/wiki/Crash_Files ) from session when this issue happens could be also helpful. Just make sure you are registering it without any 3rd part mods loaded
  11. No luck, tried it 5 times and it didn't happened at all. Are you sure you don't have some other action assigned to "Z" key as well in you controls?
  12. reyhard

    RHS Escalation (AFRF and USAF)

    Since I think about year or maybe a little bit more there are 2 issues in engine regarding MP synchronization. First is precision of user animationSources after second position after zero so very small numbers get rounded. Second is visual representation of tracks in multiplayer - damper sources have negative values if tankX is non local. Both are engine issues and affects vanilla content so maybe one day they might get fixed. As for animationSources rounding, I've multiplied all FCS animationSources by 10000 to get past that nasty rounding issue - we will see how well it works.
  13. reyhard

    1.90 update - Troubleshooting

    Well, I'm afraid I neither know administrator. 😉 It's nothing wrong with game - you just don't have required mods that server is using. You can try googling if that server has some list with links to mods they are using or just look for another server. Anyway, that server is using ripped addons so I would be careful dwelling in such places.
  14. reyhard

    1.90 update - Troubleshooting

    Try renaming all files and folder to lowercase. Both CUP & Kunduz Steam Workshop mods are using "Addons" folder instead of "addons" @Valeo VBV You don't have all addons required by server - you are missing mod called "Hollow's vehicle pack " according to steam browser and best would be contact server admin about way to obtain that mod
  15. It's config (muzzle only to be specific) event handler class CfgPatches { class Test_ReloadWeapon { requiredAddons[] = { "A3_Data_F_Tank" }; requiredVersion = 0.1; units[] = { }; weapons[] = { }; version = 1.0; }; }; class CfgWeapons { class RifleCore; class Rifle: RifleCore { class EventHandlers { fired = "systemchat format['fired EH output: %1 [time: %2]',_this,time]"; reload = "systemchat format['reload EH output: %1 [time: %2]',_this, time]"; reloaded = "systemchat format['reloaded EH output: %1 [time: %2]',_this, time]"; }; }; };
  16. Well, the PiP screen you've sent me was indeed without any UV maping at all. I guess you can try following links + google more about UV mapping. I'm pretty sure you will find a lot information about it. Take your time 😉 https://community.bistudio.com/wiki/Oxygen_2_-_UV_Editor
  17. reyhard

    Links in config

    13:20:37 ErrorMessage: File a3\test\config.cpp, line 10: Config: End of line encountered after <a href='http: 13:20:37 Application terminated intentionally ErrorMessage: File a3\test\config.cpp, line 10: Config: End of line encountered after <a href='http: #define TEST description = "<a href='http:// arma3.com'>Link to arma site</a>"; TEST Well, it's not working We were speaking about define and macros (\ in initial post suggested that) from the beginning so I guess you have missed this and assumed that I'm talking about description = "<a href='http://arma3.com'>Link to arma site</a>"; in core config, not in macro, which wasn't the case.
  18. reyhard

    Links in config

    #define HTTPS_QUOTE(x) QUOTE(https:/x) So I guess you've agreed about // being recognized as a comment 😉
  19. reyhard

    Links in config

    Have you tried it actually? What you have wrote is not working with neither Bohemia cfgConvert nor with game parser (diag_mergeConfigFile or just using file patching). Perhaps pboproject is a little bit different there
  20. #include "\plp_compat01\compatTest.cpp" how is it supposed to work? It will obviously fail to load it and stop working. -noLogs letting go with such errors is most likely error
  21. P3D with View Pilot containing screen + memory LOD should be enough to debug. If you haven't done anything to UVs then I guess it might be your issue though 😉
  22. PilotCamera_pos & dir should be only in memory LOD Translation: #(argb,256,512,1)r2t(rendertargetX,1.0) need to match renderTarget defined in class RenderTargets renderTarget="rendertargetX"; You can name it whatever you like btw, they only need to match though. Could you perhaps attach model with just Memory LOD & mirrors in pilot LOD? I would suspect that either UV maping of mirrors is wrong or perhaps those mirrors are part of some camo selection and they are overridden by hiddenSelections
  23. There is no way to fix that beside making adjustments to models themselves. I had that issue with GPS, Watch & Map items and had to do adjust p3d rotation for them
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