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Everything posted by reyhard
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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]
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As I'm receiving plenty of PM regarding this issue here is quick instruction how to fix that. First of all, thanks for kju for giving me solution first. error example: Error: Bone weapon doesn't exist in skeleton OFP2_ManSkeleton Error: Bone launcher doesn't exist in skeleton OFP2_ManSkeleton Error: Bone rightarm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone righthand doesn't exist in skeleton OFP2_ManSkeleton First of all, you need derapified/debinarised rtm (if you open .rtm with notepad, unbinarised .rtm should start with RTM_0101). If your .rtm is already binarised you can always debinarise it using mikero tools. In second step you need to place model.cfg containing a3 skeleton definition into folder containing your .rtm file (so it's good to keep them all in one place). That's all, no rocket since over there :) Below is rar with debinarised .rtm+model.cfg http://reyhard.armacenter.pl/arma3/anims.rar
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See this page https://community.bistudio.com/wiki/Arma_Reforger:Known_Issues#XBox-specific_Issues
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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- 16550 replies
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Creating bundle finished with warnings
reyhard replied to US333Nate's topic in Arma Reforger - Workbench
Do you have any other errors in console log when you run this custom scenario in Workbench? -
RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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.- 16550 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Custom script most likely - on that video they are also using wrong trucks- 16550 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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- 16550 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Right now there is no such option due to difficulties in implementation of it Use static versions of PMP-60 pontoon which snaps to each other.- 16550 replies
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Compilation/Validation not working?
reyhard replied to Badger 2-3's topic in Arma Reforger - Configs & Scripting
Game scripts have to be located in Scripts/Game folder. You can see in the logs, where games is checking for scripts actually -
Compilation/Validation not working?
reyhard replied to Badger 2-3's topic in Arma Reforger - Configs & Scripting
Where did you store that script? In any case, I've managed to compile and place that entity in game -
Compilation/Validation not working?
reyhard replied to Badger 2-3's topic in Arma Reforger - Configs & Scripting
It 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; } }; -
Project files missing after latest update
reyhard replied to Joey2498's topic in Arma Reforger - Workbench
What happens when you try to readd project? Are there any errors? -
Compilation/Validation not working?
reyhard replied to Badger 2-3's topic in Arma Reforger - Configs & Scripting
Do you have any kind of errors in the console log? -
Currently there is no such option and the only thing you can do is changing your mod to "Private". In future it might be possible to remove mod from the Workshop via dedicated option in the Workbench
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How To Modify Building Prefabs?
reyhard replied to weirdjet's topic in Arma Reforger - Terrain Creation
Did you hold alt key when doing that? https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Adding_entities_to_prefab -
Probably vehicle simulation is in sleep state - simulating everything all the time would be extremely expensive otherwise. You can use new script command to awake physx objects https://community.bistudio.com/wiki/awake
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Modded Car Actions- not working questions
reyhard replied to blackflagmedia's topic in Arma Reforger - Model Editing
https://community.bistudio.com/wiki/Arma_Reforger:Vehicle_Creation Here you can quite comprehensive tutorial about creating new vehicle -
Arma Reforger tools publishing error
reyhard replied to blackflagmedia's topic in Arma Reforger - Workbench
Out of curiosity, how big is you mod? -
Is the FCS system working on personal weapon?
reyhard replied to Reptilienski's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
and where did you put that? Weapons are not using turretInfoType. Perhaps you can share full config -
Is the FCS system working on personal weapon?
reyhard replied to Reptilienski's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
what IDC did you used for range control? How did you plugged that weapon UI? -
Assets 'explode' upon entity-ification. Some bones have a mind of their own.
reyhard replied to steam-76561197997621297's topic in Arma Reforger - Model Editing
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. -
[Vehicle Creation] Having trouble with wiki tutorial
reyhard replied to Frazzles_'s topic in Arma Reforger - Model Editing
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. 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. 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.- 1 reply
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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)- 16550 replies
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RHS Escalation (AFRF and USAF)
reyhard replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you tried perhaps RHSAFRFDEV? There were quite a lot improvements to FCS and target tracking over there- 16550 replies
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