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reyhard

BI Developer
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Everything posted by reyhard

  1. reyhard

    RHS Escalation (AFRF and USAF)

    http://feedback.rhsmods.org/view.php?id=5279 I would rather recommend report all such bugs there instead.
  2. reyhard

    RHS Escalation (AFRF and USAF)

    Right or not he is still person non grata here
  3. Are you using some mods perhaps?
  4. reyhard

    RHS Escalation (AFRF and USAF)

    Shouldn't be the case if you hit turret - either gunner will be most likely dead or equipment inside destroyed (gun or turret hitpoints)
  5. reyhard

    RHS Escalation (AFRF and USAF)

    Perhaps at some point
  6. Max to Arma or MtA in short, is script for 3ds Max (>2013) which can be used for creating more complex & precise animations in Arma 3. Script is utilizing direct type animation transformations which are supported by RV engine since at least Armed Assault. Each frame in 3ds max is transformed to axis-aligned transformation which can be used in model.cfg. There are still some limitations with that tech here and there and some there might be still bugs in current version of script but they shouldn't be that major. Blender version of that plugin is planned although there is no ETA for it since I'm quite slow with adapting to 2.8 version. I would like to thank in this place Redphoenix for initial setup of script with basic UI - without it I would probably spend couple extra days figuring out Max UI creation. Another person that I would like to thank is Kiory which allowed me to use his rig for that example animation. Hope you enjoy that script and let your imagination go crazy 😉 Script, examples & complete documentation can be found here. https://github.com/reyhard/mta_animExporter
  7. reyhard

    RHS Escalation (AFRF and USAF)

    T-14 is work in progress assets and it contains some systems in Proof of Concept state. There is no way to turn off that test mode and only thing you can do is wait till that feature is done. As mentioned in 0.4.9 release post, we aim to release more frequent updates and no longer hold release with i.e. some important fixes to already existing assets due to some WIP stuff since in fact, there will be always something in some sort of unfinished state.
  8. reyhard

    RHS Escalation (AFRF and USAF)

    some Stryker work in progress footage with another batch of improvements for Vehicle Commander seat
  9. reyhard

    RHS Escalation (AFRF and USAF)

    http://feedback.rhsmods.org/view.php?id=5231
  10. reyhard

    RHS Escalation (AFRF and USAF)

    HMD can be used for i.e. accurate rocket (cannon too I believe) fire with CCIP
  11. Jets DLC was created by B01 which also happen to be part of community members who created F/A-18 Super Hornet mod. I can imagine that all of those community addons are copy pasting same mistake which was done in vanilla data since F18 mod was used as a template for many plane creators at some point. Namely, following function seems to be copy pasted enabled="accelY interpolate [39.9999999,40,-1,1]"; Engine default number precision is 6 digits after comma and anything with higher number of decimals will be rounded. In this particularly case, 39.999999 was rounded to 40 so following expression was evaluated after rounding enabled="accelY interpolate [40,40,-1,1]"; And now, I have to make a little digression about how interpolate used to work before Contact release (kudos to @killzone_kid for pointing out that error) rain interpolate [0, 1, 0, 100] rain 0; result 0 (as expected) rain 1; result 100 (as expected) rain interpolate [1, 0, 100, 0] rain 0; result 1 (expected 0) rain 1; result -99 (expected 100) rain interpolate [0, 1, 100, 0] rain 0; result 100 (as expected) rain 1; result 0 (as expected) rain interpolate [1, 0, 0, 100] rain 0; result -99 (expected 100) rain 1; result 1 (expected 0) Because of that bug, inverted syntax was used (regular evaluation was when a>b, since a==b, else was used) and code in "enabled" expression was always returning 2 (inverted using 1 - result of regular interpolation, so in this case it was 1-(-1) ). Therefor, whole intent to optimize those particularly particle effects was flawed from begging and instead was adding few more lines of code to evaluated. In short, community addons which copy pasted those particle effects should adjust their configs by i.e. changing all expressions with .999999 to i.e. .99 or fall back to using ones from Jet DLC in case they are copy pasting those effects from F18 mod. While indeed it's sort of inconvenience I hope that this fix will help for greater good of sandbox.
  12. Thanks for spotting it, it will be fixed in next stable patch. There was engine fix to "interpolate" command which broke expression which was previously working by miracle.
  13. Semi intended - it was changed in one optimization run to detect characters only but plan was to add vehicle detection toggle via some variable (disabled in campaign in 90% cases) . Such change will probably arrive in 1.96
  14. reyhard

    AI Discussion (dev branch)

    https://community.bistudio.com/wiki/setBehaviourStrong I guess this could fix slow AI issue
  15. Could you try perhaps without custom FOV?
  16. Thanks I'm investigating it right now
  17. It is like that since Tanks DLC. Perhaps it could be tweaked later but definitely not for upcoming release
  18. Are you sure you are not using some mods? I tested latest devbranch and they behave same & have same configs
  19. reyhard

    RHS Escalation (AFRF and USAF)

    + you can't mix stable & dev versions of RHS.
  20. No, only roof rack beacon is emitting light since. It has it's own limitations (like needing of front lights to be turned on) so it's not planned to implement such behavior to other variants. It should be fixed in next devbranch update. Seems like one of the pbos responsible for backpacks didn't get into latest update.
  21. If you use R2T texture on a object (like there - http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ ) & then kill R2T source with cam cameraeffect ["terminate","back"]; it should still show frame on that surface. No idea how it would work in MP though but if you execute that on all PCs then it should. Obvious drawback is that such solution is not going to work if player has disabled Picture in Picture in settings.
  22. reyhard

    TransmissionRatios - HOW?

    Unfortunately Arma 3 only supports one transmission ratio.
  23. I cannot unhide antennas when roof rack is hidden. Are you using some mods or is it some combinations of components? Btw: Why are you typing > on every line? It's sort of confusing since this sign is usually used when quoting someone
  24. Probably because of money. At least they updated name in 2018 after adoption by army http://web.archive.org/web/20170824114636/http://fabrykabroni.pl:80/produkty/karabiny/msbs/
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