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Rich_R

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About Rich_R

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    Sergeant Major

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    Austin, Texas

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  1. Rich_R

    You've played to much Arma when:

    I’ll piggyback on @Gunter Severloh above, you know when you play too much Arma when you use BI as the standard for terrains in other games. I was heading for “Altis” if FS 2020 to see how well it rendered the island compared to the island we all know and love. Nothing to report yet, wife called me down to dinner before I got there...lol
  2. I guess you're going around all the major mods and asking about the new scorpion camo (I guess?)? https://forums.bohemia.net/forums/topic/183435-rhs-escalation-afrf-and-usaf/?do=findComment&comment=3415801
  3. Rich_R

    Arma3 Videos

  4. Rich_R

    Arma3 Videos

  5. Rich_R

    3CB BAF Weapons

    This is going to sound odd. We just incorporated this mod into our mod pack and we've had issues with key bindings being overwritten. The biggest impact seems to be to TFAR, but we've also seen it with Enhanced Movement. I apologize if this has bee addressed in previous pages, I didn't go through the entire 34 pages of posts. Anyone have any idea?
  6. Upcoming 1st Air Assault Campaign Deployment Knight on 26 July 2020 at 0600 CST/1200 UK
  7. Rich_R

    Custom Headgear

    Maybe try designating the model to be used? Here is the original config for H_PilotHelmetFighter_B and while it draws some attributes from H_HelmetB, the model is designated. class H_PilotHelmetFighter_B: H_HelmetB { author = "Bohemia Interactive"; _generalMacro = "H_PilotHelmetFighter_B"; displayName = "Pilot Helmet [NATO]"; picture = "\A3\characters_f\Data\UI\icon_H_PilotHelmetFighter_B_CA.paa"; model = "A3\Characters_F\Common\headgear_helmet_pilot"; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\pilot_helmet_nato_co.paa"}; descriptionShort = "Armor Level III";
  8. Rich_R

    Custom Headgear

    Here's a config I recently used for a custom helmet class faaa_urban_za: faaa_general_03 { scope = 2; scopeCurator = 2; scopeArsenal = 2; weaponPoolAvailable = 1; picture = "\1AAEquip\data\ui\h_ur_cover_ca.paa"; displayName = "1AA Urban Zero Alpha"; hiddenSelectionsTextures[] = {"\1AAEquip\data\h_urb_01_co.paa","\rhsusf\addons\rhsusf_infantry2\gear\head\opscore\data\comtac_fg_co.paa","\1AAEquip\data\h_nsw_urza_co.paa","","","\rhsusf\addons\rhsusf_infantry\gear\head\data\rhs_helmet_ach_acc_co.paa"}; ace_hearing_protection = 0.8; ace_hearing_lowerVolume = 0.6; }; Ignoring the top line (I changed a bunch of stuff to build a helmet platform for a bunch of additional textures) I would check the following; Make sure the path name is correct put a \ in front of your texture path name I don't think it matters, but put the hidden selection definition line before the texture itself 🙂 Good luck!
  9. I'm trying to put the vanilla mortar into retextured kitbags. They work when you assemble them, but when unassembled, one component defaults to the original backpack and they wont assemble again. I've dug deeper into the config trying to fix this but can't. Anyone have any ideas? Here's the relevant code. class faaa_mortar_olive: B_Mortar_01_F { class SimpleObject { eden = 1; animate[] = {{"mainturret", 0}, {"maingun", 0}, {"optics", 0}, {"optics_stabilization", 0}, {"legs_zeroing", 0}, {"uplegs_zeroing", 0}}; hide[] = {"light_back", "brzdove svetlo", "clan", "podsvit pristroju", "poskozeni"}; verticalOffset = 0.757; verticalOffsetWorld = 0.035; init = "''"; }; editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\B_Mortar_01_F.jpg"; _generalMacro = "faaa_mortar_olive"; scope = 2; side = 1; faction = "FAA"; crew = "FAAAWB_13"; availableForSupportTypes[] = {"Artillery"}; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3\Static_f\Mortar_01\data\Mortar_01_CO.paa"}; class assembleInfo: assembleInfo { dissasembleTo[] = {"faaa_Mortar_01_weapon_F", "faaa_Mortar_01_support_F"}; }; }; class faaa_Mortar_01_support_F: Bag_Base { author = "Rich"; _generalMacro = "faaa_Mortar_01_support_F"; displayName = "1AA Mortar Plate Olive"; scope = 2; scopeCurator = 2; scopeArsenal = 2; faction = "FAA"; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Fast.p3d"; editorCategory = "EdCat_Equipment"; editorSubcategory = "EdSubcat_DismantledWeapons"; hiddenSelectionsTextures[] = {"1AAEquip\data\mortar_olive_p_co.paa"}; picture = "1AAEquip\data\ui\icon_B_C_mortar_rgr_ca"; icon = "iconBackpack"; mass = 180; maximumLoad = 0; class assembleInfo { primary = 0; base = ""; assembleTo = ""; dissasembleTo[] = {}; displayName = ""; }; }; class Weapon_Bag_Base: Bag_Base { author = "Bohemia Interactive"; _generalMacro = "Weapon_Bag_Base"; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Fast.p3d"; picture = "1AAEquip\data\ui\icon_B_C_mortar_rgr_ca"; icon = "iconBackpack"; maximumLoad = 0; class assembleInfo { primary = 1; base = "faaa_Mortar_01_support_F"; assembleTo = ""; dissasembleTo[] = {}; displayName = ""; }; }; class faaa_Mortar_01_weapon_F: Weapon_Bag_Base { author = "Rich"; _generalMacro = "faaa_Mortar_01_weapon_F"; displayName = "1AA Mortar Olive"; scope = 2; scopeCurator = 2; scopeArsenal = 2; faction = "FAA"; editorCategory = "EdCat_Equipment"; editorSubcategory = "EdSubcat_DismantledWeapons"; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Fast"; hiddenSelectionsTextures[] = {"1AAEquip\data\mortar_olive_m_co.paa"}; picture = "1AAEquip\data\ui\icon_B_C_mortar_rgr_ca"; mass = 380; class assembleInfo: assembleInfo { displayName = "Mk6 Mortar"; assembleTo = "faaa_mortar_olive"; base[] = {"faaa_Mortar_01_support_F"}; }; };
  10. Rich_R

    Arma3 Videos

    We're going to try something....different for our group.............
  11. Rich_R

    Arma3 Videos

    https://youtu.be/yrzFLm5pniQ
  12. Rich_R

    Arma3 Videos

  13. Rich_R

    HH-60G Pavehawk WIP

    Maybe here? https://steamcommunity.com/sharedfiles/filedetails/?id=1887444077 Workshop search says yes!
  14. Rich_R

    Sling Load Rigging

    This is incredible! Looking forward to playing with it.
  15. At least the last six - 8 months. I think I've narrowed it down to when the CUP LHD and turrets and/or the Falcon Drone (basically AI occupied weapon) are placed on the map. No stutter without, a stutter with. Turrets seem to exaggerate the stutter.
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