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Everything posted by Rich_R
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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
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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
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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?
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1st Air Assault - [UK/EU/US] [Direct Action/Air Assault] [No Ranks]
Rich_R replied to Rich_R's topic in ARMA 3 - SQUADS AND FANPAGES
Upcoming 1st Air Assault Campaign Deployment Knight on 26 July 2020 at 0600 CST/1200 UK -
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";
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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!
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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"}; }; };
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We're going to try something....different for our group.............
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https://youtu.be/yrzFLm5pniQ
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Maybe here? https://steamcommunity.com/sharedfiles/filedetails/?id=1887444077 Workshop search says yes!
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This is incredible! Looking forward to playing with it.
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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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I have an odd stutter with any of the Chernarus Maps. If I place any type of AI-based turret or Drone (Such as the Falcon), I get a stutter during game play. When placing turrets on the destroyer, the stutter was pretty pronounced. Anyone else have this or seen this?
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RHS Escalation (AFRF and USAF)
Rich_R replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Maybe it’s due to currently having a relatively stable gaming platform, or maybe Steam keeping all the players on the same version, it seems a small part the player base have lost sight of what mods are and what to expect when using them: They are FREE. For them to be free, modders don’t charge money and consequently don’t get paid. Mod will break at some point. For the reasons mentioned by @PuFu as well as Updates to some dependency mods (ACE and CBA comes to mind). Mod makers will try to fix this as soon as possible, but sometimes patience is needed. Its not a modders job to test their mod against the thousands on Steam, it’s yours. While you can let the modders know there is a conflict, If two mods don’t play well together the player needs to make the decision on which mod they want to use or, live with the errors and conflicts.- 16539 replies
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Need help writing a cfg file
Rich_R replied to FunkyFunkster's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I’m looking at your post on an iPad which doesn’t play well configured layout, but I think you may need to think about the following; First, here’s a great example of a config http://www.armaholic.com/forums.php?m=posts&q=31238 you may have to expand it by clicking on the black config.cpp box. Also, you need to be distinctive with your naming. Instead of reskin call your faction aus_army_reskin. Will make life much easier. Finally, when creating a new vehicle you need the following format; class mynewvehicle: oldvehicle I couldn’t see that in your above but don’t have the best view. Aside from help on here, I learned from taking part other configs and working out what they were trying to do. Good luck! -
Operation Eviction, part of Deployment Mountain Movers
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Project - Vertical Lift 2035
Rich_R replied to martinezfg11's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Glad to know you’re out there. Since you brought up the old days, I want to state publicly and for the record, you were right about the Cobra, we should’ve used it back then. I apologize for being stubborn!!! Fits in perfectly in air assault!!!! -
Project - Vertical Lift 2035
Rich_R replied to martinezfg11's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Congrats on the release! Been a long flight getting here, thanks for all the hard work! -
[Release] GOM - Aircraft Loadout V1.35
Rich_R replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome! Thank you! -
[Release] GOM - Aircraft Loadout V1.35
Rich_R replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Quick question. In one of the earlier versions there was an option to change the distance of aircraft serviced by the script, in other words they could be spread further out. I can't seem to find that anywhere in the latest version. Is this still doable? BTW this is one of the required scripts in everyone of our missions:) -
Well this was fun!
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1st Air Assault - [UK/EU/US] [Direct Action/Air Assault] [No Ranks]
Rich_R replied to Rich_R's topic in ARMA 3 - SQUADS AND FANPAGES
Upcoming 1st Air Assault Campaign Deployment Mountain Mover on 24 May 2020 at 0600 CST/1200 UK Last Week's Operational photo, Hump Day