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Rich_R

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Posts posted by Rich_R


  1. This looks like a really exciting mod. 
     

    Just so I’m clear on how this works.

     

    1. I use another Arma character (such as using my wife’s Steam account and set up Arma on it)
    2. Join the mission using this second profile as well as the one I play with.
    3. Start the mod, select a player and start recording on the second profile.
    4. While this is happening, the second character (under my wife’s profile) will stay wherever I place it.

    Do I have that right?


  2. Had a quick look around the new DLC. great job and thanks for everyone's work on this.

     

    A few questions.

    • Found the gallery itself, but it doesn't appear to have a roof? I thought it was a glass ceiling at first, but saw the light tracking through the roof.
    • Is the gallery itself added to the platform for those who don't own the dlc to see/use? Read the 'Art Gallery Objects' were added to the platform but wasn't sure if that included the gallery itself.
    • Will the templates be released or enough info for groups to create their own customs dress uniforms? Saw the PBOs were locked.

     

    Nice DLC and great cause. Thank you for the opportunity to choose our tier and help out where we can!


  3. On 1/9/2021 at 5:48 PM, blackburnrus said:

    What are the pros and cons, comparing to sthud?

    I see that you can choose how compass looks like, and that is all the difference? Or I missed something?

     

    This is one of those mods you have to just get in and play with. There are different compass styles, font sizes for names, whether or not you want the names, the options goes on and on.

     

    Just as @klima said, DUI is supported, STHud isn't any longer. Supposedly DUI has less impact on performance, so there's another plus. As Arma players, we all come across mod that we feel should be part of the vanilla game, DUI is one of those.

     


  4. I'm creating a MP night time mission with the players are inserted while a nearby area is being shelled. I have the BIS_fnc_fireSupportVirtual working using 'Sh_82mm_AMOS' but would love some rounds that explode brightly and loudly, lighting up the night time environment.

     

    Any suggestions, ideally with the classname that would work with  BIS_fnc_fireSupportVirtual ?

     

    Thanks


  5. Quick question, is it possible to add something to the in-game action menu when retexturing a vanilla asset?

     

    Our group has retextured the Blackfish and if it could be done, it would be great to add an open and close door action menu item to the config. I know how to open the blackfish's doors  using an in-mission repeatable trigger, but it would be really nice to have in the action menu through the scroll wheel option.

     

    Is this something that can be done and if so, where would it go in the config and what would it look like?

     

    Thanks!

     

    Here's the fix!

     

    The vanilla blackfish does have the 'ramp open' feature for the infantry version but not the vehicle version. Not sure why the option wasn't being carried forward for the infantry version, but this fix worked for both retextures, infantry and vehicle.

     

    I simply pasted the user action class in the retexture config and it seemed to work!

     

    			class UserActions
    			{
    				class Ramp_Open
    				{
    					userActionID = 60;
    					displayName = "Open ramp";
    					textToolTip = "Open ramp";
    					displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
    					position = "";
    					condition = "this doorPhase ""Door_1_source"" < 0.5 AND Alive(this) && ({player == _x} count [driver this, this turretUnit [0], this turretUnit [3], this turretUnit [4]] > 0) && ((this getVariable ['bis_disabled_Ramp',0]) != 1)";
    					statement = "this animateDoor ['Door_1_source', 1]";
    					priority = 1.5;
    					radius = 15;
    					radiusView = 0.2;
    					showIn3D = 17;
    					available = 0;
    					showWindow = 0;
    					onlyForPlayer = 1;
    					shortcut = "";
    				};
    				class Ramp_Close: Ramp_Open
    				{
    					userActionID = 61;
    					displayName = "Close ramp";
    					textToolTip = "Close ramp";
    					condition = "this doorPhase ""Door_1_source"" > 0.5 AND Alive(this) && ({player == _x} count [driver this, this turretUnit [0], this turretUnit [3], this turretUnit [4]] > 0) && ((this getVariable ['bis_disabled_Ramp',0]) != 1)";
    					statement = "this animateDoor ['Door_1_source', 0]";
    				};
    			};

     


  6. Have you tried adjusting this line?

     

    Quote

    maxSpeed = 300; /// what is the maximum speed of the vehicle

     

    Had this same issue, but your post made me poke around and found this on this page

     

    Quote

    The config maxspeed value is only really used by the AI and the engine as a base variable in some calculations.

    You can change the acceleration though by using the envelope command. This will change the vertical speed relative to the maxspeed in the config in steps of 10% of the stated max speed.

    This is the envelope from the RKSL Lynx AH7:

     

    Maybe someone smarter than me can point you in a better direction, but the above do give you some ideas to fix your problem.


  7. 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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