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RHS Escalation (AFRF and USAF)
sunrrrise replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Eee, what? Where?- 16577 replies
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Good topic. Do you know when Squad Radar will be finally implemented? There is nothing in the changelog and no such an option in Game UI.
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RHS Escalation (AFRF and USAF)
sunrrrise replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
16.7...? HL3 confirmed!- 16577 replies
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Hello, how to enable Squad Radar in ArmA 3 1.62 (Apex DLC bought and downloaded). I don't see it on my screen, I cannot find the option to enable it in Settings/Difficulties? Was it removed from 1.62? I have checked my A3 installation and Steam says it is okay. BR, s.
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RHS Escalation (AFRF and USAF)
sunrrrise replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haha, cool!:-) Ok, last question: I see ACOG is already painted, can we except to have more attachments painted? Especially more optics, but also silencers and bipods?- 16577 replies
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RHS Escalation (AFRF and USAF)
sunrrrise replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have overlooked it! Amazing! Are you going to paint HK416 too? :D- 16577 replies
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I need to know the logic of the sqe/sqf syntax/code of the weapons' box
sunrrrise replied to sunrrrise's topic in ARMA 3 - EDEN EDITOR
To be frank... no. As long as I agree that this box editor is huge step forward for ArmA (as well as Arsenal and EDEN as a whole) I am used to work with my set of weapons/items/mags. I have collected their classnames in csv file. When I want to add certain number of given weapon then I edit the file and convert it with Python converter. CSV file looks like this: Weapons On list: Classnames: Type: Number: N rhs_weap_m4a1_blockII W 4 N rhs_weap_m4a1_blockII_M203 W 4 N rhs_weap_mk18 W 4 N rhs_weap_mk18_m320 W 4 N rhs_weap_hk416d10 W 4 N rhs_weap_hk416d10_m320 W 4 N rhs_weap_hk416d145 W 4 N rhs_weap_hk416d145m320 W 4 Y rhsusf_weap_MP7A1_base_f W 4 Y rhs_weap_m14ebrri W 1 Y rhs_weap_sr25 W 1 N rhs_weap_M107 W 1 Y rhs_weap_m249_pip_S_vfg W 1 N rhs_weap_m240B_CAP W 1 Y rhsusf_weap_m1911a1 W 4 Y rhsusf_weap_glock17g4 W 4 N rhsusf_weap_m9 W 4 N rhsusf_acc_eotech_552 I 4 Y rhsusf_acc_eotech_552_d I 4 Y rhsusf_acc_compm4 I 4 Y rhsusf_acc_ACOG I 4 Y rhsusf_acc_SpecterDR_D I 4 Y rhsusf_acc_LEUPOLDMK4 I 1 N rhsusf_acc_LEUPOLDMK4_2 I 1 N rhsusf_acc_premier I 1 Y rhsusf_acc_ELCAN_ard I 1 N rhsusf_acc_anpeq15_bk I 4 Y rhsusf_acc_anpeq15 I 4 N rhsusf_acc_grip1 I 4 N rhsusf_acc_grip2 I 4 Y rhsusf_acc_grip3 I 4 Y rhsusf_acc_harris_bipod I 4 N rhsusf_acc_nt4_black I 4 Y rhsusf_acc_nt4_tan I 4 Y rhsusf_acc_SR25S I 1 It is much easier and faster for me :) -
I need to know the logic of the sqe/sqf syntax/code of the weapons' box
sunrrrise replied to sunrrrise's topic in ARMA 3 - EDEN EDITOR
Thank you!!! So it is a little bit more (or less, depending on point of view) complicated. Another question then: while some items are pretty self-explanatory (like rhs_weap_m4a1_blockII) , how can I be sure that given classname is a member of, let say, weapon class and not magazine nor item class? How can I check it to be sure? -
I need to know the logic of the sqe/sqf syntax/code of the weapons' box
sunrrrise posted a topic in ARMA 3 - EDEN EDITOR
Hello, in Eden I have created a box containing many weapons, mags and stuff. Here is its code: value="[[[[""rhs_weap_m4a1_blockII"",""rhs_weap_m4a1_blockII_M203"",""rhs_weap_mk18"",""rhsusf_weap_MP7A1_base_f"",""rhs_weap_M107"",""rhs_weap_m14ebrri"",""rhs_weap_sr25"",""rhs_weap_M136"",""rhs_weap_M136_hedp"",""rhs_weap_M136_hp"",""rhs_weap_smaw_gr_optic"",""rhs_weap_fgm148"",""rhs_weap_m240B_CAP"",""rhs_weap_m249_pip_S_vfg"",""rhs_weap_mk18_m320""],[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]],[[""rhsusf_mag_10Rnd_STD_50BMG_M33"",""rhsusf_mag_10Rnd_STD_50BMG_mk211"",""ACE_HuntIR_M203"",""rhs_mag_30Rnd_556x45_Mk262_Stanag"",""rhs_mag_30Rnd_556x45_Mk318_Stanag"",""rhsusf_mag_40Rnd_46x30_AP"",""rhsusf_mag_40Rnd_46x30_FMJ"",""rhsusf_mag_40Rnd_46x30_JHP"",""rhsusf_20Rnd_762x51_m118_special_Mag"",""rhsusf_20Rnd_762x51_m62_Mag"",""rhsusf_20Rnd_762x51_m993_Mag"",""rhsusf_mag_7x45acp_MHP"",""rhsusf_200Rnd_556x45_soft_pouch"",""rhsusf_100Rnd_762x51"",""rhs_fgm148_magazine_AT"",""rhs_mag_smaw_SR"",""rhsusf_m112_mag"",""DemoCharge_Remote_Mag"",""rhsusf_m112x4_mag"",""SatchelCharge_Remote_Mag"",""ClaymoreDirectionalMine_Remote_Mag"",""HandGrenade"",""ACE_M84"",""Chemlight_blue"",""Chemlight_green"",""Chemlight_red"",""Chemlight_yellow"",""B_IR_Grenade"",""SmokeShellBlue"",""SmokeShellGreen"",""SmokeShellOrange"",""SmokeShellPurple"",""SmokeShellRed"",""SmokeShellYellow"",""SmokeShell"",""rhs_mag_M441_HE"",""rhs_mag_M585_white"",""rhs_mag_smaw_HEDP"",""rhs_mag_smaw_HEAA""],[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]],[[""rhsusf_acc_grip1"",""rhsusf_acc_harris_bipod"",""rhsusf_acc_ELCAN_ard"",""rhsusf_acc_premier"",""rhsusf_acc_LEUPOLDMK4"",""rhsusf_acc_anpeq15_bk"",""rhsusf_acc_eotech_552"",""rhsusf_acc_compm4"",""rhs_acc_at4_handler"",""rhsusf_acc_nt4_black"",""rhsusf_acc_nt4_tan"",""rhsusf_acc_LEUPOLDMK4_2"",""rhsusf_acc_SR25S"",""rhsusf_acc_SpecterDR_D""],[1,1,1,1,1,1,1,1,1,1,1,1,1,1]],[[],[]]],false]"; Creating a box via Eden is not the simplest task so I have written little interpreter in Python. This is the code generated by this interpreter: "[[[""rhs_weap_m4a1_blockII""], [4]], [[""rhs_weap_m4a1_blockII_M203""], [4]], [[""rhs_weap_mk18""], [4]], [[""rhs_weap_mk18_m320""], [4]], [[""rhsusf_weap_MP7A1_base_f""], [4]], [[""rhs_weap_sr25""], [1]], [[""rhs_weap_M107""], [1]], [[""rhs_weap_m249_pip_S_vfg""], [1]], [[""rhsusf_weap_m1911a1""], [4]], [[""rhsusf_weap_glock17g4""], [4]], [[""rhsusf_acc_eotech_552_d""], [4]], [[""rhsusf_acc_compm4""], [4]], [[""rhsusf_acc_ACOG""], [4]], [[""rhsusf_acc_SpecterDR_D""], [4]], [[""rhsusf_acc_LEUPOLDMK4""], [1]], [[""rhsusf_acc_ELCAN_ard""], [1]], [[""rhsusf_acc_anpeq15""], [4]], [[""rhsusf_acc_grip3""], [4]], [[""rhsusf_acc_harris_bipod""], [4]], [[""rhsusf_acc_nt4_tan""], [4]], [[""rhsusf_acc_SR25S""], [1]],false]; As you can see the main difference is splitting weapon name and its number into separater pairs. But this does not work! Once I paste the code into sqe file and try to run it then I got no errors but only rhs_weap_m4a1_blockII and rhs_weap_mk18 are visible in the box. What is wrong here? -
Guys, do you have the same problem as I do? I have downloaded dev-branch and I cannot change video settings. My normal view range settings for Stable are 6000/3000/200, here I have 6000/200/200 or sometimes 6000/366/200 and it looks like rendering distance for objects is locked! Is it just me? Tanoa does not look epic with object rendering distance set to 200 :/
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Or months. If at all.
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RHS Escalation (AFRF and USAF)
sunrrrise replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can't wait for that!- 16577 replies
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Hello, I have noticed strange problem: my controller menu started to open very slow, this is known but not very popular problem: https://forums.bistudio.com/topic/139635-opening-settings-controls-menu-takes-very-long-time/ I tried to clean my cfg files manually but it did not help. Then I decided to check what would happen with all joysticks and wheels unplugged. BAM! It not only solved problem with slow opening of controls menu, but ArmA started to launch much faster! @Devs can you please explain this? :)
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Nkey, would you consider adding an option to bind TFAR keys to let's say, other controllers like joystick? I would to have short and long radio set on radio switch on my TM Warthog but at the moment it is impossible. TFAR does not recognize Warthog as a controller but ArmA does.
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Properties shadowing - how to change item's name?
sunrrrise replied to sunrrrise's topic in ARMA 3 - QUESTIONS & ANSWERS
Bump with another question! Since BIS is going to implement EDen pretty soon (at least I hope so!) I want to make all "my" weapons be available in it. Unfortunatelly it looks more complicated - here is my code: class CfgWeapons { class arifle_mas_m4; class arifle_mas_m4_v: arifle_mas_m4 { scope = 2; scopeCurator = 2; displayName = "M4A1 (W)"; magazines[]= { "ACE_30Rnd_556x45_Stanag_Mk318_mag", "ACE_30Rnd_556x45_Stanag_Mk262_mag", "ACE_30Rnd_556x45_Stanag_M995_AP_mag" }; }; [more definitions] }; Theoretically it should work: http://steamcommunity.com/sharedfiles/filedetails/?id=530685341 but they are still not showing up in 2D/3D editor as a standalone items. What am I doing wrong? Or perhaps scope/scopeCurator is fixed and cannot be shadowed?