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Posts posted by sunrrrise
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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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- Blades of Glory -
USMC autorifleman, with Task Force Red Hammer 16.7, takes a knee during a simulated ambush attack, Tanoa, July 10, 2016.
16.7...?
HL3 confirmed!
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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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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?
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An small update regarding the M4 Block II's and the Mk18's.
Soul Assassin has done an amazing job updating the DD (RIS) II rails with new accurate models to replace the older models used from the RHARD Mk18 pack.
They will come in the standard Black and Brown versions as well as Desert painted and something more fitting to everyone's upcoming island holiday...
I have overlooked it! Amazing! Are you going to paint HK416 too? :D
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Creating a box is Eden is the simplest thing ever. Place down a box. Expand equipment storage. Click + to add however many of whatever you want. Not Scripts needed. Certainly no Python conversions.
Did that not work for you?
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 :)
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You can't just make up your own data format and expect Arma to be able to use it. The correct format looks pretty self evident though:
value=" [ [ [ [<weaponClasses>], [<numbersOfWeapons>] ], [ [<magazineClasses>], [<numbersOfMagazines>] ], [ [<itemClasses>], [<numbersOfItems>] ], [ [<backpackClasses>], [<numbersOfBackpacks>] ] ], <virtualSupplyBoxFlag> ]";
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?
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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?
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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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Dunno were the F5 hype came from but AFAIK "We are organizing the pbo's as of now, there is a ton of content to go through and make sure everything is correct before release" could mean days or even weeks.
Don't want to burst anyones bubble, just don't be disappointed if you'll wait longer than you want/expect...
Or months. If at all.
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If you refer to the operative units, then no, now you have the Raiders' teams. Which are the ones we are planning to implement in the future. :pistols:
Can't wait for that!
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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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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?
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It's nice to have access to the Commander's Console again. :)
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Is it an item again? Not a 'role'? Can you provide a class name for that?
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Thank you! Works like a charm!
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Hi,
I am struggling with properties shadowing. I am trying to change some of Massi's weapons from his pack (for my personal use!) but it doesn't work for me. I am using third method of this guide cause I think it is the same case:
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Inheritance
My code goes like this:
config.cpp
#include "CfgPatches.hpp" #include "CfgWeapons.hpp"
CfgPatches.hpp:
class CfgPatches { class sun_weapons { author="sunrrrise" units[]={}; weapons[]= { "arifle_mas_hk416" }; requiredAddons[]={}; requiredVersion=1.48; }; };
CfgWeapons.hpp:
class cfgWeapons { class arifle_MX_F; class arifle_mas_hk416: arifle_MX_F { displayname = "HK416 A5 14.5''"; }; };
And this is Massi's definition:
class CfgWeapons { class Rifle; class Rifle_Base_F; class WeaponSlotsInfo; class GunParticles; class UGL_F; class arifle_MX_Base_F; class arifle_MX_F; class srifle_EBR_F; class arifle_TRG21_F; class optic_Hamr; class optic_Arco; class optic_Aco; class hgun_P07_F; class LMG_Mk200_F; class srifle_LRR_F; class srifle_GM6_F; class LMG_Zafir_F; class SMG_02_F; class hgun_PDW2000_F; class arifle_mas_hk416: arifle_MX_F { author="massi & authors in credits"; _generalMacro="arifle_mas_hk416"; displayname="HK416"; model="\mas_us_rifle\mas_hk416"; reloadAction="GestureReloadSMG_02"; handanim[]= { "OFP2_ManSkeleton", "\mas_us_rifle\Anim\Handanim_416.rtm" }; hiddenselections[]={}; hiddenselectionstextures[]={}; hiddenunderwaterselections[]={}; hiddenunderwaterselectionstextures[]={}; magazines[]= { "30Rnd_mas_556x45_Stanag", "30Rnd_mas_556x45sd_Stanag", "30Rnd_mas_556x45_T_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow", "20Rnd_556x45_UW_mag" }; picture="\mas_us_rifle\ui\gear_hk416_x_ca.paa"; descriptionshort="Assault Rifle<br />Caliber: 5.56x45 mm"; class Library { libtextdesc="The Heckler & Koch HK416 is an assault rifle designed and manufactured by Heckler & Koch. It uses the AR-15 platform, originally conceived as an improvement to the Colt M4 carbine family issued to the U.S. military, with the notable inclusion of an HK-proprietary short-stroke gas piston system derived from the Heckler & Koch G36. USSOCOM and other country's Special Forces are equipped with the HK416, it fires the .223 caliber, or 5.56mm NATO round."; }; class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot: MuzzleSlot { linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE"; iconPicture="\mas_us_rifle\ui\attachment_muzzle.paa"; iconPosition[]={0,0.40000001}; iconPinpoint="Center"; compatibleItems[]= { "muzzle_snds_M", "muzzle_mas_snds_M", "muzzle_mas_snds_Mc" }; iconScale=0.2; }; class CowsSlot: CowsSlot { linkProxy="\A3\data_f\proxies\weapon_slots\TOP"; iconPicture="\mas_us_rifle\ui\attachment_top2.paa"; iconPosition[]={0.5,0.30000001}; iconPinpoint="Bottom"; compatibleitems[]= { "optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight", "optic_mas_acog", "optic_mas_acog_eo", "optic_mas_acog_rd", "optic_mas_aim", "optic_mas_handle", "optic_mas_zeiss", "optic_mas_zeiss_eo", "optic_mas_acog_c", "optic_mas_acog_eo_c", "optic_mas_acog_rd_c", "optic_mas_aim_c", "optic_mas_zeiss_c", "optic_mas_zeiss_eo_c", "optic_SOS", "optic_MRCO", "optic_Aco_smg", "optic_Holosight_smg", "optic_mas_term", "optic_NVS", "optic_Nightstalker", "optic_tws", "optic_mas_Holosight_blk", "optic_mas_Arco_blk", "optic_DMS", "optic_LRPS", "optic_mas_DMS", "optic_mas_DMS_c", "optic_mas_Holosight_camo", "optic_mas_Arco_camo", "optic_mas_Hamr_camo", "optic_mas_Aco_camo", "optic_mas_ACO_grn_camo", "optic_mas_MRCO_camo", "optic_mas_LRPS", "optic_AMS_khk", "optic_AMS_snd", "optic_AMS", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan" }; iconScale=0.2; }; class PointerSlot: PointerSlot { linkProxy="\A3\data_f\proxies\weapon_slots\SIDE"; iconPicture="\mas_us_rifle\ui\attachment_side.paa"; iconPinpoint="Center"; iconPosition[]={0.2,0.40000001}; compatibleitems[]= { "acc_flashlight", "acc_pointer_IR", "acc_mas_pointer_IR", "acc_mas_pointer_IR_top", "acc_mas_pointer_IR2", "acc_mas_pointer_IR2_top", "acc_mas_pointer_IR2c", "acc_mas_pointer_IR2c_top", "acc_mas_pointer_IR_b", "acc_mas_pointer_IR_top_b" }; iconScale=0.2; }; class UnderBarrelSlot: UnderBarrelSlot { linkProxy="\A3\Data_f_Mark\proxies\weapon_slots\UNDERBARREL"; iconPicture="\mas_us_rifle\ui\attachment_bipod.paa"; iconPinpoint="Center"; iconPosition[]={0.2,0.80000001}; compatibleitems[]= { "bipod_01_F_snd", "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_02_F_blk", "bipod_02_F_tan", "bipod_02_F_hex", "bipod_03_F_blk", "bipod_03_F_oli" }; iconScale=0.2; }; mass=80; }; };
What am I doing wrong? No errors during binarizing, making pbo file, mod is loading properly but it is still "HK416".
Can you help me with that? I tried to look at ACE realistic names config files as well as AGM's ones and everything seems to be correct but it's not.
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They don't fight each other as MCC weather isn't a system but a feature - meaning it just changes the weather. As of last night testing you can change the weather with MCC and ACE and the weather will stick.
Have you placed ACE weather module? What are your settings for this module?
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Weather:- Added: Weather over time slider to the Change Weather in MCC.- Fixed: MCC didn't work with ACE weather- Disabled: MCC weather sync when ACE is onShay,
are you able to change weather settings on-the-fly by MCC when ACE Weatcher is on? I mean ACE weather propagation as well as rain sync, wind sync and misc sync is on?
I am asking because I am still struggling with rain.
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What can I say? Amazing work, as always! :)
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Shay,
do you plan to re-implement UC (undercover) units/module again?
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Is it possible to set temperature, humidity and pressure to desired values on the fly or by the init script?
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EDIT: not here, not here!
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@Massi
Thank you very much but it's not exactly what I meant by "balistic profile". Ok, here is the picture:
1. you can see 5.56mm in the right corner
2. are you sure this rifle/scope is zeroed to 500 meters?
3. this is what I meant by "ballistic profile" :) You can see that your cartridge is properly recognized by Rance Card showed values zeroed to 100m, not 500. Besides I want to be sure that everything is correct in this profile.
RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Eee, what? Where?