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sunrrrise

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Everything posted by sunrrrise

  1. sunrrrise

    RHS Escalation (AFRF and USAF)

    Eee, what? Where?
  2. sunrrrise

    1.64 Feedback

    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.
  3. sunrrrise

    RHS Escalation (AFRF and USAF)

    16.7...? HL3 confirmed!
  4. 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.
  5. sunrrrise

    RHS Escalation (AFRF and USAF)

    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?
  6. sunrrrise

    RHS Escalation (AFRF and USAF)

    I have overlooked it! Amazing! Are you going to paint HK416 too? :D
  7. 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?
  8. 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 :)
  9. 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?
  10. sunrrrise

    Arma 3 - APEX - NEWS and SPECULATIONS

    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 :/
  11. sunrrrise

    SOCMOD Release Thread

    Or months. If at all.
  12. sunrrrise

    RHS Escalation (AFRF and USAF)

    Can't wait for that!
  13. 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? :)
  14. 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.
  15. 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.
  16. 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?
  17. ?! Is it an item again? Not a 'role'? Can you provide a class name for that?
  18. Thank you! Works like a charm!
  19. Have you placed ACE weather module? What are your settings for this module?
  20. Shay, 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.
  21. What can I say? Amazing work, as always! :)
  22. Shay, do you plan to re-implement UC (undercover) units/module again?
  23. Is it possible to set temperature, humidity and pressure to desired values on the fly or by the init script?
  24. @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.
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