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Everything posted by sunrrrise
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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?- 16550 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!- 16550 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?- 16550 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- 16550 replies
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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? -
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? -
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!- 16550 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 posted a topic in ARMA 3 - QUESTIONS & ANSWERS
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. -
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? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
sunrrrise replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
?! Is it an item again? Not a 'role'? Can you provide a class name for that? -
Properties shadowing - how to change item's name?
sunrrrise replied to sunrrrise's topic in ARMA 3 - QUESTIONS & ANSWERS
Thank you! Works like a charm! -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
sunrrrise replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you placed ACE weather module? What are your settings for this module? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
sunrrrise replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
sunrrrise replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What can I say? Amazing work, as always! :) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
sunrrrise replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shay, do you plan to re-implement UC (undercover) units/module again? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
sunrrrise replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to set temperature, humidity and pressure to desired values on the fly or by the init script? -
NATO SF and Russian Spetsnaz WEAPONS for A3
sunrrrise replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
EDIT: not here, not here! -
NATO SF and Russian Spetsnaz WEAPONS for A3
sunrrrise replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@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.