armyinf
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Posts posted by armyinf
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23 minutes ago, Wilco said:So I've been given permission to release a little Christmas Spirit update.
I feel this is fitting... :D
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Any chance you'd be willing to share the tweaked Atlas LHD files?
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Hi, so I am trying to do a historic campaign, and making life easier for the mission makers, have it so the USMC M1A1 tanks spawned via a new faction I am creating using the right company/ platoon symbol. Example of what I am doing
class MEU_M1A1_SA_TUSKi_d_1: rhsusf_m1a1fep_d { displayname = "Titan 2-1 D"; faction = "meu_faction_d"; crew = "rhsusf_usmc_marpat_d_rifleman_m4"; };
Note that is from a 3rd party config.cpp internal to this project, nothing of RHS was opened or touched aside from the base class call.
Whats the best way to force that specific one to spawn with say 2nd Platoon 1st Tank, platoon symbol.. even if spawned via zeus mid mission.
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Has anyone seen a way to change the Abrams ammo in game like a gui or something?
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Any chance of making the NVG's configurable by detected NVG class items? AKA so we can equip say RHS Russian NVGS on AI.
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Is there a function to call the tank ammo management in game like we can with the pylons?
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It only stays active as the spectredr w/ pvs27 if you have 2d selected, but it works :D, assuming was a test or something.
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Any chance of adding the "rhsusf_acc_SpecterDR_pvs27 "
class rhsusf_acc_SpecterDR_pvs27 : rhsusf_acc_SpecterDR
{
scope=1;
Author_Macro
displayName = $STR_RHSUSF_ACC_SPECTERDR_PVS27;picture="\rhsusf\addons\rhsusf_weapons\gear_acc\acc_m68cco_ca.paa";
model = "\rhsusf\addons\rhsusf_weapons\acc\scopes\pvs27\PVS_27_specterdr.p3d";class ItemInfo : ItemInfo
{
class OpticsModes : OpticsModes
{
class Elcan_x1 : Elcan_x1
{
useModelOptics = 1;
visionMode[] = {"NVG"};
};class Elcan_x4 : Elcan_x4
{
visionMode[] = {"NVG"};
};class Elcan_iron : Elcan_iron {};
};
};inertia = 0.2;
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Is it possible to get the Laser designator to work with the ace DAGR? Like you can the vector 21?
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Just checking before I dive into using this since I know the author said he can't work on it till July.. is it working in its current state?
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Anyone else have a weird issue where the entire body of the HMMWV is not textured and invisible? Downloaded via mega and arma holic, no extra mods.
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The picture of the MRZR has me excited. Is it going to be just the 4 seater version or will it have the 2 rear seats as well?
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I understand the realistic speeds, but if you land injured right off the bat, it pretty much breaks the want/ need to do a static line drop. As you have to just bring extra first aid kits or if using ACE medical, extra bandages just to account for the first drop
To be fair both the T-10 and T-11 have rates of descent of 24 and 19 feet per second:
https://en.wikipedia.org/wiki/T-10_parachute
In real money that's 26 and 21 kph.At 15 kph, CUP's parachutes sounds, if anything, 50% too slow.So, is this is a bug or simply Arma damage system being unrealistically harsh? -
I tried posting a bug report, but couldn't for the life of me figure out how to post on your tracker.
The T-10 parachute, if you use any method other than the scroll wheel static line jump method, you end up injured, I think its because you fall at a rate of 15km/h.
Tested with and without ACE, both times just light injuries.
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worked thanks!
condition: this
onActivation:
{if (_x distance thisTrigger <= 10) then {_x setVehiclePosition [a1, [], 0, "NONE"]}} forEach allPlayers;
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Try condition:
vehicle player in thisList
Didn't work :/
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So I am trying to setup a spontaneous trigger that can be linked to Radio Alpha command, That would teleport any players standing with a 10x10 meter area. Whats the best way to go about this?
The point of the teleport is to be able to as a 3rd party character, if another player steps into the trigger area, teleport them.. but only by radio command.
I have it currently set as the following:
Type: None
Activation: Radio Alpha
Repeatable: Checked
Server Only: Unchecked
condition: Player in thislist
on ACT: Player setposATL (getpos a1);
Its just not working, when I first tested with con: "this" it would teleport me no matter if I was inside the trigger area
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Awesome to hear! We are open to any suggestions folks have on how to handle things and improve it.
I like it alot! The mods makes the PVS-15 so much more usable for pilots (closest option to ANVIS6/9's out there ;D) and ofc anyone else who uses it. We never use the 14's tho so can't really say much about them from personal experience.
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Hows everyone liking it so far?
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Thanks for looking! This is my first publicly released work, so please if the BIKEY/SIGN don't work let me know!We at the 15th MEU (SOC) love RHS, but a lot of members complain about the NVG optic view, so we sought out to improve it, using ACE as a learning curve after looking at how they did the wide view NVG using the p3d, we settled on the following:PVS-14
PVS-15
Imgur Album with more pictures:
Steam Workshop
Credit:Phillips (15th MEU This was his brain child, and work)Harrison (15th MEU for being an amazing overall guy and letting me bounce ideas off 24/7)Entire ACE Team (Amazing Work you guys do)Entire RHS Team (Amazing Work you guys do)3CB (For handling my crazy 2am questions, and being an overall great set of guys to bounce ideas off)Shameless Unit page plug: http://15thmeu.net/forums/index.phpNOTE: We have encrypted the pbo, but if anyone wants the Source files, don't be shy and just ask, we will gladly provide it.
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Is there a way to include the current In game time as part of the AAR?
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What would be the likelihood of a cross between usaf and rhs? Since rhs and you guys share a few scripts as is? Would be nice to see especially the missilebox system on rhs a-10
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Is the equipping of weapons the cv-22 still WIP? I can't get any weapons to load, just tosses script errors, is this normal?
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Has anyone tested the parachutes recently? Whenever I land I end up with a few minor scrapes and light bleeding.. does anyone else get this? Using RHS/ACE3/TFAR/Dega_Parachutes
RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Dev update on a Saturday..exciting