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evromalarkey

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Posts posted by evromalarkey


  1. All right then, first version of RHS Merge (RU) is ready for testing.

    Installation: to use it put the pbo together with rest of RHS' RU pbos then launch the game.

    What it does exactly:

    1. Creates new faction named Russia (All);

    2. Sets this faction as native for all RHS OPFOR content (units and vehicles), so in editor's unit menu instead of all RHS' subfactions is visible only this one faction holding all variants of all stuff together;

    3. Under same new faction name combines together duplicates of all default groups in the editor's groups menu (user has still access to RHS' default groups as well).

    Link is available in the first post of Hetman: War Stories thread (Recommended addons section).

    So I made improved version of RHS Merge config by Rydygier. If anyone want RHS editor structure more Arma 2 like here is the link - GOOGLE DRIVE

    Now it also changes vehicleClass to BI standart and changes name for every vehicle, so there are no duplicates and it's easier to navigate in editor and zeus. Also done for USAF, this config requires both mods.

    In editor it looks this way:

    [table=width: 1200]

    [tr]

    [td]ucC2isQ.jpg[/td]

    [td]DdXPlDq.jpg[/td]

    [/tr]

    [/table]


  2. use magazines[] += {""}; then you can include only rhs related magazines into the existing array ;)

    And you have to define Rifle_Base_f as class Rifle_Base_f; in the beginning. And end every {} with ;

    Anyway I made sort of compability config for HLC, RHS, RHS and FHQ Accessories, so if is anyone interested. I made it for our community server - SOURCE.

    Only needed pbos

    cup_baseconfigs.pbo

    cup_basedata.pbo

    cup_weapons_aa12.pbo

    cup_weapons_ammunition.pbo

    cup_weapons_as50.pbo

    cup_weapons_awm.pbo

    cup_weapons_backpacks.pbo

    cup_weapons_bizon.pbo

    cup_weapons_compact.pbo

    cup_weapons_cz750.pbo

    cup_weapons_cz805.pbo

    cup_weapons_duty.pbo

    cup_weapons_east_attachments.pbo

    cup_weapons_evo.pbo

    cup_weapons_g36.pbo

    cup_weapons_grenadelaunchers.pbo

    cup_weapons_grenades.pbo

    cup_weapons_hlc_rhs_rh_fhq_compability.pbo

    cup_weapons_huntingrifle.pbo

    cup_weapons_items.pbo

    cup_weapons_ksvk.pbo

    cup_weapons_l110.pbo

    cup_weapons_l7a2.pbo

    cup_weapons_l85.pbo

    cup_weapons_leeenfield.pbo

    cup_weapons_m1014.pbo

    cup_weapons_m107.pbo

    cup_weapons_m110.pbo

    cup_weapons_m14.pbo

    cup_weapons_m24.pbo

    cup_weapons_m47.pbo

    cup_weapons_maaws.pbo

    cup_weapons_metis_at_13.pbo

    cup_weapons_mk48.pbo

    cup_weapons_phantom.pbo

    cup_weapons_rpg18.pbo

    cup_weapons_sa58.pbo

    cup_weapons_scar.pbo

    cup_weapons_smaw.pbo

    cup_weapons_strela_2.pbo

    cup_weapons_svd.pbo

    cup_weapons_uk59.pbo

    cup_weapons_vehicleweapons.pbo

    cup_weapons_vss.pbo

    cup_weapons_weaponscore.pbo

    cup_weapons_west_attachments.pbo

    cup_weapons_xm8.pbo


  3. these days it's usual to release ten separate mods with 10 weapons, instead of a package

    ehm ehm these days? What about Community Upgrade Project?

    Anyway as EricJ said, bad category for such thread. Btw, you may not know that, but most of A3 communities have such a list already, also with their own configs to make everything polished.

    But such a list could be great for new people, so why not :)


  4. @Outlawz7

    The mixed russian/czech is problem in RHS, they need to fix it on their side.

    Not sure about the group chat and contacts reporting, will have to investigate. About these ensign, I will look into it more, but no promises.

    @BagPiperGuy, @blackadder the T-72M4CZ shouldn't be so hard to port, we will consider it for the next update ;)

    Anyway there will be hotfix later today, there are some minor issues with full @CUP package.

    - Machine gunners can't use ammo

    - AT Soldiers have wrong rockets


  5. Sure no problem ;)

    ACR_A3 v6 without @CUP included - GOOGLE DRIVE

    And for these who want to use only ACR related weapons

    Compability config (required pbos below) - GOOGLE DRIVE

    - CUP_BaseConfigs.pbo

    - CUP_BaseData.pbo

    - CUP_Weapons_ACR_A3_Compability.pbo

    - CUP_Weapons_Ammunition.pbo

    - CUP_Weapons_Compact.pbo

    - CUP_Weapons_CZ750.pbo

    - CUP_Weapons_CZ805.pbo

    - CUP_Weapons_Duty.pbo

    - CUP_Weapons_Evo.pbo

    - CUP_Weapons_Huntingrifle.pbo

    - CUP_Weapons_M60E4.pbo

    - CUP_Weapons_MAAWS.pbo

    - CUP_Weapons_Phantom.pbo

    - CUP_Weapons_SA58.pbo

    - CUP_Weapons_SA61.pbo

    - CUP_Weapons_UK59.pbo

    - CUP_Weapons_WeaponsCore.pbo

    - CUP_Weapons_West_Attachments.pbo


  6. @Reyhard

    Haha, I had also no idea how it works, I bet that all these USMC heads are obsolete. The only things that matter here is Language entry, others are pointless I guess. The only logical is default and Head_Default to use it for units which can speak with all languages, The problem with Head_Euro was that all units which had it in identityType could speak also russian. Btw if you want experiment a bit, you can download the new version of ACR_A3 here, with Czech RP included. ;)


  7. Version 0.6 is released! Minor change in this version is transition to CUP Weapons, more about this is below. Other additions and improvements are: Czech radio protocol, TFAR compability, improved textures.

    You can find new replacement configs in opt folder, these are for TFAR, RHS and PsyLandrovers. TFAR config will add AN/PRC 155 in two vz.95 variants, RHS config will add their Mi24, Mi17 and UAZ under ACR side with ACR textures, PsyLandrovers config will add czech landrovers under ACR side.

    Transition to CUP Weapons

    Since our team made czech weapons ports from Arma 2 also for CUP, we decided to change completely to CUP for easier upcoming weapons updates. Classname backward compatibility is ensured.

    You have two options here:

    1. Download whole CUP Weapons package where you will have all Arma 2 weapons, not only the ACR ones.
    2. Download reduced version which is included with the ACR_A3 package, in this version are included only ACR related weapons and attachments, with our compability config.

    Download:

    GITHUB

    Dependencies:

    @ASDG_JR, @CUP

    Changelog:

    Removed: All weapons are replaced with CUP Weapons

    Added: CUP Weapons (same weapons, improved, new JSRS 1.5 sounds)

    Added: CUP Weapons Compability

    • For using only ACR_A3 related weapons
    • New weapons: CZ 75 P-07 Compact, Scorpion EVO, CZ 550, M60E4, MAAWS, SA61, UK59

    Added: Czech radio protocol

    Added: FFV in Offroad

    Added: Pakol w/o MIC

    Added: TFAR radios compability

    Added: RHS replacement config (Czech Mi24, Mi17 and UAZ)

    Added: PsyLandrovers replacement config (Czech Landrovers added into ACR side)

    Improved: Gloves and Shoes textures

    Improved: Uniform textures

    Improved: Helmet textures

    Fixed: Helmet shadow bug

    Fixed: Infantry did not have enough ammo

    Fixed: Helmet color on the ground

    Fixed: Ammoboxes not visible in Zeus

    Fixed: Other minor fixes and improvements

    Pictures:

    [table=width: 1200]

    [tr]

    [td]TTALqlz.jpg[/td]

    [td]xeuQlL0.jpg[/td]

    [/tr]

    [tr]

    [td]zzc5HkN.jpg[/td]

    [td]6SBXFVW.jpg[/td]

    [/tr]

    [/table]

    Anyway I'm exhausted, the first post will be updated later this week.


  8. One remark about the russian radio protocol, please change your identityTypes[] in class RUS to only LanguageRUS or delete Head_Euro and Head_Asian from the array. I was creating czech radio protocol for our mod and I had no idea why also Czech soldiers are speaking russian :D It take me two hours to find out the issue, also lot of other addons are using Head_Euro for their units.


  9. commy2;2829146']What we could do is to add a check for forbidden weapon modes while trying to deploy. You'd have to select a mode with deployed bipod first and can only then use the resting key. I don't see any gameplay benefit in that though.

    Well' date=' the idea is that when you use your resting key, the bipod will be deployed via function select weapon mode. Yeah there is no benefit in gameplay, but it would be visually great.

    And now CUP is released, there are plenty of weapons with bipods and if they would make them work via animation class. They could also add [i']AGM_Bipod = 1;[/i] and upon that you could determine if change weapon mod with bipod.

    So yeah, that would be great, now just add hand animation to it and you have visually working bipods with AGM resting, that is something. :D


  10. https://community.bistudio.com/wiki/currentWeaponMode. Well very theoretically, you could use this to found out if it's bipod deployed and upon that execute the AGM_bipodDeployed. Try this out Lifetap

    And AGM has already function to select weapon mode, so it should be somehow possible. Sad is that the same can not be done with BI weapons, unless they have hidden animation class.

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