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Posts posted by evromalarkey
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So where is your so called petition and wider community may I ask? So far only thing you have done is to bring this sh*tstorm from reddit to BI Forums, nicely done mate.
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Really nice work with the missions! It's really enjoyable play them again in Arma 3 :)
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@Outlawz7 yeah I know about that, it seems that 1.36 broke something.. it's RHS related.
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So it seems 1.36 broke Mi24 and I thought that BI didn't broke nothing this time.. :rolleyes:
https://www.youtube.com/watch?v=tBBqSI3Peuk
@Soul_Assassin completely understand your reasons and I guess people can used to it ;)
But when Rydygier made the config, I just couldn't helped my self and I had to do it my way to have my inner peace :D
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If anyone get the new HC client working, please share your approach :) I changed the playable HC slot to new BI entity and it still doesn't work, so I don't know what else to change :/
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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:
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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
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Download:
Dependencies:
Changelog:
Fixed: Machine gunners can't use ammo with full CUP package
Fixed: AT Soldiers have wrong rockets
Fixed: Soldiers speak russian, when RHS is used
If you want download only the changed files then you can here. (files changed: acr_a3_cfg.pbo, acr_a3_weapons.pbo, acr_a3_rhs_replacement.pbo)
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these days it's usual to release ten separate mods with 10 weapons, instead of a packageehm 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 :)
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@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
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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
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@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. ;)
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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:
- Download whole CUP Weapons package where you will have all Arma 2 weapons, not only the ACR ones.
- 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:
Dependencies:
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:
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Anyway I'm exhausted, the first post will be updated later this week.
- Download whole CUP Weapons package where you will have all Arma 2 weapons, not only the ACR ones.
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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.
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@Chairborne Fair enough, I was just thinking aloud :D Anyway, lot of CUP weapons has bipod already deployed so if they add AGM_Bipod = 1; it should be enough.
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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
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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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RH and STI weapons had pretty well made bipods in their weapon packs. It was also made with animation class in CfgModels. And the bipod is changing when you switch fire mod, not sure how that is done. But I guess it's the best way how to do it.
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Great to see this finally out, outstanding work guys!
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Found it and I didn't notice it, because it was working in our collection of mods. Some weird things happened, because I have no idea what make it work in the first place.
Anyway there was missing hiddenSelection definition and I've fix it, so it should be alright now.
Hotfix 1.0.1
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@Rydygier no worries, it was just an suggestion. I will maybe do it myself if it's alright with you ;)
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@Rydygier much appreciated, now I think it's much more clearer to use. However, I think that Infantry vehicle class would be better, if it was split into sub-classes to get rid of the duplicates. The same with vehicles, but here it would be enough to change only name.
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Weird indeed, I did exactly the same and it was alright. Could you please send me screenshot or even rpt log? I'm not sure how to reproduce this problem.


All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
@Dorak try google drive, I get about 14 MB/s there