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strohvogel

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Everything posted by strohvogel

  1. After weeks of work, I'm proud to finally present The East Wind: Escalation in a releasable state. EWE is the RHS-inspired adaptation of BIS "The East Wind"-Campaign. Nearly all assets have been exchanged and most scripts have been altered in some way or another. EWE also features a custom made FIA-faction, made with assets from both RHS and BAF. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1423933010 (No direct download as of now) I tried to keep it as vanilla as possible, but you obviously require all RHS factions, as well as BAF Weapons and Equipment by 3CB and CBA. In addition to that, I strongly recommend you the following mods, that'll greatly enhance your gameplay experience: DynaSound 2 Enhanced Soundscape Blastcore Edited (Standalone Version) Be advised that, just like the original campaign, EWE is not compatible with ACE/AGM, due to systems conflicting with the mission scripting. However, there are ways to get around that. Don't recommend that though if you don't know what you're doing, and if you know what you're doing, you don't need me to tell you how to. Despite the numerous hours i spent with this project, it is far from being perfect. Consider this release v.0.9. Some bugs are still present and some of the later missions have to be playtested/bugfixed yet. All major work is done though and i'll be releasing a couple of hotfixes in the next few days to tackle the remaining issues. Known Issues: I always appreciate help, and since this is a one-man project, i can need a lot of it. If you find a bug and want to help, try to figure out how to fix it and tell me. Fresh ideas are never a bad thing. This campaign emerged from a small-time project to a full time venture during my holidays and i never thought i would actually be able to pull this off. I learned a lot about Scripting and C++, and i came to really appreciate the work and creativity that BIS has put into this. Credits and special thanks also go to: The RHS Team for their great mod 3CB for their beautiful uniforms Many people in the BI-Forums, who write wiki-stuff, answer questions and provide great information in general.
  2. strohvogel

    Assign textures in config [RHS]

    Works like a charm! Thank you very much.
  3. Hey guys, i'm currently modifiying some BI-missions to suit my needs. Basically i just want to assign a different texture to an Mi-24P. The texture is included in RHS and even is an option to assign in the editor. Sadly, opening them in the editor to assign the textures there is not an option, since importing the missions seems to break them somehow. Since i do need to create new config entrys anyhow, i tried to assign the texture there as well. This is my code class RHS_Mi24P_vvsc_SVG: RHS_Mi24P_vvsc { side = 2; faction = "rhssaf_faction_airforce"; crew = "rhssaf_airforce_pilot_transport_heli"; typicalCargo[] = {"rhssaf_airforce_pilot_transport_heli","rhssaf_airforce_pilot_transport_heli"}; hiddenSelections[] = {"camo1","camo2","exhaust","tail_decals","n1","n2","moving_map"}; hiddenselectionstextures[] = { "\rhsafrf\addons\rhs_a2port_air\mi35\data\mi35_001_co.paa", "\rhsafrf\addons\rhs_a2port_air\mi35\data\mi35_002_co.paa", "rhsafrf\addons\rhs_a2port_air\Mi17\data\camo\mi8_det_g_camo1_co.paa"}; }; }; I got the texture-filepaths from the textureSources subclass of RHS_Mi24P_vvsc. I can place the chopper just fine, but it still spawns with the default russian textures and i can't figure out why. Help would be grately appreciated
  4. Hey guys, I converted the compositions to be compatible with the Eden-compositions system. So now you can easily paste them in the 3D Editor. https://mega.nz/#!ksRUDRoY!-IZBsJCgd3l2DFP_6wrEyntQE3aU525VEVWhLu12L_I
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