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Posts posted by bek
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Finally got around to setting up AK74N (Plum / GP-25) this arvo:
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You set it in the RHS game options button in the arma 3 menu. By default it is numpad /
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5 hours ago, texkaz said:Why dont you guys release a fix for helicopter atgms and get your stuff up to par with the jets dlc? New content or not. Its been forever.
Entitlement detected; insert coin(s) to continue
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More optics:
and to pre-empt the question: What about the magnifier!?
Not made yet, maybe later, certainly not in 0.4.3.
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Another dynamic loadouts gif, though I don't think this one includes all possible weapons, I might've missed one or two.
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Mirror from twitter; gif showing Dynamic Loadouts on the Mig-29:
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It works the same; there is only one 'adapter' attachment which when combined will give you the rail, either the NPZ or the B-13 depending on the weapon.
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6 hours ago, Poentis.K said:Wonder what else you've been using your time with since then :)
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Since I don't recall teasing this here yet:
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Yes. Underneath it has the same muzzlebrake from the IV8888 video.
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I thought about having it collapse when you holster, but it didn't seem that important. While it would be neat to be able to adjust the stock for less clipping no matter what backpack or vest you have on, I don't think there's any easy way to do that.
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Did someone say GREF? If you watch IV8888 on youtube you might see something familiar in the next GREF update... (No ETA yet)
(With extra special thanks to clima_x for making the suppressor cover highpoly, without which the suppressor wouldn't exist)
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@MrFies I've added Blastcore to the server keys, let me know if there are any problems with it (I haven't tested it myself yet). I also added Dynamic Combat Ops (Malden and Altis) to the rotation.
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It shouldn't be doing that. What exact attachment are you using that gets swapped out to the BIS flashlight, and are you running the latest version of RHS from the workshop? Because I'm trying it right now with the Perst3/2DP combination and it's swapping between the laser and flashlight as you'd expect.
QuoteWhy do we still only have the choice between laser or flashlight in the arsenal when we pick one of the combos?
Uh, because those are the two options that exist? You pick whichever you would like the initial (default) behaviour to be - either flashlight default, or laser default. Either can be toggled to the other functionality using the key.
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3 minutes ago, GardenPT said:I'm not sure if it has been suggested already or if you're working on it, but could you please make use of this (which is already implemented in CBA) in your mod? We would finally be able to use those flashlight and laser combos properly :)
You should look at the RHS options in game, because that's already a thing.
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Maybe. It's more of a hassle to manage extra mods though as atm I need to manually update the server when mods update; so when mods I don't use are updated, I won't really know. Maybe if the server gets more popular I'll find a way to automate that. You can already use Dynasound and Enhanced Soundscape though; you should give them a try.
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I switched the rhs public server over to rotate between Dynamic Recon Ops - Malden 2035 and Altis, so you can jump on there if you want to check Malden out.
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UB-32 Rocket Pod
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it's currently sitting in an rhs-developers-only.pbo, along with the LAV-25, Stryker, MT-LB, and 10 million USD in bitcoin.
But really, the person who was working on it hasn't been around in a long time.
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Mi-24 missing ammo was due to an arma update changing stuff; Reyhard fixed it already so you just have to wait for the next update.
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Updated the game sever with two new PUSH missions (RHS-PUSH-ioannina, RHS-PUSH-capstrigla) featuring the USS Freedom as the US main spawn:
Jets DLC not required; only A3 1.70.
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If it's not textured then you're probably seeing the highpoly yes. If you're talking about textured assets it's because Arma shaders aren't the best and don't support certain features that more modern engines do. In-game lighting also isn't that great, especially compared to to things like Marmoset Toolbag (likely what the out-of-game screenshots are from) / UE4. Additionally in-game textures are in a compressed format, and potentially at a lower resolution.
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17 hours ago, miketim said:I was on with like 30+ people, I think really the biggest issue was no squads, everyone just talking on team chat was to disorganized I think.
You can now ungroup yourself from the default squad (which is your whole team) and form your own squads using the vanilla dynamic groups (U key)
17 hours ago, wsxcgy said:The only problem I've noticed with the server was that hardly anyone was playing. Oh, and I noticed in a push game, I was playing defense and the attackers didn't know you had to capture in sequence, so they flanked to echo doing nothing while neglecting alpha, maybe there would be some way to make it clear that they are captured in order?
I'll add this to the F1 menu soon. Once you've played it once hopefully that becomes clear though. I'll look into adding more to the map to make it more obvious. (edit: added lines between sectors)
19 hours ago, MrFies said:the server could need some more vehicles in my opinion and its a bit hard to know where are team mates are fighting atm.... all in all the Mission should use more RHS Stuff ;D right now its like Squad but without (extremly rare) vehicles ;D
Yeah I think I'll turn on friendlies on map so you can get a better idea what's going on (edit: done). At the moment the first mission on the server is an infantry-only version; to avoid troubles with the vehicles not respawning when the owner dc's or respawns before the deserted distance kicks in; this seems like an oversight with arma's vehicle respawn module. I've temporarily added more vehicles to the second mission in rotation (RHS-PUSH-feres).
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RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
it's cause I was lazy and/or forgot to add it to the zeus/eden list of items; da12thmonkey has added it in now though