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bek

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Posts posted by bek


  1. Thanks to all who jumped on the test server and gave the missions a spin. To answer some questions I saw come up:

     

    Vehicles: Different missions have different amounts of vehicles. In PUSH, only the attackers have a main FOB with respawning vehicles (including heli's). Since defenders spawn near the active objective, they don't need vehicles, but they are provided with some non-respawning vehicles to escape in if they lose the point and have to fall back. If armed vehicles are present in the mission, they have a limited quantity. Use them wisely! Defender spawns might need to be moved closer to the objectives though. In RUSH both teams have main fobs, but the attackers might have a slight advantage in vehicle count or type. However, as they cap more objectives, they progress further towards the enemy fob, allowing the enemy to reinforce the objective quicker. Once capped, objectives cannot be retaken by the defenders. Objectives also need to be capped in (alphabetical) order.

     

    Vehicle Respawns: Vehicles at for have respawns, but as mentioned above, armed vehicles have limited respawns. All respawning vehicles, excluding the Mobile Respawn (which can be any vehicle and will be parked on a Helipad (Rescue)). But mobile respawns are only present in PUSH maps. Defenders on PUSH have the single-use vehicle at their spawn. edit: It seems the vehicle repsawn module is buggy so if you respawn before the deserted distance respawns the vehicle, it won't respawn, unless someone new gets in and then abandons it by moving >100m away. I might look for a custom vehicle respawn script.

     

    Stealing enemy vehicles: There isn't anything really stopping you doing this in real life, but I suppose if it gets out of hand I might make vehicles locked for enemies. I see it as extra incentive to 1) protect your vehicles or 2) disable and capture, rather than simply destroy, enemy vehicles.

     

    Tickets: Open to any input here, as I haven't been able to test with lots of players on. Perhaps if you're in a game that ends, note what the final ticket count and average playercount was; that should give a good idea of who has too many tickets. ATM it's 2:1 for attackers:defenders.

     

    JSRS: I'll think about adding it to the server; in the mean time, try Dynasound / Enhanced Soundscape if you haven't already. It's an excellent sound mod.

    • Like 4

  2. Mini-announcement time: We now have a public game server!

     

    And we need your help giving it a test. The sever is running some PvP missions (No AI) made by myself and a friend. These are 32v32 infantry-focused missions in two modes; Rush and Push. These are sector-control type matches; the attackers need to capture objectives in order; once the last point is captured the attackers win. Either team can win by reducing the enemies tickets to zero. Attacker's start with a ticket advantage, but this needs to be balanced as it's hard to judge without a full server. In Rush gamemode, both teams have a main FOB where they spawn and access vehicles. In Push, only the attackers have a FOB; the defenders spawn near the active objective. Vehicles are mostly unarmed or lightly armed and armoured. There are some lightweight features like earplugs and squad markers included; these use the F-row keys. F1 opens the help menu. I should stress that these missions are very simple and should be easy to jump in and enjoy, without having to familiarise yourself with new mechanics or UI elements. APEX is not required, nor is any other Arma 3 DLC.

     

    WBqn6r4.jpg

     

     

    While the sever is in testing you will need the to use the following password to connect: rhspvp

     

    As you can see from the link above, you only need RHS: AFRF and USAF to play on this server, but you can also use Dynasound 2 and Enhanced Soundscape (with CBA) if you wish. Feedback and bug reports should be reported in the usual place (feedback.rhsmods.org) under the 'server' project. If it's a mission-specific bug (Like vehicle placement, zone problems, bad spawn etc) please make a note of which mission it occurs on. You can see the name of the active mission in the map.

     

    Known Issues:

     

    1) Sometimes when joining an in-progress match, you are not respawned on start, so you're stuck on debug. If this is the case, use Escape -> Respawn to get to the proper loadout selection screen.

    2) Vehicles won't respawn if the owner respawns (or DC's) before reaching the deserted distance value (> 100m), so they either need to be reclaimed/destroyed or properly abandoned, for now.

    3) F2 health display always displays 100

    4) Squad Leader rally spawns are currently disabled

     

     

    If these missions are popular I plan to expand them to include the other factions (GREF and SAF) and try to make more SQM's and gamemodes. Currently there are six missions on rotation; this will increase to eight with the release of Arma 3 1.70. If things go really well we might also look at getting a TS for the server and allowing TFAR or ACRE. We can also try to arrange some play-with-the-devs events at some point. If initial testing goes well that password will be removed. So tell your friends, tell your enemies, tell your neighbours, and most importantly, tell me if you find any bugs (using feedback.rhsmods.org)

     

    logo_RHS_play.png

    • Like 13

  3. AFRF

    Spoiler

    # Changelog Legend

    + Added

    - Removed

    @ Fixed

    ^ Improved

    # 0.4.2.2

    ## ADDED IN 0.4.2.2

    + NIT-A Scope

    + Added flag proxies to all ground vehicles

    + Added AK74N w/ GP25 & NPZ variant

    + _TI maps for AK(S)-74 and DTK (1983)

    + New 1PN79 optics for the Kornet-M (6x, 12x, 20x)

    + AK-74 (Plum) and AK-74 (Emerald)

    + AKS-74 (Plum)

    ## IMPROVED IN 0.4.2.2

    ^ Mi-28 & Ka-52 should no longer trigger ejection sequence while being on deck of some vehicle

    ^ Cleaned up ingameui.hpp

    ^ Reduced reflection on Ka-52 MFD

    ^ Added some missing cfgPatches entries

    ^ Converted Kamaz & Tigr hatch actions to new turnIn/Out event handlers

    ^ Tweaked Ka-52 & Mi-28 MFD

    ^ Added proper mass to AK74

    ^ Added proper mass to russian pistol mags

    ^ AK-74 textures

    ^ Added rotational anim to OG7V

    ^ PTS-M radio antenna copied from View LOD to resolution LODs

    ^ Improved Ka-52 cargo lod for 6DOF

    ^ Improved FG of T-72, T-80 & T-90 (mainly more accurate tracks & wheels + turret ring for T-90 & T-72B3)

    ^ PiP monitor on Mi-28 & Ka-52 is changing zoom mode while flying with AI depending on distance to target & selected weapon

    ^ Rebel flag script is now using deleted EH

    ^ Score for RGO/RGN grenade kills is now properly handled (setShotParent implementation)

    ^ Changed RGO/RGN script to use new weapon event handlers

    ^ Tweaked specularity of Ka-52 instruments

    ^ Added ability to toggle pilot MFD for Ka-52

    ^ Updated Extended Armour/Reduced Damage warning infographic

    ## FIXED IN 0.4.2.2

    @ AK-74 missing UV in lower lod + muzzleflash on AK-74 lower lod

    @ Fixed PM muzzle flash in distant resolution lods

    @ AK-74N missing rhs_npz script line

    @ UAZ DShkM gunner no longer use invisible uber magnified scope

    @ Fixed Su-25 hitpoints compiling .rpt errors

    @ Removed updating base class errors

    @ BMP-1 (basic variant) had wrong camo selections in last resolution lod

    @ Fixed Mi-28 proxies which were inproperly configured - they had wrong name in cfgNonAIVehicles & were missing autocenter = 0 property in geometry lod

    @ Fixed healing & mine radio messages causing error in stealth mode

    @ AK-74 had small section missing material references

    @ AK-74 had UV data in shadow lod

    @ AK-74 finger was clipping with the trigger

    @ Infantry riding on top of BMP-1s could not be shot

    @ PGO-7V reticle resembled PGO-7V2 reticle when illuminated

    ## REMOVED IN 0.4.2.2

    GREF

    Spoiler

    # Changelog Legend

    + Added

    - Removed

    @ Fixed

    ^ Improved

    # 0.4.2.2

    ## ADDED IN 0.4.2.2

    + Flag proxies for GREF ground vehicles (BRDM variants)

    ## IMPROVED IN 0.4.2.2

    ^ Updated M70 and M92 recoil values on par with RHSSAF

    ^ M76 now uses the appropriate PSO1M2 instead of PSO1M2-1

    ^ PhysX suspension for L-159 and L-39

    ## FIXED IN 0.4.2.2

    @ "Updating base class" .rpt errors due to adding textureSources

    @ Plamen muzzles

    ## REMOVED IN 0.4.2.2

    USAF

    Spoiler

    ## ADDED IN 0.4.2.2

    + M67 sight unit on M252 mortar

    + 81mm mortar cases

    + Animation for hand on M107 stock when deployed

    + Flag proxies for USAF ground vehicles

    + Camo texture variants for HK416 (SOPMOD Stock)

    + New sounds for M590, MP7 and M242 (Bradley autocannon)

    ## IMPROVED IN 0.4.2.2

    ^ Updates to M252 mortar

    ^ Improved Abrams Fire Geometry around wheels

    ^ Abrams loader speed is now also dependent on speed of vehicle

    ^ Improved A-10 MFD (CCIP piper, working compass etc.)

    ^ Advanced hitpoints & suspension for A10, C130J & F-22

    ^ A-10's GAU-8 is now using mixed AP:HE rounds in 4:1 ratio

    ^ M230 & M197 30mm rounds have HEDP penetration now

    ^ Improved hitpoints for UH-60M, CH-47 & AH-64

    ^ Improved shadows on CH-47 and CH-53

    ^ UH-1Y flight model is a bit more agile/flies less like a whale

    ^ Removed artifacts in UH-1Y rotor textures

    ^ Moved some seats to reduce clipping with passengers on UH-1Y

    ^ Reduced glossiness of UH-1Y interior materials

    ^ Hand on stock script is more flexible for use with 3rd party mods

    ^ Modified position of M249, M240 & M107

    ^ Adjusted HK416/M27 scale

    ^ Adjusted suppressor position on SR25 EC

    ^ Improved bipod and grip proxy alignment on USAF weapons

    ^ `hasUnderBarrel` animation for M16A4 lower rail cover

    ^ Better ACOG reticle calibration & adjusted appearance of USMC chevron reticles

    ^ Made Mk211 Raufoss ammo explosion less apocalyptic (until a custom effect can be made)

    ^ Darkened dataplate texture on M72

    ^ Mark V SOC use now "deleted" event handler - additional roadway lod is removed in all cases now (i.e. while using VG or deleteVehicle script command)

    ^ M113 & RG-33L now use turnIn/Out event handlers for handling hatches

    ^ New turret limits for M113 & RG-33L FFV seats

    ^ Customisation option to mount flag at the front or rear of HEMTT (for convoy procedure)

    ## FIXED IN 0.4.2.2

    @ Typo in UH-1Y displayname

    @ Typo in firegeometry of UH-60M left doors

    @ Typo in rvmat path of UH-60M MEV

    @ M24 was missing bipod memory point

    @ M27 IAR grip switching didn't work correctly with some vert grips

    @ M249 bipod shadow didn't animate when deployed

    @ M249 VFG (long variant) didn't hide its original flash-hider when muzzle attachments were fitted

    @ Abrams FCS overshooting targets

    @ Gap in Abrams driver's triplex view appearing in some screen resolutions

    @ Some unit loadouts (USMC javeling carring SMAW missiles in backpack & overloaded units mainly)

    @ MRZR and RG-33L classnames missing from cfgPatches `units[]` array (affected Zeus spawning)

    @ DUKE activation/deactivation hints were broadcast to other players

    @ Wrong M112 demo charge magazine generated after defusing

    @ Wrong path to CH-53 RotorLib config

    @ CH-53 rotors spun in the wrong direction

    @ Reference point for towing CH-53 with Leshrack's mod, was underground

    @ Sound occlusion made weapons too quiet

    ## REMOVED IN 0.4.2.2

    SAF

    Spoiler

    ## ADDED IN 0.4.2.2

    ## IMPROVED IN 0.4.2.2

    ^ M76 now uses the appropriate PSO1M2 instead of PSO1M2-1

    ## FIXED IN 0.4.2.2

    @ Visible proxy triangle in lower LOD of MD98 rifleman vest

    ## REMOVED IN 0.4.2.2

     

    • Like 22

  4. 8 hours ago, khugan said:

    I run Arma on an ssd, but there is not room on it for every mod that I use, so I'm kind of stuck here on how to get the RHS group of mods on to my system. I'm not asking the RHS devs to provide another mirror, as Steam Workshop is probably sufficient for most users. I'm merely asking if there is anyone else here that is in the same situation and ask what you do to get this mod and maintain the updates? Thanks for the fantastic mod!!

    The launcher lets you set a custom directory for mods. Which I thiiiiiiink just makes a symlink.

    • Like 1

  5. 15 hours ago, redarmy said:

    EDIT: I had an issue which i assumed was related to Arma3 itself,flying around altis in a  jet caused massive stuttering,micro stuttering every second or so.I turned every single setting to low,returned to BIS standard Malloc,and done anything else which you could think of,and tested many more times,the stuttering remained.

     

    At this point all flying was done in the Frogfoot...upon changing aircraft,my stuttering was gone.To be certain,i landed vanilla jet,tried another non RHS,but modded jet,still no issue.

     

    I went back to test the frogfoot in the same scenario,simply landed other jet and jumped int frogfoot,and the stuttering returned.It feels like Arma3 Altis is having issues rendering,but im sure thats not it,I only have this issue with russian jets at this point.

    This has been fixed, so next RHS update you should be able to use Mi-24/Su-25 just fine. Related bugtracker entry: http://feedback.rhsmods.org/view.php?id=2933

    • Like 2

  6. I'm curious about that too, I'm not sure if playerCount affects just the number of AI that spawn, or also the difficulty of the missions — or if we have to complete X number of missions before different types start occurring.

     

    Also trying to port the mission to Taunus with your instructions on page 2, but it doesn't seem to be working. As far as I can tell the locations I've exported to the taunus.hpp are fine (had to remove the odd duplicate entry and remove german special characters to stop script errors on loading in), but the missions don't start and I'm unsure why.

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