simkas
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Posts posted by simkas
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9 minutes ago, simicsko said:In this video, players take the pontoon elements into place:
My question is, what settings do you need for this capability?
It looks like they are just using ACE there, pontoons are loaded into ACE cargo and then set to be carryable. Also seems like they might be using a custom ACE build that has the option of displaying ACE cargo objects in ViV, since I don't think that's implemented into any released ACE yet.
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The new vehicles are great, but is it just me or does the Chieftain seem a bit too fast? According to sources I can find online its max speed is about 40-45 km/h, but I was able to get up to like 75 km/h driving in a straight line in VR relatively quickly.
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8 hours ago, simcardo said:I suppose i could copy the proxy from the regular 3pv reslod right?
Yeah, you can just copy over that same proxy into the ViewPilot, that should make them visible in 1st person
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10 hours ago, simcardo said:Im aware they dont show in 1pv but im not aware there has to be separate proxy for that, since all the proxies are straight from the samples 😕
and thanks will fix the skintone issue
Do you mean proxy for the facewear? Yeah, the original A3 samples kinda have that wrong, they are missing the glasses proxy in the ViewPilot LOD, you need that for stuff like that to be visible in first person. Normally there would be no need for it, but BI didn't account for people using that slot for things that you would actually see in first person. Which is also kinda funny because all vanilla uniforms do appear to have that proxy as facewear gloves are visible in first person with all vanilla uniforms as much as I can remember.
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The new gloves are great, I always love to see mods that add gloves as facewear/NVG items. Only it seems like some of the uniforms are not set up to display facewear gloves in first person, is that planned to be fixed? Also, I noticed that the BDU models that have the slightly rolled sleeves always use the default skintone for the arms, it doesn't change with different faces
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57 minutes ago, simcardo said:nope
So those files will still remain in regular S&S too?
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Since the files for the New Wave assets were already in regular S&S, just hidden, does that mean they're now removed from the regular S&S and only available in this new addon?
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2 hours ago, Snake Man said:Yes but its not OFP Resistance campaign without a weaponPool, all these profile methods are not weaponPool, its not about saving YOUR or even your groups weapons and gear to the next mission, its about "weaponPool".
Almost all PMC campaigns use it and now that its broken I had to switch to lame ammo box setup where they are persistent between missions, its not a weaponPool but what can you do.
You can use profileNamespace to do the same thing though, it lets you store any variable on a user's profile, that variable can be an array of equipment that is stored somewhere and accessed in other missions. You can even use it for than what weaponPool could be used for since it's not restricted to only being usable in campaigns.
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14 minutes ago, cry me a river kids said:The RPK only has the PKM magazines and PKM reload animation available. I don't know if the RPK was recently added and this is just a placeholder but thought I'd let you guys know just in case.
Are you using JSRS? This is an issue with JSRS for RHS AFRF, it's using old classes and breaks the RPK, it needs to be updated.
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The Mystere is a great addition, we have already made some use in our group and have already made some skins for them (I believe they have already been passed over to someone in your team), only issue with it is that the aiming reticule appears to be slightly off-center, the cannon shots seem to come out slightly to the left and below of where the reticule is pointing. You can still just aim by looking at the tracers, but it would be much more useful if the reticule was more accurate. Maybe the pilot animation ends up putting the camera view a bit off-center? Attached is an image of where the shots go compared to the reticule when firing the cannon.
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All of toadie's stuff is available completely openly on the github, those are amazing as examples https://github.com/toadie2k/NIArms
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1 hour ago, DSabre said:yep, affects engine management. It is not widely advertised since it is likely to be a temporary solution till all aircraft are updated to handle engine management.
So does that mean that not having that mode enabled will just make the planes behave like before without any of the special scripted behaviour?
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Could you clarify a bit about the "pro pilot" toggle? Is it related to the temperature/throttle stuff, does not having it enabled just disable those features and have the planes act like they did before? Or what does it do?
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Wait so it's actually a LAV-150? Well now I'm even more interested. I assume it's for GREG then? Can you spoil which kind of turret is it going to have?
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5 hours ago, fingolfin said:I assume it has something to do with the View-Pilot LOD of the uniform model, but I'm not sure. I'm pretty sure it can be fixed though, since some modders did it.
Yeah, it can be fixed. All it needs is the glasses proxy to be present in the View-Pilot lod. It's a very simple fix.
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On 6/3/2020 at 8:52 PM, Nucleus81 said:Okay the T-xx gun reloading is workin' again. I switched off all my mods that could interfere with RHS stuff and now its all working fine.
I am suspicious about the Veteran Mod (VTN) but im not sure about that. No offence on anyone !
I would definitely guess that it is VTN causing it. That mod is generally very unfriendly with other mods, I think its devs don't really want people to use that mod along with other mods.
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2 hours ago, Selvo Domenico said:No there isnt. Be Greatfull for what you get or dont use it. And by the Way. you can ,technically, write a fix by yourself instead if it bothers you that much. the year or so you keept spaming this issue here was more than enough time to get it solved by yourself in some way...
I would try to fix it myself but the PBOs are all encrypted.
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1 hour ago, CrazyCorky said:Possibly because the community he plays with has moved on from that map. And it no longer interests him to continue working on it? I mean real life or not modding and fixing bugs on a terrain that is older and outdated is tedious.
I feel like there's kind of a responsibility there to at least fix the major bugs still remaining in the map before abandoning it.
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6 minutes ago, hcpookie said:You know you're right! You should ask for a refund.
Nevermind the author's personal time or potential Real Life issues or the virus lockdown getting in the way. Press on with the updates!
Real life issues that prevent work on this map but apparently don't prevent work from other maps? Cause those other maps have been getting updates pretty consistently.
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8 hours ago, hcpookie said:You act as if he owes you something. You know what, you do you. Just understand that questions like this are like nails on a chalkboard to mod makers.
He doesn't owe anything, but if a modder promises that something will be fixed soon, it's then kinda rude of them to just forget about it and ignore all questions about it after that.
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2 hours ago, Alwarren said:I don't think they work at all, but I might be wrong. I certainly don't think they are enabled on CUP Terrains.
I think they do work, some maps do use them in limited amounts. I think most maps just don't use them.
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3 hours ago, Texeiro said:I never had Arma 2 but I ubderstand that there was the ZPU 2 /ZPU 4 heavy machine gun. Could you import it or even better, model one? Your work it s amazing. Thanks a lot for it.
There was no ZPU in any arma games before. I think the only ZPU available for Arma is in the Unsung mod.
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4 hours ago, appetency said:Would it be possible to add Vehicle-in-Vehicle loading to the CH-47?
That's already implemented in dev.
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34 minutes ago, kibyde said:I try to make some vehicles more resilient by reducing the damage they take with this command in their init field: unitname addeventhandler ["handledamage",{ (_this select 2) /2}];
However it makes those units almost invincible.
Reducing the damage by half is a pretty significant change, if you want them to be slightly more resilient you should probably be lowering the damage just by a quarter or fifth.
RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
You just need to use the ACE functions to make anything carryable https://ace3.acemod.org/wiki/framework/dragging-framework.html
Same for fortify, just need to call the function with the pontoon objects added https://ace3.acemod.org/wiki/framework/fortify-framework.html