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simkas

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Everything posted by simkas

  1. simkas

    RHS Escalation (AFRF and USAF)

    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
  2. simkas

    RHS Escalation (AFRF and USAF)

    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.
  3. simkas

    Cold War Rearmed III

    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.
  4. simkas

    S & S

    Yeah, you can just copy over that same proxy into the ViewPilot, that should make them visible in 1st person
  5. simkas

    S & S

    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.
  6. simkas

    S & S

    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
  7. simkas

    S & S

    So those files will still remain in regular S&S too?
  8. simkas

    S & S

    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?
  9. simkas

    Cold War Rearmed III

    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.
  10. simkas

    RHS Escalation (AFRF and USAF)

    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.
  11. simkas

    3CB Factions

    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.
  12. All of toadie's stuff is available completely openly on the github, those are amazing as examples https://github.com/toadie2k/NIArms
  13. simkas

    Flying Legends

    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?
  14. simkas

    Flying Legends

    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?
  15. simkas

    RHS Escalation (AFRF and USAF)

    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?
  16. simkas

    RHS Escalation (AFRF and USAF)

    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.
  17. simkas

    RHS Escalation (AFRF and USAF)

    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.
  18. I would try to fix it myself but the PBOs are all encrypted.
  19. 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.
  20. 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.
  21. 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.
  22. I think they do work, some maps do use them in limited amounts. I think most maps just don't use them.
  23. There was no ZPU in any arma games before. I think the only ZPU available for Arma is in the Unsung mod.
  24. simkas

    RHS Escalation (AFRF and USAF)

    That's already implemented in dev.
  25. simkas

    RHS Escalation (AFRF and USAF)

    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.
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