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arkhir

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Everything posted by arkhir

  1. arkhir

    RHS Escalation (AFRF and USAF)

    Seen it a while back, that's a 10/10. I really missed these for my AKs <3 Are you guys going to configure it like the vanilla flashlight, or is it going to be more like the Surefire from RobertHammer's pack, which is visible even during the daylight?
  2. arkhir

    Fatigue Feedback (dev branch)

    How about making some scripting commands that work exactly like setUnitRecoilCoefficient, but for fatigue and stamina? With 0 it would be possible to make your character run indefinitely.
  3. arkhir

    RHS Escalation (AFRF and USAF)

    To prepare: [TOCHKA, 1] spawn rhs_fnc_ss21_AI_prepare; To launch at the position of your TARGET: [TOCHKA, getPosATL TARGET] spawn rhs_fnc_ss21_AI_launch; Rest of the arty works just fine with scripted solutions or fire mission waypoint. Keep in mind it has to be pointing the right direction, preferably being on flat surface etc.
  4. arkhir

    RHS Escalation (AFRF and USAF)

    Are you guys planning to configure your tanks so the hits can be "felt" by the crew? Most of the times my crewmen have hard time to know they're being fired uppon, because there is no screen shake effect that is present in vanilla vehicles when getting hit.
  5. arkhir

    ruPal M4 M16 holding

    Can you please merge it into one pack? :D
  6. arkhir

    RHS Escalation (AFRF and USAF)

    Are you planning to change the scope setting to "public" then? I don't think he's talking about PIP optics, too. Didn't know RHS has 3d optics, knew about the PIP ones tho. Nice!
  7. Are you sure? I tested it and it didn't seem to create frag: class rhs_ammo_m69: GrenadeHand { ace_frag_enabled = 0; ace_frag_skip = 1; ace_frag_force = 0; }; /edit you might be somewhat right tho, I looked up RHS configs page and looks like I messed up the inheritence, oops thanks for the report :) It doesn't produce frag, but it has too large blast radius and damage. I should fix that soonâ„¢ I wasn't even touching tank rounds to be honest, focused on hand grenades for the first release. Thanks for the info, I'll look into it for prospective updates.
  8. arkhir

    RHS Escalation (AFRF and USAF)

    Yup it was pretty easy to config these values. @modding discussion: Both teams (ACE3 and RHS) are busy with other stuff, such as developing and perfecting their work. ACE3 is open-source so it's pretty easy to contribute towards it or make some patch that helps for the compatibility. Sure, it'd be much better if the compatibility was provided instantly by RHS devs, but they have chosen not to do so and we should respect their decission as it is their mod to make those calls. I don't think having ACE3 compatibility would create any dependencies though; would it? Toadie's weapons don't spew errors when you load them w/o ACE, and yet they're properly configured for it.
  9. Thanks, I should do that as soon as I set up my Github account and understand how to contribute towards ACE :) Yup, unfortunately RDN has to have its frag removed, or it'll explode as soon as you throw it, killing you. RGD-5 does have frag. Thanks. I'll think about it and experiment with values, I don't want it to be too overpowered for that matter, but yeah - HEAT rounds surely can produce some large casing fragments. It'll require quite a bit of tweaking the values though.
  10. Released it as a tiny patch. For anyone interested, in case the thread gets burried and you're here straight outta Google: https://forums.bistudio.com/topic/185587-ace3xrhs-fragmentation-configs/ this setVariable ["ACE_isUnconscious", true, true];
  11. Do I need anything besides Github account to make this contribution? Anyways, I'm getting to work. Thanks for this.
  12. I see. That's a pity, because I don't think RHS is going to fix it either, and flashbangs / concussion grenades spewing shrapnell all over the place aren't fun at all. Also the impact nades aren't working :/
  13. Hey. Open up the configs with config viewer, copy and paste all necessary bullet parameters somewhere, then put them in ATrag. Keep in mind to use correct muzzle velocity - some bullets have couple of them listed for different barrel lengths. Look up barrell twist on the 1st page of this thread - Toadie has posted these parameters. Type it down and save in ATrag. Use this tool to convert G7 entries in bullet config to G1 drag approximation, which is inputable in ACE's ATrag as a "new entry". Save in ATrag and you're done. When replacing some existing entries, take care, because some of them have been put there by Ruthberg and they use G7 instead of C1. G1 is good enough approximation of C1 to get you on target, even on pretty extreme ranges.
  14. arkhir

    Dagger Scopes for Arma 3

    Why not use default FOVs for the mod instead?
  15. arkhir

    Fatigue Feedback (dev branch)

    I think many issues would be solved by a difficulty setting for stamina/fatigue, but since they decided not to introduce it they must have thought of something else. http://feedback.arma3.com/view.php?id=23872
  16. I was refering to this mod https://forums.bistudio.com/topic/182380-weapon-eventhandler-framework/
  17. Are you guys planning to include RHS grenades fix to the compatibility pbo?
  18. arkhir

    Weapon Eventhandler Framework

    Any addons using it besides Toadie's AWM?
  19. US Naval Special Warfare assets for ArmA III Units and retextures by Arkhir. This mod is based and made possible only thanks to RHS, FHQ and TRYK's content. US NSW is a unit pack that plans to introduce NSW personnel and vehicles to the game. These are meant to be used both as playable and background units for your missions. The mod is going to be released with dependencies; not a standalone version. The reason for that is I want to avoid duplicating content that is already out there, as it is especially painful if you're playing in a community that uses multiple mods. The pack is planned to introduce assets such as: - US Naval Special Warfare Development Group and Navy SEAL personnel - Frogmen and SDV teams - US Navy Special Warfare Combatant-craft Crewmen - SOC-R variants* - ASDS* - MK V SOC* - RHIB variants* Last four are definitely in the scope, but not sure if they'll make it to 1.0 release — I'm still looking for someone who would like to help with modelling such assests, as I am really inexperienced when it comes to that. Message me if you'd be interested. Release is planned at version 0.5, with divers, SWCC and SEALs done. Dependencies&thanks: - TRYK (for his awesome uniforms and vests) - RHS:USAF (for their cool content, helmets and weapons) - FHQ (for his extremely well-made accessories) - BIS (duh!) - modding community for being awesome WIP Screenshots: soon™
  20. I'll try to see if anything can be done about the saturation, although I'm probably gonna stick to using uniforms and vests from TRYK. I just don't want to introduce another mod duplicating the camos that are available in who knows how many mods out there (for example, in Tryk or The Gear mod) The textures that came from my friend were indeed stolen. I stopped working with him and removed him for credits. I have created my own retextures instead. Working on divers, SWCC, boat and weapon classess for now.
  21. Would you consider changing OPFOR and INDFOR FIA flags to 2 for the next release, so we can spawn them in Zeus?
  22. Does it take bipods and weapon resting as a factor?
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