VLST

VLST 

Modding Arma Reforger

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41posts

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https://www.fab.com/listings/fab35632-121a-4103-b877-8eb68cce9592

Finally I did it!

Круто! Я предлагаю сделать возможным брать миномёт в инвентарь и ставить (по типу как это сейчас с ПТ-минами), сделать разные типы мин. Я могу помочь с созданием эффектов выстрела и разрыва мины, если интересует, можем связаться тут или в  дискорде )
Ashyl, изначально я так и сделал, к сожалению из за этого происходил баг на сервере,  ты просто не мог вертеться на миномете и не видел как другие вертятся, нужно было презаходить на сервер, тогда все работало, но как только ты переставлял миномет, ты опять не мог на нем крутится и опять нужен перезаход, вот я и поменял систему
hello VLST, very, very nice mod. Great job. Do you have a table of fire to go with it? a PDF or a document?
It has a bug, depending on the distance to the target it generates a deviation of the projectiles towards the target
heres the table, approximate
aniting else, works perfectly
hello Juan, thx for the table. I have done one myself but still thanks. I have tested the mod on multiplayer server and found a bug breaking experience: most of the shots are not heard or seen by other players, most of the shots are not seen or heard by the mortar gunner. Any idea what is causing it and how to fix it? In solo everything is working perfectly fine
Junky Russ, This is an engine problem, at the moment there is no way to fix it, I don’t remember exactly the reason, but any projectile has this problem, you can install MLRS from SpaceStrider, it is also present there, it was he who first discovered this problem
Thank you so much your fast answer. I feel sad for a mortar mod, not to be able to work. Any clue where to start for searching a solution (even if its impossible)? Do you use grenade entity or mines entity for shells? Merry-christmas
Junky Russ, 
1. The developers will have to fix this, if I remember correctly, this is due to the calculation of the distance of the objects relative to each other, but I can doubt it.
2. The projectile is a projectile, the same as the 7.62 cartridge and the RPG-7 projectile
3. Thanks.
VLST, found a pre alpha work-around to make your mod works in multi (or sort of). 3 shots max salvo (this is key). Wait 20 -30 sec until they fall and 3 shells salvo again. It is working for multiple mortars on the same time (no lost of sound, no lost of visual). I tested 3 mortars each 3 shells firing same time same player entity (so 9 shells in the air at the same time) on a live server. And its finally workingbeaming_face. Now i need to test with other players (sound + visual + damage)
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Nothing like that here, just a way to thank me.
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Ни чего такого тут нет, просто способ поблагодарить меня.
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