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icewindo

Post Apocalypse Units

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It features an idea of mine that may be unique... swapping to different maps, just like in a typical RPG like Fallout 3. Trying to get it to work ;)

Well, any updates to these guys would be lovely. I got one error;

Warning Message: No entry 'bin\config.bin/CfgVehicles.ice_apo_resistance_medium_scout_mask_clean2'.

Warning Message: No entry '.mapSize'.

Warning Message: '/' is not a value

Type ice_apo_resistance_medium_scout_mask_clean2 is not VehicleType

Also, I'm after some rag-tag models that are non-military, in a way. Like, I want the mission to start with the player on the ground in the dust, abandoned. They wouldn't leave you with a backpack and supplies, would they? :p Just a request. I can make-do if not :)

Would love to see more units of any of these styles. They're all good :D

Thanks a lot!

EDIT: Just saw the skoda. WOW! Why can't it work, again, sorry? I don't understand the MLOD issue.

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Actually, what I'm after, as well:

- In addition to the current faction, a similar one that's slightly more military-orientated, just to be the 'bad guys'.

- A distinct model or two on each side, to use as the important characters in the RPG story.

- Would it be possible to also get post-apoc. civilians? Then I could add them to ALICE, and use them as ambient :)

Any addition items, vehicles, etc, would make my mission much easier/better :)

Either way, nice work.

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I added the new 1.03b version to the first post:

http://forums.bistudio.com/showthread.php?t=105972

Quoting myself from the first page:

_____________________________

UPDATE 11.05.11:

I stopped working on this project for some time when I couldn't get the vehicles to work properly, which dropped by motivation pretty much back then.

This may have been partially influenced by the fact that there was no ArmA2 vehicle sample model released in 2 years. That would have aided in adding working damage rvmats/wheels.

For my stuff not to vanish I put the MLODs into the Orphaned Project Thread, if other people want to pick it up, you can find it here:

http://forums.bistudio.com/showpost.php?p=1917064&postcount=20

I've also added a link to the latest binarized version including the vehicles and new characters. Note you'll encounter error messages, errors etc. as this (was) a WIP version. I ask news sites to not overwrite this release with the 1.02 version, but put the 1.03b release into a new entry.

Thanks :) .

____________

I won't pick this up again, but anyone feeling like it may go ahead...

Edited by Icewindo

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Guest

Instead of making a new (duplicate) page which only causes confusion in my honest opinion I added the above info to the original page of version 1.02.

This way people can choose which version to use, have a look here:

http://www.armaholic.com/page.php?id=11840 (feel free to link to that page as a mirror for your beta release)

Let me know if you still prefer a different setup ;)

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Some new ideas here... on no specific timeschedule :)

3rd faction (on west side) - the Seekers. The seekers probably spent too much time in the wastes and used scrap metal and rags to build a Lorica Segmentata. Loosely inspired by Fallout New Vegas.

I recycled my old roman ArmA1 models for these, looks nice I think.

http://www.pixentral.com/pics/117z4BV9QYtVBWtIjNOOs5lsIOcvm.jpg

http://www.pixentral.com/pics/1OpNbGqJnJbaGPrwnCJqAEiL2Blnr.jpg

http://www.pixentral.com/pics/1Fd2ivjKYe6CUbpBmEQmr4MNXmdNXK.jpg

Vehicle damage rvmats work on the skoda now, with luck I will get them to work for the others, too...

And here's the added sedan + some improvements on the reinforced car

http://www.pixentral.com/pics/1Xf6VtDXN5V5MPjNN4zefnGIrdbWDU.jpg

http://www.pixentral.com/pics/1eymQOV0RJ9wbgPXQbROD1lUamKMs1.jpg

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I really enjoy this project of yours, I would love to see more vehicles (buses, trucks, semi trucks, atvs, motor cycles, and etc.) BTW any tips on how to become a good modeler like you any suggested sites/tutorials/books, etc? Also I was wondering this because I'm currently working on a Fallout 3 campaign/gameplay for ArmA 2, and was wondering if you would like to help me out with your modeling skills using these units and adding more to them. Would you be interested?

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Icewindo: always loved your work. Time to wipe some dust from my old Jade Groove map and update it ;)

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Hi there,

good to hear you're still working on these units. Combined with Jade Groove or one of the supported urban maps, one can already play a faction-based all-out struggle for survival in mark's dynamic mission masterwork 'Apocalypse'. Of course, to achieve true 'Fallout-feeling', your continued work on vehicles, factions and maybe some misc items is much needed.

But regarding the 'survival' component I suggest to look at some DayZ stuff or the mission where someone tried to bring S.T.A.L.K.E.R. into A2 to find out how to bring primary needs and hunting game for food into some addon which players could use optionally alongside your units in their SP missions.

For wounding, I would say create another optional addon offering the wounding stuff from DayZ (if it has one;never played DayZ since I preferr SP) thus leaving it to the players if they want that or rather a reality-based system like ACE wounding (this one is cool since you actually need BOTH medical supply items AND trained personnel to heal people up!) or SLX wounding, or the simplified BIS wounding instead.

I have no idea if one could or even should get the 'parallel future' tech items of the Falloutverse like stimpaks and (combat) drugs by addon or scipt into A2+OA gameworld, but THAT kind of stuff would mean a dream came true... :pill::rage::crazy_o::uzi:

To play a post-apocalyptic survival RPG in a parallel future 'Fallouty' game world,but with believable ballistics. If you have only one clip left, make every shot count, Lone Wanderer! :greetings: :681: :ghostface:

But honestly, it may be more rewarding for players to struggle for survival in a game world based on actual tech and current medical wisdom rather than having access to the compleate Sci-Fi arsenal of FO chems/healing items. Theres nothing to say against (consumable) Vodka, Bourbon and other liquor as well as cigarettes though, regarding the (possible) option to barter once someone wants to create a mission containing that feature:803::811::dead:

To sum things up, maybe a collection of already existing addons from other projects can be used to enhance your already very promising framework for post-apocalyptic immersion gaming (did I already mention there are various aliens and predators as units available in Duala and Lingor?) while you focus on the things that do not yet exist like the cars... they are awesome, EXACTLY the way I would like to have them in my post-apocalyptic game!

Keep up your great work, Icewindo!

touristo

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I really enjoy this project of yours, I would love to see more vehicles (buses, trucks, semi trucks, atvs, motor cycles, and etc.) BTW any tips on how to become a good modeler like you any suggested sites/tutorials/books, etc? Also I was wondering this because I'm currently working on a Fallout 3 campaign/gameplay for ArmA 2, and was wondering if you would like to help me out with your modeling skills using these units and adding more to them. Would you be interested?

Thanks Reaper,

If you have some requests that would help in your campaign (which I'm interested in :) ) I'd be happy to include them if I can.

Maybe you could create a prioritized list of things you'd like to have and I'll see what I can come up with.

As for modelling, I'm modelling all my stuff in O2 since I . I've tried out 3dsmax+Blender and I can tell it's way more easy to create complex models in them but I kinda got stuck with O2.

For modding tutorials you can try these:

http://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial

http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm

Mondkalbs tutorial is more up-to-date since it includes normal mapping but still there's some wisdom in the ofp tutorials. I started with the building tutorial and then just tried around, first with the ArmA1 mlods.

Still I don't classify myself as a very good modeller, I mostly create simple stuff and make good use of the ArmA1 sample models mlod release.

------------

Other stuff

Behold, the power of atom... :)

http://www.pixentral.com/pics/1xTeZBH5DDR7nheIP1icrq62fHRXp.jpg

Basic Fence

http://www.pixentral.com/pics/1SgoO9yuFlTKdCL0Tl65bf4Kq98Wx.jpg

Ural (bis wrecked texture, will be modified abit)

http://www.pixentral.com/pics/17YFI1iDrThIqVfpX5dgApONE17iu0.jpg

@Touristo

Glad you like the units, you have some nice suggestions and stuff to add, but scripting a complex food/survival system is out of my reach. If it's of use to scripters I could add in some stuff like canned food, flasks etc. using magazine slots.

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LoL why is the tent on Ural so rusty? I didn't know that cloth rusts=)))

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Sounds Great Icewindo, I'll start on creating a list of requests and then send it your way. In the meantime here's a link to my thread that I created a little while ago on the project, its a little outdated but I'm still working on the project along with other projects. http://forums.bistudio.com/showthread.php?137663-Post-Apocalypse-Fallout-Campaign-WIP

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edit; sussed it out, I needed to place in addons or set up requiredAddons

Edited by shinkicker

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LoL why is the tent on Ural so rusty? I didn't know that cloth rusts=)))

Let's just say it's dirt instead :)

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Let's just say it's dirt instead :)

Yep, BIS might have more insight maybe - actually I used an unused ArmA1 texture to put on the ural :) .

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