xALIENAx 10 Posted June 5, 2011 ****************************************************** Projekt Epsilon Nuclear Weapons for ArmA 2 Combined Operations ****************************************************** This Nifty Mod Will Include 6 Nuclear Devices Complete with Animations, sounds, And effects, and will come with All files Needed (no dpependancy) ******************************* Features ******************************* 1Kt Nuclear Device 3Kt Nuclear Device 7Kt Nuclear Device 3.5Kt Air Busrt Nuclear Device With Variable detonation altitude 5.5Kt Air Burst or Impact Nuclear Device With configuration Dialog 10Kt Nuclear Device With configuration. All Nuclear Devices Can Be equipped with a 10-Character Lock-out Arming sequence (great for MP mission. Player Must activate the device to achive nuclear detonation) The Arming code can be set in the NUKCFG.SQF script. There is also an option to Automaticly post the code to a certain Player slot's "notes" Detailed instruction will be provided with the mod on how to set up such options. 1, 3, 3.5, 5.5 and 7 KT weapons can Be loaded onto AV8B, F35, And SU25. the 10KT Device Can Be loaded into Gnat's B52. The 1 and 3 Kt Device May be made copatable with the stock SCUD vehicle. This is un decided at this point. We do Have a few Trucks Loaded with the 7KT nuke, Passenger has acess to the Dialog to arm and set a timer for the Nuke. (MTVRN, DMTVRN, RURALN, And DURALN) These are essentially Remakes/reskins of the stock MTVR, US desert MTVR, Russian URAL, and TK URAL with seperate classnames, wihich serve as deriveable nukes. Great for Insurgent type missions. ******************************* Requirements ******************************* Arma 2 Combined Operations (latest Version) This Weapons Pack High Spec System: 2.7Ghz Quad Core (will cause Massive Perofrmance drop during detonation on dual-core Systems) Radeon 5770 Or better <- Lowest GPU tested 4GB RAM Recomended The Mod Will work without Crashing on lowe spec systems, but may result in FPS drops to the single didgits, And Possibly De-synch in MP games with several low spec players. The ramifications of Low spec systems conected to a server running this has not been fuly tested yet. *********************************** To Be Adressed before General Release: *********************************** Performance Refinements High Quality Textures For the devices MP Sound Bug on Dedicated servers Radiation Effects to be added A "light" version is planned with simplified effects and animations for more redundancy on systems with varying specs, But is not confirmed for certain yet. ******************* STATUS ******************* Currently In Development. Pre release testing to be completed by the end of July. Last Update: 6/5/11 Share this post Link to post Share on other sites
Laqueesha 474 Posted June 5, 2011 Looks promising. Can't wait to see more of it. It's about time we got to split the atom in ArmA 2. Share this post Link to post Share on other sites
xALIENAx 10 Posted June 5, 2011 Its pretty buggy at the moment and with ony a few of us working on it in our free time its Slow go.. but were making some pregress. Especially in MP it seems to break certain scripted Objectives even when a bomb detonates no where near the area in question... Still much testing and tweaking to be done in getting the bugs out. The main goal here was to produce a Non-dependant Nuke system that will not interfere with other mods. There are already multiple Nuke mods and Nuke scripts floating around but they all are either very intensive to integrate OR have alot of dependancies resulting in unnecessarily Heavy Mission files. Share this post Link to post Share on other sites
max power 21 Posted June 5, 2011 Radeon 5770 Or better <- Lowest GPU tested If you need more diverse testers, let me recommend Trusted Testers: Beta Testers in my sig. If you view the group and contact the members, they are beta testers that are recommended to me by other (high profile) community developers. Share this post Link to post Share on other sites
xALIENAx 10 Posted June 5, 2011 Thank you.. will definately contact them when we get the major bugs worked out. Its always helpful to have a more diverse test group :) Share this post Link to post Share on other sites
xALIENAx 10 Posted June 7, 2011 Update we did some more testing this weekend and now Have the Multiple Detonation Modes working for weapons. note for the 10Kt Nuke dropped from gnat's B52: B52 must be above 2500M at time of drop to avoid Damage. All weapons now have Impact, air burst, And "safe" modes (safe can be used to disarm a timed nuclear weapon) and Safe Implosion (this can be used to destroy a nuclear weapon. Explosion is about the size of a GBU12, performing the action takes roughly 45 seconds.) This week's Development Tasks: 1. Adding the Finished quality textures to the Nukes and replacing the old ones with the new 2. Tweak and Test the Bomb deployment Interface for Aircraft 3. Basline Dev testing for the SCUD. May or may not be integrated into the mod. Share this post Link to post Share on other sites
zooloo75 834 Posted June 7, 2011 ******************************************************All Nuclear Devices Can Be equipped with a 10-Character Lock-out Arming sequence (great for MP mission. Player Must activate the device to achive nuclear detonation) The Arming code can be set in the NUKCFG.SQF script. There is also an option to Automaticly post the code to a certain Player slot's "notes" Detailed instruction will be provided with the mod on how to set up such options. This could be used in a MP Mission where you have to invade a bunch of locations. Each location has a piece of the code. Once you have the full code, your team can type it in and launch the nuke. :D Potential idea for any mission devs! :P Share this post Link to post Share on other sites
xALIENAx 10 Posted June 7, 2011 This could be used in a MP Mission where you have to invade a bunch of locations. Each location has a piece of the code. Once you have the full code, your team can type it in and launch the nuke. :DPotential idea for any mission devs! :P Thats the plan. It's also handy if you want to use it in a Public MP but dont want "randy-know-nothing" taking off and nuking the island in the first 3 minutes of a missions.. a few ideas- 1. A Clan member / Admin / etc has the code and must Approve a nuclear release 2. Compleeting Objectives gives parts of code 3. When all primary objectives the last objective is to use the nuke somewhere.. This could me made so that the code is then broadcast to the team. the 10kt nuke would pretty much obliterate Zargabad and anything else on the island :P obviously thats intended for use on LARGE maps but yeah.. ---------- Post added at 12:20 AM ---------- Previous post was at 12:16 AM ---------- Aditional Concepts not yet Implemented but being considered or developed: Radiation Damage Scaling By range (including the probability and extent of damage to buildings. already in the works) AI functions (ability to arm/Enable nukes or launch a nuclear armed scud. Share this post Link to post Share on other sites
xALIENAx 10 Posted June 8, 2011 Player operated SCUD nukes confirmed. they will be in the release. Share this post Link to post Share on other sites