alexboy 11 Posted April 13, 2014 UPDATE: Finally fixed textures on the second CIWS phalanx system... just gotta figure out whats being broken in the code that makes the other phalanx not fire.... no idea why notl... uses the exact same coding Share this post Link to post Share on other sites
sammael 366 Posted April 13, 2014 I look forward to your addon and would like to ask a question. Is it possible to use a 230mm rocket to capture aerial target?Anti-aircraft modification of Sandstorm MLRS.Do you think to implement this idea in the future? Share this post Link to post Share on other sites
alexboy 11 Posted April 13, 2014 what do you mean by this ? like make a MLRS variant that fires AA misiles ? Share this post Link to post Share on other sites
LykosMactire 298 Posted April 13, 2014 what do you mean by this ? like make a MLRS variant that fires AA misiles ? sounds like it, but if you want you can PM me i can enhance the turrets texture (or try to) Share this post Link to post Share on other sites
sammael 366 Posted April 13, 2014 (edited) I mean surface to air missiles.Idea-futuristic MIM-104 Patriot. In the future they will be much smaller with integrated radar and look like Sandstorm MLRS Edited April 13, 2014 by Sammael Share this post Link to post Share on other sites
alexboy 11 Posted April 14, 2014 I have a WIP for that patriot missile :P..... so i guess you et to know more info about oneo f my next items.... but it is low poly so we will see the progress of it but ya... the patriot will be Anti-air (heli/plane) Share this post Link to post Share on other sites
alexboy 11 Posted April 15, 2014 Hey guys ... a beta release could be soon.... BUT first ... I am looking for someone that can make the phalanx sound for me (gun fire)... i been trying ovver and over again.. but I cannot get the right sound with the right ammount of time and everything... it doesnt sound properly when i implement it.... http://www.freesound.org/people/qubodup/sounds/163119/ example ^ but I cant figure out how to make this work in game properly... including config script... ALSO.... guess this is a little update as well... but I am looking for someone to make this sound for me ; ) its an alarm that the phalanx will activate when motors are inbound Share this post Link to post Share on other sites
rachio 10 Posted April 15, 2014 Hey, Alex. First I would like to say that I'm very excited for this project and thank you for taking your precious personal time to create it for us. Although I do not have very much knowledge in the coding or sound engineering department, I do however have information regarding the alarms. The alarm shown in that particular video is the 500-1000m (predicted) impact zone. A separate alarm plays for anything outside that radius and goes something like "IDF detected, dawn protective equipment and seek shelter if available." Now, I'm not sure if that's universal but that's how it is where were I'm currently at. As for the timing of the alarms, the alarm sounds off anywhere from 1-2 minutes after the initial impact or the CRAM's burst. Although the scale of the game would limit these real factors it would be pretty dang cool if you could somehow replicate the time delays. If you're interested in the "All clear" alarm's it's usually just a long highpitched tone followed by "All clear. Emergency terminated, I say again, all clear!." Sorry if this is useless information as I do not know the extent of your research or military experiences. -Sincerely, Rachio. U.S. Service member currently serving in Afghanistan. (P.S. for the curious, CRAM's are pretty "BA" to see up close.) Share this post Link to post Share on other sites
alexboy 11 Posted April 15, 2014 thanks @rachio ! this is very interesting ill definetly take a look into this... we all want this realistic dont we? BTW, this Phalanx is capable if being AI manned or Player manned.... you can take out motor rounds too :P Share this post Link to post Share on other sites
alexboy 11 Posted April 16, 2014 If anyone can help find these alarms, It would be highly appreciative... I have been looking around and I have only been able to find the one in my video above.... Thank you in advance! Share this post Link to post Share on other sites
alexboy 11 Posted April 16, 2014 Hey guys This is a little teaser of what my friend made up for me.... Thanks to IntrepidGamer for this! A little Example of an Alarm: Share this post Link to post Share on other sites
LykosMactire 298 Posted April 17, 2014 the gun needs to be louder Share this post Link to post Share on other sites
SGT Fuller 856 Posted April 17, 2014 Alex hit me up on steam Share this post Link to post Share on other sites
alexboy 11 Posted April 17, 2014 the gun does need to be louder... wasnt because I dont want yall to hear the sound... its a WIP for the gun sound lol trying to get a realistic phalanx noise Share this post Link to post Share on other sites
LykosMactire 298 Posted April 17, 2014 this + attachto command= mobile hell for air Share this post Link to post Share on other sites
alexboy 11 Posted April 17, 2014 lol I am trying to attach it to the hemmit :P and see if it works ---------- Post added at 21:31 ---------- Previous post was at 20:42 ---------- Hey im looking towards the community for this question... Creating a trigger through script size 900 by 900..... want it to activate if alex_target is spawned or in this area... and i want it to play a sound when the target is in the area could anyone help me with this ? Share this post Link to post Share on other sites
alexboy 11 Posted April 19, 2014 Here is a new video: Share this post Link to post Share on other sites
x hunter33 10 Posted April 19, 2014 No more warning sound? Or did you just remove it for testing purposes? Share this post Link to post Share on other sites
alexboy 11 Posted April 19, 2014 Stilll trying to figure out how to implement the sound through scripting... Last video was up through a trigger that i pasted.. id rather it be done all through scripting (script: placing trigger, so that no user has to do any extra work), waiting for someone to help me with that part, as in an earlier post, Hey im looking towards the community for this question... Creating a trigger through script size 900 by 900..... want it to activate if alex_target is spawned or in this area... and i want it to play a sound when the target is in the area because i havent figure it out yet Share this post Link to post Share on other sites
drunkenscoper 10 Posted April 21, 2014 If you're still looking for a decent audio sample for the gun itself, there's a pretty clear one at 01:24 in this video: Share this post Link to post Share on other sites
ice_age0815 37 Posted April 21, 2014 nice work looks like it is working really good so far Share this post Link to post Share on other sites
alexboy 11 Posted April 23, 2014 @drunkenscoper Thanks for that video, ill refer to it to my sound person, One of my friends who is a sound mod person is working with a friend of his for the Gatling gun sound, trying to make it as good as the real thing itself.... @ice_age0815 The cram is coming great... just looking for someone to help me out with the scripting a trigger, probably simple... just cant figure it out properly C-ram alpha release will be delayed I have finals in the coming week and need to study for them, but i will work on this here and there... If there is anyone that can help me with the Script (trigger as i stated in an earlier post) that would help so much and possible early "teaser" release would be possible Share this post Link to post Share on other sites
alexboy 11 Posted April 30, 2014 Hey guys... just wanna give yall an update... I know its been awhile... havent done much to any work on it... since i have finals next week and i been studying... but you can expect more work to be done starting wednesday on... but will be having a good summer aswell ;) but ya... will work... also been talking to a cram maker of arma 2... and possibly may be using / updating his script in arma 3 if i can get it to work... so right now i have around 1 script that is only AA (anti-air: helicopters and jets and such).... 1 AA and AM (anti-air...anti-mortor: helicopters and jets and motors and such).... and 1 that takes out just mortors.... probably will release 3 different varients (1 for each script).... one i may release early (its done... the anti-air only one) works pretty good... but no "sound" on shooting... and for another am waiting for someone to help me with the "trigger" script that i most desperatly need... and also waiting for my sound mod people to come up with a "sexy" sound for yall with my phalanx fire rate and such... hope yall give me some insight of this idea and such Share this post Link to post Share on other sites
alexboy 11 Posted May 12, 2014 (edited) I may be releasing an alpha no where near perfect ... probably will need someone to help shrink it down alot because i can tell there is a lot of work to be done to make it simpler but to work the same way.... but if you think i should release an alpha version for community input give me some insight... I ask because some people usually dont like the release of an alpha where there are still glitches and all... but also this could help me finish this addon quicker than i can by letting other people see my coding Edited May 12, 2014 by alexboy Share this post Link to post Share on other sites
LykosMactire 298 Posted May 12, 2014 yes, release because then more bugs can be found and fixed Share this post Link to post Share on other sites