SavageCDN 231 Posted May 12, 2014 The slaving idea might just work. I can't remember the mod where the chassis turned to face the enemy. It was something to do with improving armour survivability. Found it Krem: http://www.armaholic.com/page.php?id=6968 - optional "towards enemy system", that in most cases should make AI-controlled, not moving tank to turn vehicle's front towards current main of nearby treats or towards enemy, that hit the tank. Included skill-based reflex factor; Share this post Link to post Share on other sites
kremator 1065 Posted May 12, 2014 Superb Savage! Been wracking my brains about it. I was even testing it at one stage! @gmwo this should help with turning the chassis. Thanks again Savage. Share this post Link to post Share on other sites
ante185 2 Posted May 12, 2014 I really didn't think this would be the kind of thing you'd find as a mod for arma here :p Awesome work will test out! Share this post Link to post Share on other sites
digitalcenturion 20 Posted May 13, 2014 Awesome! This was the mod the made me actually allow Arma 3 to run the update on Steam so I could play again. This is one step closer to my secret closet dream of Heavy Gear 1 recreated in a new engine. For the author: 1)Would it not be easier to have the movement work so that you dont move forward if you let go of the W key? 2) Could you detail how you set this up in O2? What scripts/config tricks did you need to do? It's always the japanese who come up with cool stuff like this :D Share this post Link to post Share on other sites
taro8 806 Posted May 13, 2014 (edited) It's always the japanese who come up with cool stuff like this Yeah and the communication is always the problem :p. Such are the rules of the universe I guess. Still, joking aside: gmwo, you are doing awesome work, keep it up . This is one step closer to my secret closet dream of Heavy Gear 1 recreated in a new engine. If gmwo somehow manages to work in the parts and weapon customization then... Damn it hand! STOP FAPPING!! EDIT: Also: remove the second AI as well. It will be easier to manage a team of wanzers. Edited May 14, 2014 by Taro8 Share this post Link to post Share on other sites
asuseroako 17 Posted May 14, 2014 Thanks for sharing this fun-tastic mod, gmwo. Keep up the excellent work. :icon_eek: Personal preference: instead of roller dashing/ . Share this post Link to post Share on other sites
SavageCDN 231 Posted May 14, 2014 I have to agree with you... while it may be true to the original to have the skating feature I don't think it works well in Arma. I find after a few minutes the walking/skating becomes hard to manage and the animations get a bit wonky. Perhaps a way to force "limited" speed on all the units? Very fun mod!! Share this post Link to post Share on other sites
taro8 806 Posted May 17, 2014 I have been thinking and I agree with you guys. walking Wanzers look much cooler. Here's an idea: wanzers walk and instead of roller dashing when going faster, they run instead (like in FM4). Roller dash may be an alternative mode of moving, but walking-then-running sounds pretty cool if you ask me. Share this post Link to post Share on other sites
Veleno92 10 Posted May 22, 2014 There are no servers online? Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted May 22, 2014 But there are lotsa SP and MP missions on steamworkshop featuring those Mechas... just take a look and use the search button ;) Share this post Link to post Share on other sites
james_manring 1 Posted May 22, 2014 I like the idea of some faster running animations and dual propulsion modes. I'd also like to see something like afterburners from aircraft mods that have an on/off function turned into jump jets with a variable input level function (toe break or throttle) for mechs. I'm a fan of the MechWarrior style military mechs from the BattleTech universe and can see that what gmwo is doing here will one day make those and other mech series very possible to implement in ArmA. Share this post Link to post Share on other sites
SavageCDN 231 Posted May 22, 2014 Has anyone noticed issues with these units not moving correctly after say 20 minutes into a mission? I've also noticed the Get Out function being delayed for some time (ie: in a mech, select Get Out, unit doesn't actually get out of the mech for some time)** It seems to be some kind of scripting issue that bogs down the server. It really screws up the AI that are driving/gunning the mechs they end up just standing still after a while. This is a simple mission using DAC to spawn in the mechs and there are about 20 or so mechs on the map at any one time. ** after further looks it seems any actions like addaction or other scripts (ie a cleanup script) get delayed or slowed by this issue Also I highly recommend trying out the CRAM addon weaponry on the mech units :p Share this post Link to post Share on other sites
gmwo 10 Posted May 23, 2014 I updated!!:) Changelog:v1.07 - Added new Weapon System (can change the weapon of the right hand and the weapon of the left hand) - Changed model of Frost (added Backpack) Share this post Link to post Share on other sites
kremator 1065 Posted May 23, 2014 Awesome news gmwo! Looking forward to playing with them after work! Share this post Link to post Share on other sites
sonsalt6 105 Posted May 23, 2014 New update v1.07 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
SavageCDN 231 Posted May 23, 2014 Thanks for the update. Tested yesterday on a dedicated server and there seems to be a problem with the addAction "Get Out" to exit the wanzer. Over time you will get multiple addAction entries (not related to the # of players on server either)... which will eventually prevent you from exiting the wanzer. I think this is what screws up the AI and makes them immobile after a short while. Share this post Link to post Share on other sites
gmwo 10 Posted May 23, 2014 Tested yesterday on a dedicated server and there seems to be a problem with the addAction "Get Out" to exit the wanzer. Over time you will get multiple addAction entries (not related to the # of players on server either)... which will eventually prevent you from exiting the wanzer. I think this is what screws up the AI and makes them immobile after a short while. I am aware of this problem,But I don't bethink of the solution yet...:( Share this post Link to post Share on other sites
Guest Posted May 23, 2014 New version frontpaged on the Armaholic homepage. Wander Panzer (WAP) v1.07 ================================================== You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
SavageCDN 231 Posted May 23, 2014 I am aware of this problem,But I don't bethink of the solution yet...:( Ok thank you!! I wish I knew more to help out... perhaps it's something to do with the one-man feature of the wanzer (ie being driver and gunner)? What if you try making the wanzer a 1-player unit instead of 2? Keep up the good work!!! :) Share this post Link to post Share on other sites
yobas 10 Posted May 23, 2014 Hey my friend its very difficult a Wanzer panzer created to? because I would love to see a third Wanzer from you:D anyway I'm so happy when I can play with consenting so I'd like a more in arma 3 see or play: very cool is this: this is 80% a google translation Share this post Link to post Share on other sites
asuseroako 17 Posted May 23, 2014 (edited) I updated!!:)Changelog: v1.07 - Added new Weapon System (can change the weapon of the right hand and the weapon of the left hand) - Changed model of Frost (added Backpack) Thanks for the updates, gmwo! I like Frost's . :cool: Edited May 24, 2014 by asuseroako Fixed typo error, fixed link Share this post Link to post Share on other sites
Sc0rc3d 1 Posted May 24, 2014 (edited) @gmwo Your Mod is Great! Here my 2 cents to it. :) cheers Sc0rc3d Edited May 24, 2014 by Sc0rc3d Share this post Link to post Share on other sites
mordeaniischaos 3 Posted May 25, 2014 Definitely an awesome idea, but a lot of work needs to go into how piloting them handles and better defenses against things like missiles. Flares do pretty much nothing, and that means a lot of missiles that don't just miss will kill you, which sort of sucks (and doesn't make a ton of sense to me). I've also noticed very little, if any damage being done by the cannon. Not sure what is going on there. Very cool idea though! Hope to see this developed a lot more. Something like the option to turn out or something would be nice, the lack of situational awareness sort of sucks. Share this post Link to post Share on other sites
taro8 806 Posted May 25, 2014 (edited) Turn out? Dude you are riding inside a giant robot. Although in Front Mission manga there was a story in with character used micro drones to gather intelligence and scan the area. However they were not a standard equipment for wanzers. I guess you could use Support Call script to launch your own drone copter. You know; a selectable backpack for wanzer that allows launching and controlling a drone copter would be cool idea. That first wanzer (Giza) does look cool, but what Im really waiting for is the Zenith. About the latest version: could you add magazines to the mini gun? They can be large ones, but something to stop from spamming minigun at infantry. Also, could you change the ammo for the minigun from 7.62 to .50cal? I think it may fit better. I guess you could have 2 miniguns, one with 7.62 anti infantry minigun (couple it with a flamethrower for anti-personnel wanzer) and a heavier slower firing .50cal minigun. Edited May 25, 2014 by Taro8 Share this post Link to post Share on other sites
ephant 10 Posted May 25, 2014 That first wanzer (Giza) does look cool, but what Im really waiting for is the Zenith. I think he should focus more on the mechanics than new Wanzer models, but yeah, the Zenith is pretty much a must have... It's the most iconic Wanzer after all. Share this post Link to post Share on other sites