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Wander Panzer(WAP) MOD for ArmA3

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Thing I noticed: right now wanzers move most naturally at 16 and 32~34 km/h. Now if it was easy to reach and maintain those 2 speeds without slowing down and speeding up all the time, ie. wanzer either goes 16 or 32 km/h with little time spent on speeds inbetween. Also give wanzers more horsepower to make climbing hills easier.

EDIT: About machine gun damage: keep the damage as it is, but increase RoF by about 50~75% it will work more like it does in FM games.

Here's intro from FM5, someone should recreate this ;) (I have music from the intro if someone wants it).

This moment is excelent at showing how recoil affects arms:

Also: Front Mission 4 intro, just because how damn cool it is (note RoF of the machine guns):

And other version of FM4 intro:

Now that I think of it: remove the fragmentation ammo from machineguns and leave only Armor Piercing. Alternatively you could add a menu option for changing ammo type/magazine like in tanks (at least in Arma 2), but that should take time.

Edited by Taro8

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I believe an AI unit is used as the driver when you one-man a wanzer so please vote up this ticket:

Just why dont we have a real one man wanzer, is there some limitation to this or what? It was 3 man crew at first for some reason and I believe 1 soldiers is enough. Do not worry about balance or anything.

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I don't think you can if the author is using the tank 'class' to base the wanzers on (I know nothing about modding this is just a guess). I only presume that an AI driver is created when you enter the Wanzer and deleted on 'Get Out'... as I tried this myself on BIS tanks yesterday and found the driving habits of the AI exactly the same as the Wanzers.

Here's the code if you want to try it (credits to Killzone_Kid)... paste into init field of tank in editor:

this call {
   if (isServer) then {
       _this lockTurret [[0], true];
       _this lockTurret [[0,0], true];
       _this lockCargo true;
       _this addMPEventHandler ["MPKilled", {
           if (isServer) then {
               _d = driver (_this select 0);
               _g = gunner (_this select 0);
               if (!isNull _d) then {deleteVehicle _d};
               if (!isNull _g) then {_g setDamage 1};
           };
       }];
   };
   if (!isDedicated) then {
       _this addEventHandler ["GetIn", {
           enableSentences false;
           _tank = _this select 0;
           _unit = _this select 2;
           _unit allowDamage false;
           _unit action ["EngineOn", _tank];
           _unit action ["MoveToGunner", _tank];
           _tank lock true;
           _tank switchCamera "EXTERNAL";
           _tank addAction [localize "str_action_getout", {
               _this select 0 removeAction (_this select 2);
               _this select 1 action ["GetOut", _this select 0];
           }, "", 3, false, true, "GetOver"];
           _tank spawn {
               waitUntil {!isNull gunner _this};
               _ai = createAgent [
                   typeOf gunner _this, [0,0,0], [], 0, "NONE"
               ];
               _ai allowDamage false;
               _ai moveInDriver _this;
           };
       }];
       _this addEventHandler ["GetOut", {
           _tank = _this select 0;
           _unit = _this select 2;
           deleteVehicle driver _tank;
           _unit allowDamage true;
           _unit action ["EngineOff", _tank];
           _tank lock false;
           enableSentences true;
       }];
   };
};

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Here is a script I wrote to help you request Panzers from Orbit. It is called 'Wander Fall'.

It will drop a random NATO Panzer near you when using the action and has some simple effects to simulate orbital entry friction. When your Panzer is destroyed, you will get the option to request a new one, so you can have your buddies blow your rig up if your engine is out for example.

We tested it today in dedicated environment but it also works singleplayer/hosted.

Have fun and try not to drop one on your friends :p.

http://pastebin.com/Ha82uRbj

Instructions:

1) Create a file named 'wander_fall.sqf' in your mission's root.

2) Create a file named 'init.sqf' in your mission root (if not present yet).

3) Enter the following line in 'init.sqf':

player addAction ["Drop Wander Panzer","_this execVM ""wander_fall.sqf""",true,800,false,true,"","(vehicle _this == _target)"];

Right now it is configured for COOP, playing as NATO. Future updates will have:

-Sound when falling/landing.

-Self destruct option, to help get a new one when immobilized.

-Option to pick your Panzer version.

-Multi-sided so you can play different factions.

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Sweet Raptor Jesus on a Pogo-stick, people, its "Wanzer". I understand that gmwo named this mod Wander Panzer, but please at least try to use the correct name.

I know I sound butthurt, but as a long time fan of Front Mission series it is just painful for me to watch those mistakes.

gmwo, could you rename your mod or something?

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No, wander panzer is correct. Wanzer is an abbreviation (and also the stupidest fucking thing to name anything ever).

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Wanzer is an abbreviation (and also the stupidest fucking thing to name anything ever).

Yeah, its an abbreviation that is used in EVERY FUCKING FRONT MISSION GAME, ALL THE FUCKING TIME.

However, I rest my case. Call it however you want, it always will be wanzer in my heart :p.

So, does any Arma had a single manned vehicle that had something like a turret, helicopters sorta count, but you could not aim the weapons IIRC. Im asking so we can figure out a way to get rid of the "ghost driver" AI.

Edited by Taro8

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*removed*

Edited by Arctor
might be considered backseat moderating.

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It is funny how attached some people can be to their favourite games! You'd never catch me being a fanboi for Arma3 (arma is great! Damn!)

If they are called Wanzers then that is what they are called.

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Yeah, Im sorry. You are right about being attached. Front Mission is only series that tickled so many parts of my brain. Turn based, believable mech design, good story, (some) character customization, great and indepth mech customization, solid mechanics, gritty military atmosphere, awesome music, challenging and long. I just take the wanzer name shenanigans as a lack of respect for the Front Mission series, but that that is just me being weird ;).

BTW: The only thing that is on par with FM for me is Jagged Alliance 1.13. Seriously, I actually have to restrain myself from fapping to all the gun porn is in there.

Edited by Taro8

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... Prepare For Wanzerfall? :D

Haha YES!

Anyone: feel free to change the name of my script in your mission if it makes it more bearable for you :) Make sure to also change the execVM references to it in 'init.sqf' as well as on line 50 of the script itself. Next version will be renamed considering the feedback haha.

(If you want to edit anything else, you are also free to do so. Just keep me credited in the header and send me a message as a courtesy! I'd be interested to know what happens to it.)

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Damn, if I only could only show you the scene from FM5 in with wanzers are dropped from high attitude with a special "rocket pack" of sorts. Before hitting the ground the pack unfolds and fires the rockets with cushion the fall. It looked damn cool as well.

Edited by Taro8

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Thanks for the script Actor, it was a blast (thou it doesn´t have sounds right now) anxious to see your further development of this... and Wanderfall is a nice name, as it sounds as "wonderful" pronounced queerly lol

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... Prepare For Wanzerfall? :D

Sounds cool!

Here's a

based on KK's epic armour drop script. Why have just 1 parachute when you can have 5? :cool:

Been having lots of fun with this Wander Panzer WAP mod. Here's the official Air Superiority mission from the Arma 3 Win campaign with some

. Blends well with the mission. The wanzers prove useful on the battlefield like in
official Arma 3 Combined Arms showcase where the AI group leader commands them as desired. Unfair advantage. ;)

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Hey, did you mod RoF for machineguns yourself? The Combined arms video makes it look they are firing faster. (EDIT: I now know that this was Glave MG with has faster RoF).

BTW: That video is a proof we need a giant, bipedal, humanoid, military robots IRL. They are totally useful :p.

Knights of Steel from FM4, one of my favourite tracks (this is pretty crappy version, an OST I got long time ago sounds much better).

EDIT: BAZOOKAS!! We totally need them! Like, now ;). Honestly though, I thought you if you will ever make wanzers use bazookas they could carry it over the shoulder (normally wanzers held big weapons like sniper rifles or bazookas in both hands). Im thinking of something like this: http://blog.gundamplanet.com/wp-content/uploads/2012/05/rg-rx-178-gundam-mk-ii-aeug-review_14.jpg

Question: what kind of calibre would a wanzer sized bazooka be? The sniper rifle is 120mm. My guess is that bazooka would be like 240mm, the 2S4 Tyulpan SP mortar has such gun. Looking at it's photo the size does look right enough for wanzer bazooka. So yeah, it would a bit like a direct fire M5 Sandstorm, its crazy... and I LIKE it.

EDIT 2: After testing out MG's I must say that Glave (the small MG on Kyojin AS) has the "correct" RoF. However Raptors fire a bit too slow. Their current rate of fire is something I imagine Artassaut (think wanzer assault rifle) to have.

Edited by Taro8

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I updated !

Changelog:

v1.08

- Added icons of WAP

- Changed enginePower

- Changed peakTorque

- Changed one man operating script (a few)

---------- Post added at 10:34 ---------- Previous post was at 10:14 ----------

I don't think you can if the author is using the tank 'class' to base the wanzers on (I know nothing about modding this is just a guess). I only presume that an AI driver is created when you enter the Wanzer and deleted on 'Get Out'... as I tried this myself on BIS tanks yesterday and found the driving habits of the AI exactly the same as the Wanzers.

Here's the code if you want to try it (credits to Killzone_Kid)... paste into init field of tank in editor:

Thank you for advice!

Actually, I refer to this code very much.

However, such an error happens when MP ...:confused:

I want to fix this code as soon as possible(V.1.08 ,I changed script a few),but I cannot confirm the code works definitely in the multi-player game alone.

If there is any good idea,please tell me!:)

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Thanks for the update gmwo. Downloading now to see the improvements !

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I forgot to write ,but changed the animation when Wanzerfall!!:)

Specifically,WAP's legs angle changes when engine of WAP is running ,and WAP's altitude is over 30 meters.

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Guest

New version frontpaged on the Armaholic homepage.

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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!

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Thank you for advice!

Actually, I refer to this code very much.

However, such an error happens when MP ...:confused:

I want to fix this code as soon as possible(V.1.08 ,I changed script a few),but I cannot confirm the code works definitely in the multi-player game alone.

If there is any good idea,please tell me!:)

Thank you for the update gmwo... I'll give them a test later today.

I'm not sure what would be the problem in multi-player but I can ask people much smarter than me to take a look.

Also vote up these tickets on the feedback tracker which are related:

http://feedback.arma3.com/view.php?id=16717

http://feedback.arma3.com/view.php?id=18087

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I hit on the solution to problem which the AI's WAP cannot attack an enemy at time that rotated behind.

If the AI's WAP cannot attack an enemy at time that rotated behind,

_wap sendSimpleCommand "RIGHT";

this command run ,WAP will turn right ,and can attack an enemy!:)

But,I cannot stop the WAP...:confused:

Please tell me the List of command about "sendSimpleCommand"!!

Edited by gmwo

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Maybe done or mentioned, but "missile engines" (the effect of fire spurting) would be nice on the back of the mechs when using fast forward maybe? :)

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