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The Eridanus Insurrection - An Arma 3 Total Modication

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Had a bit of free time today, so I found myself reworking the ODST vest. This one is going to come with a template so any mod-modders out there can make their own stuff. Fair way to go yet.

0e2033b017.jpg

Also something else.. ;)

http://puu.sh/gylyb/c68945cf04.jpg (125 kB)

Edited by Stirls

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Had a bit of free time today, so I found myself reworking the ODST vest. This one is going to come with a template so any mod-modders out there can make their own stuff. Fair way to go yet.

http://puu.sh/gyk3m/0e2033b017.jpg

That looks REALLY detailed and nice! Is it also the thinner one?

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That looks REALLY detailed and nice! Is it also the thinner one?

It's whatever we have in game currently. The UV's are still the same :)

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This all looks (needless to say) extremely badass, and SpaceNavy I CAN'T WAIT TO BLOW ANY MOVING THING TO HEEELL WITH THAT B*TCH

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Could you guys add sound to the ramp opening and closing animation on the Pelican? Also, an action(s) to move around inside the Pelican, ie. from cargo to pilot, co-pilot, rear gunners and any of the combinations.

EDIT: Will Cougar be able to transport troops?

Edited by Taro8

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I published an updated version in the workshop:

http://steamcommunity.com/sharedfiles/filedetails/?id=407033045

Still needs some changes, it uses some vanilla assets, and I plan to change the H.A.L.O. squad insertion for a drop pod squad insertion.

Edited:

In case you want direct download:

https://www.dropbox.com/sh/xq4tydhrh4yxr96/AAAl2Hr25zmhFIRZermT5mvWa?dl=0

Enjoy :)

Could you guys add sound to the ramp opening and closing animation on the Pelican? Also, an action(s) to move around inside the Pelican, ie. from cargo to pilot, co-pilot, rear gunners and any of the combinations.

EDIT: Will Cougar be able to transport troops?

Yes it should be, after all it is an IFV.

EDIT2:

I gave the vehicles custom weapons, so now the pelican has a working 30 mm turret rockets and missiles.

Edited by nightovizard

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I modified an Invasion & Annex mission from an Australian server to work with this mod.

https://mega.co.nz/#!UtQlmRhA!out0hapUmavWkQwfLSJOyFzqUQpX0RrD_tsmuXmGKWc

It should use all the correct units and vehicles that are available. There are still some vanilla vehicles but that is just because they don't have replacements.

In this specific mission there is a map inside a netted area that you go to for H.A.L.O jumps, I have modified that to teleport you 8000 meters high in a drop pod.

Expect a few bugs, desync and what not.

(Please excuse bugs that I may have caused... Everything I know about ArmA 3 'scripting' is all from just 'studying' script files relatively fast and understanding the gist of it.)

Edited by Shadowfita

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i gave the vehicles custom weapons, so now the pelican has a working 30 mm turret rockets and missiles.

oo-fucking-raah

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Could you guys add sound to the ramp opening and closing animation on the Pelican? Also, an action(s) to move around inside the Pelican, ie. from cargo to pilot, co-pilot, rear gunners and any of the combinations.

EDIT: Will Cougar be able to transport troops?

cougar will be able to carry troops, and as far as the pelican goes, should be simple enough ill look into it

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I gave the vehicles custom weapons, so now the pelican has a working 30 mm turret rockets and missiles.

GIVE! NAO!

Is it a script that uses attach to? or something else?

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GIVE! NAO!

Is it a script that uses attach to? or something else?

BlueHeli7 addMagazine "38Rnd_80mm_rockets"; BlueHeli7 addWeapon "rockets_Skyfire"; BlueHeli7 addMagazine "250Rnd_30mm_HE_shells"; BlueHeli7 addWeapon "gatling_30mm"; BlueHeli7 addMagazine "8Rnd_LG_scalpel"; BlueHeli7 addWeapon "missiles_SCALPEL";

name your pelican BlueHeli7 and copy paste the text from above to the pelican or a trigger. If you want to see more, check my mission, there are even pawnees with AA missiles and other stuff.

BTW, can we expect the nextt hotfix to be released this weekend? (Not talking about the addition of new vehicles as that is going to take a while, just the fix of the last update issues.)

Edited by nightovizard

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You guys are doing an excellent job with this mod. It's given me a reason to start playing arma again and it's so much fun playing as an ODST and ONI agent. Speaking of which I don't know if anyone has asked you this, but have you considered giving the ODSTs and ONI agents different color armor? I know they don't really have that in the halo universe, but to be honest black doesn't really blend in well in a woodland or desert environment. Granted it's perfect for night time operations, but don't you think the UNSC would at least make versions that coincide with the environment better?

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Thanks.

Heh, now all we need is some attachto magic to add rear guns and we have Pelican Gunship :p.

BTW: Do you guys think that Pelican pilot should sit above the gunner?

EDIT: Would it be possible to add those weapons in a vehicle config so I could create a "permanent" Pelican gunship to place in the editor?

Edited by Taro8

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You guys are doing an excellent job with this mod. It's given me a reason to start playing arma again and it's so much fun playing as an ODST and ONI agent. Speaking of which I don't know if anyone has asked you this, but have you considered giving the ODSTs and ONI agents different color armor? I know they don't really have that in the halo universe, but to be honest black doesn't really blend in well in a woodland or desert environment. Granted it's perfect for night time operations, but don't you think the UNSC would at least make versions that coincide with the environment better?

the next update will include files so that you can create your own custom armor. the odst is being improved right now and soon you can make your own color schemes/ camos.

in regards to a hot fix this weekend, no, the main reason we pushed the hotfix this past weekend was because of major bugs (i.e. shadows). we fixed the majority and are back at focusing on assets and bug fixing along the way. it will be a bit before we push the next update but it will include a shit ton of new toys and improvements :)

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A request regarding custom armors: could you include the UV map file as well? It will make easier to retexture stuff.

Was playing my homecooked dynamic mission based on ALiVE (its a blast). I was pwning some doodes in my AH-9 while I realized something: the Pelican is as fast as the Littlebird, not much less manoeuvrable, but is capable of taking 12 people into cargo along with sling loaded cargo and with the jury-rigged Gunship weapon setup it has as much firepower as Mi-24. Pelican is fucking OP man... and I LOVE it!

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Has anyone else had issues with the AI piloting the pelican? I use MCC to place and fly them around and half the time they can't even land. They just do monster circles or an up and down motion like a dolphin does on water surface. Sometimes they bounce land. They were good before the patch. Still loving the mod. I honestly think it might be MCC which is why I was seeing if anyone else had issues.

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I could include a UV map, sure. The files themselves are quite large, so I'm going to host them off of another server so people who dont wanna mess with textures dont have to download a 45mb PSD file for each part.

4b3b43c400.jpg

http://puu.sh/gysfr/97142e0102.jpg (119 kB)

http://puu.sh/gys1S/70c25fbc83.jpg (104 kB)

http://puu.sh/gyrKd/57eea21324.jpg (104 kB)

http://puu.sh/gyrJb/5ca291c309.jpg (124 kB)

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http://media.moddb.com/images/mods/1/26/25746/ss_2015-03-13_at_05.47.36.png

A little comparison to the USS Nimitz addon ingame to show you the true scale.

the only thing i can think of is...... Seeying how many of those i can put into a single server untill it crashes! No starwars or halo fleet was ever so big muhahahaha!

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the only thing i can think of is...... Seeying how many of those i can put into a single server untill it crashes! No starwars or halo fleet was ever so big muhahahaha!

play sins of a solar empire rebellion with the sins of the prophets mod, too many ships mannn

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I really did try to put weapons on the Pelican via config, but try as I might, I could add the weapons for a pilot, but not for the gunner.

Also: since you guys used B_Heli_Attack_01_F (Blackfoot) as a base for pelicans when I tried to replace Blackfoot with my Pelican Gunship the game simply crashes when I try to place any unit. I think some feedback loop is going on.

Is there any way to use config to add an automatic Init for a vehicle? So I can add weapons that way to any spawned Gunship.

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play sins of a solar empire rebellion with the sins of the prophets mod, too many ships mannn

SOTP is weak man all about that Homefront.

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