Jump to content
SpaceNavy

The Eridanus Insurrection - An Arma 3 Total Modication

Recommended Posts

I believe they are going to be vehicles. Although, the vehicle would have to have a short amount of boosters to allow you to steer towards your mark a little bit (obviously, much more effective if you're higher than the picture shows), while constantly falling down. The drop pod (vehicle) would then have to crash into the ground, getting stuck, without blowing up or hurting the player. Then, it needs an animation for the door popping off (with appropriate sounds). If it were static, it could just be on an invisible line that finds the ground and rides you to it, and then following the end of the previous. But seeing as how the author likes the idea of ODSTs the most (as far as I know), I feel like the vehicle route, although more difficult, would not only be better, but just amazing.

Share this post


Link to post
Share on other sites

right now its just a static object but yes i would like for it to be a vehicle. my skill on config work is very limited right now but ill try my best. im really hoping somebody more skilled will join the team and help out here and there. so yes, hopefully the player will be able to mavigate his pod, initiate the chute to slow down and of course fire counter thrust to slow down close to the ground right before impact. as far as not hurting the player, shouldnt be too hard. just have to up armor value drastically. if you spawn in a hunter at altitude and drop it the player remains undamaged as does the vehicle. tried same with an ATV and it blew up. thats what im basing that answer off so i hope im right.

i do have some ideas for the frigate that i would like to pursue. i would like to implement a briefing room, a gear room, the bridge, auxiliary drop bays, odst drop room, pelican bays (fit a total of 12), and maybe an aid station or a barracks room.

the pelican bays, aux drop bays and odst room are already implemented but not finished. i also want to see about making the nuke and missile silos functional. hoping that you will be able to call in missile strikes from the bridge. in the bridge and planning room i want to have map tables at which you can select different maps for planning of course. ill just have to update as map makers release new ones. the pelican bays will allow pelicans to repair refuel etc. aux drop bays are for cargo drops. large crates for equipment and ground vehicles. there are actually vehicle drop pods that i might add in too. medical bay or barrack room will serve as a respawn point. gear room is obvious.

a big challenge with all these ideas are the fact that hallways connecting each room will prove difficult due to positioning. the bridge is way up top, odst bay way bellow and pelican bay is forward. that sounds like a bugged out frigate waiting to happen. what ill probably do is creat teleport points at the doors that will allow you to teleport via add action for simplicity. not sure yet. some rooms will naturally connect though.

hope you guys like these ideas. hope this frigate will be the answer to almost all questions lmfao

Share this post


Link to post
Share on other sites

I think to teleport idea is a good step, having a network of hallways would be quite complex. Also, if the player can't survive the drop then scripting the drop should fix it with a simple handledamage false.

The frigate will be a big part of this mod from what I can see. I hope everything goes smoothly in development and that maybe someone else can help with other aspects of modding that are unfamiliar.

Edited by IndoorBradster

Share this post


Link to post
Share on other sites

This is looking great. I can help with texturing if you need me too. Just PM if you want. Keep up the great work!

Share this post


Link to post
Share on other sites

i also would def need help with texturing. would be glad to have you on board :)

Share this post


Link to post
Share on other sites

I'm throwing out there if anyone knows anybody who can do Config for Arma point them in this direction I'm having problems with the Warthog's config.

Share this post


Link to post
Share on other sites

Okay, I was thinking of revamping buildings since those in Arma 3 don't really fit a 2513 interplanetary species.

Here is a quick model I made, it's in bulldozer since I have no idea how to get it in the game:

http://i.imgur.com/PXuzDmc.png (258 kB)

Concept Piece:

http://halo.bungie.net/images/Games/JKLSKESUDLD/concept_art/environments/Halo3-ODST_EnvConcept-07.jpg (1183 kB)

For some reason converting the file caused it to flip, but it should be an easy fix.

Share this post


Link to post
Share on other sites

If you want, I have many Halo Weapon models from past projects I did in other games, I Might be willing to toss you some?

Share this post


Link to post
Share on other sites
If you want, I have many Halo Weapon models from past projects I did in other games, I Might be willing to toss you some?

I will have to gladly accept that offer. I'm going to PM you.

Share this post


Link to post
Share on other sites

indoorbradster! that looks awesome! if you want get with me sunday and i will walk you through step by step how to get it in game. ill send you a config and all. world assets will be important, even if not all buildings are enterable, we gotta start somewhere ;)

Share this post


Link to post
Share on other sites
That looks nice, Are you going to make buildings enter-able?

Some buildings I hope to make accessible. I'm planning on making buildings that hold different uses, like strongholds and sniper nests.

indoorbradster! that looks awesome! if you want get with me sunday and i will walk you through step by step how to get it in game. ill send you a config and all. world assets will be important, even if not all buildings are enterable, we gotta start somewhere ;)

Thanks, I need some help getting objects and structures into the game. I'm planning on making crates and boxes also.

666px-UNSC_crates.jpg

http://www.halopedia.org/images/thumb/7/7e/P425.jpg/800px-P425.jpg (110 kB)

http://www.halopedia.org/images/d/d7/UNSC_Crates.jpg (235 kB)

Share this post


Link to post
Share on other sites

indoorbradster too easy man, add me in steam and this evening ill try and sit down with you and walk you through, its really not hard at all and once you get a good working flow it will be second nature. i was also wanting to work on things like that to plae into the frigate and of course other locations.

well talk more on steam?

Share this post


Link to post
Share on other sites

IndoorBradster I have a TS3 that we can talk in and that goes to everyone else working on this mod just send me a PM and I will reply with the TS3 IP.

---------- Post added at 23:43 ---------- Previous post was at 23:42 ----------

That looks nice, Are you going to make buildings enter-able?

That's the Plan

Share this post


Link to post
Share on other sites

having trouble finding good references for the bridge. if anybody finds some time could you post some pics for reference? i will have limited internet during deployment to check up on it

Share this post


Link to post
Share on other sites

Bridge as in Hard Light bridge or the more solid structural bridge?

http://i756.photobucket.com/albums/xx208/Xamikaze330/Halo%20Images/HardLightEnergyFieldBridge.jpg - Hard Light bridge from halo wars very wide

http://i267.photobucket.com/albums/ii281/munkeyspaynk/Halo%20Project/bridge01.jpg - Community made bridge based on one of the smaller structural bridges

http://www.wired.com/images_blogs/photos/uncategorized/2007/08/16/narrows.jpg - Long Structural bridge that looks very fancy

http://images.wikia.com/halo/images/archive/1/13/20121109040411!Energy_bridge.jpg - Old halo 1&2 Hard Light bridge Simple and Narrow

These are some of the main types of bridges.

Share this post


Link to post
Share on other sites

If you mean the ship's bridge, then I have some here.

http://halo.bungie.org/misc/sloftus_iactour/images/IAC-cutaway.jpg

http://halo.bungie.org/misc/sloftus_iactour/images/IAC-bridge3.jpg

The big chair in the middle is the command chair, the ones on the walls are operational workstations like Weapons and Ops. Nav would be directly in front of the CC.

http://media.moddb.com/images/mods/1/13/12932/Bridge_Apoc.jpg

This one is from ModDB but it seems to be following the same idea.

http://halo.bungie.org/misc/sloftus_iactour/images/IAC-bridge6.jpg

Those should help. If I'm wrong and you were talking about actual bridges then... Welp. :butbut:

Share this post


Link to post
Share on other sites

oh sorry i meant the frigate control bridge. shouldve been more specific :/

---------- Post added at 06:05 ---------- Previous post was at 06:04 ----------

... just like the one you posted lmfao my bad. thanks! ill try to work on this baby as much as possible while deployed :)

Share this post


Link to post
Share on other sites

Hmm, Pictures of a frigates bridge seem hard to come by.

Looks like its mostly halo 2 stuff, Hopefully when the Halo Master Chief collection comes out we will get some redone pictures of the bridge as well as all the cut scenes are being replaced with those very smexy looking ones that halo 4 and halo wars had.

Share this post


Link to post
Share on other sites

If you want shots from Halo 2 in a similar was as using the pan cam from Halo 3, there is a program called Entity you can use. It's a BSP and level viewer/modifier for Halo 2. All of the cutscenes are done in engine, so their characters and geometry are present in the level, usually somewhere outside the map. For example, that bridge you want pictures of, the one shown in the Delta Halo level intro, that exists.

I would offer to get you those pictures, but I'm away from my computer for about 3 more weeks. I can try to walk you through how to make entity work and all that, though it's a bit of a trick. Regardless, either drop me a pm or holler here if that helps.

Quick caveat regarding entity, the textures and lighting are not correct in the PC viewer. I could use it to create a modified spawn from a campaign level that puts you on the bridge in game, but that takes more time. This could also be used to look at all the character and vehicle models, but the same issues of color exist. Also, vehicles or characters with permutations or destructible surfaces show all possible states at the same time. Looks kinda odd, but it's just how it works.

Share this post


Link to post
Share on other sites

First off I want to say this project already looks to have a lot going for it and I really respect the amount of work the team has put in so far, its really paying off. Next up I had a couple of questions; I've done a little bit in map creating in my time and although I'm pretty damn rusty I might be able to help you guys out, I'll add you on steam dog so we can talk more. Anyways my question is what terrains were you thinking of? My first thought would be Eridanus II considering it was a pretty major hot spot in the insurrection, but their are also plenty of different areas that could be used as well so I'll leave that up to you. Hope I can help with this really cool project.

Regards,

Will

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×