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The Eridanus Insurrection - An Arma 3 Total Modication

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These are the differences that I want to show..

ODST armor

http://s10.postimg.org/e13ihaxi1/WP_20150315_007.jpg

http://s9.postimg.org/bg3mwl1of/2015_03_15_00001.jpg

Helmet CH252

http://s30.postimg.org/y8vfdy5wx/WP_20150315_002.jpg

http://s10.postimg.org/6up91imft/2015_03_15_00003.jpg

I wanted to ask if you will be added to the helmet strap and if in ODST armor will be changed. I do not say to change it totally, but only to make it more similar to the model used in HALO Reach .. all models are fantastic and made these little details would add that little that I think is missing ...

excuse me for my English is not perfect and I'm trying to make me understand the best I can

Armour has actually had an upgrade thanks to you. We're not gonna make it exactly the same, but we're making do with what we have.

dfd6f0fabf.jpg

http://puu.sh/gC03q/edb0b3d479.jpg (128 kB)

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Hey,

So I'm making a mission so when the drop pods reach the ground the doors open and the people get out.

So I'm making a trigger timed to a second after the pod hits water.

So the activation is on Blu-for being present.

The On Act is "T1 animateDoor ["HEV_Door", 1, true];" (T1 being the name of the drop pod).

So in theory "Object animatedoor ["Name of Door,State, True or false" should open/close doors.

But because this is a modded item I don't know what the correct strings and methods are. Wondered if anyone can help me out?

I don't know much about scripting, however if you are asking for the classnames, there is a list that has all the modded items (including the pod parts) located in the .rar file.

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Also, as for the helmet strap, it's part of the model but we haven't used it yet. We may never. Quick, everyone pressure spacenavy to add the chin strap!

---

Edit: we'll be adding the chin strap later ;)

Edited by Stirls

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Hey,

So I'm making a mission so when the drop pods reach the ground the doors open and the people get out.

So I'm making a trigger timed to a second after the pod hits water.

So the activation is on Blu-for being present.

The On Act is "T1 animateDoor ["HEV_Door", 1, true];" (T1 being the name of the drop pod).

So in theory "Object animatedoor ["Name of Door,State, True or false" should open/close doors.

But because this is a modded item I don't know what the correct strings and methods are. Wondered if anyone can help me out?

Check this, one of the functions makes the AI to open the door and exit:

http://www.reddit.com/r/EridanusInsurrection/comments/2z0zya/deploy_you_and_your_squad_with_pods/

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The distances this would be useful with the 14.5x114mm would be too far for Arma to render. Not even sure if it would be possible but it does sound interesting.

For the next update we will have many bugfixes and at least 2 new weapons: M73 LMG and the SRS99AM sniper rifle.

Taro8, I'd also like to talk to you about your Pelican flight model tests, can you add me on Steam?

I won't Lie, I was Always been partial to the M319-D6 SAW design over the M73 for M319 looks more Haloish and was designed for a Fan movie during the Covie War over the M73 which was designed for a war WAY after the games

M319-D6 SAW

http://darbaras.deviantart.com/art/The-Squad-Automatic-Weapon-167532877

M73

http://halofanon.wikia.com/wiki/M73_machine_gun

I was Also thinking of if you guys took the M247 and Attached A Bipod to it, It could easily Fill the Role the 240B plays in a Platoon formation

http://www.halopedia.org/M247_General_Purpose_Machine_Gun

without mount

http://4.bp.blogspot.com/-Mf9G4CjLDCE/UGfQE_XZWLI/AAAAAAAABns/qO0xXrPiXRY/s1600/M247+GPMG.jpg

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I won't Lie, I was Always been partial to the M319-D6 SAW design over the M73 for M319 looks more Haloish and was designed for a Fan movie during the Covie War over the M73 which was designed for a war WAY after the games

M319-D6 SAW

http://darbaras.deviantart.com/art/The-Squad-Automatic-Weapon-167532877

M73

http://halofanon.wikia.com/wiki/M73_machine_gun

I was Also thinking of if you guys took the M247 and Attached A Bipod to it, It could easily Fill the Role the 240B plays in a Platoon formation

http://www.halopedia.org/M247_General_Purpose_Machine_Gun

without mount

http://4.bp.blogspot.com/-Mf9G4CjLDCE/UGfQE_XZWLI/AAAAAAAABns/qO0xXrPiXRY/s1600/M247+GPMG.jpg

Oh god the M319-D6 looks awful... We are definitely sticking with the M73. The design for the M73 came from Halo Reach concept art so I don't know why you are choosing to go with the fanon interpretation of its creation.

As for the M247, we are way ahead of you. I'm looking forward to setting up a 247 on a tripod on a nearby hill and covering a town.

The M247 will also be a handheld weapon just like the M240 was, so you can shoulder, bipod fire it or set up a tripod position like you showed.

Hopefully it will be in the next update, but no promises.

Edited by spacenavy90

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For the next update we will have many bugfixes and at least 2 new weapons: M73 LMG and the SRS99AM sniper rifle.

I will have your child for those.

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as i said, personnel preference. I'm not Against the M73. I think what the Movie crew was doing was taking a MA5 and converting it into a belt fed saw, Like a few Arms manufactures have done with the m4.

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as i said, personnel preference. I'm not Against the M73. I think what the Movie crew was doing was taking a MA5 and converting it into a belt fed saw, Like a few Arms manufactures have done with the m4.

That is clearly a converted BR55.

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Which basically screams at the laziness that Bungie was becoming at the end of its contract with MS. Cause the ODSTs wear Vacuumed sealed Ballistic body suits that offer actual small arm protection with armor over it. Kinda in the same format the CSAT fatigues are the armor for the CSAT nation and they are so tanky, no matter where you shoot them in vanilla (not talking about the face of course)

http://halo.wikia.com/wiki/ODST_battle_armor

How is this very much different from the halo 2 version?

http://img3.wikia.nocookie.net/__cb20150122215401/halo/images/0/07/H2A_CinematicRender_ODST.jpg (310 kB)

Also I don't think Bungie was being lazy, because when the full ODST armor is on top of the basic army BDU, it looks completely different. Making your suits one modular unit is also very efficient and saves time making more assets and textures, while reducing memory.

gAJ5w.jpg

Even if part of the suit is cloth, it can still be vacuum sealed. Just look at NASA space suits. The exterior is cloth, but clearly the astronauts aren't starving for air.

These are the differences that I want to show..

ODST armor

http://s10.postimg.org/e13ihaxi1/WP_20150315_007.jpg

http://s9.postimg.org/bg3mwl1of/2015_03_15_00001.jpg

Helmet CH252

http://s30.postimg.org/y8vfdy5wx/WP_20150315_002.jpg

http://s10.postimg.org/6up91imft/2015_03_15_00003.jpg

I wanted to ask if you will be added to the helmet strap and if in ODST armor will be changed. I do not say to change it totally, but only to make it more similar to the model used in HALO Reach .. all models are fantastic and made these little details would add that little that I think is missing ...

excuse me for my English is not perfect and I'm trying to make me understand the best I can

Oh okay I get you now. Yeah as we discovered how Reach shared models, we are going to be doing the same with the army/marine vests.

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Hey, decided to finally start using this forum account because of this mod, and I have to say really great work! Finally have some bait to tempt my friends into buying and playing Arma 3. Been having a blast so far and can't wait to see the mod finished. On a curious note, one of my friends and I have been making countless co-op missions for us to fart about in and we've come up with one that involves some boat action. I was wondering if you'd consider adding one of the concept boats from Reach, Or do you devs feel that the normal Arma 3 boats are enough?

http://www.halopedia.org/images/c/cb/Concept_Art_-_Reach_Boat_2.jpg

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Hey, decided to finally start using this forum account because of this mod, and I have to say really great work! Finally have some bait to tempt my friends into buying and playing Arma 3. Been having a blast so far and can't wait to see the mod finished. On a curious note, one of my friends and I have been making countless co-op missions for us to fart about in and we've come up with one that involves some boat action. I was wondering if you'd consider adding one of the concept boats from Reach, Or do you devs feel that the normal Arma 3 boats are enough?

http://www.halopedia.org/images/c/cb/Concept_Art_-_Reach_Boat_2.jpg

I would be a liar liar pants on fire if I said I didn't have plans for ships (including small transport boats and also the Halo 3 carrier, and a wet frigate). That being said, they probably won't be included any time soon or ever, but hey... I can dream.

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I would be a liar liar pants on fire if I said I didn't have plans for ships (including small transport boats and also the Halo 3 carrier, and a wet frigate). That being said, they probably won't be included any time soon or ever, but hey... I can dream.

Well that's bittersweet, but here's hoping : D

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Not to get off topic of the mod, but is there anything you guys used to learn to code for ArmA? I've always wanted to get into the content creation world, but never found out where to start.

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Not to get off topic of the mod, but is there anything you guys used to learn to code for ArmA? I've always wanted to get into the content creation world, but never found out where to start.

I learned C++ in school and Arma configs use C++.

SQF? lolidk

I don't think it is possible to learn SQF, I think you just gain the knowledge over night in your sleep. /obvious sarcasm

There have to be some tutorials to learn SQF around. If anyone knows a good one, let me know lol.

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Lol. Any guides to anything?

Also, do models need to be scripted? How does one create animations or make the physical barrier of the model in code?

So many questions, so few answers to find online :butbut:

If only we had things like Halo Hacking Tools that gave us a UI to go in and start playing with numbers or change entities....mod making in a minute.....

I'll have to hit up scorch or bradster or someone to see what they can teach me...if they can....

Edited by Midnightm3nace

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Lol. Any guides to anything?

Also, do models need to be scripted? How does sone create animations or make the physical barrier of the model in code?

So many questions, so few answers to find online :butbut:

I'll have to hit up scorch or bradster or someone to see what they can teach me...if they can....

I have to ask that you don't do that as we are all busy with our own work right now. Go lurk around the editing sub-forums for more help. There have to be some tutorials and guides posted there.

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Kk taaanks dude :)

BTW before anyone classifies me as a "hacker" because of the Halo Hacking Tools reference....Lol get out.

I wouldn't be asking how to code if I was a hacker. Halo Hacking Tools is a UI for going in and tweaking things in Halo 1, i.e. making the Warthog's gatling gun fire rockets. Funny stuff.

I won't bug them; they were just the first people that came to mind that I know that can program. I'll look around.

Thanks again.

Edited by Midnightm3nace

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Have you tried swimming in jeans? This armour would sink you as well as limiting you ability to move, perhaps it has a propeller function or water jets but that seems a little silly to me.

Sorry about the late reply, but yeah if we could I'd like it if the both the regular and vacuum armor would make you sink like a stone being titanium and all, but at the very least all I'd like would be for the vacuum armor to not let you drown at say the expense of being heavier or something. That said I did notice that the goggles were under facewear instead of headgear, so I'm not sure if the game has coding to give headgear the "clear underwater vision" option along with "visible at all times" and if it it doesn't would it be really worth the extra trouble for what is pretty much just more a minor 'hmm, neat' feature.

Now about my other thing with the optics: while I am assuming that what's currently available are placeholders as the devs create scopes that look haloish while actually being functional, I'm just wondering what other bits and pieces might be installed for your standard grunt rifle of 2515, especially since I'm assuming the MA5 is already uploading a virtual combat optics to the shooter's helmet. maybe a general rangefinder that only works at increments of 10 or 25 meters updating every couple of seconds along with the good ol' reticule ranging system, while more dedicated long range scopes get faster and more accurate rangefinders, culminating with long range sniper scopes that even include elevation. But I suppose the devs will cross the bridge of scope layout when they come to it and the current assets do get the job done in the meantime.

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I have not had internet for a while due to moving house, just got it back and what a sight to come back to! Missions on the steam workshop for this sexy mod, downloading now! :D :D :D

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That is clearly a converted BR55.

And I stand corrected on what it was based on.

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