krycek 349 Posted August 13, 2017 Gridlock still takes the cherry on top, fabulous map and the attention to detail is great. The Bison and Scorpion are also a great addition for scenarios with combined ops. 2 Share this post Link to post Share on other sites
jaidendude 13 Posted September 22, 2017 On Blood Gulch is it possible to pre-load vehicles into the stores? Share this post Link to post Share on other sites
scorch_052 127 Posted October 4, 2017 New UPLINK https://www.reddit.com/r/OperationTrebuchet/comments/7494ia/uplink_c0008_oct42525/?st=j8d8790n&sh=39b87b5c 1 Share this post Link to post Share on other sites
lumnuon 295 Posted October 4, 2017 On 9/22/2017 at 11:05 PM, jaidendude said: On Blood Gulch is it possible to pre-load vehicles into the stores? Yes, there should be a module in the mission editor. Its under the name "map set up", you just list the class names in an array form. You can also sync the modules to triggers and have the module take effect during the mission. Share this post Link to post Share on other sites
scorch_052 127 Posted October 9, 2017 A new update is available. You can get it by subscribing on the Steam Workshop, or grab it directly from the link down below. https://drive.google.com/open?id=0B6vu3Fhowl-aS0c0Rk82S1VJSWc 5 Share this post Link to post Share on other sites
Guest Posted October 10, 2017 The Armaholic mirror has been updated with the new version: Operation: TREBUCHET v0.16 Share this post Link to post Share on other sites
coffeeshock 20 Posted October 12, 2017 Thanks for the update, I love the complete MA37, looks almost like a direct port. HoweverI wish it would actually be shorter than the MA5s like it was in the Halo games, one reason why I don't like the MA5s is because they're too long for a bullpup imo. http://halo.wikia.com/wiki/MA37_Individual_Combat_Weapon_System Changes from MA5C ICWS in Halo 3 -The bullet counter on the HUD decreases column by column rather than row by row like in all previous games. -Shorter overall length. [...] Also the ejected shells fly too far/fast. Share this post Link to post Share on other sites
scorch_052 127 Posted October 16, 2017 On 10/12/2017 at 1:17 PM, coffeeshock said: The bullet counter on the HUD decreases column by column rather than row by row like in all previous games. Shorter overall length. Also the ejected shells fly too far/fast. Unfortunately the way the ammocounter works makes it impossible for us to implement this properly. This has been noted, but due to the way the rifles were modelled, decreasing the length would require remodelling to some degree. Not a hard no, but definitely not something we plan on addressing in the immediate future. Not much we can do about this unfortunately as this is just the standard particle effect that ArmA uses for all its spent casings. Thanks for the feedback Share this post Link to post Share on other sites
scorch_052 127 Posted October 16, 2017 We just released an UPLINK 2 Share this post Link to post Share on other sites
scorch_052 127 Posted October 18, 2017 A new update is available. You can get it by subscribing on the Steam Workshop, or grab it directly from the link down below. https://drive.google.com/open?id=0B6vu3Fhowl-aZXJUMld4QzZMdzg 2 1 Share this post Link to post Share on other sites
coffeeshock 20 Posted November 1, 2017 On 16.10.2017 at 10:33 PM, scorch_052 said: Unfortunately the way the ammocounter works makes it impossible for us to implement this properly. This has been noted, but due to the way the rifles were modelled, decreasing the length would require remodelling to some degree. Not a hard no, but definitely not something we plan on addressing in the immediate future. Not much we can do about this unfortunately as this is just the standard particle effect that ArmA uses for all its spent casings. Thanks for the feedback I see. Maybe you can simply (re)move a few mm in the middle where everything is almost even, near the trigger. And I was wrong about the spell casings anyway, they are just fine. However I noticed a small shadow bug, if you don't use any big vests you can see small "shadows" of the MA37 clipping through the shoulder. Share this post Link to post Share on other sites
scorch_052 127 Posted November 11, 2017 We just released a very special video that you can check out here: 7 Share this post Link to post Share on other sites
The Body 98 Posted November 11, 2017 Was just about to ask too if you were going to add spartans at all. Can't wait!!!!!! Share this post Link to post Share on other sites
R0adki11 3949 Posted November 11, 2017 This was unexpected, good to see the Spartans been added 1 Share this post Link to post Share on other sites
carlosxx 63 Posted November 12, 2017 Your new way to import models into arma seems to work just perfect. Nice work!!! Share this post Link to post Share on other sites
scorch_052 127 Posted January 13, 2018 A new update is available. You can get it by subscribing on Steam Workshop or checking out the link below. 4 Share this post Link to post Share on other sites
Guest Posted January 13, 2018 The Armaholic mirror has been updated with the new version: Operation: TREBUCHET v0.17 Share this post Link to post Share on other sites
payne2010 53 Posted January 14, 2018 I have a question about the frigate. I remember way back yall were working on the bridge for it but it never got released or finished. It would be great to have the mission briefs in the bridge of the ship, instead of the barracks or hanger bay lol. That also brings up the other question about the hanger bay. in halo 3 the pelicans launched from the hanger like this. (best way I could explain it) is there any way to make the 3 hanger doors at the bottom of ship bigger, so the pelicans can launch like this if they wanted to. maybe something like the hev module but instead of hanging from out side the ship, they could spawn in the hanger, drop and head to the objective. Keep up the good work, loving every update! Share this post Link to post Share on other sites
haleks 8212 Posted January 17, 2018 I really like where you guys are going with the new uniforms and vests, it adds so many possibilities (with or without 3rd party addons)... Thanks to all the team for the continued work on OPTRE. 2 Share this post Link to post Share on other sites
Private Evans 498 Posted January 17, 2018 Since the beginning one of my favourites...one thing thouhg... the city map props could use some pathfinding for AI. Right now the city map can not be used in SP using AI team mates and enemies, which is a pity . cheers keep it up Share this post Link to post Share on other sites
scorch_052 127 Posted January 21, 2018 On 1/17/2018 at 9:27 AM, Private Evans said: Since the beginning one of my favourites...one thing thouhg... the city map props could use some pathfinding for AI. Right now the city map can not be used in SP using AI team mates and enemies, which is a pity. Could you provide specific examples? While building pathways are still on the to-do list, they should still work and move fine outside. We did set up pathing on the sidewalks and everything. Share this post Link to post Share on other sites
scorch_052 127 Posted April 27, 2018 It's been fairly quiet on here we know, but just wanted to pop in and mention that we got featured in a Halo Waypoint Community Update (see: It's Not a Catapult). You can check it out here As for news on development, the next update is very close to being complete. We're still working to ensure all the bugs and issues introduced with the latest Tanks DLC are squashed first. Expect a release before the end of May. In the meantime, here's some images of some of the new texture overhaul work and new unsc trooper gear you'll be seeing in the coming update. 5 Share this post Link to post Share on other sites
Hvymtal 1251 Posted April 27, 2018 Er ma gerd that looks so much better. Really good textures can hide a lot of imperfections or lower poly count on models, and doing very good textures is a lot easier than re-doing models, so keep it up, and I hope to see more revisits to some of the... earlier textures in the future! Can't wait, even though I have to... 2 Share this post Link to post Share on other sites
scorch_052 127 Posted May 3, 2018 The update is coming very soon. In the meantime, here's a comparison to show off some of the significant texture improvements we'll be implementing in v0.18. VIEW ALBUM 3 1 Share this post Link to post Share on other sites