Jump to content
.kju

Iron Front in Arm3 LITE - preview versions

Recommended Posts

On 16. 7. 2018 at 7:16 PM, Gunter Severloh said:

I have and the ai wasn't, i was standing behind the gunner watching him and his gun, and he acted as if there was no one there when the enemy squad was about 70m out,

he didn't move nor did the gun move, not til the enemy was literally was on either side of the bunker even then he didn't target or shoot.

Yes without any of the bunkers and i mean all of them, the AI engages the enemy AI apon sight which is about 150m or so as they come through a tree/bush line into an open field.

Ok ya, i had it preplaced a while back, probably before several updates, but then removed it as i didn't see it in the editor, so i figured i might

get issues with it if its no where else, so i changed it.

 

If i am made Bunkers for CSA38 i am mus add viewgeometri asi empty. 

Share this post


Link to post
Share on other sites

Quick question about the LCM 3 landing craft and apologies if it's a stupid one but I've been trying to figure out how/if the ramp operates. I can see there's a toggle switch but if I tick that the ramp is open and if I don't tick it it's shut. Is there a way to operate it in game?

Share this post


Link to post
Share on other sites
38 minutes ago, ayjay said:

Quick question about the LCM 3 landing craft and apologies if it's a stupid one but I've been trying to figure out how/if the ramp operates. I can see there's a toggle switch but if I tick that the ramp is open and if I don't tick it it's shut. Is there a way to operate it in game?

 

You need certain condition to meet : run at low speed, be driver, don't have too much water depth bellow the boat

 

"((this animationPhase 'ramp_rotate') < 0.05) && (call ww2_fnc_findPlayer) in (crew this)) && ((speed this) < 1) && ((getTerrainHeightASL (this modelToWorld (this selectionPosition 'pos_cargo_dir_1'))) > -1.5)";

 

Share this post


Link to post
Share on other sites

@dukenukem. the mega mirror and armaholic should still work

google drive we had to take offline for now due to space limitations

  • Like 1

Share this post


Link to post
Share on other sites

Will we see any equipment for Commando Units in the upcoming update or will that be something for another time?

Share this post


Link to post
Share on other sites

hv48GCK.jpg
by Jaki


Download
http://ww2ina3.com/wiki/index.php?title=WW2_Download

 

Changelog
http://ww2ina3.com/wiki/index.php?title=WW2_Changelog
http://ww2ina3.com/wiki/index.php?title=WW2_Changelog:_Preview_v31_-_2018-08-28
http://ww2ina3.com/wiki/index.php?title=I44_Changelog#Preview_v31_-_2018-08-28


This time a quality of life update - this means the focus has been on improving your play and gaming experience
along with a smaller set of new additions expanding the battlefield.

 

### Highlights ###


Gameplay

 

  • SmootherAnimations thanks to Taro!
  • Jump over action when running or sprinting (instead of get over) thanks to Frontline team!
  • All tanks and halftracks are now up to Tanks DLC PhysX standards
  • All wheeled vehicles have been refactored to have working dampers
  • All boats now use PhysX simulation and will interact with waves
  • US halftrack PhysX behavior has reached a new dimension: playable & enjoyable!

 


by stabcon

 

 

NPdVOGp.jpg

 

unknown.png

 

unknown.png

by Jaki and El Tyranos

 

 

 

AI

 

  • Better AI engaging priorities for infantry and all vehicle types
  • AI uses heavy weapons now also on infantry, wheeled vehicles and static weapons
  • AI tanks and static weapons now also use HE ammo

 

 

by El Tyranos

 

rzKzKvm.jpg

 

WKjPPJT.jpg

 

6VOXWXz.jpg

 

xohXCdg.jpg

 

79gKf9r.jpg
by Jaki, stabcon and El Tyranos

 

 

 

Sounds

 

  • Halftrack sounds have seen a major upgrade alongside correct positioning of tracks and engine audio origin
  • Panther and T34 also received a major sounds and sound simulation upgrade

 

 

 

 

 

 

by LAxemann

 

 


Objects

 

  • Improved Neaville's church:
    • Reduced by 500% the probability you will die by getting up the bell tower. It can still happen because probability was even higher, so don't forget to light a candle before
    • You can now walk on the roof if you are trained ninja
  • I44 Omaha fortified positions should be much more enjoyable now (no more collision issues with terrain objects)
  • No more collision issue with dirt slopes or all I44 trenches (your were stuck and dragged inside the model, you can ether sprint 90° of the trench and walk over it, or get inside, you can move across slopes without falling in between them)

 


by El Tyranos

 

unknown.png

 

VrT65hg.jpg

 

PmiVPwi.jpg

 

Ulmus winter trees comparison:

 

https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=882295be-ab5c-11e8-9dba-0edaf8f81e27

 

QtOxvfk.jpg

 

FZGpKNS.jpg
by Jaki, stabcon and El Tyranos

 

 

 

Assets

 

  • SturmTroopers uniforms (6 variants)
  • Two new variants for ST field caps (Einchenlaubmuster 1944, reversible)
  • SturmTroopers SUZ helmet cover with hooks will now display the correct camos and not Splittertarn anymore
  • SturmTroopers faction now have its own proper camo patterns (Reversible "Einchenlaubmuster 1944" and "Erbsenmunster 1944" a.k.a."DOT 44" instead of Splittertarn)
  • Fallshirmjäger and Wehrmacht troops now have new accurate camo patterns: Heeres-Splittermuster 31 and Luftwaffen-Splittermuster 41 - thanks to Jeg0r!
  • German camo uniforms and covered helmets textures general overhaul (new patterns, better ambient occlusion, better curvature integration, less crappy dirt effect)
  • Darkened I44 US vehicles (former textures still available as North Africa set)
  • Kar 98 metal textures thanks to petrtlach from CSA38!
  • Tweaked coloring of map objects (sea, forest, rocks, trails, roads, main roads, tracks, as well as bush and tree icons) to reflect even more realistic style (adapted from current french geography institute)
  • Essentially all A2 cutscene animations and a few yet missing custom animations from IF

 

9B3SW8N.jpg

 

QR1IJzJ.jpg

 

0ssMXxp.jpg

 

RXhTdVa.jpg

 

sI1X72C.jpg
by Jaki, stabcon and El Tyranos

 


-------------------------------------------------------------------------------

 


Image galleries:

 

https://imgur.com/a/HC0260n

by Jaki

 

https://imgur.com/a/F9dnSBW

by stabcon

 

https://imgur.com/a/8b4XSmP

by El Tyranos

 

https://imgur.com/a/9eOZVkz
by El Tyranos

 


-------------------------------------------------------------------------------

 

 

For suggestions and issues please check out:
http://ww2ina3.com/wiki/index.php?title=Issue_Reporting

 

Wanna have a chat or interested to assist us - join our discord server.


Enjoy!

 


-------------------------------------------------------------------------------

 


The horizon reveals more news incoming:

 

20180720234659_1.jpg

by slakks

 

20180721134445_1.jpg
by iron excelsior

 

unknown.png
by El Tyranos

 

For more official WIP media and excellent fan made media make sure follow our discord server.

 


-------------------------------------------------------------------------------

 


PS: Just in n case you were missing out previously:

 

 

  • Like 11
  • Thanks 11

Share this post


Link to post
Share on other sites

Fabulous!!!! This WW II experience just keeps getting better and better! Thank you.

  • Thanks 2

Share this post


Link to post
Share on other sites

Simply OUTSTANDING - gentlemen...

Regards,
Scott


Sent from my iPad using Tapatalk

  • Thanks 2

Share this post


Link to post
Share on other sites

BIG THX from a happy gamer & part-time mission maker - your team never ceases to amaze me with both quality and quantity of assets!

  • Thanks 2

Share this post


Link to post
Share on other sites

Congrats and thanks on latest release!  Really awesome fixes and content.  Can't express enough my gratitude!

 

Quick things I noticed so far:

 

Some new IFA3 Russians started popping up in my dynamic mission, who are mostly silent but speaking certain phrases in English.  I was curious, and opened up CfgVehicles to find a whole slew of (new?) guys:  The ones that start with "LIB_SD_ALLIES_" and "LIB_SD_AXIS_".  They all seem to have "LIB_NoVoice" in their "identityTypes".  I looked in CfgVoices and saw "LIB_NoVoice", and in main config I see LIB_RadioProtocolNoRadio.  Nice work!  Wanted to let you know though that these guys are not completely silent.  When you have them in your squad and order to report status via ~-5-5, they report back coordinates in default English voice.  (Edit - I double-checked, and indeed this happens with only IFA3 loaded.)

 

Anyway, are these guys simply base types?  (If so, I'll simply exclude them.)

  • Thanks 1

Share this post


Link to post
Share on other sites

@madrussian

 

these are specific classes for MP PvP game modes - so to be excluded yes

  • Thanks 1

Share this post


Link to post
Share on other sites

Really amazing stuff. Your update is fantastic. Thank you very much.

 

BTW: DAK Tropical Ankle Boots + DAK Tropical Shorts = Great Joy :don12:

  • Like 1

Share this post


Link to post
Share on other sites
35 minutes ago, vintorez said:

Really amazing stuff. Your update is fantastic. Thank you very much.

 

BTW: DAK Tropical Ankle Boots + DAK Tropical Shorts = Great Joy :don12:


One could say I feel.... strength through joy ( ͡° ͜ʖ ͡°)

  • Haha 1

Share this post


Link to post
Share on other sites

A lot of effort and hard work  gone in here !

 

Great work lads    thanks:thumb:

  • Thanks 1

Share this post


Link to post
Share on other sites

Amazing work!  The fade from high rpm back to idle on the T34 is absolutely incredible!!!

  • Thanks 1

Share this post


Link to post
Share on other sites

Great stuff Gents .....  Thanks  :drinking2:

  • Thanks 1

Share this post


Link to post
Share on other sites

Hotfix 1

  • Changed: removed irLock from (unguided) bombs.
  • Changed: removed irLock from unguided rockets.
  • Changed: S&D classes to scope=1.
  • Improved: US Assault vest changed to OD Green instead of brown to match their real color.
  • Fixed: preloading of WIP containers (ww2_objects_c_misc_ww2_misc_c).
  • Fixed: reverted Ping sound class name for now.
  • Fixed: vehicle damage not shown in interface.
  • Fixed: vehicle weapon reload state is shown again.
  • Fixed: fault getIn EH for FLAK no longer executes.
  • Fixed: outdated radio backpack was used.
  • Fixed: ammo sqf command is actually looking for current muzzle and not weapon name (problem once a weapon has multiple modes).

 

---

 

Also if you are looking for good WW2 PvP action make sure to join our WWRush play tests!

 

Quote

World War Rush is a fast-paced, infantry-focused, progressive, A&D game-mode, inspired to the all-time famous Squad Rush mode of the Battlefield Series and developed to perfectly tailor the WW2 experience. Two teams fight each other: attackers will be attempting to secure themselves one objective after another, whereas the defenders will attempt to stop their progress. Each object is sitting at the center of a unique and detailed location. Featuring battlefields up to 60 players (30vs30), a custom user interface, vehicular warfare, scaleable battlefields, classes with unique perks and progressive arsenal unlocks, you can rest assured that each battle will never be like the previous one.

 

Videos from last play tests:

 

 

 

 

 

 

 

---

Quote

 

Official IFA3 Public Play PvP Test for WWRush (similar to BF Rush) - come and bring your friends to the fight!

 

# Tonight, starting at 20:30 CEST #

Server: no4commando.com
Port: 2302
TS3: ts3.no4commando.com
Mods: IFA3_AIO_LITE + CUP Terrains - Core

 

 

More in our discord:
https://discord.gg/0vQjglomrhMXqTF1

 

  • Like 2
  • Thanks 3

Share this post


Link to post
Share on other sites

I had the map loading problem this afternoon so I went on Steam to check the WW2 Objects mod page where I saw that you had just been informed of it. An hour or so later I checked back and the hotfix was posted. Very impressive guys!

  • Thanks 1

Share this post


Link to post
Share on other sites

For some reason Iron Front Tanks alone wont fire main cannon on doSuppressivefire

{nb = nearestbuilding player; _x dosuppressivefire player} foreach allunits;

 

Works for all tanks except IF ones -i use this alot to route infantry from buildings

 

Great update -really enjoying

  • Thanks 1

Share this post


Link to post
Share on other sites

yep tried without success the command - no idea why thats the case.

i came up with this - maybe you can adapt it:

 

			waitUntil
			{
				sleep 1;

				(gunner argt_tank1) reveal [argt_mg42,4];
				(gunner argt_tank1) doTarget argt_mg42;

//				argt_tank1 lookAt argt_mg42;
//				argt_tank1 doWatch argt_mg42;
//				hint "Targeting!";

				(
					(((gunner argt_tank1) aimedAtTarget [_nearestBuilding]) > 0)
					||
					(!(alive _nearestBuilding))
				)
			};

			if (alive _nearestBuilding) then
			{
				argt_tank1 fireAtTarget [argt_mg42,"LIB_F34"];
				_firingCount = _firingCount + 1;
//				hint "Firing!";
//				(gunner argt_tank1) forceWeaponFire ["LIB_F34","close"];
			};

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×