x_DarkSpecter_x 207 Posted January 17, 2019 Von, do you think it would be possible to increase the AI functionality with this (and FROGS)? Right now I mostly play either SP or with one friend with AI squadmates and I've found ways to make it work but for instance when you (player) jumps out of the plane, the AI will all clump together and when they eject and sometimes kill each other by running into each other, so I'm thinking maybe stagger them just slightly? Keep up the great work and I'm super excited for any updates!! 1 Share this post Link to post Share on other sites
Von Quest 1163 Posted January 19, 2019 v0.3.0 Beta =======================ADDED: Upgraded Dragonfly Rig graphics ADDED: New Basic Jump Helmet ADDED: Accessories can get LOST on Jump (user option) REMOVED: Moved ALL AOs into SCAR REMOVED: Required HALO Gear, Jump with Normal Uniform CHANGED: several misc tweaks 5 1 Share this post Link to post Share on other sites
pappagoat 6 Posted January 22, 2019 Any hope for the option that HALO jumpers have a light or glow stick attached to them? Share this post Link to post Share on other sites
Von Quest 1163 Posted January 22, 2019 It should already be in there. I won't have time to check until this weekend. When you are up in the plane, make sure you have a Red Chemlight in your Uniform, and use the player menu. Shift+L I thought I added that a long time ago. You should have both Light and/or Smoke options. I'll take a peak when I get time. I'll be going through all projects this winter in more detail and fixing/upgrading. 1 Share this post Link to post Share on other sites
Von Quest 1163 Posted January 28, 2019 When you land, you have to use Shift+L and select 'Drop Chute'. Then find the chute on the ground and there is an option on it to 'Bury Gear' (along with your other gear if it's in the same pile). If you don't bury it, there is a chance the enemy will find it and respond to track you. Share this post Link to post Share on other sites
Von Quest 1163 Posted January 29, 2019 Thanks for the screenshots! I'll take a look. I didn't get any of those in last test... I'll be adding options so you can select what happens upon landing. I'm sure everyone is lost as well. LOL. It takes only an hour or two to crank out a feature, but seems like it takes longer to add all the documentation. I think numerous people would prefer the simpler automatic option of the Backpack just flipping back onto your back when you hit. Right now, when you land, the Chute is still on your back, and your Backpack is on your front. You have to use the LEAP Menu to kick it off, and then find where it is on the ground. If you Gear-Up right on it, all the extra Jump Gear is added to the pile (groundWeaponHolder) and when you are ready, you can look/point at the pile of gear and there should be an option to "Bury Gear" and the entire pile and chute-pack should disappear. If you don't bury it, then it runs a probability (set in module) to see if enemy troops can find and scramble to search for you. Thanks for the feedback. Share this post Link to post Share on other sites
Diveyez 12 Posted January 31, 2019 Clam Chowder. Have you tackled the dedicated server issue yet? 1 Share this post Link to post Share on other sites
Diveyez 12 Posted January 31, 2019 VQI -> https://devgru.club/site We love you! We support your work, if there is anything you need. Let me know. At DEVGRU we focus on that style you had in mind for spookwarcom. Good to see you in action brother! 1 1 Share this post Link to post Share on other sites
ski2060 167 Posted January 31, 2019 I'll test some more myself. I got the Core fixed for the stand so that I can exit to SUB/HALO etc. Couple issues I noticed. When I have the stand down but have the LEAP module set to System only instead of placing down the XC-130 at the LEAP module location it does not give me a loadmaster to file a flight plan I have to set it for the XC-130 in order to file a flight plan, then run back inside the TOC to board the aircraft in flight. when I made it to the ground, my backpack was empty of gear. It was also showing on a ground container. I could drop my chute off by drag and drop, and put on my backpack which was now empty. There is no separate POA bottle for inventory. You have to get it from the Terminal slot or whatever, then you have to remember to move it to the rebreather to have air when you jump. Share this post Link to post Share on other sites
Diveyez 12 Posted January 31, 2019 Just now I tried to use this on a dedicated server with the module set to place xc130 on runway, and the players could not load into server properly. That is new, the older version just didnt work and the players could load in. Share this post Link to post Share on other sites
ski2060 167 Posted January 31, 2019 9 minutes ago, stburr91 said: There is no need to place the plane down, just use the "system only" option. You can file a flight plan at the Logistics Desk in the cubical across from the weight lifting area. You get the jump inspection from the guy in the back of the ops center wearing a flight suit. I'll try that. i could NOT find the damn Logistics area to get the flight plan filed. Maybe just not enough coffee this morning. Share this post Link to post Share on other sites
Diveyez 12 Posted February 1, 2019 I placed down system only module and nothing works at all anymore. Nothing even shows up anywhere on Tonoa. I have to set it to the xc-130 instead. Share this post Link to post Share on other sites
Von Quest 1163 Posted February 8, 2019 UPDATE: v0.3.1 Beta=======================ADDED: User Select Gear for ParaJump InspectionADDED: User Select Gear for HALO InspectionFIXED: Dropped Chute too far away from feetFIXED: ParaJump now Automatic Ramp, Signal, etcFIXED: AR3, Baro Pressure ASL...AADFIXED: ASTRA, GPS/Auto AGL......AADFIXED: Error if setting to 0 for Damaged Gear OptionTWEAK: Added a few Helper Hints; reduce confusion ------- @Diveyez The "System Only" is for using a Ops Center (from my CORE Addon; or your own). It just activates the scripts, etc. No Ground Plane or Crew. Side Note: I just checked out your Website, cool stuff man. I see you have the C-17 screenshot there. I used to support the C-17 for this project, but I believe its been taken out. I haven't tested it since I got my own custom C-130 for Jumps. I'll be adding it back in at some point I think if there is a demand for it. I'm spread super thin right now, and ArmA is kinda clunky and super time consuming to work in. Was that the "Heavy Lifter" you were referring to a while back? As for Server/Dedicated support, unfortunately it is not coded or tested for those yet. Its mostly for SP. MP is limited right now. I'll be looking into those later on (expect a very long wait, sorry). 1 Share this post Link to post Share on other sites
Diveyez 12 Posted February 14, 2019 Von Quest: SInce you are working on this again, github.com/diveyez discord: Diveyez#1878 Link up with me and ill code some c++ and scripts to get this working on dedicated servers. I would also like to add a C2A Greyhound to your pack, one that I am working on and have been for about 3 months since my new found love for HALO operations. Share this post Link to post Share on other sites
Diveyez 12 Posted February 14, 2019 I just saw your response to me, somehow my browser loaded an old version of thread. Sweet, if its in the works. I will gladly help, I am in Atom.io coding cpp and sqf scripts for HALO ops out of my own aircraft as well. Share this post Link to post Share on other sites
Diveyez 12 Posted February 14, 2019 VQI, this information may help you. I find that this plane probably cannot takeoff from the ground because of this. I would love to fly it but it blew up lol Spoiler 13:18:56 File vqi_c130\c130\model.cfg, line 206: '/CfgModels/vqi_c130_x/Animations/ind_flap.angle0': Missing ';' at the end of line 13:18:56 File vqi_c130\c130\model.cfg, line 518: '/CfgModels/vqi_c130_x/Animations/Gear_2_1.maxValue': Missing ';' at the end of line 13:18:56 Warning: Unsupported UVSet 2 13:18:56 Warning: vqi_c130\c130\vqi_c130_x.p3d:1, vertices of bone engine_4_prop_h are shared with parent bone engine_4_prop 13:18:56 Warning: vqi_c130\c130\vqi_c130_x.p3d:1, vertices of bone engine_3_prop_h are shared with parent bone engine_3_prop 13:18:56 Warning: vqi_c130\c130\vqi_c130_x.p3d:1, vertices of bone engine_2_prop_h are shared with parent bone engine_2_prop 13:18:56 Warning: vqi_c130\c130\vqi_c130_x.p3d:1, vertices of bone engine_1_prop_h are shared with parent bone engine_1_prop 13:18:56 Error: vqi_c130\c130\vqi_c130_x.p3d:1, vertices of bone vrtule blur 2 are shared with bone vrtule blur 13:18:56 Error: vqi_c130\c130\vqi_c130_x.p3d:1, vertices of bone vrtule blur 3 are shared with bone vrtule blur 13:18:56 Error: vqi_c130\c130\vqi_c130_x.p3d:1, vertices of bone vrtule blur 4 are shared with bone vrtule blur 13:18:56 Error: vqi_c130\c130\vqi_c130_x.p3d:1, vertices of bone vrtule blur 1 are shared with bone vrtule blur 13:18:56 Warning: vqi_c130\c130\vqi_c130_x.p3d:1, vertices of bone gear_1_1_damper are shared with parent bone gear_1_1 13:18:56 Warning: Unsupported UVSet 2 13:18:56 Warning: Unsupported UVSet 2 13:18:56 Warning: vqi_c130\c130\vqi_c130_x.p3d:VIEW_PILOT, vertices of bone stick_rightwheel are shared with parent bone stick_pilot_2 13:18:56 Warning: vqi_c130\c130\vqi_c130_x.p3d:VIEW_PILOT, vertices of bone stick_leftwheel are shared with parent bone stick_pilot 13:18:56 Error: vqi_c130\c130\vqi_c130_x.p3d:VIEW_PILOT, vertices of bone vrtule blur 4 are shared with bone vrtule blur 13:18:56 Error: vqi_c130\c130\vqi_c130_x.p3d:VIEW_PILOT, vertices of bone vrtule blur 1 are shared with bone vrtule blur 13:18:57 Warning: Unsupported UVSet 2 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:VIEW_CARGO(0), vertices of bone vrtule blur 2 are shared with bone vrtule blur 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:VIEW_CARGO(0), vertices of bone vrtule blur 3 are shared with bone vrtule blur 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:VIEW_CARGO(0), vertices of bone vrtule blur 4 are shared with bone vrtule blur 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:VIEW_CARGO(0), vertices of bone vrtule blur 1 are shared with bone vrtule blur 13:18:57 Warning: Unsupported UVSet 2 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone door_2_2_damagehide are shared with parent bone door_2_2 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone door_2_1_damagehide are shared with parent bone door_2_1 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone door_2_1 are shared with bone ramp_bottom 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone hatch_2_2_b are shared with bone hatch_2_2_t_damagehide 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone hatch_2_1_t_damagehide are shared with parent bone hatch_2_1_t 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone hatch_1_1_b are shared with bone hatch_1_1_f 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone hatch_2_2_t are shared with bone wheel_3_2 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone hatch_2_1_t_damagehide are shared with bone wheel_3_1 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone hatch_1_1_b are shared with bone wheel_1_1 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone rudder are shared with bone elevator_r 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone aileron_1_2 are shared with bone flap_1_2 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone flap_1_4 are shared with bone flap_1_2 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone aileron_1_2 are shared with bone flap_1_2 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone flap_1_3 are shared with bone flap_1_1 13:18:57 Error: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertices of bone aileron_1_1 are shared with bone flap_1_1 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 0, sum of weights is 3, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 1, sum of weights is 72, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 2, sum of weights is 32, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 3, sum of weights is 19, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 4, sum of weights is 31, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 5, sum of weights is 9, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 6, sum of weights is 55, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 7, sum of weights is 17, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 9, sum of weights is 10, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 10, sum of weights is 16, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 11, sum of weights is 5, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 12, sum of weights is 13, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 13, sum of weights is 41, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 14, sum of weights is 22, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 15, sum of weights is 3, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 17, sum of weights is 16, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 18, sum of weights is 5, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 19, sum of weights is 50, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 20, sum of weights is 1, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 21, sum of weights is 6, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 22, sum of weights is 3, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 42, sum of weights is 1, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 56, sum of weights is 67, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 57, sum of weights is 13, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 59, sum of weights is 47, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 61, sum of weights is 22, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 67, sum of weights is 36, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 70, sum of weights is 50, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 73, sum of weights is 8, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 74, sum of weights is 1, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 77, sum of weights is 24, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 87, sum of weights is 50, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 89, sum of weights is 3, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 91, sum of weights is 3, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 93, sum of weights is 50, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 95, sum of weights is 28, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 96, sum of weights is 6, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 106, sum of weights is 26, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 108, sum of weights is 38, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 119, sum of weights is 25, should be 100 13:18:57 Warning: vqi_c130\c130\vqi_c130_x.p3d:hitpoints, vertex: 130, sum of weights is 50, should be 100 13:18:57 Warning: Unsupported UVSet 2 13:18:57 Warning: special LOD contains 2nd UV set. 13:18:57 Warning: Unsupported UVSet 2 13:18:57 Warnings in vqi_c130\c130\vqi_c130_x.p3d:geometryFire 13:18:58 Duplicate HitPoint name 'HitTurret' in 'VQI_C130_NIGHTMARE' 13:18:58 Duplicate HitPoint name 'HitGun' in 'VQI_C130_NIGHTMARE' 13:18:58 File vqi_c130\c130\model.cfg, line 206: '/CfgModels/vqi_c130_x/Animations/ind_flap.angle0': Missing ';' at the end of line 13:18:58 File vqi_c130\c130\model.cfg, line 518: '/CfgModels/vqi_c130_x/Animations/Gear_2_1.maxValue': Missing ';' at the end of line 13:18:58 Warning: Unsupported UVSet 2 1 Share this post Link to post Share on other sites
x_DarkSpecter_x 207 Posted February 17, 2019 Hey Von, for some reason since the last update, AI won't teleport into the plane. I'm pretty sure an error popped up so I'll edit this a little later with a screenshot of it. Thought you'd like to know 1 Share this post Link to post Share on other sites
Von Quest 1163 Posted February 18, 2019 @Diveyez Thanks for the offer to help. Yeah, it kinds sucks this isn't fully supported in a dedicated server environment yet. I plan on getting there at some point. Hang in there bud. I don't need any help at the moment, but I got you bookmarked if I do. Thanks! And as for the C-130, ....nothing a little chewing gum and duct tape won't fix! That model is from ArmA 2, and donated from sabreDUST and old ArmA source files. It doesn't fly anymore, and I had to redesign it just so we could have a Jump Plane to jump from, at the altitudes we wanted (HALO). The game technically doesn't support "normal" parajump operations and aircraft. I had to re-model an old C-130, and add my own scripts/code to make the magic happen. This project is a little clunky and going through its growing pains. Its gonna get better now that I've passed the half-way point. @x_DarkSpecter_x Thanks for the heads up. I never play with the AI. I can't remember if they are in the plane or not. So they don't jump at all with you then? I think I had it so they teleport next to you when you jump. It must be broken again. It was working good. Hmmm.... 1 1 Share this post Link to post Share on other sites
x_DarkSpecter_x 207 Posted February 18, 2019 2 hours ago, Von Quest said: @x_DarkSpecter_x Thanks for the heads up. I never play with the AI. I can't remember if they are in the plane or not. So they don't jump at all with you then? I think I had it so they teleport next to you when you jump. It must be broken again. It was working good. Hmmm.... Yeah so before the very last update it worked fine, but now for some reason when I go to the stand in the TOC, I click board XC130 and I board/teleport to it, but the AI doesn't board/teleport to the plane anymore. My guess is they still auto exit when I jump out, but just teleporting to the actual plane is the problem I'm running in to Share this post Link to post Share on other sites
Nichols 243 Posted February 27, 2019 Can't wait to check this out and if you need a little help with testing dedicated server actions on this let me know. I have a bunch of hair gel using virtual seals that would be glad to check it for you. Go find some New England Clam Chowder and get back to work! 1 Share this post Link to post Share on other sites
Von Quest 1163 Posted April 13, 2019 @everyone And to anyone who is unaware, the entire project is now packed together and up on the Steam Workshop. The newest and best stuff will now be in the Steam Version. Share this post Link to post Share on other sites
Von Quest 1163 Posted June 4, 2021 UPDATED -- Brand NEW Version. Complete Re-Write! I had to remove some of the extra features to speed up this release, and get it stable. They will be added back in if/when there are no bugs or issues. The Notes/Walkthrough Download Mission is now sorta out-of-date. I will be adding some screenshots more info when I can find time (hopefully next week). Enjoy!!! 2 Share this post Link to post Share on other sites
SaureEssigGurke 0 Posted December 11, 2021 Hello! I seem to have an issue with the mod, but I don't know if its the mods fault or mine. When i try to use the mod, it starts to load in-game, and then gives me an error message and does nothing. It says something about unspecified variable. How can i fix this? Share this post Link to post Share on other sites
Von Quest 1163 Posted December 28, 2021 Sorry for the long delay. I'm not working on ArmA at the moment... Not sure. You have CORE also? And try going through the Walkthrough/Example Setup from the Download link (via CORE page)? It sounds like you're Missing a Classname or something on one of the Module Fields. Share this post Link to post Share on other sites