lexx 1387 Posted July 17, 2016 Description: I totally want this cargo ship, but it's not available in Apex... And I am impatient... So hey, I took matters into my own hands and decided to improvise a little bit. Therefore, this mod exists. So what does it do? Simple: It adds various cargo ship variants (ported over from Take on Helicopters) to the game. Sadly, they are *static* and *only* useful as background decoration. You *can not* walk on them (edit: Actually you can walk on a few parts of them), and the ships should never ever be placed in front of a players face, as they are lacking details and look plain ugly in close-up. This is a kind of middle ground I'll have to walk here... but hey, better than no ships at all in an island theme that screams for such stuff, huh? Additionally to the ships, this package comes with a script file that allows mission makers to create actual moving ships (originally written by zooloo75 - I've adjusted it a little bit for the purpose of this mod). For this script to work, simply place one of the ships in the map, then add to the init command line: _nil = [this,((direction this) + 180),500,0.025,0] execVM "\lexx\fn_shipMove.sqf"; Explanation: [target,direction,distance to move, speed, pause time] In the above shown example, the ship will move a distance of 500 with a speed of 0.025 - after this, it will stand still and do nothing. I might or might not try to touch up the texture a little bit in the future (I am not a good graphics dude), but in any case, it will never be enough to allow the ships to swim right in front of the players view, as they simply lack geometrical detail to ever look really good in 2016. For a distance shot, they are still pretty good, though (and come on, it sure as hell looks much better than this scene from Apex. The syndicate sure as hell likes their Trawlers). Link:Steam Workshop 23 Share this post Link to post Share on other sites
ricmaughn 0 Posted July 17, 2016 ships not showing up in apex I checked under structures seaport no luck help please thanks Share this post Link to post Share on other sites
lexx 1387 Posted July 17, 2016 Weird. No matter how hard I try, the ships are always there. 2 Share this post Link to post Share on other sites
bars91 956 Posted July 17, 2016 Yup - this stuff is lacking in A3, and especially on Tanoa with them ports n stuff! Share this post Link to post Share on other sites
wsxcgy 1960 Posted July 17, 2016 (edited) http://i.cubeupload.com/BQedBv.jpghttp://i.cubeupload.com/GlJgDp.jpg[/url] Description: I totally want http://i.cubeupload.com/DKmHQI.pngthiscargo ship[/url], but it's not available in Apex... And I am impatient... So hey, I took matters into my own hands and decided to improvise a little bit. Therefore, this mod exists. So what does it do? Simple: It adds various cargo ship variants (ported over from Take on Helicopters) to the game. Sadly, they are *static* and *only* useful as background decoration. You *can not* walk on them, and the ships should never ever be placed in front of a players face, as they are lacking details and look plain ugly in close-up. This is a kind of middle ground I'll have to walk here... but hey, better than no ships at all in an island theme that screams for such stuff, huh? Additionally to the ships, this package comes with a script file that allows mission makers to create actual moving ships (originally written by zooloo75 - I've adjusted it a little bit for the purpose of this mod). For this script to work, simply place one of the ships in the map, then add to the init command line: _nil = [this,((direction this) + 180),500,0.025,0] execVM "\lexx\fn_shipMove.sqf"; Explanation: [target,direction,distance to move, speed, pause time]In the above shown example, the ship will move a distance of 500 with a speed of 0.025 - after this, it will stand still and do nothing. http://i.cubeupload.com/LsXSoj.pnghttp://i.cubeupload.com/t/LsXSoj.png http://i.cubeupload.com/zTYLk4.png img=http://i.cubeupload.com/t/zTYLk4.png http://i.cubeupload.com/LsIvq0.png http://i.cubeupload.com/t/LsIvq0.png I might or might not try to touch up the texture a little bit in the future (I am not a good graphics dude), but in any case, it will never be enough to allow the ships to swim right in front of the players view, as they simply lack geometrical detail to ever look really good in 2016. For a distance shot, they are still pretty good, though (and come on, it sure as hell looks much better than this scene from Apex. The syndicate sure as hell likes their Trawlers). Link: Steam Workshop I would have loved walkable ships for some special ops missions, but this still makes a good atmospheric that will really help all these ports we have on almost every terrain feel more alive. Thank you! Edited July 18, 2016 by R0adki11 removed quoted images as per forum rules Share this post Link to post Share on other sites
lexx 1387 Posted July 17, 2016 You can walk on some parts of the ships, but like I wrote- they are ugly as hell when you stand in front of them. Really, nobody wants to play close to them. Share this post Link to post Share on other sites
jeza 5416 Posted July 17, 2016 Thanks for the work, some good ops to be done 9 Share this post Link to post Share on other sites
Guest Posted July 17, 2016 Release frontpaged on the Armaholic homepage. TOH - Static Cargo Ships v0.4 Share this post Link to post Share on other sites
in005 241 Posted July 17, 2016 At the moment im working a driveable version. made an little config, using this models and textures. Working: Driving Physix (not much testet yet) Working on: Some config values Cant get to work: foghorn I want to give Lexx the config, if i finished it. For all tree types of boats in his mod. 3 Share this post Link to post Share on other sites
dragon01 902 Posted July 17, 2016 That looks great. Just what I needed. :) Share this post Link to post Share on other sites
section 20 458 Posted July 17, 2016 Well done mate :) Adds flavour to the empty seas around Tanoa, Altis and Stratis and gives ports some furniture too. Share this post Link to post Share on other sites
kdub40k 12 Posted July 18, 2016 I wonder if using the Attachto command you could attach the larger ship to say a zodiac or speedboat to "drive" the ship from the smaller boat just an idea. 1 Share this post Link to post Share on other sites
O.Languedoc 67 Posted July 18, 2016 We about making them walkable but still static? Share this post Link to post Share on other sites
lexx 1387 Posted July 18, 2016 I've updated the mod with 3 more TOH boats: - Cruise Ship (White, Blue, Red) - Yacht - Jetboat As with the other boats, they are static - except the Jetboat, which actually works and can be found in the civilian faction. It's still a bit buggy, though. The passenger is invisible and the driver hands aren't on the steering wheel. No idea how to fix that, as the TOH don't seem to have model.cfg files? I've added it anyway. In worst case, it can be used as background decoration (as originally intended with this mod). By the way. If anyone around here is good with textures- I wouldn't mind if someone tries to improve them a little bit. Actually, I would be quite happy if someone would lend me a hand in this. 3 Share this post Link to post Share on other sites
Guest Posted July 18, 2016 New version frontpaged on the Armaholic homepage. TOH - Static Cargo Ships v0.5 Share this post Link to post Share on other sites
VII.Racetrack -ITA- 4 Posted July 18, 2016 Oh god! Very nice mod!!!!!!!! Share this post Link to post Share on other sites
Capt Childs 178 Posted July 18, 2016 A very nice starting point. IMHO the bigger ships don't need to move, however it would be nice to move around then without getting stuck/falling off/falling through. Great work lexx :) Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 18, 2016 I wonder if using the Attachto command you could attach the larger ship to say a zodiac or speedboat to "drive" the ship from the smaller boat just an idea. I've recently experimented with various ways of moving the vanilla trawler around, including this one. It can work for animating it as a prop, as long as you don't care about the following: - The driver AI refuses sees the ship as an obstacle and will keep adjusting course to avoid the object. - The above can be avoided by spawning the ship with createSimpleObject. - The physics of smaller boats, their turn radius and the way they oscillate on the sea make the ship look very unnatural. - The AI, when forced to drive at a lesser speed than their usual one, will not drive at a constant rate, but will accelerate in intervals, which in turn results in problems noted above. Share this post Link to post Share on other sites
lexx 1387 Posted July 18, 2016 IMHO the bigger ships don't need to move Depends on the scene. Having one of the huge ships crawl very, very slowly on the horizon adds a great amount of atmosphere. It's nothing you keep looking at constantly, but if you notice it every once in a while and see that the position has changed, that's pretty cool. 5 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted July 18, 2016 Had the trawler move 200m in 5 minutes during a coastal patrol mission. It made such an incredible difference in authenticity. Awesome mod, enjoying it! Cheers 1 Share this post Link to post Share on other sites
Capt Childs 178 Posted July 18, 2016 Having one of the huge ships crawl very, very slowly on the horizon adds a great amount of atmosphere. Oh I agree with that. Similar to the tide mod, adds atmosphere over time. Share this post Link to post Share on other sites
ArmaFiend 122 Posted July 18, 2016 This is Awesome! I cannot wait to use these ships! Question: I saw a similar port here Their issues, stated in the comments, was the TOH licence saying sample models where only for TOH. Has this issue been resolved? If so... Are these models included in the TOH sample pack? Are the ships split into chunks already?(to deal with road lod restructions) Is there an ai path lod? I have seen the idea to have a seperate model for Just the path lod so it can be bigger than the 50m chunks as ai have issues passing between path lods. I would love to help build and test. 1 Share this post Link to post Share on other sites
lexx 1387 Posted July 18, 2016 The models are directly from the TOH sample pack. Nothing has been done with them, as they are all binarized (and I don't know how to work with that pos Object Builder anyway). Share this post Link to post Share on other sites
MrSanchez 243 Posted July 18, 2016 (and I don't know how to work with that pos Object Builder anyway). Hey. Object Builder is love. Object Builder is life. :D 1 Share this post Link to post Share on other sites