peegee 118 Posted August 2, 2017 3 hours ago, Pan Samogon said: Using attach to vanilla ATV. Seems clever. Good job,mate. Pretty sure that is not the vanilla Grizzly. Look closer =) Amazing ideas, love the standing and FFV Share this post Link to post Share on other sites
peegee 118 Posted August 2, 2017 Delete double post :d Share this post Link to post Share on other sites
CPT J. Shaw 32 Posted August 7, 2017 My unit is really looking forward to this. Any chance you could make the Medkit model work with ACE Bandages/ACE Medical Items? 1 Share this post Link to post Share on other sites
DieselJC 196 Posted August 7, 2017 1 hour ago, 1LT J. Shaw said: My unit is really looking forward to this. Any chance you could make the Medkit model work with ACE Bandages/ACE Medical Items? If its a vehicle that option should be availible in Eden editor for Ace vehicle I think scroll to the Bottom of the vehicle Init..and if you use ACE I think the Medkits and FAKs are all turned into ACE Bandages too if I remember correctly. Diesel Share this post Link to post Share on other sites
CPT J. Shaw 32 Posted August 8, 2017 1 hour ago, DieselJC said: If its a vehicle that option should be availible in Eden editor for Ace vehicle I think scroll to the Bottom of the vehicle Init..and if you use ACE I think the Medkits and FAKs are all turned into ACE Bandages too if I remember correctly. Diesel I'm talking about this specifically: " Medkit, Toolkit, Rifle and laser designator are displayed as cargo if they are in the inventory and hidden if they're removed." If ACE Bandages/etc are in the vehicle inventory, will the Medkit show up? Same goes for the Designator if theres a Vector 21? 1 Share this post Link to post Share on other sites
Neddles 229 Posted August 8, 2017 Just back from a months vacation (where I didn't think once about this mod!) Back now so I'll start back into it shortly. To answer the inventory question: There's a script that runs when you close the vehicles inventory. It scans through and looks for certain class names and then hides/unhides a proxy model accordingly. As the laser designator proxy model is the vanilla one then that's what you'll see regardless of what type is in the inventory. The reason for using this proxy method is that using "attachto" is messed up in first person view as most of you know. As for the medkit / ACE thing I'll have to look into it. At the moment the script is only looking for the vanilla medkit classname. Maybe ACE automatically fills it with ACE items, not sure. That's it for the moment, just wanted to give everyone a heads up as to the lack of any updates of late. 6 Share this post Link to post Share on other sites
DieselJC 196 Posted August 8, 2017 19 hours ago, 1LT J. Shaw said: I'm talking about this specifically: " Medkit, Toolkit, Rifle and laser designator are displayed as cargo if they are in the inventory and hidden if they're removed." If ACE Bandages/etc are in the vehicle inventory, will the Medkit show up? Same goes for the Designator if theres a Vector 21? The physical Medkit will show but it wont do anything with ACE Medical on..the FAKS get turned into Bandages with ACE..Not sure about the Vector..I think the physical piece will be their but I think ACE adds its on in too. That I am not sure on. Diesel Share this post Link to post Share on other sites
jarrad96 1940 Posted August 8, 2017 Well, with ACE if a Medical Kit is inside a vehicle upon spawn it will stay as that item- only when the kit is taken from the vehicle and added to the PLAYER inventory does it automatically turn into ACE medical supplies. - What that means is you could have a version of the Quad that has the medical gear spawned inside it (and showing on model) and it would work for both ACE and non-ACE medical gear until it is removed from the vehicles inventory by a player. Share this post Link to post Share on other sites
CPT J. Shaw 32 Posted August 10, 2017 On 8/8/2017 at 9:45 AM, Neddles said: Just back from a months vacation (where I didn't think once about this mod!) Back now so I'll start back into it shortly. To answer the inventory question: There's a script that runs when you close the vehicles inventory. It scans through and looks for certain class names and then hides/unhides a proxy model accordingly. As the laser designator proxy model is the vanilla one then that's what you'll see regardless of what type is in the inventory. The reason for using this proxy method is that using "attachto" is messed up in first person view as most of you know. As for the medkit / ACE thing I'll have to look into it. At the moment the script is only looking for the vanilla medkit classname. Maybe ACE automatically fills it with ACE items, not sure. That's it for the moment, just wanted to give everyone a heads up as to the lack of any updates of late. Could you not just add the Classnames for the Bandages and stuff, I'm sure its just a Config line. Yes the Vanilla Medkit will give you ACE Medical gear, but to use the FAK or Medkit instead of just loading the bandages you'd like is barbaric. Share this post Link to post Share on other sites
Neddles 229 Posted August 10, 2017 You can load as many bandages individually as you like. They just won't be in the visual model, just like all the other vehicles. 1 Share this post Link to post Share on other sites
TheLimbo365 70 Posted August 15, 2017 I dunno if you have played with Dev branch since the release of the LoW Beta but they have set up Quad bikes for vehicle in vehicle in the new Vans Would this be something you think you would mirror? Share this post Link to post Share on other sites
Neddles 229 Posted August 16, 2017 15 hours ago, TheLimbo365 said: I dunno if you have played with Dev branch since the release of the LoW Beta but they have set up Quad bikes for vehicle in vehicle in the new Vans Would this be something you think you would mirror? I'm not on dev branch but when the dlc is released I'll look into it. If it's the same vehicle in vehicle definition as we have now then that's good as I've already defined it. There's pics in a previous post of them loaded in a chinook. 2 Share this post Link to post Share on other sites
Neddles 229 Posted September 1, 2017 Been a bit side tracked adding a 60mm Mortar to the setup. I thought it might be a pretty good light weapon to carry on the ATV. Spoiler Spoiler Spoiler Spoiler It's difficult to aim and it only uses a bubble in the sight for range (like a carpenters level) but it's pretty good fun. I made the appropriate ammo so the range markings are pretty accurate. (charge 0 on the left and charge 1 on the right). Ammo is HE charge 1 and 0, WP charge 1 and illum charge 1. From the last pic you can see that it will still work (the bubble sight) even when sighted uphill, or on any sloping ground. I'm still unsure whether I'll put it on the front of the ATV exposed like that or maybe some sort of cover. 17 Share this post Link to post Share on other sites
Ubuto 2 Posted September 1, 2017 Realy realy nice work you have done here Neddles !!! I would like to see a cover for the sight and two straps for fixating the Mortar. Share this post Link to post Share on other sites
kilo-bravo 84 Posted September 1, 2017 that camo face paint looks mean Share this post Link to post Share on other sites
Digger James 133 Posted September 2, 2017 this just keeps getting better & Better!!! as Nikolia would say "TIME FOR VOLDKA!" Share this post Link to post Share on other sites
Neddles 229 Posted September 2, 2017 I changed it around so the mortar is in a bag and the baseplate is stored in the back (you can see in the upper left of picture). Model is removed if you take the mortar from the ATV's inventory (second pic). I'm liking this way better than the previous pics without the bag. 8 Share this post Link to post Share on other sites
Foxone 1044 Posted September 2, 2017 Very nice work, would this be possible with launchers as well, for instance a Javelin tube from 3CB (when placed in the inventory), just like you did with the gun holder. Share this post Link to post Share on other sites
Neddles 229 Posted September 2, 2017 For sure. I already had that set up for a launcher stored in the back. I removed it as it didn't really fit. Easy to add back in if people want it. 3 Share this post Link to post Share on other sites
Foxone 1044 Posted September 2, 2017 Just now, Neddles said: For sure. I already had that set up for a launcher stored in the back. I removed it as it didn't really fit. Easy to add back in if people want it. I personally would love that, ofcourse not sure about other people :) 2 Share this post Link to post Share on other sites
Maj.Boggie 47 Posted September 4, 2017 On 02/09/2017 at 3:02 PM, Neddles said: For sure. I already had that set up for a launcher stored in the back. I removed it as it didn't really fit. Easy to add back in if people want it. Launchers would be awesome! Maybe perhaps a Sniper rifle strapped to the front (Like, MOH Tier 1, 2010) Keep up the good work :) 1 Share this post Link to post Share on other sites
MANTIA 55 Posted September 4, 2017 They look great! Any plans to arm any of them? Routinely SF teams are known to weld and attach 240's, Mk-19's, ect to them. 3 Share this post Link to post Share on other sites
islesfan186 83 Posted September 5, 2017 On 9/4/2017 at 2:13 PM, MANTIA said: They look great! Any plans to arm any of them? Routinely SF teams are known to weld and attach 240's, Mk-19's, ect to them. When I read this I was intrigued and had to google. Could you imagine riding around in this: 4 Share this post Link to post Share on other sites
ineptaphid 6413 Posted September 5, 2017 8 minutes ago, islesfan186 said: Could you imagine riding around in this: I could imagine it. Get on a ride-on lawn mower and drive around the garden shouting "Bang! Bang! Bang!" 5 Share this post Link to post Share on other sites