n_icomach 312 Posted July 11, 2017 So whats next? Well this is! This will technically be a "vehicle" ingame and have FFV positons. It will be destroyable so calling explosives may be needed to fully knock it out. The "Gunner" will be vulnerable. However in future versions bunkers may be extreamly hard to take out without munitions. For example something like this. https://i.gyazo.com/37fcd47b783b0b1fe724182f41d315a6.mp4 5 Share this post Link to post Share on other sites
n_icomach 312 Posted July 11, 2017 Proof of concept 3 Share this post Link to post Share on other sites
hcpookie 3770 Posted July 12, 2017 That's kind of what we did for Unsung enemy foxholes. The way I did it in Arma 2 (before FFV) was to utilize the default animation and place the gun so it looked as if you were holding it. Now with FFV it should be relatively simple. The "trick" if it can be called that is to place the gunner proxy low enough that only the shoulders and head are above ground. The "static MG vehicle" uses normal placement. Just the gunner proxy is lower. If this link works you can see it, otherwise the pics are in the URL below... https://onedrive.live.com/?id=5B54FC51A7917265!3796&cid=5B54FC51A7917265 3 Share this post Link to post Share on other sites
n_icomach 312 Posted July 12, 2017 2 minutes ago, hcpookie said: That's kind of what we did for Unsung enemy foxholes. The way I did it in Arma 2 (before FFV) was to utilize the default animation and place the gun so it looked as if you were holding it. Now with FFV it should be relatively simple. The "trick" if it can be called that is to place the gunner proxy low enough that only the shoulders and head are above ground. If this link works you can see it, otherwise the pics are in the URL below... https://onedrive.live.com/?id=5B54FC51A7917265!3796&cid=5B54FC51A7917265 The plan is to use FFV so your not forced to have a single weapon. Its free game :) Share this post Link to post Share on other sites
hcpookie 3770 Posted July 12, 2017 Yes I understand... FFV will make it much easier than the shenanigans we had to go through before FFV :) Share this post Link to post Share on other sites
n_icomach 312 Posted July 12, 2017 2 minutes ago, hcpookie said: Yes I understand... FFV will make it much easier than the shenanigans we had to go through before FFV :) I sure hope so! I love what you guys did for Unsung though. Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted July 12, 2017 So these trenches are just placable through the editor correct? Is there a possibility to actually build a trench ingame, where you place it and then you go through an animation of building it, and it rises to the surface, taking so much time to build. An OFP mod aka Liberation 1941-45 had this feature where you can choose from various trenches, foxholes, and other misc things, and each would show how much time it would take to build, usually up to a minute, to 5min for something big, you chose the type, and it would show up like a light version of it, and then hit enter, and you could build it yourself or have AI in your squad build it, so you would actually go through a digging animation, and there was a sound for it too, as you dug it slowly rose until it was fully standing. If you need a video of it I can record one for you if your interested in seeing it in action. Share this post Link to post Share on other sites
n_icomach 312 Posted July 12, 2017 3 hours ago, Gunter Severloh said: So these trenches are just placable through the editor correct? Is there a possibility to actually build a trench ingame, where you place it and then you go through an animation of building it, and it rises to the surface, taking so much time to build. An OFP mod aka Liberation 1941-45 had this feature where you can choose from various trenches, foxholes, and other misc things, and each would show how much time it would take to build, usually up to a minute, to 5min for something big, you chose the type, and it would show up like a light version of it, and then hit enter, and you could build it yourself or have AI in your squad build it, so you would actually go through a digging animation, and there was a sound for it too, as you dug it slowly rose until it was fully standing. If you need a video of it I can record one for you if your interested in seeing it in action. Currently it's only through editor/Zeus. In the future I do plan on making it work with the ace entrenchment tools. 2 Share this post Link to post Share on other sites
khaosmatical 237 Posted July 12, 2017 Only just found out about this mod, I'm so glad it is in development. As a former mission maker for several years I wished for assets such as this and we are starting to see more love toward the physical structures we can place, such as these trenches or Poolpunks object packs. Really excited to see this progress. Share this post Link to post Share on other sites
n_icomach 312 Posted July 12, 2017 1 hour ago, khaosmatical said: Only just found out about this mod, I'm so glad it is in development. As a former mission maker for several years I wished for assets such as this and we are starting to see more love toward the physical structures we can place, such as these trenches or Poolpunks object packs. Really excited to see this progress. Glad you are enjoying it! Share this post Link to post Share on other sites
zwobot 19 Posted July 15, 2017 On 12.7.2017 at 2:25 AM, hcpookie said: Yes I understand... FFV will make it much easier than the shenanigans we had to go through before FFV :) Did you manage to move the FFV-capable proxy below ground level? When I do that in Object Builder, the AI manning the CargoTurret refuses to engage enemies. Share this post Link to post Share on other sites
n_icomach 312 Posted July 15, 2017 1 hour ago, zwobot said: Did you manage to move the FFV-capable proxy below ground level? When I do that in Object Builder, the AI manning the CargoTurret refuses to engage enemies. I havent had a problem with that yet. Ill have to test that with my new bunker im making. Share this post Link to post Share on other sites
n_icomach 312 Posted July 16, 2017 Hey guys sorry for being a bit late on this update, I usually like updating every weekend but its been a crazy week for me. So instead heres a teaser of whats in the works. FAQ Q: The sandbags are to uniform! A: I know its WIP, calm down. Q: Why is there an Imperial guardsman? A: Side project, its still scaled to the ArmA man model however. Q: Will this be enterable? A: Yes just like this one here. https://i.gyazo.com/d7a5076f796be327f5ea795e5d58abb7.gif Q: Destructable? A: Absolutely, it will feature a destroyed model as well as a visual indication its destroyed. Q: Why is the player sticking through the floor? A: Well its builts in the ground, however I cant deform terrain in ArmA so he will clip some. PICS: 4 Share this post Link to post Share on other sites
n_icomach 312 Posted July 19, 2017 Finished HP of the first bunker type. https://i.gyazo.com/4b4313fe43ec2b199b7e9c0be078eb8e.png 3 Share this post Link to post Share on other sites
Jagdgeschwader 22 Posted July 19, 2017 Now this is the shit. 2 Share this post Link to post Share on other sites
n_icomach 312 Posted July 19, 2017 6 minutes ago, Jagdgeschwader said: Now this is the shit. Thank you :) 1 Share this post Link to post Share on other sites
ayjay 117 Posted July 19, 2017 n_icomach, you are the man! Share this post Link to post Share on other sites
vintorez 250 Posted July 19, 2017 I really like the idea. Keep up the good work. 1 Share this post Link to post Share on other sites
n_icomach 312 Posted July 19, 2017 8 hours ago, ayjay said: n_icomach, you are the man! Thank you! 2 hours ago, vintorez said: I really like the idea. Keep up the good work. Glad you are enjoying it! Share this post Link to post Share on other sites
n_icomach 312 Posted July 20, 2017 First round at textures, will probably add some sandbags to the front of the gunner seat once I play with it some more and see how it reacts ingame. 5 Share this post Link to post Share on other sites
n_icomach 312 Posted July 21, 2017 Woops https://gyazo.com/8dcf59ecd75cf17392ba19dc753d8b30 4 Share this post Link to post Share on other sites
scottb613 284 Posted July 21, 2017 Really nice work - there...Regards,ScottSent from my iPad using Tapatalk Share this post Link to post Share on other sites
hcpookie 3770 Posted July 22, 2017 10 hours ago, n_icomach said: Woops https://gyazo.com/8dcf59ecd75cf17392ba19dc753d8b30 You didn't add a physx Geo LOD did you :) When you do, be sure to put all the weight at the bottom so on slopes etc. it doesn't do strange things. Also, you can make the physx geo bottom much smaller, say 1m across max, so it works better in rougher terrain. I had to do all this for my EWR towers Share this post Link to post Share on other sites
n_icomach 312 Posted July 22, 2017 56 minutes ago, hcpookie said: You didn't add a physx Geo LOD did you :) When you do, be sure to put all the weight at the bottom so on slopes etc. it doesn't do strange things. Also, you can make the physx geo bottom much smaller, say 1m across max, so it works better in rougher terrain. I had to do all this for my EWR towers I did not. What it happening is my geo LOD is half in the ground. So I may need to adjust it. Does adding a physx load allow the geo to clip in the ground? Share this post Link to post Share on other sites
hcpookie 3770 Posted July 22, 2017 ah I see "No" the physx LOD can't clip into the ground. Whatever is at 0 is the "ground" for placement purposes, same as landcontact. However I think you still need landcontact because I believe staticweapon inherits from whatever the root is. Regardless. You don't need the physx or even the geo LOD to clip into the ground, only the visuals. Everything else can remain above ground (you can't alter anything below ground anyway). Of course in your fire geo the gunner proxy has to line up w/ the visual Share this post Link to post Share on other sites