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Some questions I hope you can help with. Not sure if they are a ArmA issue or vehicle issue from the Mod.

1. For the HISS tank, is there a script command I need to input for it to use it's main gun in self defense or offense. Tried a few editor made missions and it never returns fire even after making sure it is OPFOR.

2. Placing vehicles, many times placing Cobra vehicles the pilot disappears after placement. So I'll need to manually place a troop next to it and script it is in driver seat.

3. Awe Striker main weapon isn't finished yet, I am correct?

4. The Mauler seems.....small.

These are in no way ground breaking issues for me. Just odds and ends I haven't figured out. The mod has sucked me back into ArmA again, and I'm back to mission making and some light scripting that I did when OFP was first released and then into ArmA and ArmA 2. Once I can get some of my groove back I'd hope to have a dedicated server running with this Mod at times for a group of us that are playing together.

Thanks! Hope all is well.

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Hey everyone, forgive my wordiness, but I try to be thorough. Read on...
 

18 hours ago, Valken said:

@scotg I would love to help you but I don't understand ARMA code or config syntax. I am not an artist either but if there were some grunt work, you can post a job description and see if the community can pitch in whatever ways they can.

 

Also, you should do more updates to get the Patreon support. It is a give and take, do an update, get more support, do more updates and such but you have to make the first move which you already done with the preview. I know this since I work in product development myself.

You're right about updates. There are more updates, but they're not available to the general public. The idea is that it would behoove the fans to show their support by subscribing and staying current with its development. I can't go into details about how to subscribe, but here's a little hint: fans would hardly notice it in their monthly budgets. I have a Discord channel set up for the mod, too. I just need a moderator/personality/host to liaison between me and the players during periods where I am concentrating on the artwork and stuff (but I will still interact with them as often as I can!). It's a matter of finding someone with the time and dedication, getting an NDA for him/her to sign (and he/she signing it), and then giving that person a fair degree of authority over all the media outlets - Patreon, Discord, Facebook, here, etc. If you have more questions on this matter, and you are 18 or older, please PM me.
 

5 hours ago, lilwillie said:

Some questions I hope you can help with. Not sure if they are a ArmA issue or vehicle issue from the Mod.

1. For the HISS tank, is there a script command I need to input for it to use it's main gun in self defense or offense. Tried a few editor made missions and it never returns fire even after making sure it is OPFOR.

2. Placing vehicles, many times placing Cobra vehicles the pilot disappears after placement. So I'll need to manually place a troop next to it and script it is in driver seat.

3. Awe Striker main weapon isn't finished yet, I am correct?

4. The Mauler seems.....small.

These are in no way ground breaking issues for me. Just odds and ends I haven't figured out. The mod has sucked me back into ArmA again, and I'm back to mission making and some light scripting that I did when OFP was first released and then into ArmA and ArmA 2. Once I can get some of my groove back I'd hope to have a dedicated server running with this Mod at times for a group of us that are playing together.

Thanks! Hope all is well.

Hi @lilwillie! Welcome back to Arma, and I hope BI Studio ( @RaptorM60 ) is taking note that this fledgling mod has that kind of influence in their favor!
It is still in development, and should be considered a preview, but yeah there are quite a few issues. I wouldn't regard the mod as a full-fledged, fully integrated fighting force until further development, stating "Full Release," or some such, is made clear. Right now, it's best for server admins and such to stay in planning and ponder the possibilities this mod can offer in the future, like what @Donnie_Plays is doing. I should note here that if anyone wants to team up for a dedicated, monetized server, then you should read that link and then PM me. The catch would be that it cannot be named GI Joe, but I've gone to painstaking lengths in naming the mod and its assets to stay in the legal clear.

Getting to lilwillie's questions...
1. I'm not sure how AI handles the vehicles and their weapons. I've only tested these in 1st person, and the [Komodo]'s main guns are actually working. How they work will change in the future, but they are working. The missiles, as I recall, do not work (although they once did until I decided I didn't like how they were launching and gave that system a clean slate for future development). Also, I don't know if it affects how AI regards enemy targets, but [Vibora] forces have been designated Independent Forces on purpose so they can be opposed to BlueFor and OpFor, and perhaps other Indies as well. I think you might be able to set their allegiances in the mission, maybe? As an artist, I have to admit that certain things are beyond my abilities, atm.

2. I'm not sure why this happens. I've been getting reports lately that only certain vehicles do not work well in certain modes, like Zeus for example. I haven't updated the mod since its release in November, but I've only been getting such reports since mid-January.

3. Correct. Most of the mod is still very much in development, so this is just one of the more obvious examples.

4. The [Black Bear] is small, and that's intentional. It's based off of its real-life influence, the RDF/LT, which is a 3-man light tank. Also, many assume the Mauler MBT is a full-size Main Battle Tank, but it's labelled as a "manned" battle tank - which is subject to interpretation. I enjoy GI Joe a lot, but that box is just a small example of the silliness of the franchise. If you read the acronym with the full name of the toy, then you get "Mauler Manned Battle Tank Tank" - an example of RAS Syndrome (redundant acronym syndrome syndrome). Back on track (tank pun), it was often deemed a replacement for the MOBAT, but in reality it should have been supplemental. The Black Bear LT (Mauler) reestablishes this distinction so that the Kodiak (MOBAT) can exist on the battlefield at the same time. 😉

Of all the GI Joe and Cobra vehicles (the ones based on real life vehicles), most of them are under-sized for the action figures, which are almost 1:18 in scale. The MOBAT is more likely 1:24, and all the airplanes are probably 1:32 or smaller. The USS Flagg, at 1:18 scale, would be roughly the size of a full length tractor trailer. Compared to the other toy vehicles' scales, the Mauler MBT is an exception, being close to 1:18 just like the figures.

Another part of the Black Bear LT being small is that the Komodo is larger than one might expect, so if you're comparing them side-by-side it accentuates the size differences. Enlarging the Komodo was necessary for its development, and it makes it seem like a more formidable threat. Putting this kind of intimidating equipment on the battlefield also helps make Vibora seem more like a force to be reckoned with.

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1 hour ago, scotg said:

 

Hi @lilwillie! Welcome back to Arma, and I hope BI Studio ( @RaptorM60 ) is taking note that this fledgling mod has that kind of influence in their favor!
It is still in development, and should be considered a preview, but yeah there are quite a few issues. I wouldn't regard the mod as a full-fledged, fully integrated fighting force until further development, stating "Full Release," or some such, is made clear. Right now, it's best for server admins and such to stay in planning and ponder the possibilities this mod can offer in the future, like what @Donnie_Plays is doing. I should note here that if anyone wants to team up for a dedicated, monetized server, then you should read that link and then PM me. The catch would be that it cannot be named GI Joe, but I've gone to painstaking lengths in naming the mod and its assets to stay in the legal clear.

Getting to lilwillie's questions...

 

Thanks for the quick reply. I want to let you know, I am a patreon supporter already (my name on there is Bj). Wanted to message you through there but then wanted to get a hold of you here so others can see there is interest in your mod. Also thanks for the answers. I want to add, you have another fan coming. My brother bought ArmA III plus Apex module just so we can do some FfF missions together. If you'd like to PM me there is talk of us doing a dedicated server and if you have a discord channel I'd love to check in there.

Thanks, keep up the good work.

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It's been a while since anyone has posted here, but the mod is far from dead. In fact, it's better than ever and still improving. Major developmental issues have been addressed and fixed, even stuff that nobody was aware of on the surface. Still many of the same issues remain, but they are being eliminated in due time.

How could it be going so well if it has been silent since February? The simple answer is that most of the people staying in touch with the mod have joined up on the Discord Server: https://discord.gg/SZtm46k. We are actively play-testing as a group most weeks, regularly on Monday nights (Autumn - US schedule) and randomly throughout the week in smaller groups. Come in, say hi, announce you're new, and someone will help you get all set up to join. Alternatively, you can just pop in to watch the comments and get occasional progress reports on the development. It's a great place to be, so get in there.

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On 10/4/2019 at 1:25 PM, scotg said:

It's been a while since anyone has posted here, but the mod is far from dead. In fact, it's better than ever and still improving. Major developmental issues have been addressed and fixed, even stuff that nobody was aware of on the surface. Still many of the same issues remain, but they are being eliminated in due time.

How could it be going so well if it has been silent since February? The simple answer is that most of the people staying in touch with the mod have joined up on the Discord Server: https://discord.gg/SZtm46k. We are actively play-testing as a group most weeks, regularly on Monday nights (Autumn - US schedule) and randomly throughout the week in smaller groups. Come in, say hi, announce you're new, and someone will help you get all set up to join. Alternatively, you can just pop in to watch the comments and get occasional progress reports on the development. It's a great place to be, so get in there.

 

Hey scotg,

 

Would you mind sharing some stuff?  I need to remember to dl the mod again and jump on discord.  Has the unit classnames and configs been implemented? One of the challenges I had early in the mod was having to make the units in editor and then copy to clipboard and so on.  I will dl this later and check out the updates.  Thanks for keeping this going.  

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WoW is a stunning work!  a particular mention to patrol pod

E658FD732E562151E0E734DC2535E8CF090C7165

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@jandrews I still haven't implemented the specific characters, so it's still a build-a-soldier thing. A lot of the people who play it like to customize their characters (some jokingly call it Arma Barbie). There is definitely a need for specific characters, but I have yet to sit down and sort out exactly how to make those classes. Thanks for still playing!

@zukov Thank you, very much! I hope you enjoy flying that thing. It is an odd little vehicle that has gained the favor of many players with sheer astonishment, even some that may consider themselves hardcore.

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6 hours ago, lilwillie said:

People people people. You need to take a peak at what is happening with this mod. Lots of new features and now units to play Arma Barbie with.

Units are being added, some big updates in the pipe line.

https://steamuserimages-a.akamaihd.net/ugc/1296423688553229264/6044633B90F7C7B8C75B913F8D1DF1694AA30A80/

 

I have to admit. the mod is looking very nice. 

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Is that a TeleViper I spy?! would be awesome if the LED goggles worked and had TFAR and ACRE compatibility.

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On 9/9/2020 at 6:49 PM, jandrews said:

 

I have to admit. the mod is looking very nice. 

Scot is putting a lot of work into the mod over the last year. It has moved along rather well.

On 9/9/2020 at 10:29 PM, Valken said:

Is that a TeleViper I spy?! would be awesome if the LED goggles worked and had TFAR and ACRE compatibility.

It is a Tele. Name changed to keep hasbro from creeping. The goggles will work at some point but for now it was a nice addition for playing.

There is a server rolling now also. I run and own it, look for "Rulandstan" in the search for MP games.

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I should also add that @lilwillie's server is one of only two Fight for Freedom officially approved Arma 3 mod servers - the first one in fact. What makes them official? Mostly it's the fact that they are promoted in the Discord, and that I actually play on them. These guys put a lot of effort and thought into building comprehensive scenarios for using the FfF vehicles and characters. If you're in the FfF Discord server/channels just make a request to become a participant... well, just get over there and we'll help get you set up.

There are complications with the "Comms Snake" helmet lights - some Arma 3 limitations, but hopefully there can be some kind of work-around. I've tried making first-person perspective helmets before, but they seem to animate differently than the player's view. You see, Arma 3 character animations are very fidgety, by default. You'll notice other characters move a round a lot, but you won't notice it as much from 1st POV because of the different virtual cameras used. To nullify the effect, BI have omitted the head and all the headgear from the 1st POV model. As I discovered the hard way, putting a helmet model in the 1st POV means that when the character looks at his shoe or whatever, you tend to see the ear padding of the inside helmet. Now imagine this when you have helmet lights on... they'd be shining everywhere because there's no military discipline in these characters whatsoever. HOWEVER, I did design the helmet with LEDs just in case there is a solution, so I hope to find one - even if it only sort of works. Time will tell.

Side Note: The best solution would be for BI to take out all the fidgety animations and attach the camera to the actual head.

If working helmets are super cool to you, then check out the Elite Trooper (the not-Viper). I've given their visors the ability to flip up like a motorcycle helmet so they can wear their goggles as NVGs. Also, the 61st JTF Tank Commander (a la Steeler) has NVG and Thermal modes, and I hope to add a rangefinder function to it. Lots of cool stuff, but it also alludes to even more cool stuff to come.

Edited by scotg
added info
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1 hour ago, lilwillie said:

He GI Joe fans, Scot released a update adding in Prototype vehicles for players. A New Year's gift for us after a 2020 we hope to forget!

https://steamcommunity.com/sharedfiles/filedetails/?id=1566817695

Quick sneak peak of us using them in mission

https://www.youtube.com/watch?v=y8fh66Qs0UQ&t=21s

Thanks for posting this.  Those updates look really cool.  One of these days I will jump back into mission day.

 

Side note, hearts and minds mission can support the vobra faction with some minor code if you want something other then alive.

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I'll take a peak at the Hearts and Minds, thanks for the tip! Always welcome, servers always up!

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