n_icomach 312 Posted May 30, 2018 About "Naval Boarding Actions" NBA Offers a fully walkable and enterable Cargo Ship with more versions planned in the future. This modification was made in hopes to expand the amount of naval actions for multiple communities. Currently this is an early Build Features Fully Walkable interior and exterior. Custom model and textures. ACE Animation friendly. MP Friendly. How to Spawn Eden > Empty > Search for "Empty Cargo Ship" User/Admin Tips This should only be spawned in ED3N. Spawning it through zues can have some unwanted ship piece placement. Best played with Enhanced Movement mod. AI should not be given waypoints in the ship. Best to give AI the setUnitPos Command to prevent them from living in the prone position. Fast Roping is hit or miss, better to land on the ship if possible. To do list Finalize textures. Finalize Interior models. Add lighting to the exterior/interior Fix reported collision/roadway bugs as they come in. Detail Detail Detail Credits Model/Textures/Configs -ZephyrSouza Config/Scripting Wizard -DeltaGamer DOWNLOAD Google Drive Steam CHANGELOG Spoiler V0.1 Initial Upload V0.2 Added Cargoless version Added Hallway Textures Edited Interior Floor Textures Fixed several black holes in the floor Adjusted UV Sizes to fix tiling issues V0.3 Fixed Model.cfg for Cargoless Ship variant. Now all doors will work. Adjusted GEOLOD for cargo crates to stop bouncing of character when moving from crate to crate. Adjusted Multiple roadways to fix "Holes" In ship. Adjusted Random face blocking view of the Deck to interior door. Added staircases for water based boarding. Multiple Other small tweaks. V0.4 Added New Cargo ship variant (Heavily WIP) 31 5 Share this post Link to post Share on other sites
Crielaard 435 Posted May 30, 2018 Yeeeeeees!!!! If you would have been a women, Id have snogged you the rest of the day.... 3 Share this post Link to post Share on other sites
spookygnu 563 Posted May 30, 2018 Only snogged?? You pussy. Lol! Very cool looking mod. 1 Share this post Link to post Share on other sites
Crielaard 435 Posted May 30, 2018 2 minutes ago, spookygnu said: Only snogged?? You pussy. Lol! Very cool looking mod. Yes since its still an incomplete mod. 1 Share this post Link to post Share on other sites
Andres97 17 Posted May 30, 2018 Very cool! Will test this out for sure! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 30, 2018 Well done n_icomach ! Pretty good! Share this post Link to post Share on other sites
Crielaard 435 Posted May 30, 2018 @n_icomach May I suggest one (or more) ship variant without the containers. This would allow mission makers to put their own container configuration in there. Share this post Link to post Share on other sites
don_prince 11 Posted May 30, 2018 I am a Naval Architect, meaning I design ships for a living. If you need any drawings or blueprints for inspiration, I know where to find them and give you a hand. I have sended you a PM 6 Share this post Link to post Share on other sites
n_icomach 312 Posted May 30, 2018 38 minutes ago, Crielaard said: @n_icomach May I suggest one (or more) ship variant without the containers. This would allow mission makers to put their own container configuration in there. Already planned and on the way! I also plan on removing the "Container Landing" section for more open deck fun times. 2 hours ago, Crielaard said: Yeeeeeees!!!! If you would have been a women, Id have snogged you the rest of the day.... Oh boi ill get the lube. 31 minutes ago, don_prince said: I am a Naval Architect, meaning I design ships for a living. If you need any drawings or blueprints for inspiration, I know where to find them and give you a hand. I have sended you a PM Feel free to share anything you wish. I am not going for 100% authentic designs as I have to keep within the contraints of ArmA and my own free time. 3 Share this post Link to post Share on other sites
LykosMactire 298 Posted May 31, 2018 Disregard, Got my questioned answered by zephyr herself Share this post Link to post Share on other sites
n_icomach 312 Posted June 2, 2018 Update V0.2 Added Cargoless version @Crielaard Added Hallway Textures Edited Interior Floor Textures Fixed several black holes in the floor Adjusted UV Sizes to fix tiling issues Is now availible on steam. 8 Share this post Link to post Share on other sites
n_icomach 312 Posted June 10, 2018 Update V0.3 Fixed Model.cfg for Cargoless Ship variant. Now all doors will work. Adjusted GEOLOD for cargo crates to stop bouncing of character when moving from crate to crate. Adjusted Multiple roadways to fix "Holes" In ship. Adjusted Random face blocking view of the Deck to interior door. Added staircases for water based boarding. Multiple Other small tweaks. 8 Share this post Link to post Share on other sites
pognivet 151 Posted June 13, 2018 fantastic. i hope you release more ships of different varieties such as oil tankers or cruise ships. this cargo ship actually works as well as a clandestine center of operations or base as it does a target of a raid. i've successfully gotten ai helicopters to take off and land on it. i just hope the bridge gets more work so its not just untextured greyness. i'm well aware of the reality of arma's ai, but do you know of any way to make ai follow a strict path in a straight line using doMove? having people sitting in chairs and standing around is cool, but it would be awesome to have people walking up and down hallways. i've been able to achieve this using doMove. they don't fall off into the ocean, walk back and forth just fine like you'd expect in an early rainbow six game or something like that. the only problem is that they don't walk in a totally straight line but will deviate their path left or right about 3 or 4 feet which is enough to make them walk through walls. i've tried adding more doMove "waypoints" in the script, but they still deviate even if walking just a few feet. i know theres no way to stop ai in arma from walking through walls/buildings/doors etc so is there at least a way to keep them from deviating from a beeline path? i've tried disableai fsm and other weird stuff, but cant really make any progress. anyone know an answer? thanks. Share this post Link to post Share on other sites
Crielaard 435 Posted June 13, 2018 could be solved if the model has building pos memorypoints. @n_icomach do you have that? Share this post Link to post Share on other sites
n_icomach 312 Posted June 13, 2018 5 hours ago, pognivet said: fantastic. i hope you release more ships of different varieties such as oil tankers or cruise ships. this cargo ship actually works as well as a clandestine center of operations or base as it does a target of a raid. i've successfully gotten ai helicopters to take off and land on it. i just hope the bridge gets more work so its not just untextured greyness. i'm well aware of the reality of arma's ai, but do you know of any way to make ai follow a strict path in a straight line using doMove? having people sitting in chairs and standing around is cool, but it would be awesome to have people walking up and down hallways. i've been able to achieve this using doMove. they don't fall off into the ocean, walk back and forth just fine like you'd expect in an early rainbow six game or something like that. the only problem is that they don't walk in a totally straight line but will deviate their path left or right about 3 or 4 feet which is enough to make them walk through walls. i've tried adding more doMove "waypoints" in the script, but they still deviate even if walking just a few feet. i know theres no way to stop ai in arma from walking through walls/buildings/doors etc so is there at least a way to keep them from deviating from a beeline path? i've tried disableai fsm and other weird stuff, but cant really make any progress. anyone know an answer? thanks. 3 hours ago, Crielaard said: could be solved if the model has building pos memorypoints. @n_icomach do you have that? @pognivet @Crielaard Pos points are planned later on but are currently not in the model. 1 Share this post Link to post Share on other sites
pognivet 151 Posted July 22, 2018 On 6/13/2018 at 7:56 AM, n_icomach said: @pognivet @Crielaard Pos points are planned later on but are currently not in the model. that's awesome. i really look forward to it. i hear those ai points are sometimes hard as hell to get working right. i wish you the best of luck. Share this post Link to post Share on other sites
n_icomach 312 Posted October 18, 2018 Updated to 0.4 Fixed ViewLOD (AI Shouldnt Spot through walls as easily. However your walking on metal and AI can hear you) Adjusted GEOLOD Gdrive Link updated 6 2 Share this post Link to post Share on other sites
cervantes 330 Posted October 18, 2018 nice works :) Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 18, 2018 Thank you very much for the update ! Share this post Link to post Share on other sites
n_icomach 312 Posted October 30, 2018 So taking the lessons from the Cargo Ship a new ship is on the way. Should be better quality and more functional than the Cargo Ship. Cargo Ship may have nav mesh soon on it but i'm still burnt out from the initial push on that abomination. 9 2 Share this post Link to post Share on other sites
VileBeggar 36 Posted November 3, 2018 That looks like the yacht from Rainbow Six Siege 1 Share this post Link to post Share on other sites
Andres97 17 Posted November 3, 2018 14 hours ago, VileBeggar said: That looks like the yacht from Rainbow Six Siege I don't think I'd be able to handle something like that. My heart would just explode. 1 Share this post Link to post Share on other sites
n_icomach 312 Posted November 3, 2018 22 hours ago, VileBeggar said: That looks like the yacht from Rainbow Six Siege They are very different. I believe the siege one is much larger and more of a rat maze. 1 Share this post Link to post Share on other sites