Jump to content

Recommended Posts

Posted (edited)

FRITHS ROBOTS [WIP]

 

sot4vB1.jpg

 

BACKGROUND:

    Made from repurposed dissident, FrithCorp's Synthetic Soldier Solution is a fighting force to be reckoned with; endless stamina, maxed skills and unquestioning loyalty, be the envy of other derranged Warlords as you crush opposition with the relentless onslaught of your robot army!
    
    *ability to drive in convoy not included as standard

 

EXISTING FEATURES [WIP]:

    base robots textures and config

PLANNED FEATURES:

    its early days yet, please leave any ideas/feedback in the comments 😄

    Supporting textures:
    
        the plan is to create a small faction with retextured vehicles and equipment to supply them
    
    Supporting scripts:
        
        commandable UGV vehicle
        
        Sentinal drone overwatch, "the eyes in the sky", for intel on enemies and precision bombing.
        
        Helo transport/support from Taru
        
        ability to remote control robots?
        
        some kind of resource dependence for robots (power, control range)? thoughts on this welcome
        
        any other creative gimmicks i can think of...

 

IMAGES:

Spoiler

development of the robot head

 

Mk 1:

JogB58Y.jpg

 

Mk 2:

 

 

QYkWvE2.jpg

 

 

Mk 3:

 

7MKRb4i.jpg

 

MK 4

 

gBUSfsE.jpg

 

Edited by lordfrith
update
  • Like 20

Share this post


Link to post
Share on other sites

Man, you just made my day.

I've been wanting robots for Arma for a very long time, as I really feel like they are better avatars for the infantry AI, this is perfect.

 

I have a shit ton of scripts and projects related to androids and robots, and will happily share them with you. And if you need a hand on configs, I'll be happy to help.

I can't do much editing at the moment since I have hardware problems, but I should be back at it in a week or two!

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
1 hour ago, haleks said:

I have a shit ton of scripts and projects related to androids and robots, and will happily share them with you.

 

It was some particularily tense moments with the "Automated" faction in ravage that started this idea in the first place, I really appreciate your offer haleks!

 

Very interested to see what you've worked on for the robots before as my idea is a drag and drop dynamic population module and... you have a lot of experience with that. I'm thinking a module can be easily dropped into any mission and then add guaranteed dynamic contact and (hopefully) tasks for the player other than survival.

 

1 hour ago, haleks said:

as I really feel like they are better avatars for the infantry AI

 

haha exactly! 😄

 

for the configs i inherited from "SoldierEB" which is pretty damn base and tried changing as much as i could to see what happened! heres what i've got so far:

 

Spoiler

class LF_robo_base: SoldierEB {
		author="Lord Frith";
		editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\B_Soldier_F.jpg";
		_generalMacro="LF_robo_base";
		scope = 2;
		displayName="Andoid (base)";
		identityTypes[]=
		{
			"LanguagePERVR_F",
			"LF_RobotIden1",
			"NoGlasses"
		};
		side=0;
		faction="LF_RobotFac";
		genericNames="VRMen";
		vehicleClass="Men";
		editorSubcategory="EdSubcat_Personnel";
		canDeactivateMines = 1;
        engineer = 1;
		attendant = 1; 
		portrait="";
		picture="";
		icon="iconMan";
		threat[]={1,0.1,0.1};
		moves="CfgMovesMaleSdr";
		movesFatigue="CfgMovesFatigue";
		AnimEffectShortExhaust=0.0049999999;
		AnimEffectShortRest=0.050000001;
		oxygenCapacity=200;
		accuracy=0.8;
		camouflage=0.5;
		sensitivityEar=0.5;
		sensitivity=3;
		detectSkill=12;
		minFireTime=3;
		extCameraPosition[]={0.40000001,-0.30000001,-1.0999999};
		cost=40000;
		canCarryBackPack=1;
		class Wounds
		{
			tex[]=
			{
				"LF_futur_characters\data\hl_robo_co.paa",
				"LF_futur_characters\data\hl_robo_co.paa"
			};
			mat[]=
			{
				"LF_futur_characters\data\hl_robo.rvmat",
				"LF_futur_characters\data\hl_robo_injury.rvmat"
			};
		};
		class HitPoints
		{
			class HitFace
			{
				armor=6;
				material=-1;
				name="face_hub";
				passThrough=0.2;
				radius=0.079999998;
				explosionShielding=0.1;
				minimalHit=0.0099999998;
			};
			class HitNeck: HitFace
			{
				armor=6;
				material=-1;
				name="neck";
				passThrough=0.2;
				radius=0.1;
				explosionShielding=0.5;
				minimalHit=0.0099999998;
			};
			class HitHead: HitNeck
			{
				armor=10;
				material=-1;
				name="head";
				passThrough=0.2;
				radius=0.2;
				explosionShielding=0.5;
				minimalHit=0.0099999998;
				depends="HitFace max HitNeck";
			};
			class HitPelvis: HitHead
			{
				armor=12;
				material=-1;
				name="pelvis";
				passThrough=0.2;
				radius=0.23999999;
				explosionShielding=1;
				visual="injury_body";
				minimalHit=0.0099999998;
				depends="0";
			};
			class HitAbdomen: HitPelvis
			{
				armor=12;
				material=-1;
				name="spine1";
				passThrough=0.2;
				radius=0.16;
				explosionShielding=1;
				visual="injury_body";
				minimalHit=0.0099999998;
			};
			class HitDiaphragm: HitAbdomen
			{
				armor=12;
				material=-1;
				name="spine2";
				passThrough=0.2;
				radius=0.18000001;
				explosionShielding=1.5;
				visual="injury_body";
				minimalHit=0.0099999998;
			};
			class HitChest: HitDiaphragm
			{
				armor=12;
				material=-1;
				name="spine3";
				passThrough=0.2;
				radius=0.18000001;
				explosionShielding=1.5;
				visual="injury_body";
				minimalHit=0.0099999998;
			};
			class HitBody: HitChest
			{
				armor=1000;
				material=-1;
				name="body";
				passThrough=0.8;
				radius=0;
				explosionShielding=1.5;
				visual="injury_body";
				minimalHit=0.0099999998;
				depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
			};
			class HitArms: HitBody
			{
				armor=6;
				material=-1;
				name="arms";
				passThrough=0.5;
				radius=0.1;
				explosionShielding=0.30000001;
				visual="injury_hands";
				minimalHit=0.0099999998;
				depends="0";
			};
			class HitHands: HitArms
			{
				armor=6;
				material=-1;
				name="hands";
				passThrough=0.5;
				radius=0.1;
				explosionShielding=0.30000001;
				visual="injury_hands";
				minimalHit=0.0099999998;
				depends="HitArms";
			};
			class HitLegs: HitHands
			{
				armor=6;
				material=-1;
				name="legs";
				passThrough=0.5;
				radius=0.14;
				explosionShielding=0.30000001;
				visual="injury_legs";
				minimalHit=0.0099999998;
				depends="0";
			};
			class Incapacitated: HitLegs
			{
				armor=1000;
				material=-1;
				name="body";
				passThrough=1;
				radius=0;
				explosionShielding=1;
				visual="";
				minimalHit=0;
				depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
			};
		};
		armor=4;
		armorStructural=3;
		explosionShielding=0.30000001;
		minTotalDamageThreshold=0.001;
		impactDamageMultiplier=0.01;
		model="\A3\characters_F\Common\basicbody.p3d";
		modelSides[]={0,3};
		nakedUniform="U_LF_robo_base";		
		uniformClass="";
		role="Rifleman";
		class UniformInfo
		{
			class SlotsInfo
			{
				class NVG: UniformSlotInfo
				{
					slotType=602;
				};
				class Scuba: UniformSlotInfo
				{
					slotType=604;
				};
				class Googles: UniformSlotInfo
				{
					slotType=603;
				};
				class Headgear: UniformSlotInfo
				{
					slotType=605;
				};
			};
		};
		class EventHandlers;
		weapons[]=
		{
			"Throw",
			"Put"
		};
		respawnWeapons[]=
		{
			"Throw",
			"Put"
		};
		magazines[]=
		{
			"Chemlight_red",
			"Chemlight_red"
		};
		respawnMagazines[]=
		{
			"Chemlight_red",
			"Chemlight_red"
		};
		Items[]=
		{
			"FirstAidKit"
		};
		RespawnItems[]=
		{
			"FirstAidKit"
		};
		linkedItems[]=
		{
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ItemRadio",
			"LF_NVG_chip"
		};
		respawnLinkedItems[]=
		{
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ItemRadio",
			"LF_NVG_chip"
		};
		hiddenSelections[] = {"camo","hl"};
		hiddenSelectionsTextures[] = {"LF_futur_characters\data\robo_torso_co.paa",
		"LF_futur_characters\data\hl_robo_co.paa"};
		hiddenSelectionsMaterials[] = {"LF_futur_characters\data\robo_torso.rvmat",
		"LF_futur_characters\data\hl_robo.rvmat"};
		impactEffectsBlood="";
		canBleed=0;
	};

 

 

all the stat changes are poorly educated guesses with as much testing as i could do so they'll need some tweaking. I'll  add some kind of init eventHandler script to reset identities and run functions etc. If anyone knows any more config tricks to supplement the robotic AI theme i'd love to hear them

 

 

  • Like 3

Share this post


Link to post
Share on other sites

@lordfrith: I'm more than happy to contribute!

 

There's a lot of stuff you can do config-wise : disable fatigue and moaning sounds, or idle movements that are too "human-like"...

I'll start working on a base config if you want, but you have a solid one already I think.

 

And yeah, if you don't mind, lemme handle the module(s). bave.png

Just kidding, but I feel like this is going to be a lot of fun...

 

I also have a MP mode concept based on android armies - we could bundle it with your mod and offer a ready-to-use package.

Spoiler

Basically, players would be human commanders able to take control of any of their androids on the battlefield... They would handle all the strategic & decision making part, and could intervene on the fly in the action.

 

  • Like 1

Share this post


Link to post
Share on other sites

 I remembered:

 

the main challenge still to achieve is 'scope eyes', adding the ability to zoom in and out like a weapon scope only built into either the unit config or, more     probably, the NVG item. This way players could have enhanced cyber vision, and zoom in and out without the need of any normie weapon scopes there

 

there's also this guy:

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1751424001

 

he's defined thusly:

 

Spoiler

class LF_robo_frame : LF_robo_base {
		author="Lord Frith";
		editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\B_Soldier_F.jpg";
		_generalMacro="LF_robo_base";
		scope = 2;
		displayName="Andoid (frame)";
		identityTypes[]=
		{
			"LanguagePERVR_F",
			"LF_RobotIden1",
			"NoGlasses"
		};
		side=0;
		faction="LF_RobotFac";
		genericNames="VRMen";
		vehicleClass="Men";
		editorSubcategory="EdSubcat_Personnel";
		model="\A3\Characters_F_Bootcamp\Common\VR_Soldier_F.p3d";
		nakedUniform="U_LF_robo_frame";
		uniformClass="";
		hiddenSelections[]=
		{
			"Camo_arm_left",
			"Camo_arm_right",
			"Camo_body",
			"Camo_head",
			"Camo_leg_left",
			"Camo_leg_right"
		};
		hiddenSelectionsTextures[]=
		{
			"LF_futur_characters\data\robo_frame_co.paa",
			"LF_futur_characters\data\robo_frame_co.paa",
			"LF_futur_characters\data\robo_frame_co.paa",
			"LF_futur_characters\data\robo_frame_co.paa",
			"LF_futur_characters\data\robo_frame_co.paa",
			"LF_futur_characters\data\robo_frame_co.paa"
		};
		hiddenSelectionsMaterials[]=
		{
			"LF_futur_characters\data\robo_frame.rvmat",
			"LF_futur_characters\data\robo_frame.rvmat",
			"LF_futur_characters\data\robo_frame.rvmat",
			"LF_futur_characters\data\robo_frame.rvmat",
			"LF_futur_characters\data\robo_frame.rvmat",
			"LF_futur_characters\data\robo_frame.rvmat"
		};
	};

 

 

this version uses the VR entity model. As you can see from the picture the model is a bit janky about the thighs when running but it has the advantage of the textures being split up by limb so... using setobjectTextureGlobal and event handlers could cause localised damage. also i wonder if it would be possible to do some kind of active camouflage using setObjectMaterial? i'm sure yourself or @HorribleGoat (or both) were discussing this recently too

 

edit: oh and weapons sway free cyborg arms are a possible by product of this too!

  • Like 3

Share this post


Link to post
Share on other sites
2 hours ago, haleks said:

lemme handle the module(s).

 Woohoo! i'm going to mercilessly hold you to this 😄

 

2 hours ago, haleks said:

moaning sounds, or idle movements that are too "human-like"

 

the fatigue should be off but yeah the robots still check their boots to see what they've stood in... i gave them the VR voice which may not moan anyway?

 

2 hours ago, haleks said:

I also have a MP mode concept based on android armies - we could bundle it with your mod and offer a ready-to-use package.

that's pretty cool idea and very succinct, I planned to include some such modules otherwise the mod is just a fancy skin 😉 .i've been trying out scripts that would expand the faction to include some UAV/UGV retextures for support and the Tau with the external benches (who but a robot would want to sit there) to transport them about.

 

teamswitch already works quite well in SP but for multiplayer (and for immersion) i'd prefer to find a way to use a custom UAV terminal to select for Zeus like remote control... but i haven't got that far yet. I've also been testing scripts for custom supports like drone Eyes-in-the-sky for intel or a robot para drop. MP PvP could be done by a few players with a wide range of tools at their disposal.

 

  • Like 2

Share this post


Link to post
Share on other sites

Pretty cool stuff lordfrith & can be conbined in game with the new expansion ! 

 

Have you thought of a model like the terminator liquid metal ?

T-1000-Run.gif

#and i had create a sci-fi weapon that i wanted to share , but as i see maybe it's deleted !!

  • Like 1

Share this post


Link to post
Share on other sites
7 minutes ago, GEORGE FLOROS GR said:

& can be conbined in game with the new expansion ! 

I assure you my posting this scifi mod this weekend is just coincidence to TOTALLY not an alien conspiracy 😉 seriously though i see a few new assets in the contact DLC, like the multi screen terminal, which could be handy for this.

 

🖖

  • Like 1

Share this post


Link to post
Share on other sites

This looks like a fun mod, reminds me of the The Institute Faction in Fallout 4 :thumbsup:

  • Like 4

Share this post


Link to post
Share on other sites

i've updated OP to include some progress pictures and tidy it up a bit

 

I'm on the 3rd or 4th iteration of the Skin, fine tuning the shadows and the plates is slow work and i never get it just right first time! Here is the basic texture without colours, i use a very blurred greyscale copy of the _as texture to keep the original shadows from the body shape then add alphas for new areas and apply a metric shit-ton of drop shadow to create the 3d effect:

 

Spoiler

JNrurlm.png

 

testing out the mk 3 on the new Contact DLC map, gear is placeholder:

 

Spoiler

YGlgtHZ.jpg

 

jMp2ey7.jpg

 

yLKVY9M.jpg

 

On 5/26/2019 at 9:46 AM, R0adki11 said:

reminds me of the The Institute Faction

 

heh it does a bit... i'm going to try to shoehorn these guys into the arma 2035 setting if i can, mostly so it doesn't require a total conversion to fit in! Current thoughts on lore is that these aren't technically robots, maybe something more like the servitors from 40K. Basically rather than relying on AI these guys are controlled by a massively lobotomised and augmented ex CSAT dissident!

 

... which now i come to think of it is the plot of the recent butchering of 'Ghost in the Shell'.

 

On 5/25/2019 at 8:13 PM, GEORGE FLOROS GR said:

Have you thought of a model like the terminator liquid metal ? 

 

i've thought of it using the VR enitity model as a base for a kind of robot. HorribleGoat started this very interesting thread on that subject. Just a wild plan just now though, i've not done anything towards it yet 😄

 

  • Like 4

Share this post


Link to post
Share on other sites

So, if now we could make it so that with ACE enabled they bleed black or yellow (oil) instead of red (blood) that'd be awesome. 

Looks really cool so far. I can already see some IRobot (🤮) or Terminatoresque scenarios comming up! 👍

  • Like 3

Share this post


Link to post
Share on other sites
2 minutes ago, Moon_chilD said:

So, if now we could make it so that with ACE enabled they bleed black or yellow (oil) instead of red (blood) that'd be awesome. 

 

Using custom .rvmats actually mean injury textures don't load anymore, i think that is a known issue with Arma 3 😞.  So to add custom injuries i'll have to try a scripted solution anyway which may open up other possibilities for custom blood... explosive auto destruct... and so on. Whatever happens the base mod will free of dependencies, if someone makes an ACE patch it can be added as an optional

 

cheers for the interest folks 🖖

  • Like 1

Share this post


Link to post
Share on other sites

Nah, all fine. Was not requesting anything don't worry with that! 👌

  • Like 1

Share this post


Link to post
Share on other sites

All ready been addressed earlier(scope eyes) but a first person HUD overlay would be a desideratum. 

  • Like 3

Share this post


Link to post
Share on other sites
Posted (edited)
26 minutes ago, EO said:

but a first person HUD overlay would be a desideratum

 

is it possible to have a hud with moving parts like in your link? A custom hud would make sense for this i agree, either at a scripted level ( @GEORGE FLOROS GR i was gonna check out your custom hud script) or if there's a way to add that stuff in config it might be better but i don't know how.

 

if we're talking pie-in-the-sky dreams the plan would be to have custom move/support functions for your AI buddies, accessed from a custom UI, textured to fit in with the HUD that would allow for more in depth command of your forces without relying too much on addAction or the support menu. Basically buttons to click rather than a mess of mouse wheel rolling 😉

EDIT: and from the players perspective it could be made to look like augmented reality

 

26 minutes ago, EO said:

scope eyes

 

i want these goddam scope eyes so bad but i'm not sure its possible. I thought i could just add the turret zoom config entries (zooming with + - keys) to some item like eye or NVG but there is probably a very obvious reason why this isn't possible

EDIT: i have tried and made arma crash many, many times so...

 

more realistically i could create an invisible scope item to be added to every robot weapon

Edited by lordfrith
  • Like 1

Share this post


Link to post
Share on other sites

For the "scope eyes", there is a last resort solution (if we can't configure it) : it's not too difficult to script a PiP window display and use that to zoom further than usual. The downside is that not everyone uses the PiP tech.

 

As for the HUD, we should be able to, at least, add one of the existing dynamic displays used for aircrafts - it's something I'll investigate sometime this week. A scripted HUD is possible too, but that's potentially a lot more work.

  • Like 1

Share this post


Link to post
Share on other sites

@haleks very interesting thanks mate, PiP is a good idea despite drawbacks.

 

With regards to doing strange things with configs to get the scope to work, is there someone at BI or on forums i could contact to get advice on this? there might be someone with enough knowledge of the game that might just know if its possible and the best way to go at it? I waste a lot of time ignorantly throwing myself at problems with just the forums and the WIKI to guide me :smash:

 

it may sound like i'm exploding with feature-creep here  but i'm just brainstorming to see what is possible, It's all the wild realm of ideas at this point

 

🖖

  • Like 2

Share this post


Link to post
Share on other sites
26 minutes ago, lordfrith said:

@haleks very interesting thanks mate, PiP is a good idea despite drawbacks.

 

With regards to doing strange things with configs to get the scope to work, is there someone at BI or on forums i could contact to get advice on this? there might be someone with enough knowledge of the game that might just know if its possible and the best way to go at it? I waste a lot of time ignorantly throwing myself at problems with just the forums and the WIKI to guide me :smash:

 

it may sound like i'm exploding with feature-creep here  but i'm just brainstorming to see what is possible, It's all the wild realm of ideas at this point

 

🖖

 

Arma 3 configs have inherited a lot of obsolete entries from previous games (for retro compatibility purposes I reckon), and it makes them considerably more difficult to navigate. On top of that, people writting the config guidelines aren't necessarily the ones behind development itself, and as a result you see a lot of "not sure what it does" or "unknown effects" in the tutorials.

 

On the other hand, randomly playing with configs can lead to surprising results, and allow fun stuff the devs themselves couldn't predict. Wild realm indeed. 😉

Exchanging with other modders is a good way to learn the more elusive stuff : for instance, I was able to fix a material issue after taking a look at your own configs : none of the official guidelines mention the "materialHL1" entry, they all refer to "materialHL2" wich isn't used at all.

Share this post


Link to post
Share on other sites
4 minutes ago, haleks said:

none of the official guidelines mention the "materialHL1" entry

 

haha oh yeah, reyhard dropped that in this thread about setting up custom identities, i'd been struggling all day to get the Hand-Leg .rvmats to work with any uniform. I was SO happy when that finally worked 😄

  • Like 1

Share this post


Link to post
Share on other sites
6 hours ago, lordfrith said:

is it possible to have a hud with moving parts like in your link? A custom hud would make sense for this i agree, either at a scripted level ( @GEORGE FLOROS GR i was gonna check out your custom hud script) or if there's a way to add that stuff in config it might be better but i don't know how.

 

Haleks idea about using plane's or helicopter hud is very good.

I will send you a WIP Hud script that i was creating i order to take whatever you like from there and as for the blood , you can also check my LITE Bloodstains script and grab whatever code you like.

There are also blood particles and bleeding effects , etc.

 

For anything that you might want , i'm here !

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

Aren't the 3D aircraft HUDs (assuming one can be instantiated other than within a vehicle) extremely limited in terms of data sources for the 'bones'? I'd have thought you could do a lot more using a standard 2D display and animation via a non-zero period on ctrlCommit. Or did Jets bring something more to the table in terms of scripted sources?

 

EDIT: As you were, have just perused the new(-ish) MFD stuff in the scripting reference.

  • Like 2

Share this post


Link to post
Share on other sites

Will these have a battery that will run down? An option to put a battery, and or range limit on them may be a good idea. 

 

Anyway, great concept, everything looks pretty good so far. 

Share this post


Link to post
Share on other sites

Maybe create a faction based on a high tech company developing drones, robots AI and stuff...could be a very interesting new villain faction 🙂

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×