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So awesome to see this finally released to the masses, I've really enjoyed the Patron ride on this one, it's evolved into something really cool....oh, chucked a few Steam Awards your way, Michelangelo and Mad Scientist sum you up pretty well. :icon_biggrin:

 

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Haha, thanks buddy! ^^

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Is there a way of globally disabling randomized facewear? Or from the spawn module's int? The phantoms seem to all be spawning with balaclavas from certain mod.

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9 hours ago, snackynak said:

Is there a way of globally disabling randomized facewear? Or from the spawn module's int? The phantoms seem to all be spawning with balaclavas from certain mod.

 

Which mods are you using?

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Yuemod balaclavas are what are spawning on the phantoms, Yue’s mod has a tendency of showing up as random facewear for other mods as well, but I haven’t experienced it with any of the zombies or ravage mods.

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Hey @Haleks, can you provide some clarification on the tooltips for the spawner module? It says that you can have the phantoms only spawn using rain > 0.3, but from my testing, the phantoms do not spawn. I'm hoping that you can expand on this so I can have the Death Stranding effect of phantoms only spawning when it rains

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8 hours ago, Rocketeer097 said:

 It says that you can have the phantoms only spawn using rain > 0.3, but from my testing, the phantoms do not spawn. 

 

Not trying to cast doubt on your findings but I can successfully spawn Phantoms using the rain command in the Condition field, a lot will depend on your weather settings and having an clear understanding on how the weather system functions in A3, never expect instant results while doing any weather related testing in the Editor, you need a little bit of patience.

Without trying to overcomplicate things that example of rain > 0.3 equates to greater than 30% rain strength in the Environment setting, so 0.4 = 40%, 0.7 = 70%, 1 = 100% etc.

(It's also worth remembering if your using rain for any tasks: Minimum overcast needed for rain in Arma 3 is 0.5.)

 

A little visual example...

 

 

 

@haleks what's with all the reports about headgear spawning on Phantoms? I have never seen that in any iteration thus far, granted I don't use a lot of gear mods but still...

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On 10/5/2020 at 6:02 PM, EO said:

 

@haleks what's with all the reports about headgear spawning on Phantoms? I have never seen that in any iteration thus far, granted I don't use a lot of gear mods but still...

 

 

I don't know for sure... I'm fairly certain everything is properly configured in Remnant (if it weren't we would see vanilla headgear popping up as well). I'll have to take a look at the possible culprits, but I'm guessing they rely on scripts rather than correctly configuring that stuff...

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DOOMS is soooo damn cool...

When DOOMS is enabled players can see Invisible Phantoms while staying still.

 
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Working on a little something that will turn bushlurker's Island 51 into Iceland - eerrr I mean North America!

 

AF54FC5AFC890C5D7A60776CBF400DEA05B480E8

 

A0C90F43818074336975B2721547A1167F8C8758

 

The vegetation is from a personal addon though.

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Hello people!

 

I've pushed a couple updates :

Quote

v0.1.2

New :
Phantoms are available in 3den Editor (CIV/Remnant).
Adjusting their altitude determines how high above ground they float.
Phantoms will treat all waypoints, except "HOLD" and "GUARD", as "MOVE" waypoints.
"HOLD" and "GUARD" waypoints prevent Phantoms from wandering around.
The waypoint "SPEED" attribute will affect the Phantoms movements.
Added Zeus support for Phantoms (don't forget to add "Remnant" in the Manage Addons module).
Zeus can edit Phantoms altitude, direction and position.
The altitude of Zeus-placed waypoints will auto-adjust to allow Phantoms to complete them.
Added editor preview pictures for Phantoms.

Fixes :
Minor fix to the demo mission.

 

v0.1.1
Fixed locality issue with damage VFX.

 

V0.1.2 brings support for both 3den and Zeus : keep in mind that Phantoms are piloted by Agents, so there are limits to what can be modified and how they behave regarding waypoints. That being said, their implementation in 3den/Zeus will most likely evolve over time, but I think the current system will work well enough for mission makers and game masters. Let me know of any issues, and have fun guys!

 

Download : Remnant v0.1.2

0437E3F54CD5703591BFABCB7583E52C0B163379

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A look into the future...

46621F5CA9175F47632FC35DEDD498C005EB279A

Spoiler

F4FDB80F6541CCAAC0F3E48596A7307292C9287F

FEDD898C6CBBF98B6429C3A410366C4DC068FB9C

 

 

I'm working on a terrain expansion for Remnant, based on Island 51 by the late Bushlurker. It's very much WIP, but so far the plan is to deliver a "death stranded" version of the terrain, along with dedicated missions.

It's amazing how well Island 51 works as a DS terrain with just a few tweaks : the above screenshots are from a version using custom configs for clutter and environmental sounds, plus some scripted VFX for that rainy fog on that last shot; it feels out of this world already... bave.png

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Tiny update :

Quote

v0.1.3
Vision Modes Support and DOOMS are disabled in MP until fixed.

 

I knew those features could be problematic in MP, since there is no easy way to make a unit invisible locally without using the hideObject command (which disable collisions and damage, so that's a no go).

Being able to see a phantom locally or to shoot at it while it's invisible probably are the most important features in MP, so this one will be fixed ASAP.

 

...and I think I just found a proper solution, expect another tiny update soon! \o/

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Hi everyone!

 

Remnant v0.1.4 is out!

Quote

v0.1.4
New :
Added a Loiter option to the Spawner module.

Fixes :
Vision Modes Support and DOOMS fixed and added back to multiplayer.
Phantoms will only reveal themselves if they're certain they've found a target.
Tweaked phantoms reaction when hit.
Minor fixes to phantoms AI functions timers.
Fixed : editor placed Phantoms with no waypoints felt compelled to continuously move forward.

 

I finally managed to fix locality issues with Phantoms visibility, and both DOOMS and Vision Modes Support have been added back in MP. Quick note for mission makers : "loiter" is ON by default for editor placed units; it can be disabled with

this setVariable ["_wander", FALSE];

 

Have fun people!

 

Download : Remnant v0.1.4

0437E3F54CD5703591BFABCB7583E52C0B163379

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I played the mission, I'm blown away... Masterpiece. 

I only wish I had some time to create some atmospheric music related to floating phantoms and gloomy weather that surrounds the player.

There's an inspiration for me in this mod; just laying in the grass, observing the black floating humanoid shapes, wondering what happened to them, what was the cause of their death and where, did they suffer, did they felt pain, did they lost someone...

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One last for this week! 

Quote

v0.1.5
Fixed phantoms spawn process in MP.

 

The next release from me will most likely be the alternative version of Bushlurker's Island51, future demos wil probably take place on that terrain.

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