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Posts posted by lordfrith
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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:
Spoilerclass 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!
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27 minutes ago, bars91 said:OG OFP SP content literally proves this statement false and uneducated.
i haven't played OFP, only arma 2 and 3, but i don't see how it could be false as all of them are battlefield simulators?
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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:
Spoilerclass 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
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FRITHS ROBOTS [WIP]
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 standardEXISTING FEATURES [WIP]:
base robots textures and config
YET ANOTHER DEAD MOD FROM LORD FRITH:😄
had a lot of problems getting this mod going and since various DLC i can barely run arma anymore.heres the test version of the mod if anyone wants to try and do anything with it:
https://www.dropbox.com/s/3b5ht0upctvpmui/%40Friths_Robots.zip?dl=0
released under the Crowly Creative Commons Lisense "do as thou wilt shall be the whole of the law"IMAGES:
Spoilerdevelopment of the robot head
Mk 1:
Mk 2:
Mk 3:
MK 4
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i wouldn't really want to dispute anything @almanzo has said about good single player campaigns but i really can't see how this is what arma is about. If ever there was a game about things rather than people its Arma! The feeling of insignificance and cog-in-the-machine comes from the scale of the terrain and the lethal realism of the tools, which i fully agree can be used to great effect by story tellers although they have to be pretty inventive as its not really what the system is designed for.
i just point this out as the thread title is.. a pretty harsh accusation!
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8 hours ago, ISparkle said:my only concern in this DLC is that alien faction will not be fleshed out and all we get is some static needed to be scripted to move aliens.
yeah this, an editor module would be ideal 😉
There are normally new mission maker options with most DLC that update the base game, it will be interesting to see what new tricks come with these new floaty aliens and how useful they are for more general mission making. for example some kind of hunter AI would be handy for many things non-alien.
from the 1 screenshot of them on the steam page they... look like they ought to move. I really hope they do more than float ominously and scripters don't have to attach them to an invisible dog or something.
hopefully 'Jboys Alien' will be a thing 😄
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this is really interesting stuff! The military cargo buildings (especially cargo HQ and cargo Tower) are a bit of a nightmare for building patrols, looks like this could help. 👍
Is the plan that this would work dynamically for any defined buildings (eg. as part of random patrol script)?
16 hours ago, madrussian said:My dynamic mission velocity-boosts AI vehics as unstuck measure all the time
ah, thats a good idea too, i'll try that 😄
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i manage to... acheive this invisible uniform often enough when making mods 😉 I'm a little hazy on the exact technique but you could try making a dummy mod of one uniform, getting drunk and putting a few typos in the file paths for the model? then you could just load this uniform for all the screen shots
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from a mission making perspective i'm guessing the aliens are pretty optional, though i'm personally pretty keen to try out whatever alien stuff is there.
The new temperate factions and camos are very welcome, i'm hoping there'll be some long trouser civilians to go with the new setting too, and that new map looks great.
9 minutes ago, joostsidy said:immediately asked me to create farming missions
not gonna lie i thought that too
"FarmA"
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YES! drivable tractors!
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11 hours ago, darkxess said:now they are INDEPENDENT faction though instead of NATO
oh yeah.... 😂
your faction should work ok, it will overwrite the faction on the parent class... BUT (of course i forgot) it will still inherit the side from parent as there is no such entry in your config (you don't need it unless you want to change it). Try adding this to your cfgvehicles entries,
side=1;
They'll also have greek names and speak in the greek voices, so if you want a nato style faction you could change:
identityTypes[]= { "LanguageENG_F", "Head_NATO", "G_NATO_default" }; genericNames="NATOMen";
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i think its similar to why your texture was wrong, you've changed the model path to the right model but because your uniforms inherit from "B_Soldier_base_F" its loading everything you haven't defined in your config from the BLUFOR base class, including the injury textures. the injury textures will be for the wrong model still...
try using "I_Soldier_base_F" instead?
you should de-pbo the "characters_f" game file and check out the config, most of the units in game are there and its essential reference even for simple texture mods like this
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somethins wrong there...! i think George is right the error is to do with class itemInfo, might relate to see my first reply. I don't know enough about this to explain it confidently but the base classes need to be set up right. if you post your new config i can maybe show you
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3 minutes ago, darkxess said:IT'S WORKED!!!
haha i was starting to question everything i've learned 😉
2 minutes ago, GEORGE FLOROS GR said:Just , delete this line.
...which line? 😄
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the path in the game config is:
Quotemodel="\A3\Characters_F_Beta\INDEP\ia_soldier_01.p3d";
that should work,
you could also add "A3_Characters_F_Beta" to your required addons in cfgPatches section
class CfgPatches { class gru_units { author = "DarkXess"; authorUrl = "https://steamcommunity.com/id/DarkXess/"; units[] = {"gru_unit_highlander","gru_unit_typhon","gru_unit_mandrake","gru_unit_raid","gru_unit_banshee"}; weapons[] = {"gru_unit_highlander_uniform","gru_unit_typhon_uniform","gru_unit_mandrake_uniform","gru_unit_raid_uniform","gru_unit_banshee_uniform"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta"};//added characters_f_beta here }; };
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ah, so that texture is for a different model, the independent uniform model like the AAF wear; 'a3/characters_f_beta/indep/ia_soldier_01.p3d' i think.
either change the model path in your config or make a new texture to the right template and it will work fine
if you want to reskin something find the uniform in eden then look at the config files to see what textures it uses, these should be the base of your template
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27 minutes ago, darkxess said:the only problem I have now is the textures are not aligned properly
like i said it looks like you are either using the wrong model for the texture (you are trying to retexture blufor Nato uiform?) or there is some alignment error with your new texture
e.g. for the NATO uniform in pic above your texture should match in layout perfectly with
a3/characters_f/blufor/data/clothing1_co.paa
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1 hour ago, darkxess said:One slight problem with that though, they seem to be stretched or not in the correct place on the uniform
It looks like the wrong texture, check it matches the layout of the texture you're trying to replace on the model
Scope error: I'm not an expert but i have to set up something like:
class cfgWeapons { class InventoryItem_Base_F; class ItemCore; class UniformItem: InventoryItem_Base_F { }; class Uniform_Base: ItemCore { class ItemInfo: UniformItem { }; }; class gru_unit_highlander_uniform: Uniform_Base {.....
to get uniform configs to work
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10 minutes ago, gc8 said:possible via debriefing
if you have any script for that could you not put it in the then bracket instead of 'end mission'?
if !(isClass(configFile>>"CfgPatches">>"TPW_MODS")) then { //insert script here to start debrief with clicky link for missing mod };
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1 minute ago, gc8 said:the texts remains when user returns to lobby
ah yes so it does, in that case you don't really need the 'sleep' as i only put that in so user had time to read it before leaving mission.
7 minutes ago, gc8 said:clickable link to steam page for downloading the required mod
i have no idea but i'd also be interested to see if its possible.
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i was just wondering about this too, couldn't you adapt the above for dealing with missing addons? like so (untested):
if !(isClass(configFile>>"CfgPatches">>"TPW_MODS")) then { systemChat "can't you read instructions fool? it clearly states in the mission dependencies that you need TPW installed, if i hadn't put this script in i bet you'd already be on your way to the comments page to troll with complaints of a 'broken mission'"; sleep 5; endMission"END2"; };
though in MP i think system chat would broadcast to all users, i just used it for simple example, i suppose you could use group chat for players group or something
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10 hours ago, GEORGE FLOROS GR said:Sometimes they just get in , but generally they don't follow the certain path of the leader !
yeah they just love to hang out at the bottom of the stairs don't they, i just checked my function and i got round that by running the patrol script on each group member, which worked fine for me as i just wanted a few units patrolling the one building, but is maybe not a good fix for your needs i think, for a group patrolling many buildings. I feel like the more stairs there are in a building the less the AI wants to behave, perhaps arma AI is scared of heights 😉
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On 4/15/2019 at 12:02 AM, GEORGE FLOROS GR said:i have almost finished my urban patrol script :
WIP GF Building Clearing
is this for adding in waypoints to any building of that class? i've been trying to get AI's to behave in those military cargo towers but i think something like this would be what i need!
been away from arma for a bit and you've put out some cool stuff in that time, the auto population script is very interesting as well, good work as always, remember to sleep 😉
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the VR suit (e.g. "O_Protagonist_VR_F") should have 4 hidden selections for retexturing, as added by @Locklear around the time of this post:
QuoteConcerning the VR suit, ........ There are three textures used (plus the stripes), so I made the following selections for them:
camo1 – torso – a3\characters_f_bootcamp\common\data\vrsuit_01_co.tga
camo2 – arms and legs – a3\characters_f_bootcamp\common\data\vrsuit_02_co.tga
camo3 – armor plates – a3\characters_f_bootcamp\common\data\vrarmor_co.tga
however the camo3 selection (the armour plates) doesn't seem to work still, either by editing configs or using setObjectTexture command. Has anyone had any luck getting this working or is there still a problem with the selections for this uniform?
an example config below would show up all green apart from the armour, still with original texture:
hiddenSelections[]= { "camo_stripes", "camo1", "camo2", "camo3" }; hiddenSelectionsTextures[]= { "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)", "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)", "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)", "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)" }; hiddenSelectionsMaterials[]= { "a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat" };
[WIP] Frith_Robots
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Woohoo! i'm going to mercilessly hold you to this 😄
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?
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.