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ArmaFiend

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Posts posted by ArmaFiend


  1. Is that something you might be interested in?

     

    In game pictures

    Spoiler

     

    Liquid Gas

    5L4gLR2.jpg

    Bulk Cargo

    PDzS3pw.jpg

     

    In Progress Pictures

    Spoiler

    Oil Tanker

    ytQJePy.png

     

     

    Ship Types = Bulk Cargo, Container Cargo, Oil, Liquid Gas

     

    Current Functionality

         Big f$%king Ship

         Deck with lower level throughout (Nothing underwater)

         Ladders between ship decks with working hatches

         Height Adjustable Boarding ramps, port and starboard in eden

         Ship Tower with many rooms(CQB hell)

         Multiple ship types adjustable in Eden

     

    Working on Functionality(To do before any test release)

         Bulk Cargo hull doors need animating and new texture baked

         Container cargo has scripting needed and export from blender

         Oil Tanker needs LODs and exported from blender

         60+ doors needs animating and config done (Learning hit points and glass animation for widows) ps. also doors have window curtains I would like open/closeable. We will see

         Windows and window curtains need config and animating done(Trial and error learning will continue)

         Texture tweaking and rebakes will  be needed

          Escape lifeboat on rear of ship, texture needs work. Either sits on top of water like a balloon or sinks like a rock. Anyone good with boats, I have not had fun getting this to work. May start other thread when I to focus on this more

         Control room assets needed

         Hull piece 7 is my hate, my devil, and the death of all things good in my life(see below)

     

         

         I will try to update this now that I feel comfortable enough to tease you all.  I have been working on this for 2 years (no really, started around Jan, 2017).  I haven't been religious at working on it but I also have had to teach myself how to do all this.  I am getting to the point where I can see an end and being able to release this so I am working more and want to know the communities thoughts.  I hope to get more and more motivation from you all and release this over the next month or such.

     

     

     

     

    • Like 23
    • Thanks 2

  2. I have posted another video of the model I have. I added all ship pieces in to give context. - 

    I have a lot of things to fix and configure on the model still but this is an annoying one

    I work mainly in Blender and have limited knowledge with Object Builder

    Geo Lod

    RNHK46C.png

    View Lod

    yirqscM.png

    Road Lod

    XDEKy6s.png

     

    Could it be offset of the model from the Origin point?  All pieces have the same Origin and the tower is working completely so I haven't tried changing that hull part Origin point. 

     

     


  3. I do not, that know of. I have never worked with it before and reading up I still don't see how it could be part of the model.

     

    On a separate line of investigation, I did remember trying to 2 geo LODs to 1 object and thought that could be it. Re-exported from blender(with a geo mod I know worked before), checked it in Oxygen. The problem persists. I did the same for every part of this ship but only this one part acts this way. Will upload update video in a bit.


  4. I have an odd issue. When loading this mod with CUP also the script command "moveincargo" is no longer working for cup helicopters. I have found a small workaround with _player action ["getInCargo", _veh]; but even with that it is unreliable and sometimes the user is not put in aircraft. Are there any ideas on why this may be or any workarounds anyone else can see?


  5. I have tried MoveInCargo for cup choppers, this will not put units in helicopters as of the last update, MoveInCargo does work for default Nato. MoveInAny works for cup... but not in a vehicle seat.   Thank you for your work CUP team, Please post any fix you find as I am sure it will be useful, you brilliant  MF's.


  6. On 6/30/2017 at 4:59 PM, hcpookie said:

    That is a real shame because if you and your "unit" would take the 15 minutes to figure how to really install mods you'd have a much richer gaming experience.  Steam is making idiots of us all.

    I would agree with you there. Some mild use of the file browser and unpacking is the least that can be done.  I honestly learned to write code is due to .sqf. For some reason, this game gave me the understanding.  I play Arma with my twin brother who was/is(he would say once a Marine always a Marine) an Infantry Marine other ex-mil and some other high school friends. I have been able to spin that off into basic and VB and VBA and improve my work and resume. Steam is easier but if you enjoy something guys take the time to explore it and see what you can learn you might surprise yourself and kick some ass in the mean time.

     

    But hey, Fros7bite

    "Yes I intend to start using steam for distribution as the big "but then they own it" debate really doesn't apply, not really.  So most likely the post-Jets update will be on Steam as well as other places for people who know how to install mods."

     -Pook 2017

     


  7. 22 minutes ago, Fros7bite said:

    Have you considered putting this on Steam Workshop? I'd love to use this for my unit but we only use Steam Workshop mods for ease of installation.

    Hmmmm, I have never heard of that. I don't think that's a thing.

     

     Has anyone else heard of this "Steam Workshop" thing?

     

    • Like 2

  8. I cannon get any mission to work on a dedicated server if the Game Master Module is in the mission.

    I am able to select a roll but am kicked by to the roll selection screen before the mission loads.

    Works without Game Master Module. The mission works in local server, single player, and in every other instance with the game master module in. Only dedicated server doesn't work.

    I have read all wiki pages, searched all googles, and wonder if anyone has seen this behavior before.

    Thank-you

     


  9. 35 minutes ago, opec666 said:

    The content is Bohemia's. It's doesn't matter that they worked on it for however long... it matters that they're locking down Bohemia's content for very flimsy reasons. Forking projects is supposed to be held sacred in open source communities.

     

    Road runner: why delete my post if you can still read it in three replies?

    But they're not locking Bobemia's content... You can go download it right now. Or you're talking about the content they added to make those work and upgraded. That's there content.

    • Like 5

  10. I had one with all the US air force mod weapons for personal use. I can take another look and submit changes. I want the ARM missiles too and the script I have adding them now isn't nice. Mod interoperability like that can turn to shit fast. For instance. USAirforce, unsung, firewill, and fa18 mods have different packs I believe and they are constantly being updated and there is even a full missile box mod in the works. That's a lot of work on updating and maintenance that doesn't seem fun. There are options though.


  11. Downloaded and Tried. I enjoy it. I was trying a addaction hell with global and local but map was hard to keep clean.  The only thing I would add is a disable/enable marker group variable. The effect of which would be to set a defined local variable, to true, on client and enable that markergroup for mid mission marker info update. I.E. Did you finish that get Power Grid Plans mission variable set to true then set _mrkrGroup to show in tree.  I going through your code but config functions is my weakness and I apparently there are some tv.. commands I have never used for some bad ass tree display. It is very educational but...


  12. I am looking for some direction on how to use FHQ_fnc_ttiCreateOrUpdateTask.  More specifically I am looking for to update a task type.

     

    IE: I have a task for a power station and my players have an option to destroy to hamper enemy ability to govern.

    If destroyed I would like to update task type to "repair" because now you have a civilian asset which will need to be repaired to gain respect.

     

    This looks to be the function I am looking for But I am not reading the params with comprehension. Thanks for any help!


  13. I was a 14J air deffence coordinator and worked A. an-mpq64/a1 radar. I have been going the spawn and linkage scripts in home of creating my own AANetwork for use in a private end type missio, for me and my buddy's. Would the creation of a script to spawn assets and linking the to the radar for fire in your opion be against the EULA. I have no intention in repackagingAA sites or distribution.


  14. Hey guys wonder if one of you could help me out,

    I am doing a helicopter mission using unitcapture/unitplay script with the CH-53 but when it comes to land it wont put down its ramp or gear even though I recorded it with unitcapture does anyone know if there is a script that I can put in a trigger for the CH-53 to open its ramp and put down gear?

     

    Thanks in advance.

    Unitcapture only records there helicopter movement. You will have to tell it by script to "land" to get gear to come out and "animate" to love the ramp. Googleing "unitplay Landing gear" will work.

  15. This is Awesome! I cannot wait to use these ships!

    Question: I saw a similar port here

    Their issues, stated in the comments, was the TOH licence saying sample models where only for TOH. Has this issue been resolved?

    If so...

    Are these models included in the TOH sample pack?

    Are the ships split into chunks already?(to deal with road lod restructions)

    Is there an ai path lod? I have seen the idea to have a seperate model for Just the path lod so it can be bigger than the 50m chunks as ai have issues passing between path lods.

    I would love to help build and test.

    • Like 1
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