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Frag The Cullen

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About Frag The Cullen

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    On a boat (Sgt, USMC)

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  1. Frag The Cullen

    6 x 6 Recce/Special Forces ATV

    It may be a headless client issue, or it may be related to the most recent update to Arma 3 that broke a bunch of things with ACE 3 and CBA 3
  2. Frag The Cullen

    6 x 6 Recce/Special Forces ATV

    Is there any chance the tiedown on the side of the camo net could be extended or the angle changed to to meet the ground further down? I want to see if I can figure out a way to code (with attachto) a useraction to add/remove camo net from an MRZR, as a companion to your 6x6 mod. I love your camo nets; the only other options to use are the Bohemia camo nets, which are large enough to cover three MRZRs, or the Pook's camo nets mod, which are kinda disgusting [and mostly broken] Arma 2 ports. And, if you're feeling generous, the bundled up camo net seen on the back of the 6x6 as a peaceable object would be helpful, too. The plan was to use a pair of sleeping bags to represent bundled camo net, but I'm not confident I can use nearestObjects and forEach to find and hide both of the sleeping bags on deployment of the net. Here's where I'm at down the rabbit hole RealCombat lured me into: three variants of Zeus-spawnable MRZR compilations, which require no mapmaker love, and are placeable anywhere, at any time, in multiplayer, by Zeus. Spawn as many as you want, and when it blows up, all the attached items are covertly deleted so you con't have your immersion broken by a bunch of unharmed items sticking out of a flaming wreck. The AT4 launchers are real! Just walk up to them and pick them up off the ground, rather than out of the vehicle's inventory. I'll send you a link via PM if you ask, but be aware that what you see is what you get - I'm not finished with all my ideas.
  3. Frag The Cullen

    6 x 6 Recce/Special Forces ATV

    No script needed, just another seat. No need for new animations, either. Several choices you could use for your version exist in the game, already animated: Van (Ambulance) - Laws of War DLC, Passenger 4 KamAZ Medical, Passengers 11, 12, 15 HEMTT Medical, Passengers 3, 6, 8 The only thing a script would be needed for is if you want to be ambitious, and to have the litter folded up in the cargo area, and it unfolds and places itself when someone gets into, or is loaded into, the second seat (front/back, two litters?).
  4. Frag The Cullen

    6 x 6 Recce/Special Forces ATV

    Holy crap! Thank you, I was not expecting that! Edit: Holy Crap! You did it the hard way! I made a tutorial from the things I've learned, including a new technique that it seems not many people know about: A new function you may not be aware of, BIS_fnc_attachToRelative, done like so, demonstrated starting at 4:00 in the above video: [attachment, car] call BIS_fnc_attachtoRelative; The object will now be affixed in its precise position and orientation in which you placed it, relative to the vehicle. No need to guess and check coding!
  5. Frag The Cullen

    6 x 6 Recce/Special Forces ATV

    It's not really a matter of the largest map - it's about overall time available to use. My group's ops are usually about 2-3 hours long; 15 minutes to an empty tank with only two half-tank refills is a bit short. I'm trying to investigate Combat's hint about using the 3den editor and attachto [BIS_fnc_attachToRelative is easier, actually] to make the custom MRZR with working fuel bladder, pictured below, but it's tough going. So far, I've got the fuel bladder to attach properly to the MRZR, in the correct orientation; now it's just a matter of setting the rest of the composition up correctly. I want to be absolutely clear: the below pictured vehicle is RealCombat's original concept, built the hard way, with attachTo and debug mode. Aside from that, are there any plans to buff the tires? They're pretty fragile, and all six seem to pop at the same time. No sense carrying one spare tire, if you tend to lose all six.
  6. Frag The Cullen

    ILBE Assault Pack with RT-1523G / TFAR

    While there is no meaningful distinction between antenna types in this mod beyond range and visual appearance, you can roleplay that idea with the VHF/UHF antenna variant. The radio in this pack is a VHF-Low-only radio, but that antenna is a VHF-HI/UHF antenna, and UHF is used to talk to birds. Go with the VHF/UHF antenna.
  7. Frag The Cullen

    Aspis Gear (Spec 4 Retextures)

    I also noticed the JPC/MMAC w/Belt (Heavy Gunner) variants throw a script error for "Bad Vehicle type Supply340." It's not supported in the base game, so you'll need to define it. In the CfgVehicles section of the config.bin for tfa_vests2.pbo, insert this code at the beginning: class Supply340: ContainerSupply { maximumLoad = 340; }; That fixed the Heavy Gunner vest/belt on my end; I wanted to ensure that you knew about it, too.
  8. Frag The Cullen

    Aspis Gear (Spec 4 Retextures)

    Loving the pack, excellent quality gear! I've been modifying it some for private use in my group (with credit in the arsenal to the authors), and have been setting up multiple helmets for specific roles [black, tan, green, multicam; EOD, JTAC, MED on both sides in the flag slots] and I noticed an issue with both of the airframe helmet models: In multiple places, tfa_airframe_cover.p3d calls tfa_facewear\data\tfa_facemask_mc_co (not tfa_facemask_mc_co.paa). No matter what I do, to include making a duplicate texture with no file extension, it still throws a script error saying it can't load the texture. In one place, tfa_airframe_base.p3d calls e:\program files (x86)\steam\steamapps\common\arma 3 tools [pdrive]\tfa_airframes\data\patches\flags_f_ca.paa. I look forward to future updates, this mod stands out among its peers!
  9. Frag The Cullen

    ILBE Assault Pack with RT-1523G / TFAR

    Here's what I've got so far, in a very basic concept (this space reserved for me slowly learning how to script): It would be a new script that is called in the init.sqf, it looks for a special counter that tells whether the script is already running, to prevent double instances, it looks for whether the player is wearing a backpack starting with tfw_ilbe_a, and whether the player is in a vehicle, If backpack is tfw_ilbe_a and player is not in vehicle, forcespeed=the speed of walking If backpack is not tfw_ilbe_a or player is in a vehicle, forcespeed=false; wait two seconds and run again (forever) Totally not gross. Given that people seem to want all the colors and all the variants, the arsenal could be cleaned up by unlisting the extended antenna versions, so they're... only available through ACE interaction? Harumph. I'm gonna go sit down.
  10. Frag The Cullen

    ILBE Assault Pack with RT-1523G / TFAR

    Lol. I'm a patient man; I dont expect to see these changes immediately or at all, and I don't expect these sorts of features to take more than a year to get running. I see great potential in this mod, and I know that you have the ability to achieve whatever it is that YOU want to do with YOUR mod. I want to help make that happen. I've pretty much laid down all the ideas I had, now it's time for me to put critical thought into helping apply those ideas. Dropping or changing the pack is a problem, yeah. There's no way to change how dropping a pack happens without possibly messing with other mods. The only thing I can think of right now is to make that prominently listed as a known bug, just like how the medicstop animation doesn't play in certain stances. That bug isn't your fault, it's the fault of whoever created medicstop. The only solution I can think of to solve the animation issue is to have the function put (not force) the player into a stance where the animation DOES play, and then running the medicstop animation. The simplest and least disruptive solution is to not force players to walk when they have an assembled antenna, but I consider this an interesting challenge. The only things I know that force you to walk are ACE's carry/drag commands, having leg wounds in ACE, and Zade's Backpack On Chest, which also stops working if the player dies with a backpack on his chest in the current session. I'm working on it; the solution I'm working on does not involve just putting forcewalk true in assemble_antenna or forcewalk false in the rest. That PRC-117G work in progress you posted looks pretty good - it will be nice to see modern Marine Corps radios in a TFAR setting. I'm sure the Army still plays with the RT-1523G, but the Marine Corps is retiring the RT-1523E and F, and is most likely passing up the G.
  11. Frag The Cullen

    ILBE Assault Pack with RT-1523G / TFAR

    Cool, glad to hear. It's difficult to gauge how much research/experience someone already has, or how much they already know about a given subject. The PRC-117G is compatible with all of the antennas you've modeled, yeah. It's roughly the same size as the RT-1523, so you don't need to change need your models. There is a fifth antenna that you shouldn't bother modelling; it's used specifically for ANW2 data networking, which is useless inside ARMA. Also, a caveat: due to the nature of UHF, the DD antenna is line-of-sight only; it has no beyond-line-of-sight capability like the traditional VHF comms we're familiar with, as far as I can tell. The understanding of every other radio operator I've met is that the DD antenna follows the guideline, "If you can see it, you can hit it." The SATCOM antenna, also in the UHF band, avoids this by shooting at satellites. This weekend my friends and I found out that you also included the ability to swap between all three antennas on the fly, which is rad. I was curious, so I went and verified the ingame weights of the antennas, and they do all weigh 1 lb each IRL. Would you mind if I wrote a new Read Me? This mod is so much more well-featured than it initially appears. Poking around inside Zade's Backpack on Chest mod, is that really all the code that would be required to force the player to walk after they perform "assemble antenna"? (With forcewalk false; on every other function including disassmeble_antenna, as insurance.) Edit: I don't think I understand this yet. Seems too easy. Just brainstorming here: Current situation: Running is allowed while the antenna is up. Hilarious, but immersion-breaking. Alternative 1: instead of forced walking, execute disassemble_antenna if the player tries to run with it up. If they tried to run for a reason, medicstop will get them killed; no good. Alternative 2: instead of forced walking, execute disassemble_antenna_fast, which is identical to the existing function but without medicstop. Could be used as a quick way to disassemble the antenna when action demands; could be abused by players who simply don't want to wait for medicstop, no good. Alternative 3: running while the antenna is up is allowed, but only in short bursts, because in real life the antenna will repeatedly hit you in the back of the head and throw you off balance. Could use forcespeed function to just keep it slow, but requires a lot more effort to code. I'm sure there is a way to set up a function that if the player is still running after a given time, disassemble_antenna will be automatically executed, and the player will be warned by text message when they start running. Alternative 4: Force walking while the antenna is assmembled. Uses the forcewalk function. Possibly dangerous to the player via not being able to run, but they made that choice when they assembled the antenna. An assembled antenna and a high knee in the tree line go hand in hand. I remember you said you were considering an unfolded blade antenna, so to to give incentive and and meaning to each antenna choice, the range of each would be ordered from least to most: folded whip, folded blade, unfolded blade, unfolded whip. I have no idea where the DD antenna fits, because "line of sight only" might only be an option to you in ACRE 2. It's current use would be role playing a dedicated air support net, because that's the primary function of UHF antennas: talking to things in the sky.
  12. Frag The Cullen

    ILBE Assault Pack with RT-1523G / TFAR

    Something I've been struggling with: RT-1523G (next-gen AN/PRC-119F) 5 watts transmit, 30-87.975 MHz, 8 lbs with battery VHF Blade Assembly (modeled), 30-108 MHz VHF Whip Assembly (modeled), 30-108 MHz Not compatible: VHF/UHF Antenna (DD antenna, modeled), 90-512 MHZ RF-3080 SATCOM Antenna (modeled, awesome), 240-400 MHZ See the problem? These awesome antennas you've modeled are not compatible with the existing TFAR radios. I don't know what you have access to in terms of radio interfaces, but I know TFAR has more radios than just the RT-1523G. Suggestion: RT-1949 (AN/PRC-117G) 10 watts transmit, 30-512 MHZ voice (up to 2000 MHZ data), 12 lbs with battery Antenna ranges doubled due to double transmit power, compatible with all four antennas you've modeled; has a fifth antenna style used for data only (AN/W. It turns out that this radio has range equivalent to the existing ARC-210 radio currently in TFAR - I asked around about the PRC-117 on a 10 foot whip, and the responses were consistent at ~25 miles, or 40 km. Ignore what I said previously about the PRC-150; HF is terrible and nobody likes it. If you want to keep your antennas, I strongly suggest you make a new radio interface in the form of the RT-1949. It will work the same way as the existing radios, but will have different face and wider frequency band. It's made easier by the fact that you already have a HAPPIS logo to stand in for the HARRIS logo. The other option is to remove the DD and SATCOM antennas for the sake of accuracy, which is an option I don't like - I saw that the file size for the SATCOM PBO went from 7 mb to 13 mb in the latest patch; you've been a very busy man. To leave it as it is is to skew players' understanding of what radios can and can't do.
  13. Frag The Cullen

    ILBE Assault Pack with RT-1523G / TFAR

    It looks like we have old antennas that don't actally belong to this radio, because the antennas we have are much shorter than 48 inches; they're 36 inches. I see in my picture a mention on the antenna's marking of the 'PRC-25', which I just googled. That antenna on the bottom looks awfully familiar; it's too short to fold three times. Classic Marine Corps, we use old outdated parts that still work. Here is your proper 10512-0201-01 antenna assembly available from Harris: Three folds. Keep what you have; I'm pretty certain my shop is wrong. I'll look into it on Monday - this isn't the first time we've had wrong gear that still works. That is absolutely gorgeous! Who needs a FILBE pack, when I've got a perfectly good Coyote ILBE? The ILBE is said to have a capacity of 1500 cubic inches, and the FILBE, while shaped differently, has a capacity of 1525 inches alongside a supplemental Assault Pouch that everyone straps on that adds an extra 300 cubic inches. I just spent the last two days in ARMA examining equipment, weapon, and item weights to find a loadout around/under 80 lbs, and the closest I got was 79.17 lbs with your pack. Going deeper, I just found a "purchasing description" from 2012 about the FILBE pack, which mentions that it was designed in Coyote '498' (the only one I've actually seen), Woodland MARPAT, Desert MARPAT, Snow MARPAT, OCP, and Tan '499'. Blew my mind a little bit; I doubt the Marine Corps ever actually considered purchasing the other colors. That RF-3080 bag is perfect, and with such short turnaround! Were you setting that up before I mentioned it?
  14. Frag The Cullen

    ILBE Assault Pack with RT-1523G / TFAR

    It could be good, but it currently looks too large - I'm not familiar with the antenna as modeled with three folds. In its current form, it looks like it would unfold to between 4 or 5 feet long. It's supposed to be a 'three foot tape' - the body of the antenna above the flex-base/gooseneck is three feet long - I can get side by side comparisons of each antenna for scale adjustment, but I think modelling programs allow you to compare your model to a ruler. There IS an antenna that is 4-5 feet long and folds three times like what's seen in-game, but as far as I know it's the PRC-152's other antenna.
  15. Frag The Cullen

    ILBE Assault Pack with RT-1523G / TFAR

    Today at work, I took several photos of the antennas you've modeled, and can answer any questions you may have about their function, behavior, or markings, if you'd like. I'm sure you're fine on markings; what I see in-game is spot-on. One note, I was kind of irked that the SATCOM antenna weighs 6.8 lbs in-game. I checked it out today, and a complete antenna bag with strap, RF-3080 antenna, net, two antenna cables, and two signal extenders weighed about 5.75 lbs; the main body of the RF-3080 weighs 3.5 lbs. I'm not trying to mess too much with what you've got set up, but it seemed a little odd to have an ACE 'drag' interaction rather than a 'carry' interaction on a 3.5 lb antenna, lol. :confused: If you can swing it, a way to balance your possible extension of the SATCOM multiplier is the fact that SATCOM doesn't work so well in cloudy/rainy weather. That's where the signal extenders pictured below come in: they narrow your signal cone to help you punch through cloud cover. Also pictured: the attached net to place any manner of heavy object to weigh down the SATCOM antenna so it doesn't fall over as easily. Not strictly necessary for gameplay, but I like to mention that it's there. Another possibility to balance upping the multiplier is to force the user to shoot an azimuth with a compass and rotate the antenna to get within a certain number of degrees of the recipient. Since there is no satellite to aim at in ARMA 3, we can approximate it by requiring you to aim it in the recipeint's general direction. Just an idea. See also: you could probably make a placeable object/module for the map editor or zeus for the user to aim at as a stand-in for a satellite, and justify making the range of SATCOM infinite, if you can aim the antenna within a certain number of degrees of the 'satellite'. It's not too difficult for the user to find the azimuth because the MicroDAGR in ACE allows you to draw a line between two points and find the azimuth in seconds. The vinyl antenna bag pictured below might be a better world model for when an undeployed SATCOM antenna is dropped on the ground, as opposed to the existing antenna model laying on its side. Again, I really appreciate the work you've done so far; you've addressed a sorely neglected niche. Since I feel like I've been posting a deluge, I'll hold back anything further unless you ask me for it.
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