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Reddiem

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Everything posted by Reddiem

  1. First of all, it is not perfect, but we are getting better ;) Secondly, our vehicles are never meant to be played with AI, we are focusing on coop content. This means, some functions may not work with AI Redd'n'Tank Vehicles 1.4.85 10.06.2018 The Team: Redd: Config, functions, model, textures Tank: Model, textures Redd'n'Tank official website: http://reddiem.portfoliobox.net/ Discuss AW-Forum (german): https://armaworld.de/index.php?thread/3258-redd-vehicles-marder-1a5-release/ Discuss BI-Forum (english): https://forums.bistudio.com/forums/topic/210296-redd-vehicles-marder-1a5-release/ Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1128145626 YouTube: Imgur: https://imgur.com/a/Uv1Ei GitLab: (See the whole Changelog) https://gitlab.com/TTTRedd/Redd_Vehicles pls report issues here Support us: https://www.patreon.com/Redd_Arma_Modding Contact: redd.arma.modding@gmail.com Addon Pack Contains: - Gepard 1A2 - Wiesel 1A4 MK20 (No AI Vehicle) - Wiesel 1A2 TOW (No AI Vehicle) - Fuchs 1A4 Infantry (No AI Vehicle) - Fuchs 1A4 Infantry-Milan (No AI Vehicle) - Fuchs 1A4 Engineers (No AI Vehicle) - Fuchs 1A4 Medic Vehicle (No AI Vehicle) - Marder 1A5 (No AI Vehicle) - Static Milan - Redd Vehicles Main Features: Gepard 1A2 - Full animated radar - Commander and gunner have two stances when turned out - Woodland, desert and winter camo - Customisable Battalion/Regiment and Company numbers Wiesel 1A4 MK20 - Woodland, desert and winter camo - Commander has two stances when turned out - ViV transportable - Slingloadable - Customisable Battalion and Company numbers Wiesel 1A2 TOW - Woodland, desert and winter camo - ViV transportable - Slingloadable - Customisable Battalion and Company numbers Fuchs 1A4 Medic Vehicle - Actual Fuchs has two brake pedals, try the difference between normal brake (S) and handbrake (X). We tried to simulate pushing both pedals with the handbrake (X) - Rotating blue light - Woodland, desert and winter camo - Animated doors - Animated Surge Plate - Animated Bullet Shield - Customisable Battalion and Company numbers Fuchs 1A4 Infantry, Infantry-Milan and Engineers - FFV left and right rear hatch - Actual Fuchs has two brake pedals, try the difference between normal brake (S) and handbrake (X). We tried to simulate pushing both pedals with the handbrake (X) - Mountable rotating beacon - Mountable Milan for middle hatch (Only Infantry-Milan) - Woodland, desert and winter camo - Animated doors - Animated Surge Plate - Animated Bullet Shield - A few more little animations - Customisable Battalion and Company numbers Marder 1A5 - Rear ramp can be opened and closed by driver or rear FFV-seat - Turned out Commander can assemble Milan on turret - FFV, rear-back-seat, left-back-seat, right-back-seat - Commander has two stances when turned out - Marder has Static Milan in its cargo - Woodland, desert and winter camo - Customisable Battalion and Company numbers Static Milan - Static Milan can be assembled and disassembled Known issues: - Some missing details in Marder interior - Localization only english and german, all other languages display english names - Thermal vision always starts in black/white after changing the polarity once it has the correct color Changelog: Version 1.4.85 - Added Gepard 1A2 - Added all wreck models, they can be found under "empty->wrecks->Redd'n'Tank Wrecks" - Added empty Milan tube, can be found under "empty->things->objects" - Readded static Milan - Readded Milan to Marder and Fuchs - Changed static Milan model and Marder Milan model to Tanks model - Fixed "Fix GetIn Bug" user action radius was 25 meters, now its 5 meters Version 1.3.79 - Added some Tank DLC config stuff - Added distance LODs to Fuchs interior - Added the "Fix GetIn Bug" user action, so you can now manually unlock the positions which sometimes wouldn't unlock and you cannot enter e.g. Fuchs co-driver anymore - Added second Animation for Wiesel MK20 commander, now he can switch between a low and a high turned out animation (Low is default) - Changed RSC UI optics for all vehicles and weapons - Changed Fuchs "Commander Hatch" is now called "Middle Hatch" - Changed Marder and Wiesel MK20 turret rotating speed - Changed new radio model in Fuchs interior - Tweaked Marder, Wiesel TOW and Wiesel MK20 PhysX - Tweaked all soundshader - Tweaked some selection names and removed unnecessary config entries - Removed Milan on Marder and Fuchs, due to a change in the engine it is not possible to aim with the missile if they are not part of the main turret (Will be fixed by BI) - Removed static Milan due to an issue with the model.cfg for the backpacks Version 1.3.66 - Fixed broken Main pbo BI Key - Fixed broken static Milan backpacks Version 1.3.64 - Fixed broken FFV positions - Fixed Marder broken sandbags Version 1.3.62 - Added Wiesel 1A4 MK20 - Added ACRE2 SEM90 Rack with two SEM70 to all vehicles - Added support for virtual garage to all vehicles - Added new optics for all weapons - Changed all optics and separated day and night vision from thermal vision - Changed MG3 250 rounds magazine to 120 rounds - Changed Wiesel TOW now has 6 shots - Changed Wiesel interior engine sound - Changed reload animation for all Milan weapons - Fixed Wiesel TOW can now be slingloaded again - Cleaned all configs from unnecessary entries Version 1.2.51 - Fixed Wiesel can now be dropped via parachute from ViV-transport Version 1.2.50 - Added Wiesel 1A2 TOW - Changed Milan tube backpack now carries the ammo for static milan - Fixed MG3 soundshader - Fixed MK20 soundshader - Fixed Milan soundshader - Fixed error in Fuchs stringtable.xml - Fixed spelling mistake in Static Milan memorypoints "pos_gunner" and "pos_gunner_dir" Version 1.1.44 - Added simple thermal texture to Fuchs 1A4 - Removed the function to force players to open doors and hatches manually before entering a vehicle for all vehicles. Seats are no longer locked. User actions to open doors or hatches are still available, so you can decide by yourself if you want to open a door first or enter a vehicle vanilla style. - Fixed Marder can now be refueled via ACE3 - Tweaked B.O. lights for all vehicles - Tweaked some animations Version 1.1.38 - Addes Fuchs 1A4 Infantry Group-Milan - Addes Fuchs 1A4 Medic Vehicle - Added a function to let players only enter vehicles if the doors/hatches are open (player has to open doors/hatches manually. Changing seats inside while doors are closed is no longer possible) - Added Fuchs mountable rotating beacon (Commander can assemble and disassemble while turned out, Driver and Co-Driver can turn on and off) - Added Marder "EngineMOI" PhysX parameter - Fixed, set launching positions for Marder smokegrenades on the correct position - Removed stabilization for Marder maingun - Changed, MG3 closeShot sound - Changed german displayname "Beschussschild" -> "Beschussklappe" - Changed position for Marder gunner to enter the vehicle to the rear ramp (rear ramp has to be open for entering) - Tweaked Fuchs Gearbox so it will not stuck at 30 km/h at normal acceleration (W) - Tweaked Marder Gearbox a bit - Tweaked Marder engine parameters a bit Version 1.1.25 - Added Fuchs 1A4 Infantry Group - Added Fuchs 1A4 Engineer Group - Added new PhysX parameters to Marder - Added some MG3 mid and distance sounds from BW-Mod (Thanks to Ironie) - Added 500 rounds MG3 magazines - Fixed Marder tracks can now be repaired via ACE3 - Changed, Marder maingun is now stabilized in all axes - Changed, Marder countermeasures moved to commander - Changed the spelling of all folders to lower case - Changed MG3 tracercount - Changed Redd_smokeLauncher.sqf so it will work for vehicles without turrets - Changed SoundShaders for MG3 - Tweaked Marder engine parameters Version 1.0.14 - Added new Redd'n'Tank logo - Added Marder Drivewheel animation - Fixed issue where choosing 2nd company shows the letter 1 - Tweaked Marder Geo LOD, GeoPhysX LOD...again, tell me if it still flips Version 1.0.10 - Added simple thermal texture to Marder 1A5 - Changed order for all optics to, "Normal" -> "NVG" -> "TI" - Changed materials for glass - Tweaked Geo LOD, GeoPhysX LOD and FireGeo LOD a bit - Tweaked PhysX.hpp now it should drive much more smoother and flips less Version 1.0.5 - Fixed issue where crew can get killed by small arms from outside of the vehicles, now it is possible to shoot or throw grenades through the rearramp - Fixed missing modelpart - Fixed missing track animation Version 1.0.2 - Added strings for Marder 1A5 Eden attributes in stringtable.xml - Fixed some commander animation issues License: Licensed Under Attribution-NonCommercial-NoDerivs CC BY-NC-ND https://creativecommons.org/licenses/by-nc-nd/4.0/ Thanks: - Thanks to T4nk for joining me - Thanks to Tactical Training Team and TF47 for testing and support - Thanks to Schubert for all background informations - Thanks to Pazuzu for original Fuchs config - Thanks to commy2 for smoke launcher script - Thanks to Ironie for MG3 sounds - Thanks to Nobilis for help with support for virtual garage - Thanks to Golani for promo shots - Last but not least, thanks to my wife and my daughter for giving me the time to do all this stuff :*
  2. Reddiem

    Redd'n'Tank Vehicles

    Version 1.12.173 - Fixed Missing Artillerycomputer for M120 in Vanilla
  3. Reddiem

    Redd'n'Tank Vehicles

    Changelog: Version 1.12.171 - Changed building small and large camonet is now a driver user action, if large camonet has been deloyed the engine of the vehicle turns off and will only start again when large camonet is undeloyed again - Changed resized the stand for the trenches (it's larger now) - Updated japanese translation - Changed name from "Light Truck gl "Wolf"" to "LKW leicht gl "Wolf"" - Fixed M120 Tampella will work again with ACE reload (Not with the new csw feature) - Fixed Fuchs San and Wolf San are now be recognized as a vehicle where soldiers can heal (Vanilla) - Fixed GMW and MG3 ammoboxes are no longer recognized as medickits - Fixed large camonet on Marder is now removeable again - Fixed removed "topdown" mode from all Milan and TOW weapons on all vehicles
  4. Reddiem

    Redd'n'Tank Vehicles

    Hey there. Fixes are in production.
  5. Reddiem

    Redd'n'Tank Vehicles

    Hey there, we are aware of this bug and it has already been fixed in our dev branch. Update is comming soon
  6. Reddiem

    Redd'n'Tank Vehicles

    There will be more textures in the future
  7. Reddiem

    Redd'n'Tank Vehicles

    At the request of the community we released the trenches as a Standalone Version: https://steamcommunity.com/sharedfiles/filedetails/?id=1983487115 Changelog: Version 1.0.0 - Release Trench Modules as standalone version
  8. Reddiem

    Redd'n'Tank Vehicles

    Version 1.12.162 - Fixed issue with wrong class dependency in rnt_ace_compatibility.pbo
  9. Reddiem

    Redd'n'Tank Vehicles

    We are made somthing for you 🙂 Version 1.12.161 - Added Trench Modules - Fixed some .rpt errors in terms of wrong animations - Fixed an .rpt error in terms of an double stringtable entry - Updated Mantis ammo count to 2x 252 rounds - Updated turretInfoType for MG3 on Fuchs, Wiesel TOW, Luchs, 5t, 7t and 10t Trenches: The trench modules are as follows and can be putted together by your needs:
  10. Reddiem

    Redd'n'Tank Vehicles

    You can try, but i think you will have Problems with the UV maps and, of course you have to mention the Origin from the Models in your new addon
  11. Reddiem

    Redd'n'Tank Vehicles

    Changelog: Version 1.11.157 - Addes static GMW and static GMW - AI - Changed function for large camo nets, the function will no longer set the fuel of the vehicle to 0 - Changed rnt_ace_compatibility.pbo moved to addons folder, if you dont play with ACE, just delete it - Updated japanese translation
  12. Reddiem

    Redd'n'Tank Vehicles

    Not at the moment, but we will add a Eden attribute to change the animation
  13. Reddiem

    Redd'n'Tank Vehicles

    Version 1.10.154 - Addes static MG3 and static MG3 - AI - Fixed typo in stringtable.xml Features: Static MG3 and Static MG3 - AI and - Both versions can be assembled and disassembled - Both versions have three different heights which can be adjusted via the action menu - Both versions can be turned left or right via the action menu - The non AI version has only one magazine at the same time. It needs MG3 ammo boxes. In this ammo boxes are the MG3 100 rounds belts. player needs the MG3 100 rounds belt in his inventory to reload the non AI version. MG3 ammo boxes can be carried in backpacks - The AI version can be reloaded like a regular vanilla static weapons and has 10 MG3 100 rounds belt - To find the boxes search in your Eden editor under empty for "MG3" Thx to Reimchen for the screenshot Thx to Corben for help with the ammobox functionality
  14. Reddiem

    Redd'n'Tank Vehicles

    A small tutorial for the upcomming MG3:
  15. Reddiem

    Redd'n'Tank Vehicles

    No, because of the lack of knowledge about primary weapons it will be only a static weapons
  16. Reddiem

    Redd'n'Tank Vehicles

    Only human Player can enter ingame. But you can but AI in Editor in, Like the Fuchs
  17. Reddiem

    Redd'n'Tank Vehicles

    Version 1.9.153 - Added LKW 5t mil gl KAT I transport and fuel - Added LKW 7t mil gl KAT I transport and ammunition - Added LKW 10t mil gl KAT I repair - Added rnt_ace_compatibility.pbo if you want to play vanilla leave it where it is when playing with ACE3 copy it and the key to the addons folder to the rest of the pobs otherwise some functions may not work correctly - Added new editor subclass "Cars" and moved "Wolf" to "Cars" - Fixed issue with Fuchs glass - Fixed issue with Wolf glass
  18. Reddiem

    Redd'n'Tank Vehicles

    Hey there, its to old and as you say its more the GM thing.
  19. Reddiem

    Redd'n'Tank Vehicles

    Looks like it doesnt swim... 😉
  20. Reddiem

    Redd'n'Tank Vehicles

    A little update. What is it good for ? Nothing, but it shoots planes quite well Changelog: Version 1.8.149 - Added Mantis GDF-020 - Added Mantis Sensor
  21. Reddiem

    Redd'n'Tank Vehicles

    Redd'n'Tank Vehicles Version 1.7.149 Changelog: - Added the ability to use a binocular in the "climp up" turret to all vehicle commanders - Added a black base texture to all wreck models - Added new turned out animations for all Fuchs middel hatches - Added camonets to all vehicles (at least one net, either the small or the large one, some will have both) - Updated Japanese translations (Thanks to classic) - Adjusted "threat", "audible" and "camouflage" values of some vehicles - Fixed flipped clan sign on Luchs
  22. Reddiem

    Redd'n'Tank Vehicles

    I personaly like the GM CDLC, not from the first moment, but the more i try, the more like it. The map for example is outstanding. It has parallels to our mod regarding the setting, but its a totaly different system with the CDLC.
  23. Reddiem

    Redd'n'Tank Vehicles

    Yes class Redd_Milan_AT: M_Titan_AT { canLock = 0; irLock = 0; airLock = 0; laserLock = 0; nvlock = 0; manualControl = 1; maxControlRange = 3000; maxSpeed = 270; thrustTime = 2; thrust=45; fuseDistance = 65; warheadName="TandemHEAT"; submunitionAmmo="ammo_Penetrator_Firefist"; submunitionDirectionType="SubmunitionModelDirection"; submunitionInitSpeed=1000; submunitionParentSpeedCoef=0; submunitionInitialOffset[]={0,0,-0.2}; triggerOnImpact=1; deleteParentWhenTriggered=0; hit=250; indirectHit=25; }; class Redd_TOW_AT: Redd_Milan_AT { maxControlRange = 4000; };
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