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Neddles

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Everything posted by Neddles

  1. Finally ready for my first post... I'd like to show everyone here my first attempt at ARMA modding. I naively thought a small quad type atv would make for a good starter project, I should have started with a skateboard or something of that size!! This is based on a Polaris model even though I haven't seen any pictures of this particular model in military guise, I just liked the look of it and used artistic license. Anyway, after hanging around here for ages looking all over the forums for solutions, tips, advice and experiences of other modders, I finally think it's ready to show everybody. There still is quite a few things to sort out but I thought it would be a good time for any feedback from the community as it looks now. There's 3 military and 2 civilian variants. There is only 1 model, just different colours and removable load from the virtual garage. The 3 military models have their own cam net deployable with user action. The pouches and backpack are hidden selection textures from vanilla vest and large backpack so it's easy to match with your factions stuff. Best wishbone suspension I can come up with Medkit, Toolkit, Rifle and laser designator are displayed as cargo if they are in the inventory and hidden if they're removed. I'm still debating on coming up with an alternate cargo load just so a group will not look too uniform. Thanks to all community members who posted on various topics in these forums to help and point beginners in the right direction.
  2. Ok gotcha. So there’d be some script to “attach” a wounded guy to the stretcher. Interesting addition. I’ll put this in with the 4 wheel version to do list.
  3. You mean a folded up stretcher or somewhere to put a wounded person on and drive them away? Is there an example I can look at?
  4. I just tried it for RHS and it works. As someone here said before I think just drive up the ramp into the cargo bay then close the ramp. Works for the Chinook and C-130. Or manually place inside in EDEN then use the aircraft attributes menu to "attach cargo".
  5. Sorry @john1, that’s not what I made these for. My research showed they are a one person recon/sniper type vehicle.
  6. Good question. Any RHS users that can help?
  7. Just a small update to address some issues users commented on. - Added 2 new LONG RANGE versions that have Double fuel capacity: NDS_6x6_ATV_MIL_LR NDS_6x6_ATV_MIL2_LR - Fixed refilling of empty fuel containers when using ACE addon . - Strengthened tires for frontal impact.
  8. Thanks, good info.. I’m looking into extending the range a bit now, not 200km but. I’m trying to get a good gameplay balance going.
  9. By my measurement, altis is about 30k from most SW part to NE tip. So you could cross the longest part, refuel and get all the way back. I’ll check it out.
  10. 15 km is pretty good isn’t it? What do you think would be a good distance on just the tank?
  11. I would drop a marker at the start then use a script command at the end to find total distance. Good idea about using vr. Thanks
  12. I have seen a few complaints about the fuel use. I was thinking of doing a more in depth test seeing how far I can get across the biggest map after using the tank plus both refuel containers. What would be the biggest map?
  13. Sometimes they don’t change down a gear but stopping then moving again will get him in the right gear. I purposely tuned them down from the vanilla quad as I thought they are way too fast and crazy. I read that fully loaded these atvs can be very heavy and slow so I wanted to simulate that a little.
  14. Ok guys, finally pulled the trigger and uploaded this as my first mod! http://steamcommunity.com/sharedfiles/filedetails/?id=1190934425 Thank you to everyone who helped out with advice, testing, ideas and encouragement. Hope everyone gets some enjoyment from these.
  15. There is the 4 wheel version planned next. But functionality will be basically the same. I was thinking visually of having the large roll bar over the front like the US versions.
  16. Down facing lights, I’ll have to have a look into that. As for the camnet, it’s just a regular camnet so you can see IR through the “holes” in it.
  17. A big shout out to all the guys who've been testing these and providing some really good constructive feedback. A lot of stuff has been tweaked thanks to their efforts. Point form: - Shouldn't take too much longer, just doing some final things and putting together a bit of a user manual to include with the mod. - Pbo sizes are 67MB for the ATV and 6MB for the mortar. - although I don't know any "towing" scripts there are specific memory points at the front and rear in case someone invents something later (mem_winch, mem_towball). For the same reason, you can script the winch hook to disappear if you attach a rope there (ie. you are winching). - There is DEFINATELY no mounted weapons on this version. Maybe I'll look into the 4 wheel version but my hands have been full with the features of this one. -Feel free to ask anything but remember it shouldn't be too much longer to wait.
  18. For sure. I already had that set up for a launcher stored in the back. I removed it as it didn't really fit. Easy to add back in if people want it.
  19. I changed it around so the mortar is in a bag and the baseplate is stored in the back (you can see in the upper left of picture). Model is removed if you take the mortar from the ATV's inventory (second pic). I'm liking this way better than the previous pics without the bag.
  20. Been a bit side tracked adding a 60mm Mortar to the setup. I thought it might be a pretty good light weapon to carry on the ATV. It's difficult to aim and it only uses a bubble in the sight for range (like a carpenters level) but it's pretty good fun. I made the appropriate ammo so the range markings are pretty accurate. (charge 0 on the left and charge 1 on the right). Ammo is HE charge 1 and 0, WP charge 1 and illum charge 1. From the last pic you can see that it will still work (the bubble sight) even when sighted uphill, or on any sloping ground. I'm still unsure whether I'll put it on the front of the ATV exposed like that or maybe some sort of cover.
  21. I'm not on dev branch but when the dlc is released I'll look into it. If it's the same vehicle in vehicle definition as we have now then that's good as I've already defined it. There's pics in a previous post of them loaded in a chinook.
  22. You can load as many bandages individually as you like. They just won't be in the visual model, just like all the other vehicles.
  23. Just back from a months vacation (where I didn't think once about this mod!) Back now so I'll start back into it shortly. To answer the inventory question: There's a script that runs when you close the vehicles inventory. It scans through and looks for certain class names and then hides/unhides a proxy model accordingly. As the laser designator proxy model is the vanilla one then that's what you'll see regardless of what type is in the inventory. The reason for using this proxy method is that using "attachto" is messed up in first person view as most of you know. As for the medkit / ACE thing I'll have to look into it. At the moment the script is only looking for the vanilla medkit classname. Maybe ACE automatically fills it with ACE items, not sure. That's it for the moment, just wanted to give everyone a heads up as to the lack of any updates of late.
  24. In useractions of your config you don't need to put "this addaction" in the statement. That's only for missions I think.
  25. After 2 weeks of extreme frustration with much swearing I've almost completed all the custom FFV animations. Some of it still looks a bit clunky (only during the transitions) but I've had enough of this animation business! they'll have to do.
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