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G.Drunken

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Everything posted by G.Drunken

  1. Greetings folks! I've created a mod and published it on Steam workshop. It is a combination of scripts and configs (editing the base classes and creating new units). Everything works great, I have no issues with any units except for the following: HEMTT Defender and HEMTT Radar - the purpose of these HEMTT variants is to spawn either the MIM-145 Defender or AN/MPQ-105 Radar behind the truck, provided with user actions (addAction) for further interaction. This is the code I wrote so far: private _vehicle = _this select 0; if (hasInterface && isServer) then { _vehicle addAction ["<t color='#FFFF00'>Deploy MIM-145 Defender</t>", { params ["_vehicle", "_caller"]; if (isNil {_vehicle getVariable 'defenderDeployed'}) then { private _defender = createVehicle ['B_SAM_System_03_F', getPos _vehicle, [], 0, 'CAN_COLLIDE']; _defender attachTo [_vehicle, [0.03, -7.3, 2]]; _vehicle setVariable ['defenderDeployed', _defender, true]; _vehicle setVehicleLock "LOCKED"; _vehicle removeAction 0; createVehicleCrew _defender; { if (vehicle _x == _vehicle) then { moveOut _x }; } forEach allUnits; }; }, nil, 1.5, true, true, "", "isNull objectParent player", 5]; _vehicle addAction ["<t color='#FF0000'>Deactivate SAM</t>", { params ["_vehicle", "_caller"]; if (!isNil {_vehicle getVariable 'defenderDeployed'}) then { private _defender = _vehicle getVariable ['defenderDeployed', objNull]; if (!isNull _defender) then { _defender hideObjectGlobal true; _vehicle setVariable ['defenderDeployed', _defender, true]; _vehicle setVehicleLock "DEFAULT"; if (_caller == (uavControl _defender select 0)) then { _caller connectTerminalToUAV objNull; }; { deleteVehicle _x; } forEach crew _defender; }; }; }, nil, 1.5, true, true, "", "isNull objectParent player", 5]; _vehicle addAction ["<t color='#00FF00'>Activate SAM</t>", { params ["_vehicle", "_caller"]; if (!isNil {_vehicle getVariable 'defenderDeployed'}) then { private _defender = _vehicle getVariable ['defenderDeployed', objNull]; if (!isNull _defender) then { _defender hideObjectGlobal false; _vehicle setVehicleLock "LOCKED"; createVehicleCrew _defender; { if (vehicle _x == _vehicle) then { moveOut _x }; } forEach allUnits; }; }; }, nil, 1.5, true, true, "", "isNull objectParent player", 5]; _vehicle addEventHandler ["Killed", { params ["_unit"]; { detach _x; deleteVehicle _x; removeAllActions _unit; } forEach attachedObjects _unit; }]; _vehicle addEventHandler ["Deleted", { params ["_unit"]; { detach _x; deleteVehicle _x; removeAllActions _unit; } forEach attachedObjects _unit; }]; }; Lack of coding is present, however with each implementation of certain features, I understand how most of it works. This is the only script (similar to the Radar script) in the entire mod that is this extensive (and will probably remain like that). The code will be fine tuned for other reasons too, but I'm mostly focused on multiplayer compatibility right now. The script works in singleplayer, but not multiplayer (dedicated and non-dedicated servers). Would anyone assist me in solving the issue? Any help would be appreciated. 🙂
  2. G.Drunken

    Script not working on server

    I'll give a good read in the next couple of days. Thanks! 🙂
  3. G.Drunken

    Script not working on server

    So we're talking about handling over the performance of the vehicle (and the script attached to it), be handled by the player PC rather than it being handled by the server the player is connected to? In the context of running scripts such as this one, what happens of synchronization between players and the server if I am to allow the scripts to be handled locally? I'm finding this really interesting. 🙂
  4. G.Drunken

    Script not working on server

    Greetings! I've managed to set up my own server where I can inspect each and every custom vehicle. I've managed to fix the issue by doing exactly what you wrote. I've also encountered an issue with setObjectScale on the other vehicles where this is used, I believe it is worth mentioning in case anyone else encounters this similar issue regarding multiplayer functionality. When driving in other vehicles, the attached objects affected with setObjectScale would start to resize back to their original size. If I was to completely stop moving, these objects would reset back into the size defined by the script. To address this issue, I've used the following line of code to fix it: [_spartan, 0.7] remoteExec ["setObjectScale", 0, _spartan]; To prevent the attached created vehicle from being duplicated, the condition "if (isServer) then" MUST be used. Example script: params ["_vehicle"]; if (isServer) then { private _spartan = createVehicle ['B_SAM_System_01_F', getPos _vehicle, [], 0, 'NONE']; _spartan attachTo [_vehicle, [0.09, -4.2, -1.18]]; _vehicle lockturret [[1],true]; [_spartan, 0.7] remoteExec ["setObjectScale", 0, _spartan]; _spartan setTurretLimits [[0], -180, 180, 0, 80]; if (count crew _vehicle > 0) then { createVehicleCrew _spartan; }; _vehicle addEventHandler ["Killed", { params ["_unit"]; { detach _x; deleteVehicle _x; } forEach attachedObjects _unit; }]; _vehicle addEventHandler ["Deleted", { params ["_unit"]; { detach _x; deleteVehicle _x; } forEach attachedObjects _unit; }]; }; The vehicle in question where the script is executed:
  5. G.Drunken

    Script not working on server

    I see. Thank you sharing this. I'll give it a go later today. 👍
  6. G.Drunken

    Script not working on server

    Mistake on my part, let me provide more information. The script is executed in the class EventHandlers of the new unit class B_Truck_01_defender_F which is based on the parent class B_Truck_01_mover_F. private _vehicle = _this select 0; refers to the vehicle that holds the script. class EventHandlers { init = "[_this select 0] execVM '\mod\scripts\DefenderSand.sqf';" }; As for this, I have no answer. In the first version of the code (which all current scripts of the mod use) is the condition (isServer). It was confirmed to me that all such scripts work on dedicated and non-dedicated servers, except for the scripts regarding HEMTT Defender and Radar which do include addAction. Then I included the conditions (hasInterface && isServer) because I thought it was the right thing to do (source). I do not want to provide false answers when asking for help, so I'm going to be honest. I am having a difficult time understanding the documentation in context of writing scripts in Arma 3 when it comes to multiplayer compatibility (simply put I do not know what I am doing in this domain). I find it difficult to navigate. The result is the script I wrote for the HEMTT Defender and Radar variants. I did use ChatGPT (although all answers are taken with a grain of salt, I do not take it for final answers and solutions, I know how it works) to provide me with explanations I can understand. The ideas are here, the will to provide content is real and I wish to do so (as long as it makes sense to implement these ideas), but coding was and still is a barrier, even after all these years.
  7. Greetings folks. I've been working around setting up a new composition. First time engaging in actually using the main vehicle's init field for creating compositions. It worked well so far, managed to get everything I needed for the composition to work. The code I'll share with you is located in the init field of AFV-4 Gorgon. if (isServer) then { this lockTurret [[0,0], true]; this lockTurret [[0], true]; this animate ["HideTurret", 1]; this animate ["showCamonetHull", 1]; this addWeaponTurret ["SmokeLauncher", [-1]]; this addMagazineTurret ["SmokeLauncherMag", [-1]]; this addMagazineTurret ["SmokeLauncherMag", [-1]]; _spawnPos = [getPos this select 0, getPos this select 1, getPos this select 2]; _turretArray = [_spawnPos, 180, "I_LT_01_AT_F", INDEPENDENT] call BIS_fnc_spawnVehicle; _turret = _turretArray select 0; _turret enableSimulationGlobal true; _turret lockInventory true; _turret lockDriver true; _turret lockCargo true; _turret setFuel 0; _turret animate ["showCamonetHull", 1]; _turret animate ["showCamonetPlates1", 1]; _turret animate ["showCamonetPlates2", 1]; _turret addMagazineTurret ["100Rnd_127x99_mag_Tracer_Red", [0]]; _turret addMagazineTurret ["100Rnd_127x99_mag_Tracer_Red", [0]]; _turret addMagazineTurret ["100Rnd_127x99_mag_Tracer_Red", [0]]; _turret addMagazineTurret ["100Rnd_127x99_mag_Tracer_Red", [0]]; _turret addMagazineTurret ["100Rnd_127x99_mag_Tracer_Red", [0]]; _turret addMagazineTurret ["100Rnd_127x99_mag_Tracer_Red", [0]]; _turret attachTo [this, [.5, 0.15, 0.25], "poklop_commander", true]; }; this addEventHandler ["Killed", { params ["_unit"]; { detach _x; deleteVehicle _x; } forEach attachedObjects _unit; }]; this addEventHandler ["Deleted", { params ["_unit"]; { detach _x; deleteVehicle _x; } forEach attachedObjects _unit; }]; What it does: Spawns a Gorgon with Nyx halfway hidden inside. What's left outside is the Nyx turret (Gorgon turret hidden). Initiates couple of animations for display of camo netting and such on both vehicles, adds extra magazines to the Nyx turret. It is supposed to look like the M1126 "Stryker" . In the testing phase, I've encountered a problem. The AI (OPFOR, CSAT) wasn't shooting at the composition (operated by AAF). Mission settings stated AAF was not friendly to OPFOR, placing normal AAF vehicles in front of CSAT ones initiated combat immediately. Placing a manned composition in front of CSAT initiated nothing but a staring contest. Turns out nothing is wrong with the code, but rather the placement of vehicles. If the vehicles are extremely close to each other, in this case the composition itself has the Nyx inside the Gorgon, the AI will not be able to determine what to shoot, therefor it will continue staring at the composition rather than shooting it when spotted. If you are to edit and include the following line: _turret attachTo [this, [.5, 2, 0.25], "poklop_commander", true]; - this will basically put the Nyx outside the Gorgon and CSAT will immediately start to engage it. The question is, does anyone have any ideas on how to fix or flank around this issue? All help is welcome.
  8. Alright, I appreciate the information. Shame it's like that unfortunately. Guess I'll start polishing the current compositions and proceed with uploads. 🙂
  9. Hello everyone! Welcome to the CSAT ReTexture Thread! What is this? - This is a project of mine I started working on couple of months back, but due to recent improvements, I've decided to take a next step and started uploading things onto the workshop. - It includes different camoed variants of all the vehicles located within CSAT and some objects of some importance, such as camo nets, IR masking tents and tents. About: - First started as a small project, if you can even call it a project, repainting the Tempest (KamaZ Typhoon) vehicles. The video above was the showcase I made for it. At first, they looked really good, I just kept driving around Altis, Stratis and Malden, sometimes for hours. And then it hit me in the head "Why not do it for all the vehicles?". And here we are. - What this addon does is, well, basically adds different textures to already existing CSAT vehicles and objects for different terrains. We're not just talking about one specific color on these vehicles, this is all Hexed, includes 3 different colors per each camo variant, which takes time to properly select each piece and paint, if starting from scratch. - For now, it only contains CSAT Winter, CSAT Desert and CSAT Black Ops variant. Future groups, such as CSAT Urban, CSAT Woodland and CSAT Marines will be added once I'm done with the first three groups I'm currently working on. ( Lack of time.) What now? - Currently working on vehicles and objects. I am in need of templates, so I'm making them on my own. Some templates were used from ArmA 3 Samples, but that only goes for the VTOL and most likely, future content (such as the Spetsnaz gear). - Infantry gear and weapons will be the next step after I'm done with vehicles. - Step after that? There's always a chance of combining static weaponry with these vehicles. Would be nice to have a Tempest roaming around with S-750 or Radar in the back. - Most of the templates are done (over 80%), just a couple more remaining. After that, it will be much easier to focus on the rest of the groups. ( Vehicle templates will be uploaded on Google Drive for others to use and create content of their own, once I re-organize the layers properly. Currently a mess.) It took a lot of hours to make these templates, hopefully worth it. - If there are any problems with the mod or if you do encounter something strange, please feel free to contact me either via this thread or Steam Workshop, where the mod was first uploaded. Download: Steam Workshop Armaholic Liscence: This mod is licensed under a Creative Commons Attribution-NonCommercial NoDerivatives 4.0 International License. You may not use this on monetized servers, it is forbidden. You may not reupload this mod on Steam or any other sites. Changelog Feel free to contact me on Steam or Twitter. Discord server will be created soon. Social sites: - Twitter - Steam Please do enjoy, more to come! 🙂
  10. https://drive.google.com/drive/u/0/folders/1YIHQ2juMV5sCfEUVEx3oZ10WjVvNvxNW Sorry for the late response, I've turned off notifications for this thread. This contains all of the templates I've worked on, which also includes BI released templates (some of them).
  11. Well, I solved the issue. The issue was in the crew the vehicle contained. The crew was custom made, but I didn't include it in the Zeus. If the crew is not available in the Zeus, the vehicle containing THAT crew will not appear as well.
  12. The problem started with me trying to create a new custom RHS tank ( to be more accurate T-72B (obr. 1984g) and (obr. 1985g) , by removing the commander shield, removing the RHS decals and changing the crew commander to match the rest of the crew ( also includes custom made crew ). I've used the ALiVE ORBAT Tool to export the unit config of each tank mentioned (from Russia (TV), OPFOR) and change the config to fit my needs. The mod also includes helicopters from RHSAFRF and a vanilla jet from AAF. The main problem are the tanks, the rest ( helicopters and jets ) work fine. No matter what I do, they are all in the editor listed properly, but once I enter the game and open up Zeus, only the helicopters and the jets tabs are displayed in the custom faction ( on all 3 sides, NATO, OPFOR and INDEP ). The tanks are gone. Before I copy-paste the parts of the config ( just the OPFOR part ), I will say that: I've placed the Game Master in-game and selected the option "All Addons ( including unofficial ones)" , "scopeCurator=2" is also in each of the class regarding custom RHS tanks , Units in CfgPatches also contain the classnames of these custom tanks and everything is in correct order and was checked multiple times. This is the code: class CfgPatches { class IV { author="STA|G.DrunkeN"; version=0.1; units[]= { "T72_LoB_Rubber_OPFOR", "T72_LoB_Rubber_ERA_OPFOR", "MI24P_CAMO2_STARLESS_OPFOR", "YAF_Galeb_OPFOR" }; weapons[]={}; magazines[]={}; ammo[]={}; requiredVersion=1.64; requiredAddons[]= { "rhs_main", "rhs_c_vehiclesounds", "rhs_c_t72" }; }; }; class CfgFactionClasses { class DrunkeNs_Arsenal_OPFOR { displayName="DrunkeN's Arsenal"; priority=3; side=0; icon="\mod\data\icon_co.paa"; }; }; class CBA_Extended_EventHandlers_base; class CfgVehicles { class Components; class TransportPylonsComponent; class Pylons; class Pylons1; class Pylons2; class Pylons3; class Pylons4; class Pylons5; class Pylons6; class Pylons7; // OPFOR // class rhs_t72ba_tv; class rhs_t72ba_tv_OCimport_01 : rhs_t72ba_tv { scope = 0; class EventHandlers; class Turrets; class AnimationSources; }; class rhs_t72ba_tv_OCimport_02 : rhs_t72ba_tv_OCimport_01 { class EventHandlers; class Turrets : Turrets { class MainTurret; }; class AnimationSources : AnimationSources { class hide_com_shield { source="user"; initPhase = 1; animPeriod=0.001; }; }; }; class rhs_t72ba_tv_OCimport_03 : rhs_t72ba_tv_OCimport_02 { class EventHandlers; class Turrets : Turrets { class MainTurret : MainTurret { class Turrets : Turrets { class CommanderOptics; class CommanderMG; }; }; }; class AnimationSources : AnimationSources { class hide_com_shield { source="user"; initPhase = 1; animPeriod=0.001; }; }; }; class T72_LoB_Rubber_OPFOR : rhs_t72ba_tv_OCimport_03 { author = "STA|G.DrunkeN"; scope=2; scopeCurator=2; crew="MI_Crewman"; side=0; faction="DrunkeNs_Arsenal_OPFOR"; displayName="Lion of Babylon w/ rubber"; HiddenSelectionsTextures[]= { "\mod\data\LoB\rhs_t72b_01b_co.paa", "\mod\data\LoB\rhs_t72b_02a_co.paa", "\mod\data\LoB\rhs_t72b_03_co.paa", "\mod\data\LoB\rhs_t72b_04_co.paa", "\mod\data\LoB\rhs_t72b_05_co.paa" }; class Turrets : Turrets { class MainTurret : MainTurret { class Turrets : Turrets { class CommanderOptics : CommanderOptics { gunnerType = "Mi_Crewman_Commander"; }; class CommanderMG : CommanderMG { gunnerType = "Mi_Crewman_Commander"; }; }; }; }; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];}; RHSDecalsOff = true;"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; class rhs_t72bb_tv; class rhs_t72bb_tv_OCimport_01 : rhs_t72bb_tv { scope = 0; class EventHandlers; class Turrets; class AnimationSources; }; class rhs_t72bb_tv_OCimport_02 : rhs_t72bb_tv_OCimport_01 { class EventHandlers; class Turrets : Turrets { class MainTurret; }; class AnimationSources : AnimationSources { class hide_com_shield { source="user"; initPhase = 1; animPeriod=0.001; }; }; }; class rhs_t72bb_tv_OCimport_03 : rhs_t72bb_tv_OCimport_02 { class EventHandlers; class Turrets : Turrets { class MainTurret : MainTurret { class Turrets : Turrets { class CommanderOptics; class CommanderMG; }; }; }; class AnimationSources : AnimationSources { class hide_com_shield { source="user"; initPhase = 1; animPeriod=0.001; }; }; }; class T72_LoB_Rubber_ERA_OPFOR : rhs_t72bb_tv_OCimport_03 { author = "STA|G.DrunkeN"; scope=2; scopeCurator=2; crew="MI_Crewman"; side=0; faction="DrunkeNs_Arsenal_OPFOR"; displayName="Lion of Babylon w/ rubber (ERA)"; HiddenSelectionsTextures[]= { "\mod\data\LoB\rhs_t72b_01b_co.paa", "\mod\data\LoB\rhs_t72b_02a_co.paa", "\mod\data\LoB\rhs_t72b_03_co.paa", "\mod\data\LoB\rhs_t72b_04_co.paa", "\mod\data\LoB\rhs_t72b_05_co.paa" }; class Turrets : Turrets { class MainTurret : MainTurret { class Turrets : Turrets { class CommanderOptics : CommanderOptics { gunnerType = "Mi_Crewman_Commander"; }; class CommanderMG : CommanderMG { gunnerType = "Mi_Crewman_Commander"; }; }; }; }; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];}; RHSDecalsOff = true;"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; class RHS_Mi24P_vdv; class MI24P_CAMO2_STARLESS_OPFOR : RHS_Mi24P_vdv { author = "STA|G.DrunkeN"; scope=2; scopeCurator=2; crew="rhs_pilot_combat_heli"; side=0; faction="DrunkeNs_Arsenal_OPFOR"; displayName="Mi-24P"; HiddenSelectionsTextures[]= { "\mod\data\Mi24\mi24p_001_camo2_co.paa", "\rhsafrf\addons\rhs_a2port_air\mi35\data\camo\mi24p_002_camo1_co.paa", "rhsafrf\addons\rhs_a2port_air\Mi17\data\camo\mi8_det_g_camo1_co.paa" }; class EventHandlers { }; }; class I_Plane_Fighter_03_dynamicLoadout_F; class YAF_Galeb_OPFOR : I_Plane_Fighter_03_dynamicLoadout_F { author = "STA|G.DrunkeN"; scope=2; scopeCurator=2; crew="rhs_pilot"; side=0; faction="DrunkeNs_Arsenal_OPFOR"; displayName="G-4 Super Galeb (YAF)"; HiddenSelectionsTextures[]= { "\mod\data\YAF_Galeb\L-159_0_co.paa", "\mod\data\YAF_Galeb\L-159_1_co.paa" }; class EventHandlers { }; class Components: Components { class TransportPylonsComponent: TransportPylonsComponent { class pylons: Pylons { class pylons1: Pylons1 { attachment = "PylonRack_1Rnd_AAA_missiles"; }; class pylons2: Pylons2 { attachment = "PylonRack_12Rnd_missiles"; }; class pylons3: Pylons3 { attachment = "PylonRack_12Rnd_missiles"; }; class pylons4: Pylons4 { attachment = "PylonWeapon_300Rnd_20mm_shells"; }; class pylons5: Pylons5 { attachment = "PylonRack_12Rnd_missiles"; }; class pylons6: Pylons6 { attachment = "PylonRack_12Rnd_missiles"; }; class pylons7: Pylons7 { attachment = "PylonRack_1Rnd_AAA_missiles"; }; }; }; }; }; }; I have no idea why square brackets and classes look weird in this code box... anyways. As I said, helicopters and jets are in the zeus, the tanks are not. Any help is appreciated. I want to publish what's left of my work and be done with it.
  13. Hello. Due to lack of time and RL stuff happening in the background, I've decided to stop working on CSAT ReTexture mod completely. What I thought was going to be something interesting, turned out to be a lot of work for just one guy. For something I wanted to turn into a hobby in my free time, ended up as something completely else, basically allowed myself to work on it without having any kind of fun, which is insane, thus combining that with everything else I was doing (non-related to ArmA ), it was time consuming and too much for me. Most of the time was just retexturing without playing the game whatsoever, which is a no-go. A combination which killed the spark that had me playing ArmA III and retexturing. There are also other reasons, but not worth mentioning. I'm not trying to make this as an excuse for being lazy as I've really tried the best I could, but I had to let it go. Times where I enjoyed this game were great, but it's time to close this chapter. The random textures I've worked on for personal use ( mostly RHS vehicles ) will be available soon, either on Steam or this thread . There ain't much to tell about it, but it does contain my proudest work, textures I've really enjoyed working on, as I was inspired by some specific things, situations and so on. Feel free to contact me via Steam or forums if anyone wants me to pass on the CSAT ReTexture mod files. I don't want them to go to waste. Thank You all very much for your support! If it's possible, I'd like this thread to get locked. Thanks in advance.
  14. Copy that. Send me a PM once everything's done. 🙂
  15. Well, you can upload them somewhere (most likely onto your Google Drive) and share the link so others can download. Respectfully, those are your templates we're talking about. 😄 EDIT: If you insist on providing the templates so I could put them onto Google Drive for others to use, I don't see a problem in that. Credits will go to you as well.
  16. We'll see. Honestly, I'm not sure CSAT Urban will even have anything special other than retextured vehicles and some infantry gear (the ones that does not contain Urban camo). I'm trying to find the correct balance between making multiple, solid color variants of one camo pattern, such as what CSAT Winter now contains. For now, the main focus is on what's remaining in the First part of the mod, Desert and Black Ops. Thanks for the suggestion.
  17. I'm happy to say that after weeks of working on the mod, it finally has been updated, adding new infantry gear to the CSAT Winter group. Hopefully worth it. I'll try to keep this activity as a hobby, not as a job. And to celebrate, I've created a Twitter account to share progress on future mods and already existing ones. Changelog Also updated the previous one. Enjoy! 🙂
  18. Hello! I've slowly started uploading templates onto Google Drive, both Vanilla and Non-Vanilla content (CUP and RHS). https://drive.google.com/drive/folders/1InDIDhfbhEgRAvrY79hc94GJeIzhdmjl?usp=sharing Here's the D-30 template (RHSAFRF) I've worked on. As more textures get released and polished properly, the more templates will be uploaded onto Google Drive. I make these templates for my community (or you know, just for me and my purposes). It ain't special, but it's good to just leave it here for others to use it and be creative. Use it for whatever you guys want, go wild! It's easy to navigate through the folders on the Drive, I've organized it properly. Enjoy!
  19. For the last couple of days, I've been working on something new and I was hoping to find some answers online (BIS forums, Armaholic, Reddit and such…), but so far I've only got bits and pieces. I'm very new into coding, so my knowledge is very poor, for now. Now, I've always wanted to make more vehicle variants in ArmA 3, to let's say, enrich the vanilla content. So far, I've got some great ideas that could give other factions (including CSAT) an advantage. Here's an example of such a vehicle. This is what I had in mind. This is a mixture of the BTR-K Kamysh and S-750. It serves as a mobile SAM platform. The question is, how would I be able to turn this into a fully functional vehicle? Basically, I had in mind to create 2 vehicles (one is the BTR, the other one is S-750) with proper codes (in the mod config) to remove some texture parts of each vehicle and hide the shadows, it can be done. But I don't Know how to continue from that point on, how would I attach these two vehicles together and make it appear as one vehicle? Is it possible? All answers and ideas are welcome. :)
  20. I am aware of it. The unarmed version of the BTR-K has both gunner and commander seats locked (only the driver seat and passenger seats are available) There's a repair version of such a vehicle in one of the mods I'm working on. Disabling the weapons and hiding the turret, including the shadows, on the BTR-K was easy to do. To edit the S-750 via the configs, is still something I'd have to do. At first I thought I would be able to connect the gunner seat from BTR-K with the S-750, but I realized that is not possible so I've scratched that idea, so the 2 things I've had in mind would be: 1. Leave the S-750 open via terminal, so those who have the CSAT terminal can access it, but removing the "hack" option so it doesn't fall into the enemy hands. There would be certain issuses that would bother me, such as it remaining autonomus and being accessed via the terminal, while far far away ( I'd have to test that for a bit ). It wouldn't be a problem if the S-750 was accessed from inside the BTR-K via the terminal equiped on you, the player. 2. Make the S-750 gunner seat available via the scroll menu (when outside the vehicle on foot), but to remove the terminal options. I would have to disable the autonomus capabilities and it doesn't sound that bad, as it would be a player-only vehicle. ( I've noticed if I was to use "moveInGunner" on the S-750, I would end up in the gunner seat.) So far, these are the only ideas I could find possible to do, but don't know where to start.
  21. G.Drunken

    RHS Escalation (AFRF and USAF)

    Ahh, it's good to know such a team works on such features, not being sarcastic of course 😄 I'm a huge fan of early versions of T-72's and T-80's, that's all. So when I encountered the Armata with the TOW Humvee, I was like " -_- >_> O_O Get us the F*** OUTTA HERE!", but we never got the chance to get out alive. :'D Anyways, great work so far!
  22. G.Drunken

    RHS Escalation (AFRF and USAF)

    Good job with the update, I do love the new vehicles. But the T-14 Armata… Not gonna say it's OP, but here's some footage of it eating a Cruise Missile. When both manned and unmanned, the turret moves on its own to activate its defense system, which is quite cool. But I'm not sure if it's supposed to do while it's unmanned? Not familiar with it. So far, we've tested the TOW, Kornet, Metis, Cruise missiles, RPG-7, MAAWS, SMAW all of which is RHS, Maverick missiles, Hellfire missiles, even tank guided ones from the T-72s and T-90s. It eats them ALL. I do have the footage, but I wanted to leave this one. If there's need, I can upload it all. 🙂 Regarding vanilla vehicles, so far we've tested the Wiesel AWC ( Nyx ), AT version, used by the AAF (Greenbacks) and the rocket hit without the system activating on the Armata. Well this is my First ever report, so go easy on me. Eh?
  23. G.Drunken

    Tanks DLC Feedback

    I wasn't sure if to post anything, since the last reply is close to being a year old, but nevertheless, I wanted to bring this out. BI has a very good engine running ArmA III. Now, I'm not talking about the performance side (hahaha :'D ), but rather about the possibilites they can do with it. Right now, I do feel like nothing's happening regarding this specific topic. I like the implementation of the Pylon system they have added quite some time ago and it was a right thing to do. Now, since I'm not the only one mentioning/suggesting different variants of a specific vehicle/s, people are right about this. Some vehicles do need more variants, most importantly, modular vehicles need different variants. As an example, let's take the Patria AMV, better known ingame as AMV-7 Marshall. Right now, the vehicle only has the IFV version, better known as the Badger IFV ( South African Armed Forces ) , liscenced bought for their purposes. Yes, I do know why games use different names for the objects/vehicles/weapons we see in game and that is to avoid lawsuit engagements, so that's the least of BI's worries. Anyways... This specific vehicle can be fitted with different modules, either for combat purposes or logistical support. Combat-wise, as an APC it can have a CROWS .50 (12.7x99mm) HMG or maybe even CROWS 40mm GMG ( I don't know honestly), as an IFV, it already uses the Badger module, but can also be fitted with a 105mm weapon system, as Patria was built to be a heavy weapons platform, which means it can include the mortar variants ( one of which was in the alpha version of ArmA III, but removed due to unknown reasons (at least, that's what I know)) and can be fitted with an AA missile sytem. Now, regarding logistical support, due to its capabilities, mobility and quite good armor thickness, thus being amphibious, it can be used as a MEDEVAC vehicle and a armoured repair and recovery vehicle, which are the only 2 non-combat variants I'm familiar with at the moment. And this is just one of some modular vehicles ArmA III has in its arsenal. There's the MSE-3 Marid ( Otokar ARMA ) and AFV-4 Gorgon ( Pandur II ). Now, where exactly am I going with this? Well, the actual models of modular vehicles look astonishing, but things can be simply changed by adding the same/slightly similar module system ( just like the Pylon settings for jets/helicopters ) that can change the vehicle's module, changing it's role and purpose to what was originally designed for. I am aware it takes more than just a few codes and textures and modeling, so I'm not here to point at BI and tell them they are doing something wrong. I'm just saying that there are many things they can achieve with such an engine. I mean, just imagine if more work was done on these different variants and smaller details, perhaps the players would appreciate that more and would play the vanilla game even more. Then, there's a huge opportunity for modders that enhance the gameplay of ArmA III, the same ones that make us stick with the game. The things they can implement on such vehicles could be never-ending. Most importantly, releasing it as a free-platform update would be suited better for such a take, rather than just showing it up ingame as a DLC. We are aware you need to make money regarding income and there's a risk if such a project would not be profitable, but maybe further improving the game and working on such details will bring more players into it and more content released from the workshop itself. That's it from my side. Thank You for reading this. STA | G.Drunken /////////////////////////////////////////////////////////////////////////////// P.S. I'm not sure if anyone's gonna read this, but hell, it's worth a shot.
  24. Since I started playing ArmA III quite some time ago, I always wanted to help other players, share the knowledge I gathered and make the game a lot more interesting and entertaining. As soon as I got the game, I installed ACE3. From that point on, I've never touched vanilla ArmA III. ( unless there was some retexturing work being made, right? ) I was always interested in ballistics (in ArmA III, not RL), so I've tried to follow up on some tutorials on how things are done and what I should keep my eyes on. So after hours and hours of testing, taking notes and doing manual calculations with the help of Kestrel and a Rangecard (offered ingame), I've managed to make it work without using ATragMX. Simple, quick and easy at least from my PoV, less time consuming and a bit challenging. Brings enjoyment and fun into the game. I've also had my friends follow up on the guide, to see if they understand what I wrote and what I'm talking about, to check if the things I wrote about setting up the scope are correct and what not… The results were excellent and some have even recommended it to other fellow players. Why am I telling You this? I don't know, maybe because I want to get your attention on what I have to offer and that this is solid, thus the glorious amount of hours smashed into the guide were not wasted. The guide does get updated, but due to the lack of time because of RL, it does get delayed. Without further ado... https://steamcommunity.com/sharedfiles/filedetails/?id=1078577824 Please, do leave comments. I'd like to hear what others have to say about it. The guide has it all explained. Enjoy and good hunting! / / / / / / / / / / / / Small edit: If I missed the section regarding the topic, then do please move it to where it belongs. Thank you in advance.
  25. G.Drunken

    ArmA III [ACE3] - Marksmanship guide

    I am happy to see not so many errors were made on my side. Thanks for spotting the errors, once more. :'D Thanks for checking it out and reporting back. I'll fix these things ASAP. I am very happy as well, due to the fact that I have been receiving positive feedback not just here, but also in the comments section of the guide itself and other websites, thus received support to keep up the good work. I actually... did something good. °° (_) Thank You all. 🙂
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