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Everything posted by chops
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
chops replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This thing is a masterpiece mate. I'm very impressed! One quick question: is there away to run a script to place everything from MCC at mission start up, without using the console at the start? It would make things just a little easier to use with standard editor placed stuff. Thanks for all your hard work! -
The "it's not a simulator" argument gets trotted out every time someone raises an issue with Arma III. Helicopters floating to the ground with the engine off and landing undamaged is a bug in any manner of arcade-type game, let alone Arma III, which is supposedly: "Powered by PhysXâ„¢, Arma 3 represents a significant leap forward in the simulation of physics in the Arma series. Bringing improvements ranging from the behavior of vehicles, land, sea and air, to the behavior of a thrown grenade, PhysXâ„¢ allows for an even more authentic experience." Anyway, I won't consider the game to be in any kind of real release state until the campaigns are out. The actual "release" was just a big patch for those of us with the beta, and a price increase for those late to the party. I fully expect that this kind of thing will get repaired in uncoming patches. I'd go so far as to say those who've paid for the game are entitled to it be addressed.
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Dynamic "per-pixel" content in UI (how to print data from sonar probe on the screen)
chops replied to Ezcoo's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
While I can't offer any help, I'd be very interested in the results of this project. It would be ideal for my destroyer. Best of luck! -
SetVelocity/SetVectorDirAndUp Tomahawk launch script help
chops posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi folks, I'm afraid this is pretty much a flat out request for a script to be written for me, rather than help with one :o Having said that, I have tried myself. God how I've tried and gotten nowhere! I've also looked at other people's work for hints, with no luck. This is a big part of my Arleigh Burke destroyer addon. What I need is a script to place a plane object (tomahawk missile, pic of model) at a given location, tilt it so it's vertical, launch it straight up, then arc over until its horizontal and flying towards a given/predetermined location, ideally increasing in overall speed (to a maximum of 880kph) as it happens. When horizontal and flying towards the predetermined location, I'll move an AI pilot in who can then steer the damn thing on to waypoints. This is more to show I have actually tried to do this myself, and how badly I need the help. It doesn't work at all :rolleyes: _x= getpos _this select 0; _y= getpos _this select 1; _z= getpos _this select 2; _this setvelocity [0,0,73]; //FIRE THE MISSILE DIRECTLY UP while {(_z < 100)} do { _z= getpos _this select 2; _velX = velocity _this select 0; _vely = velocity _this select 1; _velz = velocity _this select 2; _this setvelocity [0,0,(_velz + 36.5)]; sleep 0.5; }; _velX = velocity _this select 0; _vely = velocity _this select 1; _velz = velocity _this select 2; //AND SOME SIDEWAYS VELOCITY TO GET IT TO ARC hint "Starting arc part"; while {_velz > _velx} do { _velX = velocity _this select 0; _vely = velocity _this select 1; _velz = velocity _this select 2; //_this setvelocity [0,(_velx + 146), (_velz + 18.25)]; //_this setvelocity [0,(_velx + 146), _velz]; _this setvelocity [0,(_velx + 236.5), _velz]; sleep 0.5; }; _velX = velocity _this select 0; _vely = velocity _this select 1; _velz = velocity _this select 2; hint "should be at 45 degrees"; //NOW THAT IT'S at 45 DEGREES (IE _Z = _x), PULL IT LEVEL while {_velz > 1} do { _velX = velocity _this select 0; _vely = velocity _this select 1; _velz = velocity _this select 2; _this setvelocity [0,(_velx + 36.5), (_velz - 18.25)]; sleep 0.5; }; //NOW IT'S LEVEL, ACCELERATE TO FULL SPEED hint "SHOULD BE LEVEL. WAIT TILL FULL SPEED"; while {speed _this < 880} do { _velX = velocity _this select 0; _this setvelocity [0,(_velx + 36.5),0]; sleep 0.5; }; Anyone who can help will forever hold a place in my online heart. Thanks in advance. -
SetVelocity/SetVectorDirAndUp Tomahawk launch script help
chops replied to chops's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the pointer kylania, but alas, that script doesn't work in Arma 3, only Arma 2. :( -
Sikorsky CH-53E (WIP)
chops replied to Colonel_Moustache's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks great! Good luck with it. Most people here are very friendly and happy to help with any questions you might have. -
Hi all, thanks for your continuing interest and enthusiasm. I have some free time coming up that I'm going to devote to this and will hopefully have something worthwhile to show for it. Had a quick play around with AiA and Yura Petrov's Seahawks the other day. :D Cheers Chops
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There should be multiple jets in the release version
chops replied to Marioshata's topic in ARMA 3 - GENERAL
Exactly. If they had time to get the shitty L-39 thing in game, I can't see how they didn't have time to port any of the other planes, especially as that F-35 looked pretty much done. The whole thing seems a bit ad hoc. For those of us with the game already, the actual release of it is just an extra big patch. For those considering buying it when it's released, it doesn't have a campaign, or as many assets to play with as previous titles did at release (AFAIK). Doesn't seem much to get excited about if you don't already own it. Still, credit where it's due to BIS, they've ploughed on ahead and got something out the door. BIS are kind of damned if they do and damned if they don't. Delay the release = "WROOAARRR! Where's our game?" Release a sub-par game (eg missing planes) = "WROOOAARRR! Where's our planes?" I do shudder a little every time a decent mod comes out which addresses the game's short-comings (eg supression effects, weapon resting, ground textures). Seems like one more hole (granted it's still a beta) left for modders to fill. EDIT: Good news on the plane front. Thanks for the update PurePassion. -
Sci Fi assets and a final farewell!
chops replied to kiory's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry to hear it Kiory. I learned a lot from your work. -
Some fantastic-looking work there mate! Very much looking forward to the end results.
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Hi all, Firstly, thank you everyone for your compliments regarding this project. I underestimated the enthusiasm for a lonely warship in Arma III, while also underestimating the time and effort required to get one working. As per mankyle's post above, I spent a fair bit of time recently working on a Tomahawk system, with little to show for it. My scripting isn't what I thought it was :( I'll have to ask someone for help on this front. Now speaking of mankyle, he has been no end of help in aiding my efforts. Thanks mate! With my scripting tail between my legs, I have returned my attention to the model itself. I originally planned for this to be a static 3rd-person support asset in OFP, so had no plans for a modelled bridge. Not much in the way of an update I'm afraid, this post is more so everyone knows there is some progress being made. In the second pic, you'll see zodiac proxies on the starboard side, near the crane (courtesy of mankyle). The plan from here is to finish the model, texturing as I go. I'll have to figure out what 'materials' are all about as well :D There'll be a lot of config work and selection naming and the like to be done as well. As for walking on the deck while the ship is moving, that's up to BIS. Personally, Fleet Admiral Chops believes all sailors should be at their action stations, not wandering the deck - unless I model a fishing rod. The ship's deck will definitely (and already kinda is) be walkable while it is stopped. The primary focus of this will be supporting land-based operations - fire support through Tomahawks and naval artillery fire, helo insertions, air denial through SAMs and the like. However, the Arleigh Burke will not be alone in the water, nor have it all her own way against land targets. Countermeasures depend on what is being fired at this ship. As no real fixed wing aircraft of any note will be released with the full game, let alone anti-ship missiles, a sytem for launching and then countering them may end up with your humble servant. @ Chortles: Appreciate your advice mate, truth is I'm not really striving for the level of authenticity required to replicate any one specific ship in the DDG class. Generic Flight II for now. I do like the look of those remotely-operated MK38 25mm cannon though, so they may well get a run. It is possible to set up this ship to allow the player to number and name the ship (via setobjecttexture or the like) and hide and disable the foreward CWIS, but I don't envisage a huge demand for that. Yikes! I haven't finished this one yet. I'll only be working on current-era stuff, I'm afraid. Not a full interior, no. It will have a bridge and probably helicopter hangers, I could potentially model some kind of hallway between the two. Yes. The Tomahawk feature will include waypoints, altitude control and at least two different warheads with various fusings/options. As above. Ask and you shall receive :) I'm going to upgrade these to replicate the 1B upgrade. Some interesting work there mate. Discusions on other uses for this project will have to come at a later date. Thanks again for your interest and enthusiasm everyone. I'll try to be more active in responding to your questions, in between progress reports.
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There should be multiple jets in the release version
chops replied to Marioshata's topic in ARMA 3 - GENERAL
For me, the OFP/Arma has always been about options. I understand that some people aren't interested in planes. Fine. Don't use them. But don't tell me I shouldn't have the option to use them, or that there's no need for them, or that "Arma isn't a flight sim. Go play ...". Does Arma simulate flight or does it not? I realise it's an infantry-focused game, surely fixed-wing aircraft are a huge threat to and prize target for infantry and ground-based vehicles. To re-hash the aircraft that is least-suited to the scenario and have it as the only manned fixed-wing aircraft is strikes me as odd. All previous titles shipped with relevent planes? Why go backwards? Surely, if they can cobble together that L-blah blah trainer thing to a standard fit for release in their latest flagship title, the same could've been done with two of the proper, frontline aircraft? Still, fingers crossed for this to be addressed post-release. -
@ Scorch_052, ltsThomas, Brain, Mustangdelta, Goblin: Thanks for the kind words. They help keep me motivated:D @ Sakai: This is all done with Blender and GIMP. Both are free and there are plenty of online tutorials for both. Nothing stopping you! @ [APS]Gnat: I have enlisted the kind help of mankyle ship-building consultation services ;). @ astast: I'm planning to have deployable zodiacs/RHIBs. Most of the deck will be walkable, at least when the ship is stationary. @ BadHabitz: Thanks, nice to hear. Seems the RIM missiles have an anti-surface mode (and greater range than the Harpoon?). Once I have the multiple turrets (mk45, 2xCWIS, 2xMk32 torpedo tubes and perhaps some M2s) figured out and a few other animations working, I'll start modelling the bridge. Not very exciting, but for the OPFOR divers out there, it's modelled below the waterline too. Thanks everyone for your encouragement :o
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Combat! Addons - WIP Discussion - ArmA3
chops replied to adumb's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Loved Combat!'s OFP addons. Very much looking forward to some more of the same great work in A3! -
Big PHYSx compatible ship. LCS 2 technological demonstrator
chops replied to mankyle's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks mankyle! This will come in very handy! -
minarix I'd say go for it. It'll be a bit harder than you expect, but far more rewarding. I have only ever used Blender for 3D modeling. There's a whole internet full of excellent tutorials and guides to get you started. It's a little daunting at first, but for the price (free), Blender wins hands down, I reckon. As a novice modeller myself, I found the actual modelling part the most enjoyable bit of getting a model in game. The config writing and all the other admin-type guff to get the thing in game is more taxing and will test your motivation. Once I'd learned the basics, the first thing I attempted to model was an M40 too. It's a good idea to start with a model of something you're passionate about. It will help you to push through the "how the fuck do I..." moments :D People here are usually very willing to help out, having been in your position themselves at some point.
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Zachs Full-on guide to Custom Weapons!
chops replied to zachgibson22's topic in ARMA 3 - MODELLING - (O2)
Excellent! Thanks very much J0nes, that has done the trick very nicely. Cheers mate! Looking forward to your KSG-12 update too! -
Niiiiiice work StrongHarm! I thoroughly enjoyed this mission. With my flying in Arma 3 limited to stuffing about in the editor, this mission is a fantastic way to improve your piloting skills. As others have said, the atmosphere is great. I think you've struck the right balance between authentic military feel (with the voice acting, nine-line calls, smoke on target, FARP set up) and plain old fun of raining death down upon the enemy. If I had to make some suggestions for improvement, I'd say perhaps vary the missions a little? I realise CAS is what it is, but perhaps some varients could work? For example covering/clearing an LZ for an MH-9 to insert/extract some troops, protecting/escorting a friendly convoy, interdicting an enemy convoy, perhaps even duking it out with an enemy chopper? Perhaps CAS could be just some of the missions the player is tasked with? I got this error at start up a few times. Didn't seem to effect the mission at all though. Also, here's a screenie of my score. What's your best? Cheers mate Chops
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Zachs Full-on guide to Custom Weapons!
chops replied to zachgibson22's topic in ARMA 3 - MODELLING - (O2)
Hi Zach, thanks for your quick response mate. It seems you've become the go-to agony aunt for weapon modelling :) This is a model I've previously had no problems with, albeit in good old OFP. You can see konec hlavne and usti hlavne are aligned, and, I think in the right places. Yet the damn pellets keep hitting way too high in both iron sights and otherwise. I tried swapping out my m1014 model for your UMP model, with no success. Pellets still hitting too high. I just can't think what the problem could be :confused: With the two models behaving the same way, I was hoping it was a simple config issue with a new entry in Arma 3. Thanks again for your help! -
Zachs Full-on guide to Custom Weapons!
chops replied to zachgibson22's topic in ARMA 3 - MODELLING - (O2)
Hi Zach, thanks for taking the time to put together such a helpful tutorial mate. Sorry to be a pain, but I am going crazy trying to figure out what is causing my problem. I've created a M1014 shotgun model and no matter what I do, I cannot get the bullets/pellets to impact in the middle of the iron sights or any attached optics. I can see no difference between my model and yours, or Kiory's Sa80. I haven't yet gotten around to custom hand anims. Are they required in order to the the bullet impact lined up with the sights? I was hoping you could have a quick look at my config for any obvious errors that might be causing this problem. Thanks in advance! Config -
This looks great! Have you considered using Sanctuary's Modder resources for the soldier models? Might save you some time.
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Ahhh... my old friend Laukhan. Have you not tried OFP.info? A quick search will reward you greatly.
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Excellent work there batis4! Pretty ground-breaking sort of stuff.
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Very very beautiful!
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Beautiful!