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Everything posted by chops
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Fantastic work there Varanon! The devil is in the details in any addon, great to have all these important upgrades. Keep at it! :)
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An excellent idea. "You needed one truck for one tank to be rearmed." I hope BIS are paying attention.
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Am looking forward to the weapon, and really looking forward to seeing how a high-end product like this is put together. You're generousity in releasing the editable source files is much appreciated!
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Air to Air missiles, and why they need to change
chops replied to the_demongod's topic in ARMA 3 - GENERAL
An interesting and thought-provoking thread, the_Demongod. The rather simplistic nature of planes and aircombat in these games has long been a bug bear of mine, albeit with the acknowledgement that these games have an infantry focus. The additions you suggest seem very reasonable to me and, on the config side at least, would be very easy to implement. I'm all for anything that gives the player more options, more decisions to make as to how to defeat the enemy or how to not be defeated. As with your description of manouevering to avoid a missile, this would add a lot to the game in that it would be an actual skill you could practice and improve upon. One of the arguments against BIS giving much attention to air-to-air combat has always been that the maps are too small to represent it in anything like a believable manner, although that's changing with the size of Altis. Personally I'd like to see Altis set in the middle of a 90km x 90km map, so we'd have more room to move for air/naval warfare. One problem I see with the idea of SARH missiles is that as they're all but gone from NATO forces now, I don't think they fit in a 2035 world. Ideally vehicles could have a proper radar simulated on an actual part of the model, a la the current PIP screens, but that would add a whole new layer of complexity (and workload) for what is a pretty niche corner of the game. Of course once radars are added, there's RWRs, jammers, other ECM etc etc etc. As a bit of a guess, nearly all of this could be accomplished if dialogs were able to run in PIP windows. -
Thanks for your great work Reyhard! You contribute a great deal to this community. I for one am very grateful for your efforts mate.
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Glad you like 'em fellas. I've since made a few changes, tightening the top of the headband so it fits to the head a bit more. There's also Hezbollah and Al Qaeda/ISIS versions too. I'm going to rexture some of the guerilla uniforms, so we'll have a good assortment of headcases in headbands. It has named selections so you can create your own Greenpeace or My Little Pony versions :D
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Helmet and vest appear between legs
chops replied to SGT Fuller's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Allah Akbar! Chairborne Akbar! Thanks so much for your help, this is a big obstacle overcome in this project! May the 72 virgins be yours in this life my friend! -
Helmet and vest appear between legs
chops replied to SGT Fuller's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for the quick reply Chairborne! As you say, the headband is clipping into the model, about half-way to where it needs to be: This is with your suggested additions to the model.cfg. Also, I don't know if it's part of this Virtual Reality thing or what, but it seems everyone wants a headband in their chest: confused: -
Helmet and vest appear between legs
chops replied to SGT Fuller's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi folks, I'm having the exact same problem as fullerpj. I'm trying to make a Hamas headband, configged as a headgear, which is appearing between the character's legs. I thought I had everything setup in O2 OK. I set the model in the same place as the sample baseball cap, and have the named selections as per this image. If I include the following model.cfg (copied from the sample one), the headband doesn't show up at all. My config looks like this: Any help would be greatly appreciated! Thanks in advance! -
RHS: Armed Forces of the Russian Federation A3 WIP Thread
chops replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Astounding work! I wouldn't know a TUSK from a SEP from a whatever, but I'm glad you guys are putting such detail into these. I've been a huge fan of RHS since the OFP days. Always exciting to see what you're up to. Thanks for taking the time for the mini-devblog, great to know the story behind the screenies :D -
"Opening up Arma 3 to paid user-made content" - How?
chops replied to gammadust's topic in ARMA 3 - GENERAL
In my own experience as a hobbyist, trying to create this US destroyer, the sub-par tools and the lack of documentation on BI's part are deadly to a project. The actual hours spent working on the thing were fun - it's a very rewarding hobby, watching your creation evolve. The real frustration came from the hours spent trying to figure out what the hell I was doing wrong/why wasn't it working properly/how I was supposed to do X/Y/Z. Almost all of the assistance that ever moved it along came from other community members. And then this was their own work figuring out how BIS had done things: for example Mankyle deciphering how a ship's PhysX values related to each other, Drongo doing some scripting - very little from BI's existing (and granted expanding) documentation. Were my project ever to see the light of release, I wouldn't expect money for it, because then I'd be morally oblidged to hand over a portion to other people who'd helped me release it. Would community members then charge for advice? If creators were to charge for addons, I think it should only be once there's a clear, comprehensive, up-to-date set of tutorials, vidoes, references, samples, etc, etc, etc from BIS. The community-based assistance to addon creators will dry up near instantly. "If you're going to charge for your addon, I'm going to charge for my expertise in getting it released." BIS are under no pressure at present to explain much in the way of how to make an addon from scratch, as the community is doing that now for them, for free, while they advertise about the wonderful user-made content available to prospective buyers of Arma III. But, as with my own dormant project, there will be fewer and fewer begginers willing or able to scratch around in forum posts for help as to how to get their hard work in game. I lost all faith and interest in spending my time on even my small potential addition to BIS's community when the tools broke recently. If they don't give a shit, why should I? -
Nice work! Any way the AI could be made to use this?
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Aplion is out ... (open A2 imports content)
chops replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can sympathise with your frustrations Aplion. Sorry to see you go, but thanks for the parting gesture. These MLODs will help me in my own modding endeavours. -
Abandoned naval CIC/ fleet command/harpoon style gametype
chops replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm stunned to see what you've been able to achieve so far Sakura! The assets look top-notch, as with all your work the eye-catching stuff is there, but it's all the little details coming together that gets me (eg the landing gear on the Il-76). Having said that, it's your Naval Tactical Data System that looks really ground-breaking for A3. I have only dreamed of something similar for my own humble Arleigh Burke class destroyer. I created a feedback tracker issue asking for the black border around the islands to be removed, to no avail. As this is such a revolutionary project that would bring so much to the game, I would think BIS would be open to addressing specific feedback tracker issues related to making this happen. However their communication regarding the current most-voted issues sadly hasn't been great, so I'm not sure that'd get far. Any of the model assets would find a happy home and a lot of use, should you release them as they are. same goes for the Naval Tactical Data System. However, as for what I'd like you to do, I think there'd be enough interested and capable people interested in collaborating with you on perhaps a smaller-scale system which would maybe avoid a few of the pitfalls you mentioned (eg long super long distance AI travel, curvature of the earth)? I'd love to see a naval warfare mod/addon/script suite which community addon makers to plug their assets into. Also very excited to hear of both your presence in the Arma 3 forums and of anything you're working on, Vektorboson! :D -
Third-party content licensed by APL-SA in contest entries
chops replied to Edge's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
This is good news. However, are we allowed to use Arma III content in the form of model proxies in MANW entries? For example if somebody was to enter an aircraft into the competition that used the default Arma III missiles? Thanks. -
I really like the look of your work mate! These will be an excellent replacement for the alien CSAT troops. Just one question - and this is a matter of preference really - but is there a chance you'll do the chest rigs/plate-carrier vests in at least one of the camo colours? To my mind it seems counterproductive having a nice camo pattern to blend the soldier into their surrounds, only to have him stand out again with a colour (in this case black) not even present in the camo pattern. I know real-world troops do this too, just a pet gripe of mine. Cheers! Chops
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DAC V3.1 (Dynamic-AI-Creator) released
chops replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I had so much fun with this back in the OFP glory days. Great to see your work in Arma 3 Silola! -
New Possible Addon Need Community Feedback Before Starting Official Thread [BV]
chops replied to BlackViperGaming's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi Black Viper, How about "Black Viper's Super Happy Everything Miracle Fun Time Mod"? I'd love to help out. I'm sure you could find a home for this chap in one of the 32 factions. Best wishes Chops -
Exciting news to see you involved with this Aplion. Am very much enjoying your A2 ports!
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Love your work Reyhard, thanks!
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New Possible Addon Need Community Feedback Before Starting Official Thread [BV]
chops replied to BlackViperGaming's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If you really want to know what the community wants, I'll tell you. Fewer pointless threads about pipe-dreams. Here's a retexturing tutorial thread, that's a good place to start. Perhaps retexture an A3 independent soldier into one of the 32 (yes I counted them) factions you plan to represent in your mod, then go from there. If you actually put in some effort, people on these forums are incredibly helpful and patient with advice and assistance. -
An excellent initiative Bakerman. There was a similar mod (Joint Ammo & Magazines) back in the OFP days that became the default config system for addon weapons. It becomes so frustrating when you're trying to play an mission with addons that have wildly different ammo values. Is the plan to release an addon for which weapon addons can use the values, or is it more a matter of using the agreed values in each config? Cheers
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The hits just keep on coming! Thank you Reyhard!
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Drongo's Toolkit (command engine, artillery, AI, objectives, more)
chops replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Love your work mate! -
Looks fantastic! Great work fellas!