-
Content Count
663 -
Joined
-
Last visited
-
Medals
Everything posted by biggerdave
-
It's Combat patrol, with Zombies. Do yo-do you get it, Zom-Bat? Like, it's a portmanteau of Zombie and Combat? Yeah, I know it's dumb a joke... in my defence, it's a pretty dumb addon, but I like it, and, I hope you too, gentle reader, will also like it. And if you don't, I'm going to hunt you down, and make you like it. RIGHT NOW THIS IS AN EARLY BETA. While it is functional, there are bugs, there are balancing issues, and there are things that are have not been tested. So, first things first, you'll need Ryan_D's Zombies and Demons. Click here for the BIForums link. Right now, it's just a module, find it with the rest of combat patrol modules in the editor. It works exactly like the combat patrol init module, just plonk it down, and it does all the work. You'll probably want to add some of the zombies and demons configuration modules, to get the zombies working how you want. In terms of content, it's basically just the same as the vanilla combat patrol, only you're up against zombies instead of discount Greeks or Spaceballs. The objectives have been slightly modified to fit the zombie theme (mainly just changed the strings), and I've added in some randomly spawned civilian vehicles, if you like the vehicle throwing mechanics from Z&Ds. More stuff is planned for the future (arsenal support, more objectives, more configuration options) Theoretically this should work with any map, in practice, your mileage may vary. Generally speaking, if it's "like" Altis, or one the CUP maps (except the ArmA.1 ones), it'll probably work. The most important things are properly configured roads, buildings with properly set up interiors and properly set up towns/locations (though this is entirely necessary, as you can use the combat patrol "add location" module). Known Issues: Sometimes civilian vehicles spawn inside other vehicles, while the pyrotechnics do somewhat aid the whole post-apocalyptic feel, this might cause issues with the "destroy vehicles" mission. Sometimes the "destroy demon" mission completes itself. I'm not sure what's causing this, though I think it's caused by them running off the top of tall buildings or spawning inside walls. (Also happens with regular zombies, but, that's not really a huge problem) There may be issues with East or Resistance player factions, but that might also just be that I was hadn't set it up properly. The main thing I'm interested in, in terms of feedback, is balance (personally I think it's a bit too easy right now, but I'm sure someone will disagree), performance (particular with a larger number of player) and how well it works with various community maps and addons. Changes in Pre-2: Cars now have semi-random loot. Time is now random, by default Added a script to turn off streetlamps, but then disabled it because it wasn't working properly. Download Links: Pre1: https://www.4shared.com/archive/3XjKo2Awca/HSO_ZombatPatrol_Pre1.html (depreciated) Pre-2: 4Shared Steam Workshop
-
I'm planning on added a setting for predominantly slow (so, mostly Slow, Walkers and maybe Brittle Crawlers) and predominantly fast (so, medium, fast and maybe spiders) zombies - I'm not great with .sqf, but it should be able to be changed in the editor by just putting something like "HSO_ZP_FastZombies = 1" in the init field of the module, or in multiplayer lobby if the missions been set up for it (like using the more reinforcements/less reinforcements with the default combat patrol module) There's already some code for alternating between Mediterranean and Pacific CSAT troops in the vanilla module, so it shouldn't be too difficult to adapt it for this purpose.
-
Going to try and throw up an update later today, add some minor stuff and QoL fixes. Maybe see about getting my head around the workshop, and maybe put it on Nexus instead of 4shared (is there a reason no one uses Nexus?) Discount Greeks = AAF, Spaceballs = CSAT (it's the helmets, see?) It's a terrible throwaway joke that I'd be ashamed of, were I capable of feeling shame.
-
IIRC, there's recently been (IRL) a renewal program, meaning we're stuck with these damn things until the 2030s (and the lore says the UK is completely broke in the 2030s, so it's figures we still wouldn't be able to get rid of them). Apparently, Mikhail Kalashnikov was once shown an SA80 by a British Officer, after taking a long look at the weapon, his only comment was "you must have very clever soldiers". That Tan version is ridiculously sexy, though.
-
Night's M8 Weapon Pack
biggerdave replied to AveryTheKitty's topic in ARMA 3 - ADDONS & MODS: COMPLETE
...And the G36 does too. Derp. I must have been thinking of something else. (Lots of interesting stuff on that channel, always wondered what was actually under the sights, so I guess I was wrong about those too)- 17 replies
-
- weapon
- heckler & koch
-
(and 3 more)
Tagged with:
-
Night's M8 Weapon Pack
biggerdave replied to AveryTheKitty's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very neat. Like the new sounds and animations. (Weapon animations, that is, I'm sure when you've got the hand animations done I'll love them too) Some thoughts: I don't think the charging handle should move when the gun's fired - I was never able to find out 100% about this, but it seems likely, since it's basically just a G36 in a fancier (and somehow more plastic?) shell. There's some slight nomenclature issues - the Carbine is actually the "Compact", and what you've got as the standard XM8 is the Carbine - there was also a full length rifle variant (bottom in picture - it says it's the sharpshooter variant in the URL, but it isn't), that was basically the DMR without the extended bipod foregrip and improved sights. (And possibly a version of the compact with the standard stock - this might just have been thrown together by to show off the modularity of the weapon, though - I know PASKAL uses a version of the carbine with the compact stock, as well, again, not sure if these are "for sale" models, or field modifications. (Rant incoming) I'm not personally a fan of the RIS sight attachment PMC had. The model BIS made is very obviously complete fantasy (you can even see it doesn't actually screw into any hole in the carry handle) - from what I understand, one of the main reasons the XM8 was canned was that the army wanted to stick the RIS system, instead of the proprietary sight mount on the XM8, so It seems a bit disingenuous to the legacy of the XM8 to make it just another RIS rifle, instead of using the sights designed for it (but that's just my opinion, I'm sure some walt or mall ninja's going to have a go at me for daring to suggest the almighty tactical weaver rail shouldn't be on something...). I guess if you've got the resources, it'd be neat to have a RIS-sy version like those PASKAL use (2nd and 4th from front in picture), but, again, personal preference. The side rails were intended to be removed when there wasn't anything attached to them, I don't know if you've got this planned, but it'd be a nice little touch (or maybe not? having them would make it clear to the player that they can mount flashlights etc. and realistically they probably would have used permanently fitted rails, since detachable to going to get misaligned very quickly - something of an issue with laser pointers, especially those in the non-visible spectrum, but those things are jagged and made of very hard materials and are not comfortable to hold!) I'd have stuck with the XM8 designation, I can't really justify this, "M8" just sounds wrong to me.- 17 replies
-
- 2
-
-
- weapon
- heckler & koch
-
(and 3 more)
Tagged with:
-
Since you're replacing the default NATO classes anyway, might be a good idea to create a new vest class for your reskin, for compatibility purposes? Some thoughts: Shotgun dispersion is way too high, like, at 25m range there's a spread of about 5 meters, kind of makes them useless unless you literally shove them into someone's face. The woodland NATO dudes would look better with the black variant of the MX, IMHO. ION should really be on green, they were on green in PMC, and apparently they've got some connection to CSAT in TKOH? (TBF I'm still not 100% that TKOH wasn't just an april fools joke) It looks like you're using similar classnames to BIS, (even down to the _F at the end)? I can't stress how much of a bad practice this is, since it means you'll have to deal with conflicts from other addons doing the same, and potentially any new stuff added by patches (especially since it looks like BIS might be adding their own unarmed variants of stuff like the Marid), probably not a good idea to change them now, since it means everyone will have to remake anything using this from scratch, but definitely something to consider (Ie, if you're not explicitly replacing a vanilla class, it would be a good idea to use classnames like "NGT_B_Soldier_Shotgun_F", or "B_Soldier_Shotgun_NGT"). So, I've been working on something similar (in terms of vanilla extensions), and I kinda feel as though it'd be a bit scummy to release it now, since you've added most of the stuff I've got (yours are a good bit better than mine, too! XD ), I do have some things that you might want, though (off the top of my head, a bunch of gendarme vehicles, a few variants of the stealth suit/balaclava, AAF SF dudes, black/"khaki" ABR skins, and some AA12 skins and a fully ported XM8 from my last project, if you want to give ION their classic guns) - throw me a PM if you're interested. Real neat, though, loving everything thus far.
-
I need a mod that crashes 100% of the time
biggerdave replied to boozdeuvash's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Powered by some highly scientific keyboard mashing, I present to you, Crasher.pbo: https://www.4shared.com/archive/fKyuc7JSca/Crasher.html? -
It's here folks! Thankfully Pre-1 didn't have any major bugs, so here's the promised Release 1. What's Included? -6 new factions! An organized military force and a guerilla group for each side. (Plus two "subfactions" on the East side) --In the blue corner, we've got the Chernarus Defence Force and the Real Sahrani Republican Army (the guerillas from Queen's Gambit) --In the red corner, we've got the Sahrani Liberation Army (ground forces, marine forces and air forces) and the Chernarussian Movement of the Red Star --And in the green corner, we've got the Royal Army Corps of Sahrani and the Chernarussian Nationalist Party -Several different kinds of troops for each faction --Reservists using kit from the 70s --Regular Infantry --Elite Guard --Special Forces --Militia --Renegades -More weapons than I care to try and count (some of which are "real world" weapons, some are fictious, but heavily based on real world weapons. Nothing is included that could not plausibly exist in real life) Screenshots Download Links: ArmAholic: http://www.armaholic.com/page.php?id=26681 SiX: http://play.withsix.com/arma-3/mods/5PWVyvYu5BGHBgAVF72WTA/HSO-ArmA-3-SLA-pack What's new? Since Pre-1-1 -Most weapons and items have correct inventory images (various families of weapon have the same icon, so the icon for the AKM and AK74 are the same) -Fixed the textures for RACS BDUs -Improved textures for AR-15 derivatives. -Includes bisign and bikey files (intentionally left out of preliminary release)
-
Should work with ALiVE, but I've only tested it once, about a year ago. So, can't say for certain. Unless anything major has changed with how ALiVE works, it should work fine. The weapon pack should work independant of everything else. I want to restructure the configs for the next release, so you'll be able to activate and deactivate factions as you want (seems I can't just say "install everything, and if you don't want it don't use it", a lot of dynamics missions just try to use everything... not ideal, because I tend to add a bunch of hidden joke stuff!) (Oh god, now I've posted I'm actually going to have to continue work on this.... I was all ready to just pack up and start doing stuff for zDooM instead!)
-
Fixed the first (forgot to comment out something important :p , also fixed the script in question as well, but it isn't used, so not really that important) As for the second, I fixed the shotgun magazines, as for the launchers... I checked, and all the magazines are on the soldiers. The only thing I can think of is that either it's an engine bug (the magazine that starts inside the RPG wouldn't fit in the vest or uniform, but it doesn't go there anyway) or an issue with the backpacks (which I just found were overloaded, but they're a different vehicle to the soldier itself, so shouldn't be causing this error, even if it were, it would be coming up on the ammobearers too). I've reduced the weight of launcher magazines slighty, I don't know if that'll solve the problem.
-
Yes. Probably not RHS, though, since it's a pretty hefty download for just the vehicles - I considered making an RHS edition that used their weapons instead of mine (would effectively half the download size), but there'd be a lot of gaps in terms of equipment (could maybe get away with swapping XM8s or G36s with M4s, but with stuff like FALs the closest RHS have is a RISsy M14, and no GL/LMG variants).
-
Still working on this update, between satisfying my various hedonistic urges. Some more pictures, for now: First, the SLA Marines now work with the alternate camo schemes. I could just have half-arsed this and have the NDPM texture just remap to the various army schemes, but, I'm not "that guy", the marines get all their own camo, that's how this works. So here's NCCPat, ODPM and UDPM Remember how the CDF Summer Pattern was terribad? Well, now it's not: (I mean, it still needs some work, but it's not "neon glamourflague" anymore, so there is that) RACS get new camos too! Urban T-Pat (because everyone else has Urban camo, even if it's not that realistic) and plain OD ( ) Hey, nice life preserver, Kid. Finally, a little teaser: TakPack is essentially going to be an "addon for an addon", a few new hats and reskins (or, more accurately a deskin, since this was originally the TKA model) of the existing units for the Takistan Theatre.
-
Most weapons packs have SCARs, a lot of weapon packs have a lot of SCARs, but only HSO_A3_Weaps can claim to have a slightly inappropriate number of SCARs. (image is over 300kb - consider yourself warned, if, much like the rules concerning image sizes in this board, your internet hasn't been updated since the late 90s) And I haven't even added Mk20s, yet. (As in, actual Mk20s, not the F2000s we have now) Or the soviet calibres that FNH said they'd make and didn't. (Probably going to go with the fictitious designations of Mk18 SCAR-D and Mk19 SCAR-N)
-
finally the Merlin with luxurios inetrior !!!!!!!!!!
biggerdave replied to zukov's topic in ARMA 3 - GENERAL
Well, I can tell you they didn't use any kind of model debinarizers. The models in stuff like All in Arma are still in their ArmA.2 binarized format. (Plus, I'm pretty sure Kju is a wizard, or, at the very least an enchanter or warlock of some description. But don't tell him I said that, these magical types can be notoriously vengeful! :butbut: ) Debinarizing tools produce questionable results when dealing with p3ds, if they work at all (just because TKOH's built on ArmA.2, it's still a very different beast) - especially with stuff like model.cfg selections and inheritance. The unbinarized data is far easier to learn from. -
"Opening up Arma 3 to paid user-made content" - How?
biggerdave replied to gammadust's topic in ARMA 3 - GENERAL
I don't know about that. You'd have "community politics" deciding who does and doesn't get any money. Perhaps not a problem for the community right now, but back in the day of stuff like FFUR? Just replace Valve/Zenimax getting the lions share with whatever egomaniac is putting together "compilation mods". -
I think something along the lines of the MH60L Direct Air Penetrator for the Ghosthawk would be neat. Mainly because it has "penetrator" in the name and I'm sort of immature like that. I guess it'd also fit into the "special forces" style that NATO have going for them. (or that "BAS did all this in OFP and everyone loved them" style we've all been going with since ArmA.1, to be more exact :p ) Wouldn't be too much effort for BIS to add in, either. (compared with creating a new airframe and so on for something more akin to an Apache, anyhow)
-
So, I don't want to brag or anything, but... well, you know how the shotgun code from PMC was a bit lacking if you wanted to do anything other than 12 gauge buckshot? Well, I think I might have used the submunitions code to get the best shotguns in the VR engine to date. We've got: Double Aught Buckshot TT Birdshot (anything smaller would be a bit crazy - effectively 100-odd projectiles that that no damage whatsoever. I don't hate your processor that much :p ) Flak (probably not the right term, but effectively a solid slug that breaks up after 25 meters into buckshot) and of course HE and Slugs. I want to add stuff like dragons breath, but I'm not quite sure how I'd want it to work ingame (probably just buckshot that does more damage and has some fancy particle effects? Everyone loves particle effects, after all) Of course, you need some new shotguns to play with these rounds, so here's the AA-12 forward ported from PMC (might change the skin on this, not too keen on the black - we'll see) And a demonstration of the new logic (if it looks the same as it did before, that's exactly what's intended! You'll just have to take my word that far better under the hood) And, finally, the Benilli M4, modelled here by these charming German fellows from South America, making sure NAPA are doing things right. Some may say slightly too far right for comfort. (Somewhat based off the "Azov Volunteers" in Ukraine. They don't have any controversial patches or anything, so I guess you could use them as anything if you don't like the idea of Nazis. They're on Green, so it didn't feel right having "good guys" like some generic European SF when a lot of folks are going to be using them for target practice) (don't worry about that clipping with the helmet - I'm going to switch over to the BIS balaclava's because they're like a thousand times better than mine. Just haven't got around to it yet :p )
-
"Opening up Arma 3 to paid user-made content" - How?
biggerdave replied to gammadust's topic in ARMA 3 - GENERAL
None of us really knows where that 75% is going - Valve is the easy target because they're the ones who have to say it. We all hate the taxman for taking our money, not the doctors who's wages are paid with it :p (Of course, in this scenario, the doctor is actually a lawyer who's helping Zenimax sue John Carmack. I don't think corporate lawyers were even particularly well liked to begin with...) -
"Opening up Arma 3 to paid user-made content" - How?
biggerdave replied to gammadust's topic in ARMA 3 - GENERAL
How about the physical upkeep of the mod maker (food, rent, clothing, healthcare if you're stuck in a backwards country like the US), you know, the thing that actual software dev's wages are for. How about electricity, internet and a computer? Neither of those are cheap at all. Sure, maybe right now we're all working from our mum's basement, but the mythical "professional mod developer" these sorts of initiatives are supposedly to bring about, the folk who makes mods for a living, they need to eat too! You're right, in theory, about it being the equivalent of transporting and proving "shelf space" for mods. That still doesn't account for a 75% cut, though. If I buy a TV from a supermarket (in this theoretical example, imagine I have sufficient money and sufficiently low intelligence to buy a TV from a supermarket), the majority of that money is going to company that made the TV, not to the supermarket. And I'm almost certain that royal mail charge by weight, not as a percentage of the value of the item you're sending. -
"Opening up Arma 3 to paid user-made content" - How?
biggerdave replied to gammadust's topic in ARMA 3 - GENERAL
Like I've already said: Bethesda Game Studio (developers) probably aren't getting a cut. If they are, you can guarantee the actual people who made Skyrim aren't seeing a single penny. Zenimax (publishers) are taking no risks, and beyond giving an OK, have pretty much no input. From what we've heard, they're taking the lions share. (And, let's not forget, they have a history of legal trolling and other such scummy behaviour) Valve have been providing workshop services free of charge for a good few years now, maybe they'll have spent a few pretty pennies concepting and marketing this whole scheme, but at the end of the day the biggest expense for them is probably going to be the tax they're paying on all the money they've made. (and if you read their FAQ, and reasoning behind witholding cash before it hits the magical $100 limit, it doesn't look like they're even trying to deny this) I will admit, that if BIS have any interest in this sort of arrangement, there's no doubt in my mind they'll handle it far better than Zenimax, but if the 30% valve cut is true, that's still far too much being taken away from the actual content creators for me to be comfortable with. -
"Opening up Arma 3 to paid user-made content" - How?
biggerdave replied to gammadust's topic in ARMA 3 - GENERAL
AFAIK 30% to valve hasn't been confirmed, yet. That's based off what indie devs/"anonymous sources within large publishers" have said is their usual rate. Exactly what Valve are taking isn't clear, given the numbers we're talking about I'd tend towards either 25% or 50%. This is exactly what everyone's hung up about (aside from the "MODS SHOULD BE FREE FOR ME WORK FOR NOTHING" crowd, but fuck those guys), and with pretty damn good reason. Maybe you can argue that "this is the system, this is how the system works", but I fail to see how anyone can believe that doing sweet FA (hell, they're even trying their damnedest to distance themselves from the actual content) and reaping the lions share is anything other than Valve and Zenimax abusing their position in this relationship to make a quick buck. Call me a dirty socialist (I will concede on this, I've walked the dog in the rain today and didn't take a shower afterwards), but I've always believed the people doing the work should be rewarded, not the "intellectual property holders". -
"Opening up Arma 3 to paid user-made content" - How?
biggerdave replied to gammadust's topic in ARMA 3 - GENERAL
Evidently it costs them so much that they've been able to do it for free for a good few years now, and seem to have no reservations against continuing to do it for free? It wouldn't surprise me if the largest expense for valve in this "venture" would be the tax they have to pay on all the money they're making from it. -
"Opening up Arma 3 to paid user-made content" - How?
biggerdave replied to gammadust's topic in ARMA 3 - GENERAL
Yes, you're absolutely correct. Nothing like that has ever happened in the real world, ever. Next thing I'll be telling you that PETA actively kidnaps people pets and has them put down, what sort of a crazy world would something like that happen in, right? :rolleyes: Or were you claiming that the idea that mod developers donations should, you know, actual go to mod developers was ridiculous? -
"Opening up Arma 3 to paid user-made content" - How?
biggerdave replied to gammadust's topic in ARMA 3 - GENERAL
Pretty sure the "pay what you want" feature works the same way. How would you feel if you donated $1,000 to build wells in Africa, only to find that $750 of that was going directly into some CEO's swiss bank account?