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Snake Man

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Posts posted by Snake Man


  1. Been thinking about vehicle support, in bis east wind stratis campaign hub you were walking or driving a ATV quad bike, in altis hub's you had a (three man?) team and a vehicle to drive with. Wonder if helicopter insert / extract support would fit into this design.


    It depends on the base / camp size of course, if your campaign hub is Observation Post (OP) it obviously is only suited for few soldiers to live there, its very small without helopad capability. Forward Operating Base (FOB) is then a big step up as they can be various sizes. I've heard that in operation iraqi freedom some of the FOB's were just huge, in those you could easily host a helicopter landing pad.


    Helo operations would work easily from support 0-8 menu, call insert or extract to a map location, helo takes off, flies to the coordinates, lands and then flies back to the base again. This could be done with the limited default support module even.


    Just not sure if its "overkill" or how it would change the mood of campaign hub. Hmm.


  2. Returning from a patrol into the campaign hub "base camp", does the mission end when you reach certain distance or will you be allowed to enter the base, access ammo boxes etc and then call end to the mission when you choose, in fact you could even go back out again.


    The problem with that at least in a way bis did it on east wind, is the decorations in campaign hub, those eat precious CPU cycles if they are there during your patrol / side missions.


    Dunno guess dynamic simulation would prevent that, not sure how it works with those switchMove animations or similar method decorations are using.


    Guess the traditional way is the overall best, hang out in decorated base camp (hub) while outside world is completely empty of AI/objects, go out and patrol starts and then roles are switched (hub becomes empty).


    Would love to hear feedback from other players, how would you guys prefer the hub in/out setup work?


  3. Added a link to the top of the list to your website for terrains, if you dont mind, at least more of the community will know about your work and the terrains!


    Thanks, its nice to have our terrains listed here. I thought as first post states that this is a list of terrains in steam workshop that our stuff doesn't belong here 🙂


    Not sure if you only list individual ADDON terrains, not including ones found in a MOD, so just in case, there is a bunch of terrains in Vietnam: The Experience modification https://www.vtemod.com/arma3/terrains.php

    • Like 1

  4. Playable campaign PBO's are not available currently as our web page says. If you want to study campaign description.ext, mission.sqm and script SQF files, they are all available in PMC github page.


    Its on my TODO list to officially release a regular campaign PBO for all users to just download & play, just haven't got around to it.


    I know I know, need to do less editing and more releasing, but 😉

    • Haha 1

  5. Hcpookie Artillery Pack damage texture report is finished. Damage / destroyed textures missing / not working in classes:

    pook_2S1_RU
    pook_2S3_RU
    pook_2S5_RU
    pook_2S7_RU, partial; hull is OK but parts of the gun turret and rear apparatus has no damage texture applied.
    pook_9K52_RU
    pook_9K57_RU
    pook_9K57M_RU, partial; hull is OK but the gun turret has no damage texture applied.
    pook_9K720_RU, partial; overall its OK but small middle parts got no damage texture applied.
    pook_K300P_RU, partial; overall its OK but small middle parts got no damage texture applied.
    pook_MZKT_AMMO_RU, partial; overall its OK but suspension and missiles got no damage texture applied.
    pook_TOS1A_RU
    


    You can download virtual reality damage texture raport testing mission: hcpookie_artillery9.VR.7z.


    Hope that helps to track down the models.

     

    Edit: I apologize posted on the wrong topic, sigh 😞

     


  6. Seems like Hcpookie M-777 artillery gun's M712 Copperhead Laser round is not working; I laser target location, call the arty up, it goes through radio protocol all the way up to "splash" but nothing happens, no round never hits. (note: this was with bis support module, not with pook arty script function, I assume that was the reason).


    Also M-777 artillery gun's AP Heat round nothing happens after radio call splash.


    After my yesterdays first real Hcpookie artillery pack combat mission I feel like these vehicles can definitely be added to PMC missions in general, a lot of fun to play with them, shoot them and destroy them 🙂


    Quote from PMC Tactical forums Hcpookie Artillery Pack Game-play topic.

     

    Edit: I apologize posted on the wrong topic, sigh 😞

     


  7. Thank you for the continued fixes. I really need to get around adding some SAM stuff to my missions or just making brand new ones with heavy focus on SAM units. It might be that existing missions balance is thrown out of whack if such dangerous vehicles / sites are just plugged in there, would need some testing.

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