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lexx

CDLC Developer
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Everything posted by lexx

  1. The flags are in lxWS/data_f_lxWS/img/flags/ flag_Argana_CO.paa, flag_SFIA_CO.paa, flag_ion_co.paa, and flag_una_co.paa
  2. lexx

    Western Sahara - Changelog

    Western Sahara v1.1.2 Data Added: Alchemist Magic module, usable via the 3den mission editor Added: The Gendarmerie on the Horizon Islands have upgraded their arsenal with the MSE-3 Marid (HMG) Added: Missing damaged military walls to the 3den editor Fixed: When prone, the reload animation for the XMS SG / GL would not play Fixed: ION cap with headphones was using the wrong model file Fixed: Added Hitpoint class inheritance to the CSAT Light Combat Fatigues Fixed: Contractor Uniform (Black) had too high bullet resistance, also adjusted armor, weight, and inventory size Fixed: Inconsistent naming of Zu23-2 changed to Zu-23-2 Fixed: Russian translation of the Saber Light rifle flashlight attachment Fixed: Removed unused / duplicated magazine proxy from the Velko R5 and Velko R5 GL Fixed: Tura Independent Infantry Groups wouldn't show up in Zeus game mode Fixed: Rifle configs were using PointerSlot instead of PointerSlot_Rail class Fixed: Camel sound effects could stack and play all at once when alt-tabbing out of the game Tweaked: SA77 green hex texture pattern size Tweaked: SA77/Compact weight slightly reduced Tweaked: Moved Sefrou-Ramal civilians into a custom 3den editor category Tweaked: Slightly reduced the weight of the folded portable shield. Missions Alchemist Fixed: JIP script error, fnc wasnt loaded when spawning fnc Extraction Added: Additional checks for despawning units Added: Changed player count to 1-6 in mission name and server browser Fixed: Script error when player gave command to Pegasus without crew Tweaked: Marid HMG spawn chances have been slightly reduced Tweaked: Improved the check if the journalist has no leader, to prevent him from running off into the sunset on his own Last Stand Fixed: Destroyed military tower in Outpost location wouldn't synchronize between all players Tweaked: Outpost compositions
  3. lexx

    Arma 3 Creator DLC: Western Sahara

    That's [_interval, [_size]] call lxWS_fnc_showGroundDust; [0.5, [5, 8, 12, 20]] call lxWS_fnc_showGroundDust;
  4. lexx

    Arma 3 Creator DLC: Western Sahara

    In worst case you can just spawn the effect manually (outside of the module). [.1, 0, [OBJ_1, OBJ_2, OBJ_3], nil, nil] call lxWS_fnc_showDust; [alpha from, +random alpha, [objects], area size, spawn height] call lxWS_fnc_showDust;
  5. lexx

    Arma 3 Creator DLC: Western Sahara

    Thanks for the feedback! You have to sync it to every player. But keep in mind that the dust particles can hit hard if there's too many (I'm not sure right now if they are local) - in any case, you should use it carefully. If you only want the color correction, you can as well just drop the post processing module and select the template.
  6. lexx

    Western Sahara - Changelog

    Western Sahara v1.1.1 Data Added: Texture material properties to the Velko 35rnd and 50rnd magazines for better mod compatibility Added: Missing translation for the gun drone / 3den weapon selection strings Fixed: NATO gun drone was spawning with a 30Rnd instead of a 100Rnd magazine Fixed: IED drone AT grenade wouldn't penetrate armored vehicles correctly Fixed: Velko R5/GL rifle had invisible integrated bipod Fixed: GLX grenade launcher sights were off by a bit Fixed: CTRG (Desert) soldier classes didn't show up in Zeus game mode Fixed: CTRG (Desert) JTAC class was missing a battery for the laser designator Fixed: BTR-T Iskatel gunner and commander bodies wouldn't hide on vehicle destruction Fixed: AA40 smoke shell was shown as a mortar grenade when fired Fixed: PMC (Peace) uniform wouldn't show the pistol in 3rd person Fixed: Thermal effect of the pants/gloves on the CTRG Stealth Uniform (Desert) Fixed: In multiplayer, Zamak textures could change randomly on vehicle creation Tweaked: 12 Gauge HE shells balance tweaks (reduced splash radius) Tweaked: Reduced the amount of pellets created when shooting with the AA40 Pellet shells and the 40mm Pellet grenade to reduce performance impact on servers Tweaked: Weight of the ION caps unified Tweaked: aiDispersion values of the Velko R4/R5, and SLR rifles Missions Alchemist Added: Player count and Carrier hint for Spectators Added: Punishment for suicide respawn timer extended Added: Text title with match winner to the mission end screen Added: Very basic countdown timer for spectator Fixed: One of the character slots would only start with a pistol Fixed: The showcase would end too soon after collecting the Magic Beacon Fixed: Advanced hint (Alchemist Magic) behavior on mission start Fixed: Teleport/Explosion spells not responding after respawn if the player dies while trying to activate them Fixed: Player could teleport with depleted magic Fixed: Name of the carrier didn't show in notification when final clue was picked up Fixed: Particles of player with magic beacon are now visible even for spectator Fixed: Particles of final magic beacon are visible even for spectator (when carrier is dead or when final clue is activated) Tweaked: Respawn times (suicide, player kill, carrier kill now differs) Tweaked: Turrets positions in some locations for better view on magic clue Extraction Added: 2 more player slots. NOTE: This is currently considered experimental since the scenario originally has been designed and balanced with max. 4 players in mind! Fixed: Custom gunand IED drone loadout would reset when using fast travel via Pegasus
  7. lexx

    Western Sahara - Changelog

    Western Sahara v1.1 New Content Missions Added: Alchemist (multiplayer game mode and singleplayer showcase) Vehicles Added: UAV (IED) Added: MSE-3 Marid (Unarmed / HMG) Added: BTR-T Iskatel Weapons and Attachments Added: AA40 12G Added: GLX 40 mm Added: SA-77 7.62 mm Added: SA-77 Compact 7.62 mm Added: Velko R5 5.56 mm Added: Velko R5 GL 5.56 mm Added: Galat ARM 7.62 mm (Old) Added: SLR 7.62 mm (Jungle) Added: Mk18 ABR 7.62 mm (Snake) Added: RDS (Low / High optics) Added: Saber Light (Flashlight / IR) Added: Stubby Sound Suppressor Added: Camo variants for the RCO, ARCO, Mk17 Holosight, and IR Laser Pointer Added: Ammo type - 40mm Pellet Grenade Clothing Added: CTRG Plate Carrier Rig variant Added: CTRG Stealth/Combat Uniform (Desert) Added: Deserter Clothes (Desert) Added: Light Combat Fatigues (Hex) Added: Cap (ION, Headphones) Added: Ballistic Mask (Turban) Ambient and Scenery Added: Dromedary (Saddle) animal variant Added: Desert Tent Added: Desert Tent (Floor) Added: Saddle scenery object Added: Pottery scenery objects Added: Various new details to the Sefrou-Ramal terrain Added: All rifle types are now compatible with the AP-5 Bustard / Roshanak gun drone Added: New and improved idle animations for the dromedary Added: New "riding on dromedary" static animations for sceenshot makers Added: New music tracks Content Changes Data Added: Various soldier classes with new weapons and equipment Added: Galat and Velko rifles can now use the accessory / pointer attachment slot Added: "Extraction" scenario color correction effect to the post-processing template module in 3den (named "Sefrawi Desert") Added: CBA Joint Rails mod compatibility Fixed: Zu23 turret gunner hands are now holding and moving with the cranks Fixed: WS Zamak variants would switch to the lowest LOD too soon Fixed: The drone operations center CSAT emblem had the wrong rotation Fixed: Velko R4, Ballistic Mask and Portable Shield TI/thermal texture issues Fixed: Dark shade on the PMC (Peace) uniform texture Fixed: The watch on the Contractor Outfit (Black) couldn't be retextured Fixed: "50 Feet" changed to "15 Meters" on the UNA fuel truck Fixed: AP-5 Bustard / Roshanak now has appropriate VIV bounding boxes Fixed: The NATO (Desert) A-164 Wipeout was not available in Zeus game mode Tweaked: Ballistic Mask armor values slightly reduced Tweaked: Rear view camera on AMV-7 variants adjusted to the vanilla vehicle (https://feedback.bistudio.com/T164530) Tweaked: Raven vest (Black / Olive) fits better to vanilla uniforms now Extraction Added: New CDLC weapons and assets Added: Civ population and vehicles into new villages Added: Advanced hint for how to demine the minefield Added: Team Regroup function in singleplayer (use campfire) Added: New soldier classes into randomized pool (SFIA, UNA) Added: New Marid (HMG) into randomized vehicle pool Added: 3D UI marker for soldier recruitment in singleplayer Added: Repair vehicle depot in singleplayer mode Added: Skip specific mission task as Server parameter (Alternative to a save system in MP). Intel loot progress is set according to the skipped tasks Fixed: Music Event Handler script error message Fixed: "All players have to return to base"-Notification only showed up for the host Fixed: Completing the sniper side-task would lock up the dialog mode until the delayed voice line plays Tweaked: Singleplayer difficulty / AI team survivability Tweaked: Some vehicle spawn positions Tweaked: During the first mission, APCs won't spawn in the AO anymore Last Stand Added: New CDLC weapons to randomized weapon pool Added: New Marid (HMG) to enemy wave pool
  8. I just noticed that the Kamysh damage texture is broken. It's on dev-branch and on stable, so it might be broken for a while already. Can't see why that is happening, tho. The rvmat defined in damage class seems to be the same as in the actual model file. Yet, when damaging the vehicle ingame for more than 50%, the texture doesn't swap to the damaged variant. /Edit: Kamysh is missing zbytek selection for the hull. Once that is added, damage should work again. I wonder when this got broken.. maybe with tanks dlc? 😄
  9. lexx

    Arma 3 Creator DLC: Western Sahara

    All I can say is, there will be an update, but sadly I can't talk about any details right now.
  10. lexx

    Reverse cameras

    I didn't know this, so did a quick google search of the topic. It seems that many reverse cameras are flipped, but not all of them - also modern cameras have an option to unflip them. So the way I see it, it's not at all a fixed standard (anymore) that reverse camera images are mirrored. There is also a good amount of tutorials on how to "fix" the mirrored image, so for an amateur like me it looks like most people prefer it to not be mirrored. /Edit: Here is some visualization. Marshall on dev-branch is correct: But for example the Marid is wrong: tl;dr - you are right that some reverse cameras are flipped, but you are wrong that the Marshall is broken with this update - it is indeed fixed. /Edit²: I just reverted to stable-branch for comparison and it looks like the Marshall reverse camera mirroring wasn't changed at all. It's only the FOV that has changed: More in-depth explanation for everyone who was just as confused as me: The "issue" with the Marshall reverse camera is that the monitor is not in front of the driver, but to the left of him. Because of this, under certain circumstances the shown image can indeed feel "wrong" or be confusing. As the monitor is to the left of the drivers view, looking actually left means you should see front of the vehicle on the display first, because if you would physically look out of the vehicle to the left, that's exactly what happens - you see the vehicle front first. However, as the display shows the back of the vehicle first ... it causes the confusion. Now if you imagine the monitor to be right in front of you instead, the currently shown image is correct. That said, after looking into this more, it really seems like almost every vehicle is suffering from the reverse camera image being wrong (see Marid-example above). It's an easy fix, though, -- the uv map of pip_screen.rvmat in the pilot LOD needs to be horizontally flipped... on all those vehicles.
  11. lexx

    Arma 3 Creator DLC: Western Sahara

    Thanks for your feedback. Regarding 1 - sadly there isn't much we can do. Saving the mission in multiplayer is quite complex and has a bazillion possible issues attached to it, which we weren't able to deal with appropriately. About 2 - this indeed was not supposed to happen. Guess it slipped through QA because it happens rarely that someone plays the mission in sp and mp simultaneously. I'm not 100% sure right now, but I think the issue is the savegame created by the host. We will fix this with the next update - sadly at this time we can't say when exactly this will be (it's not in our hands).
  12. We simply can't reproduce the ai issue. Do you play with any other mods? Same about the immunity -- can't reproduce it. That said, we are not using any custom mechanics for that, so whatever is going on there (tank invulnerable after loading savegame), must be a vanilla game issue with the simulation manager. If that's the case, sadly there isn't much we can do. It's especially hard to deal with if there is no 100% sure way of reproducing the issues.
  13. There's no separate ammo crates. You stock up with ammo in the arsenal. Click on your vest / backpack and on the right side you'll see the option to add magazines to your loadout.
  14. Here: https://feedback.bistudio.com/project/profile/62/ Or you could have just written here what's going on. 😆
  15. Hello Folks, decided to release my custom made railgun / coilgun CSAT tank, which is based on the original railgun / coilgun tank that we all could see on old ArmA3 promo screenshots. The tank isn’t 1:1 the same (antenna are missing and the back of the turret looks slightly different), but I tried my best to at least get the boxy turret back into the game. It uses a kind of hacky approach, so I actually didn't really touched the original T-100 tank. It's still there... in the inside... Description: First things first: I've worked on the dev-branch. So let's hope everything works for everyone who doesn't use the dev-branch. :p The 3D model was made by me, the texture is the original one from Bohemia Interactive, which can still be found in the game files. The sound effect is cut together from a random google-search Quake 3 railgun sound effect (I suck at sound engineering), and the most important part, the basic script that makes it possible for my boxy gun to be correctly placed and aligned in the game, was made by a redditor which I unfortunately can’t credit as of now, because I was unable to re-find the link to the thread. Shame on me for that one, but I am of good hope to find it again some day. This addon comes with a showcase mission called "Breakthrough" - The mission itself is rather simple and straight forward: Defend the CSAT tanks and repel the enemy assault. It’s short and thrown together in kind of a hurry. It’s reason to exist is solely to show the tank in action. It can be found under the scenario menu (didn't really fit the Showcases menu and I didn't wanted to clutter it up). Screensots! More: http://i.cubeupload.com/pp4oO1.jpg http://i.cubeupload.com/1SeyRo.jpg http://i.cubeupload.com/vO63dn.jpg http://i.cubeupload.com/EtltOk.jpg Classname: LEXX_MBT_02_COILGUN Known Issues: The boxy gun is “lagging behind†the turret movement, which comes from the way the script handles the object… … this results in sometimes the original gun “sticking out†of the new boxy one if the turret is rotating too fast. I tried to be smart and simply add alpha transparency to the texture, to make the original gun invisible, but this didn't really worked out because of whatever reason. Also there is a visual bug which let’s the old / original T-100 turret shine through the new one if you are the tank gunner or commander. This makes the tank more or less not very pretty to use if you want to drive by yourself. The boxy gun is non-solid. This means, depending on the current rotation of the turret, the player might be able to walk through the object. For the life of god I was unable to get that right. Maybe a future update will deal with it… The boxy gun placement script has it’s weakness: Aim too high and rotate the turret to the sides will slightly roll the gun. My math skills are way too bad to fix this on my own. What does this mean? Well, the known issues list looks super long, no? As it is right now, the tank should sadly be used only for ambient combat scenes, where the player is never a crew member. This pretty much gives the best results and can look super cool if done right. Also it’s a damn coilgun tank- Bohemia Interactive canned their original, so this is better than nothing, no? …No? Links: Addon at the Steam Workshop Addon information on my website and stuff Credits: Lexx – 3D Model Bohemia Interactive – Texture Sound Effect – Partly out of Quake 3 for now… hurr durr Unknown Reddeditor – Base script for the turret positioning /Edit: This is actually the very first time I've worked with custom made 3d models in ArmA. For my lack of skill in this area, I think the results aren't that bad.
  16. lexx

    Western Sahara - Changelog

    Christmas comes early, but only in the form of a very tiny hotfix. Too hot to hold onto till the next patch. Sorry! Western Sahara v1.03 Missions VR Showcase Fixed: Files in the VR Showcase would cause a game crash.
  17. lexx

    Arma 3 Creator DLC: Western Sahara

    The Marshall ATGM can carry passengers. Only the mortar variant can't.
  18. lexx

    Western Sahara - Changelog

    Western Sahara v1.02 General Added: UNA was missing their ammo truck variant. Fixed: Only the host of a multiplayer game was able to disarm/rearm the AP-5 drone. Fixed: The desert module works correctly in multiplayer now. Fixed: Helmets were sorted under "Hats" and not "Helmets" in 3den. Fixed: Muzzle flash / texture issue with the XMS SG variant. Fixed: SLR hand animation was clipping a bit into the rifle. Fixed: SLR AT rifle grenade now spawns HEAT submunition upon impact. Fixed: The insignia on SFIA Combat Fatigues didn't work correctly. Tweaked: XMS and SLR weapon reload animations. Tweaked: Updated some map compositions. Tweaked: initSpeed settings of the Galat, Velko, and XMS rifles. Tweaked: Increased wall thickness on refugee tents to prevent players from vaulting inside. Missions Extraction Added: UAVHacker trait to players (and AIs in single player). Added: Check for dynamic sector spawning (prevention for exploding of vehicles during spawn). Added: SPOILER - More possible locations for the journalist to spawn. Added: Players will disconnect from UAVs when they die. Fixed: Duplicated title with time after cutscene. Fixed: Double spawn of the gundrone at the FOB. Fixed: Camera task wasn't completed if the item was carried by a subordinate unit. Fixed: Sometimes, HVTs were running away from the AO. Fixed: The journalist was still following dead players across the whole map. Tweaked: The journalist will now try to join the group of the closest player. Tweaked: Increased contractors recruit limit from 5 to 9. Tweaked: Dynamic Simulation distances. Tweaked: Condition for arsenal purchase (any change will cost money). Tweaked: Extended timer for the time skip when players are back in the FOB. Tweaked: Vehicle composition at FOB, so AIs can easily ride on mission in vehicles. Tweaked: Trigger area sizes. Tweaked: Less civilians in town during night time. Tweaked: Defend checkpoint AI behavior, Enemy behavior, and compositions. Tweaked: Static units now have randomized gear. Tweaked: Civilians will try to avoid minefields. Tweaked: Mines spawn distance area. Tweaked: Side tasks will give players a higher reward in MP than SP (because more intel is required). Tweaked: Friendly AI skills. KotD Added: 5 more locations into random pool. Added: More cover in some OA locations. Added: Lock and Unlock action for vehicle crew. Added: On/Off toggle mission parameters for allowing different assets on server (Helos / Tanks / APCs). Added: Check to prevent adding money while player is AFK inside the capping zone. Added: Check to prevent the deletion of vehicles that are still being used by players while the AO changes. Fixed: Tura wouldn't respawn with NVG. Fixed: Levitating compositions. Tweaked: Removed launchers from tier 1 weapons. Tweaked: Vanilla Marshall swapped for AT variant to balance the OPFOR Kamysh. Tweaked: Changed slots to 10v10v10 for even teams + 3 spectators. Tweaked: Moved spawn area markers for improved legibility. Tweaked: Point reward notification moved into system chat system. Tweaked: UI elements for fitting different monitor resolution. Last Stand Added: Failed task notification with number of the current wave. Added: An active task will now show the current wave info. Added: A map marker will now show the current AO. Tweaked: Enemy AIs behavior (should approach a bit faster).
  19. lexx

    Arma 3 Creator DLC: Western Sahara

    What I meant is that the weapon stats were based on certain vanilla weapons. And yes, you are right - the NATO forces are purely a bonus. They were never planned to be a big deal at all. We were able to throw in a bit more fluff, so we did it.
  20. lexx

    Arma 3 Creator DLC: Western Sahara

    I took a look at the stats and the post makes it seem more crazy than it actually is. Did some tweaks now, but I'm really not sure if those 25 points make or break it. Pretty sure most don't even notice a difference. Most of our values were already based on existing weapons. Right now I just can't backtrack anymore with what intend tweaks were made before.
  21. lexx

    Arma 3 Creator DLC: Western Sahara

    Try using the verify game integrity function from steam. It will check your files and redownload them if necessary. @krzychuzokecia: the APC is a captured asset by the Tura insurgents. Arganan army / SFIA is not directly featured in the scenario. There is a piece of intel about it at a later point in the scenario. Personally I can't agree on your complaints with visibility, etc. of the enemy and their vehicles at all. Especially the APCs are loud and you usually can hear them from kilometers away. The offroads aren't exactly stealthy as well. We're not hiding them from the player either - their approach is usually quite obvious. Packing some anti-tank launcher should help dealing with them easily. About the travel time, you can just use the helicopter or do the fast insertion. I've read lots of reviews about the scenario by now and so far you are the first to mention extensive travel times. This is not to invalidate your feedback - I can totally understand it. But this is why there are other, much faster options of traveling as well. The ai skill for singleplayer is set to almost the lowest possible grade. I've just booted up the mission for a test and they missed me quite a lot until one bullet finally hit. Maybe you just got unlucky with that 400m hit? Having players choose tasks sounds great, but it would have instantly complicated the mission design by a lot. Also the scenario is quite extensive already (~4 hours of playtime, give or take), and with consideration of the coop experience, making it even longer would not have been good. Anything bigger simply would quickly run out of scope for what this scenario is supposed to be about. That said, I think you should try to adapt your play-style and evaluate your available options again, because the scenario can be as hard or as easy as you want it to be. I'm not even talking about cheese-tactics like drone swarm. There's thermal NVGs, you can pack a mortar, equip heavier armor, etc. we allowed lots of options on purpose. That said#2, thank you for your feedback, we are reading and process almost everything right now, to see where and how we can improve ourselves in the future.
  22. lexx

    Western Sahara - Changelog

    Western Sahara v1.01 General Added: Trailer music is now available for ingame use. Fixed: Ground dust size array wasn't working correctly in the Desert-module. Fixed: Velko front night sight was incorrectly flipped up. Fixed: In 3den, the XMS SW was sorted under the "Sniper Rifles" and not "Machine Guns" category. Fixed: Gun drone could spawn a script error. Fixed: It wasn't possible to hide the crates on the Zamak Cargo variants. Fixed: Armor panel struts were clipping inside the PO-30 Orca (UP) when sitting inside as crew or passenger. Fixed: Marshall (Mortar) variant wasn't showing the currently selected ammo on the gunner cockpit display. Fixed: Weighting on red/white PMC polo shirt uniform. Fixed: UNA Officer wasn't showing the damage texture when hurt. Tweaked: Removed inherited texture materials from magazines. Tweaked: Textures for the AAF and CSAT cargo trucks. Missions VR Showcase Tweaked: In the Marksman simulation, disabled the "simulation failed"-state when player is out of ammo. It didn't add much to the gameplay. KotD Fixed: Disabled the debug console. Fixed: Removed ability to travel from obsolete OA. Fixed: AI and Player map markers are visible for clients. Tweaked: APC and Tanks are available for everyone Tweaked: Player will respawn with last loadout. Zeus Fixed: Tura faction groups would not show up correctly in Zeus mode.
  23. Sadly saving the scenario in multiplayer is not an easy thing to do. Arma doesn't really like it - in order to prevent a boatload of bugs, we decided to disable it. That said, the scenario can be finished in ~4 to 5 hours, so it normally should not be a too big of a deal. Adding AI to the coop version is sadly also not that simple (from a design point of view). Right now I wouldn't bet on a feature like that.
  24. There seems to be an issue with the Linux server stuff right now. It's under investigation.
  25. There's a money counter if you open your normal character inventory.
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