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charon productions

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Everything posted by charon productions

  1. charon productions

    Charon Urban Pack

    I had made this for Arma1, but never found the time to add the objects that i still wanted in there. Since many people wrote me about a possible release of this, i decided to release it as it is instead of it sitting on the hard drive. The config has been adapted for Arma2, but a few models don´t work because they would need some work in oxygen for Arma2. Keep in mind this is really beta and not perfect, but maybe inspiring to anyone. It would be really great if some island makers would make a north american style island or other object creators making more objects, so a nice looking american city can be created. List of objects: LAND_CHN_SkyScr1 LAND_CHN_SkyScr2 LAND_CHN_SkyScr5 LAND_CHN_SkyScr12 LAND_CHN_OldHouse1 LAND_CHN_Residence1 LAND_CHN_Residence2 LAND_CHN_Residence7 LAND_CHN_Residence9 LAND_CHN_Warehouse2 LAND_CHN_Brewery LAND_CHN_SkyScr6 LAND_CHN_SkyScr8 LAND_CHN_SkyScr3 LAND_CHN_SkyScr4 LAND_CHN_StSign1 LAND_CHN_TrafficL1 LAND_CHN_TrafficL2 LAND_CHN_TrafficL3 LAND_CHN_Letterbox LAND_CHN_Busstop LAND_CHN_Phonebooth DOWNLOAD LINKS: http://www.armaholic.com/page.php?id=11459 http://www.armedassault.info/index.php?cat=news&id=4507&game=1 http://www.sendspace.com/file/n6cyhi
  2. charon productions

    Predator Mod

    Together with Icebreakr´s excellent island Lingor, a playable version of the project i have been working on for 3 months now got released. It´s status is something between an alpha and a beta, because there is still some features that will get implemented. Features: This addon features the following predators and vehicles: - The Predator Elder - The Predator Hunter - The Predator Soldier - The Predator Youngling - The Predator Landing craft The Predator Elder: Classname: CHN_PREDATOR1 Armed with the Plasmacannon, the Chakram smart disc the Flechette launcher and the wristblades The Predator Hunter: Classname: CHN_PREDATOR14 Armed with the Plasmacannon, the Shuriken smart disc the Flechette launcher and the wristblades The Predator Soldier: Classname: CHN_PREDATOR13 Armed with the Plasmacannon, the Shuriken smart disc the Flechette launcher and the wristblades. Does not hunt humans down, stays ranged and fights with ranged weapons. The Predator Youngling: Classname: CHN_PREDATOR15 Armed with the Plasmacannon, and the wristblades. Hunts humans down. The Predator Landing craft: Classname: CHN_PREDATORSHIP2 Armed with 2 Plasmacannons and missiles Ability to be cloaked upon the crew leaves the ship The Chakram smart disc and the Shurikens can be picked up from dead humans that were killed by it or from where they hit the ground. Additional weapons: Plasmamine EMP mine Lasermine WEAPON CLASS NAMES: "CHN_Plasmacaster" "CHN_Chakram" "CHN_Shuriken" "CHN_Flechette" "CHN_Wristblade" "CHN_Plasmaboardcannon" "CHN_PredMissileLauncher" MAGAZINE CLASS NAMES: "CHN_PlasmaMag" "CHN_ChakramMag2" "CHN_ShurikenMag2" "CHN_FlechetteMag" "CHN_Wrist_mag" "CHN_PlasmacannonMag" "CHN_PredMissileMag" "CHN_PREDPLASMAMINEMAG" "CHN_PREDEMPMINEMAG" "CHN_PREDLASERMINEMAG" A module named "Predator - Spawn 3 Predator Drop Ships" that you put on your map and it will spawn 3 Predator landing crafts that will automatically land near the closest human group from the center of the map and engage that group. Please be aware of the fact that this is a mod by nature and certain things that you would expect from games like AvP for example can´t get so easily implemented into a military simulator like Arma2/OA . To save your and my time, i will already address issues that are highly likely to be mentioned by people in this thread and it is issues that i am aware of and that can´t be implemented any better than they already are: Also note that everything MP-related is likely to be improved only at a later time. The focus of the current development was to implement all features for SP to beta status and then see what of those is realizable in MP. So weapon model changes in MP or effects not being played on clients are all known issues, that will take some effort and time to resolve. vS_8m2UyHMA OEQrWHpvmWg DOWNLOAD: Armaholic mirror armedassault.info
  3. charon productions

    The Undead Mod

    <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=Es_qv8NkS9M&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=Es_qv8NkS9M&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> THE UNDEAD MOD by Charon Productions: This mod is doing the impossible of simulating zombies in a military simulation that does not support melee attacks, indoor scenarios and many other things that had to be artificially created with this mod. Most attention was put onto atmosphere, sounds and the infection spread and its dynamics unseen before in any zombie mod. All 100+ civilians have textured zombie models and most BLUFOR units also. Plus there is an infected "hound". The units can be found under the resistance side in the editor. Whole islands can be infected with the new virtual infection and migration systems. If you have a problem with minor bugs in a mod, better purchase one of the console-type zed games and smile. Note: Many users report this to be working fine in MULTIPLAYER It is highly recommended to have the latest Arma2 patch installed. The mod won`t work with v1.0 ! Known Issues: READ before posting or PMing ! You are wasting your time posting issues already mentioned here. - Undead can pass through walls, so can vanilla arma units ! - Undead can warp some distance when shot or bumping at a certain speed into something - It can also rarely occur, that a whole undead group does nothing and just stand around even though it has correct waypoints (Arma2-pathfinding hang-up problem) The demo missions are not perfect. I rather concentrated on the actual module itself, than perfectionizing the missions. Rule of thumb for creating your own zed missions: Keep the amount of zeds as low as possible. Use the global variables for zedcount to manage your zed spawns. About 60-80 zeds spawned at a time should be okay. Missions with low lag won`t exhibit too bad collision problems etc. For slow zombie missions it is disadvised to use the ACM, because its spawns female civilians which can`t be turned into slow zombies. Look into the demo missions, pretty much all you need to know is in there. Download links for V0.84 latest version: UNDEAD MOD V0.84 Part 1 UNDEAD MOD V0.84 Part 2 UNDEAD MOD V0.84 Part 3 Mirrors: The Undead Mod V0.83 Armaholic Mirror Alternate Link packed together armedassault.info
  4. charon productions

    Crocodile Addon

    Okay, since some people expressed to be wanting to discuss this addon, i open this thread, so it can be done here. 2pOZ57O5-Wg Note: This is also in alpha state! Some animations dont match the crocodile skeleton! That means that this doesnt have hundreds of custon animations, so animations for the OFPskeleton still may get played for certain action. Don´t use it outside of the water. But it works quite nicely Download : Armaholic armedassault.info
  5. charon productions

    TroopMon3

    This is TroopMon3 for Arma2. TroopMon1 was first written for Arma1 way back and served many mission makers to debug their missions. TroopMon2 then followed for Arma2. TroopMon3 is a reworked version of TroopMon2, that i decided to write to more efficiently debug the undead2 mod. It was completely re-written and narrowed down to essential features for best performance. What TroopMon3 for Arma2 does: TroopMon3 is a GUI for Arma2 that is designed to help mission makers to precisely monitor the combat behaviour of the placed units in their missions. Lost, inactive or ineffective combatants are easily identified to raise the quality of a mission and achieve mission objectives with a minimal troop-count. Missions with uncertainty about the location of the involved units are a thing of the past. Features: - A camera with 6 View modes: 1. A fixed 3rd Person view 2. Free camera mode that can be positioned around the watch-unit 3. A gunner's view through the ironsights of the watch-unit's weapons. 4. A 1st person view to find out where the watch-unit is looking at. 5. A 3rd person view that cycles through a random selection of units. primarily, units that are in combat are shown. 6. A more cinematic camera motion view of randomly chosen units - Agents, Triggers, Buildings, Things and Locations can now also be observed - Units and waypoints can be moved on the map - Total overview of all mission relevant AI variables. Crucial battle data is constantly updated such as: - which enemy is targeting the watch unit with the ability to switch the view to that enemy to evaluate it. - which enemy is the assigned target of the unit - The GUI allows for very intuitive unit selection even in high Unit-count battle situations, selections can be made with the mouse. All status data can be shown or hidden by little toggle switches. A new feature is that you can monitor freely assignable variable values from the namespace of each individual unit which is invaluable if you use such kind of variables a lot and must find out what value a certain unit has in a specific situation. Also you can use the page number 10 to display values during the execution of TroopMon3 that you choose via your own scripts. Activation: Call Troopmon3 from the game menu accessible via the ESC-key multiplayer menu supported too Make sure to check out the demo mission scripts to grasp the possibilities for customization. Enjoy. Download link : TroopMon3 Mirrors : Armaholic
  6. charon productions

    TroopMonA3

    TroopMon1 was first written for Arma1 way back and served many mission makers to debug their missions. TroopMon2 then followed for Arma2. Now TroopMonA3 has matured to a working version to complement Arma3. Completely re-written and narrowed down to essential features for best performance. Since Arma3 is still in alpha state, support for planes and tanks has to be updated once Arma3 nears release state. This tool might potentially also help the BI developers to analyze the AI behaviour and spot areas to improve it. What TroopMonA3 does: TroopMonA3 is a GUI for Arma3 Alpha that is designed to help mission makers to precisely monitor the combat behaviour of the placed units in their missions. Lost, inactive or ineffective combatants are easily identified to raise the quality of a mission and achieve mission objectives with a minimal troop-count. Missions with uncertainty about the location of the involved units are a thing of the past. Features: - A camera with 6 View modes: 1. A fixed 3rd Person view 2. Free camera mode that can be positioned around the watch-unit 3. A gunner's view through the ironsights of the watch-unit's weapons. 4. A 1st person view to find out where the watch-unit is looking at. 5. A 3rd person view that cycles through a random selection of units. primarily, units that are in combat are shown. 6. A more cinematic camera motion view of randomly chosen units - Agents, Triggers, Buildings, Things and Locations can now also be observed - Total overview of all mission relevant AI variables. Crucial battle data is constantly updated such as: - which enemy is targeting the watch unit with the ability to switch the view to that enemy to evaluate it. - which enemy is the assigned target of the unit - The GUI allows for very intuitive unit selection even in high Unit-count battle situations, selections can be made with the mouse. All status data can be shown or hidden by little toggle switches. A new feature is that you can monitor freely assignable variable values from the namespace of each individual unit which is invaluable if you use such kind of variables a lot and must find out what value a certain unit has in a specific situation. Also you can use the page number 10 to display values during the execution of TroopMonA3 that you choose via your own scripts. Activation: Call TroopmonA3 from the game menu accessible via the ESC-key Make sure to check out the demo mission scripts to grasp the possibilities for customization. Enjoy. Download link : TroopMonA3 Mirrors : Armaholic
  7. charon productions

    The New York City Project

    I had issues in Arma2 with the highrises' shadows disappearing at certain viewangles. Hope that is solved with Arma3. You might wanna follow what the guys building aircraft carriers found out concerning big model pieces. Keep it up, looks very promising!
  8. charon productions

    Large walkable wall sections to snap together?

    If that is your own island addon thus allowing full control of the terrain, i would first flatten the terrain, then put the wall pieces. Otherwise you would have to reposition them again.
  9. charon productions

    Large walkable wall sections to snap together?

    You should also consider terrain slope, some parts will stand stray into the air on a non-flat surface. So you might also need shorter parts, that's at least what i did to get around this somehow and still not very satisfying. I am close to prognosing that its nearly impossible to ensure walkability along the entire structure (20km) except your island terrain is completely flat, because some parts won't simply line up. Placing them accurately is another tedious story.
  10. charon productions

    Inheritance problem in config

    You need also to state the inheritance relationship inside your actual weapon class. You forgot to explicitly write the parent class after the child class. This config does the job: class CfgPatches { class cat_thermal { units[] = {}; weapons[] = {"MYLAUNCHER"}; requiredVersion = 1.000000; requiredAddons[] = {"A3_Weapons_F","A3_Weapons_F_Beta"}; version = "1.0"; author[] = {"cat" }; }; }; class OpticsModes; class StepScope; class CfgWeapons { class Launcher; class Launcher_Base_F : Launcher{ class OpticsModes; } class launch_Titan_base : Launcher_Base_F{ class OpticsModes: OpticsModes { class StepScope; }; }; class MYLAUNCHER : launch_Titan_base { scope = 2; class OpticsModes : OpticsModes { class StepScope : StepScope { visionMode[] = {"Normal"}; testconfigvalue = "test"; }; }; }; }; Hope that gets you going.
  11. charon productions

    Inheritance problem in config

    You problem might actually be that you did not consider using the requiredAddons line including the respective Arma3 addon that contains the launcher (something like A3_weapons_f or similar). Without that the contents of the imported launcher class might be simply empty thus leading up to that error. Apart from that you do certainly not have to repeat all lines from an inherited class, because that would defy the whole idea of inheritance as you stated. Sometimes you do have to explicitely state though the subclass that you want to inherit, but i am not sure if that applies to your case. class launch_B_Titan_F { class OpticsModes; };
  12. charon productions

    The Undead Mod

    Undead3 is being worked on intensively and it has grown to a huge mod. Some features had to be added due to immersion and story-telling considerations. Feature-complete is next week. Undead behaviour is complex and time-consuming to debug. That's the current status. Should there be any interest, i can make a video of the features.
  13. charon productions

    M249 Porting problem

    Try to include it then: class CfgWeapons { class SlotInfo; /*extern*/ class Rifle; class Rifle_Base_F: Rifle { /*extern*/ class WeaponSlotsInfo; // !!! /*extern*/ class GunParticles; }; /*extern*/ class optic_Aco; class LMG_Mk200_F; class BTC_m249_EI: LMG_Mk200_F { scope = 2; magazines[] = {"100Rnd_556x45_Stanag","200Rnd_556x45_Stanag","30 Rnd_556x45_Stanag"}; model = "\BTC_EI_m249\BTC_m249.p3d"; displayName = "M249"; picture = "\BTC_EI_m249\BTC_i_m249.paa"; UiPicture = "\BTC_EI_m249\BTC_ui_m249.paa"; class Library { libTextDesc = "$STR_A3_CfgWeapons_LMG_Mk200_Library0"; }; descriptionShort = "$STR_A3_CfgWeapons_LMG_Mk2001"; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot : SlotInfo { displayName = "Muzzle Slot"; compatibleItems = {"muzzle_snds_L"}; linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; }; class CowsSlot { access = 1; compatibleitems[] = {"optic_Aco"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 0; }; class PointerSlot { access = 1; compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 0; }; }; }; };
  14. charon productions

    M249 Porting problem

    class cfgpatches { class BTC_EI_m249 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_weapons_f","A3_Weapons_F_Acc"}; // !!! }; }; class CfgWeapons { /*extern*/ class Rifle; class Rifle_Base_F: Rifle { /*extern*/ class WeaponSlotsInfo; // !!! /*extern*/ class GunParticles; }; /*extern*/ class optic_Aco; class LMG_Mk200_F; class BTC_m249_EI: LMG_Mk200_F { scope = 2; magazines[] = {"100Rnd_556x45_Stanag","200Rnd_556x45_Stanag","30 Rnd_556x45_Stanag"}; model = "\BTC_EI_m249\BTC_m249.p3d"; displayName = "M249"; picture = "\BTC_EI_m249\BTC_i_m249.paa"; UiPicture = "\BTC_EI_m249\BTC_ui_m249.paa"; class Library { libTextDesc = "$STR_A3_CfgWeapons_LMG_Mk200_Library0"; }; descriptionShort = "$STR_A3_CfgWeapons_LMG_Mk2001"; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot : SlotInfo { displayName = "Muzzle Slot"; compatibleItems = {"muzzle_snds_L"}; linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; }; class CowsSlot { access = 1; compatibleitems[] = {"optic_Aco"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 0; }; class PointerSlot { access = 1; compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 0; }; }; }; };
  15. charon productions

    M249 Porting problem

    Usually errors like : Warning Message: No entry '.displayName'. Point to an inheritance problem. So if you would do something like : class LMG_Mk200_F { }; without inheriting the full parent config, the config would effectively be empty and displayName wouldn't be found, but is expected. Try entering actual lines into the muzzle and the pointer class, even if you just copy it from the parent rifle class. I think the fact that you left it empty might cause the problem. Furthermore, add these to your requiredaddons line: "A3_weapons_f","A3_Weapons_F_Acc", Without that the engine might not have any info about the weapon accessories, had a similar problem with my machine gun ports too.
  16. charon productions

    M249 Porting problem

    Does the error still show up when you take the weapon out of your addon folder? It seems to be related to an item called defaultitem where the scope is set to private, so it can't be instantiated. Try to take the part with class ItemInfo { priority = 1; }; completely out. Or inherit it correctly.
  17. charon productions

    The Undead Mod

    Maybe at a later point. Glad you manage to enjoy it that long. Here a small vid played with Undead3 opfor units, so you get an idea of how this looks like in Arma3: Notes: Unexpected behaviour and unit placement errors are due to the fact that this is still WIP.
  18. charon productions

    The Undead Mod

    Currently the units are being textured (tedious process) and many dozens of issues still remaining. Even though i should be tired of it after 1000+ hours put into the zombie mods that i worked on since CZM mod, i am pretty satisfied with Undead3 so far. If i find some time, i will make a little in-game movie.
  19. charon productions

    The Undead Mod

    Due to the limitations of how the Arma2-engine allows to texture models, there are no new zombies for Undead Mod2. Undead Mod3 can manage that a bit better, it is in fact what i am currently working on.
  20. charon productions

    The Undead Mod

    The old system was based on knowsabout-engine functionality. So if the infected "know about" a human, they will hunt it. It's too long ago that i wrote Undead mod 1, so i can't remember if you can contain them. The new system is based upon visibility up to 300-400m and (a thing under testing) also audibility of shots. A type of infected that just stays in a location without migration is on the ToDo-List. A new Spawn-Module type allows to specify a destination for the spawned units to migrate to. There is also a synced Spawn-Module that in order to prevent overspawning, will only respawn if most units of the previous wave are down.
  21. charon productions

    The Undead Mod

    Undead2 for Arma2 will be released as it currently is together with Undead3 for Arma3 which will be round Arma3 release. Most development now goes into Undead3. Not enough time to keep working on 2 mods. A lot of code had to be re-written again for Arma3 to maximize performance, because Arma3 is much heavier on the CPU.
  22. charon productions

    geometry LOD and AI

    I have never been able to find a good reason why this is actually happening. And disabling the AI parts also disables geometry LOD consideration for the particular model by the engine. Do you know the reason? Playing animations WITH geometry LOD considered can be desirable sometimes. I was hoping that the introduction of PhysX would 'fix' this behaviour, as it has been always like it. Models do still penetrate objects at times however even when they are not user-animated.
  23. charon productions

    The Undead Mod

    Please look into the documentation included and look into the demo missions containing spawn modules for insight into spawn module configuration.
  24. charon productions

    The Undead Mod

    -Check time of day -create (an independent center if needed) and independent group - store the reference to a variable of your choice - spawn undead into that group - Check time of day again - delete all units of that group via {} foreach units variableofyourchoice -> done = No big thing
  25. charon productions

    The Undead Mod

    The whole thing is very complex and debugging it is time-consuming to say the least. Good thing is that thousands of hours of development already brought together a framework to support it. There has been also some major improvements. It is difficult to develop two versions simultaneously. I should just make Undead2 somewhat coherent and release it and solely concentrate on Undead3 to improve further, but that would also take several days, because the slow zombies have not yet been implemented. And time is rare ..
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