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eggbeast

CDLC Developer
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About eggbeast

  • Rank
    First Lieutenant

core_pfieldgroups_3

  • Interests
    improving Kiljoy's Evolution for Arma/Arma2OA. Working as a squad but pretty laid back approach
  • Occupation
    environmental consultancy

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  • Website URL
    https://www.sogpf.com
  • Skype
    rgraham.ld
  • Biography
    Played Arma for 14 years - co-op MP games
    S.O.G. Prairie Fire Creator DLC project director - 3 years
    Unsung mod team lead (Arma 3) - 7 yrs service
    Rangemaster mod team lead (Arma 2) - 1 year
    Developed over 50 versions of Evolution co-op mp mission framework for a wide range of mods and maps
  • Twitter
    https://twitter.com/savagegamedes
  • Youtube
    UCwwNhHmwOgqJ2cliZ1yi2FA
  • Steam url id
    GITSEggbeast
  • Linkedin
    savage-game-design

Profile Information

  • Gender
    Male
  • Location
    uk
  • Interests
    Played Arma for 14 years - co-op MP games
    S.O.G. Prairie Fire Creator DLC project director - 3 years
    Unsung mod team lead (Arma 3) - 7 yrs service
    Rangemaster mod team lead (Arma 2) - 1 year
    Developed over 50 versions of Evolution co-op mp mission framework for a wide range of mods and maps

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  1. eggbeast

    S.O.G. Prairie Fire - Changelog

    11-10-2021 S.O.G. Prairie Fire v1.1 hotfix Content Fixes Fixed: Added missing Khe Sanh Zeus missions Fixed: Missions using civilian cars should now load correctly on dedicated servers Fixed: Occasional crash when in the enhanced multiplayer menu Fixed: Khe Sanh missions are now correctly categorised in the steam workshop Fixed: Khe Sanh cutscene now plays correctly on the main menu screen Fixed: Removed melee functionality from the MK1 UDG due to odd behaviour Fixed: Stopped the TOW rocket smoke from causing occasional FPS drops Fixed: Added missing buildings in Hue citadel Fixed: Missing tunnel names in editor Content Changes Changed: Changed TOW rear missile exhaust to side flame plumes Changed: Removed TOW missile rotation in flight Changed: Added smoke effect when TOW fires
  2. eggbeast

    S.O.G. Prairie Fire - Changelog

    30-09-2021 S.O.G. Prairie Fire v1.1 New Content Added: Khe Sanh Terrain 15x15km Added: Vehicle M151A1 (TOW) Added: Vehicle Car (Boheme Bonn) Added: Vehicle Car (Boheme Rodina) Added: Vehicle Car (Boheme Kupe) Added: Vehicle Van (Boheme Krabice) Added: Vehicle Van (Boheme Krabice/ DP-27) Added: Static Weapon V-11M Twin 37mm AA gun Added: Static Weapon Type 56 75mm Recoilless Rifle Added: Static Weapon L/60 Mk3 40mm Autocannon Added: Static weapon L/70 Mk2 20mm Autocannon Added: Rifle M63A Commando Added: Rifle M63A LMG Added: Rifle Mk1 UDG Added: SMG M1928 Tommy Gun Added: SMG M1928A1 Tommy Gun Added: SMG M1A1 Tommy Gun Added: SMG M1A1 Tommy Gun (shorty) Added: SMG MPU (with suppressor attachment) Added: SMG VZ.61 Added: Handgun VZ.61 (Sidearm) Added: Uniform SEAL 1 (ERDL) Added: Uniform SEAL 1 (Olive Dirty) Added: Uniform SEAL 1 (Olive) Added: Uniform SEAL 1 (Tiger Green) Added: Uniform SEAL 1 (Tiger) Added: Uniform SEAL 2 (ERDL) Added: Uniform SEAL 2 (Olive Dirty) Added: Uniform SEAL 2 (Olive) Added: Uniform SEAL 2 (Tiger Green) Added: Uniform SEAL 2 (Tiger) Added: Uniform SEAL 3 (Blue) Added: Uniform SEAL 4 (Blue) Added: Uniform SEAL 5 (ERDL) Added: Uniform SEAL 5 (Olive Dirty) Added: Uniform SEAL 5 (Olive) Added: Uniform SEAL 5 (Tiger Green) Added: Uniform SEAL 5 (Tiger) Added: Uniform SEAL 6 (ERDL) Added: Uniform SEAL 6 (Olive Dirty) Added: Uniform SEAL 6 (Olive) Added: Uniform SEAL 6 (Tiger Green) Added: Uniform SEAL 6 (Tiger) Added: Uniform UDT 1 (Blue/ Khaki) Added: Uniform UDT 1 (Blue/ Tiger) Added: Uniform UDT 1 (Yellow/ Khaki) Added: Uniform UDT 1 (Yellow/ Tiger) Added: Uniform UDT 2 (Blue/ Khaki) Added: Uniform UDT 2 (Blue/ Tiger) Added: Uniform UDT 2 (Yellow/ Khaki) Added: Uniform UDT 2 (Yellow/ Tiger) Added: Uniform UDT 3 (Beaver Wetsuit) Added: Headgear Helmet M56 Added: Headgear Helmet SSh-40 Added: Facewear Face mask - SEAL (diver) Added: Vest - SEAL (diver) Added: Vest - SEAL (Grenadier) Added: Vest - SEAL (Medic) Added: Vest - SEAL (MG) Added: Vest - SEAL (Rifleman) Added: Vest - SEAL (Scout) Added: Vest - SEAL (TL) Added: Backpack Pack - SEAL (tanks - only used by vest) Added: Backpack Pack - NVA (Type 56) Added: Prop SOG 35mm camera New Variants Added: Headgear Pith Helmet (NVA/ net) Added: Headgear Pith Helmet (VC/ net) Added: Headgear Pith Helmet (VPN/ net) Added: Headgear Helmet M1 (Net 1) Added: Headgear Helmet M1 (Net 2) Added: Headgear Helmet M1 (ROK/ Jungle) Added: Headgear Helmet M1 (ROK/ Sand) Added: Headgear Helmet M1 (Tiger/ Net 1) Added: Headgear Helmet M1 (Tiger/ Net 2) Added: Headgear Helmet M1 Net 1 (Camo) Added: Headgear Helmet M1 Net 2 (Camo) Content Changes Changed: OH-6 Removed duplicate proxies from Shadow LOD. Changed: OH-6 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; new class HitPoints, removing redundant inherited classes; greatly increased ability to withstand ground impact (on skids); fixed alignment of hStabilizerR1 hit points. Changed: OH-6 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds. Changed: OH-6 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed. Changed: UH34 Removed proxies from Shadow LOD Changed: UH34 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes; Increased ability to withstand ground impact (on wheels); Hitpoints altered (engine, transmission, fuel). Changed: UH34 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds. Changed: UH34 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed. Changed: UH-1 Updated UH1 rotor blur proxy mesh to be more authentic. Changed: UH-1 Added 'shadow' to pilots artificial horizon ball Changed: UH-1 Updated lods to appear less blocky and remove vanishing windows. Changed: UH-1 Removed proxies from Shadow LOD. Changed: UH-1 Replaced Fire Geometry penetration material 20mm armour plating with metal, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes, adjusting values; Greatly increased ability to withstand ground impact (on skids). Changed: UH-1 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds; Fixed non-damaging window glass. Changed: UH-1 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed. Changed: UH-1 updated rotor blur Changed: F-4 Replaced interior glass material to reduce/remove glare. Changed: F-4 Updated lods to appear less blocky ingame and remove vanishing windows. Changed: F-4 Changes made bring it in line with vanilla jet configuration:Reversed the tailhook animationSource so that 1 is up; Added condition to prevent tail hook being deployed while not in the air; Changed eventhandlers for AI landing to same format as Black Wasp. Changed: F-4 Removed proxies from Shadow LOD. Changed: F-4 Added chaff dispensers F-4B (Navy), 60 pieces dispensed in x2 (30 shots) or x10 (6 shots); F-4C (USAF), 10 pieces dispensed in 1 shot. Changed: F-4 Added ACRE / TFAR support. Changed: F-4 removed wing fold animation option in Virtual Garage from USAF variants Changed: AH-1 removed proxies from Shadow LOD. Changed: AH-1 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes, adjusting values; Greatly increased ability to withstand ground impact (on skids). Changed: AH-1 Added an anti-tail strike skid to Geometry and Geo Phys LOD; Updated damage rvmat to use the same _as texture and specular values as the undamaged; Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds. Changed: AH-1 Removed PilotCamera. Changed: AH-1 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed Changed: Mi-2 removed proxies from Shadow LOD. Changed: Mi-2 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed Changed: BTR40 glass armor increased Changed: BTR40 removed NVG and thermal modes from gunner optics view Changed: BTR40 removed turretInfoType, discreteDistance & discreteDistanceIndex from class ViewOptics Changed: BTR40 Shadow updated Changed: Nasty removed CCIP from L/60 40mm, replaced with manual zeroing Changed: Nasty significantly increased indirectHitRange on L/60 40mm HE ammo Changed: set default loaded magazine to HEAT, rather than HE, so that AI are effective against Armour Changed: Characters reduced ammo supply max for packs to 1% of former value Changed: Characters Optimised vest ballistic protection Changed: Characters Small shape adjustment for jungle boots Changed: Characters small adjustment to k2b 02 uniform/ fix for feet Changed: Characters Fixed Nomex gloves weighting on fingers Changed: Characters Refined weighting for some vests to reduce clipping with uniforms Changed: Characters Fixed weighting for RTO ciso pack's wire deformation in some poses Changed: Characters Update M1 helmet normal map Changed: all static weapons removed proxies from Shadow LOD. Changed: ZPU4 Improved textures. Changed: m1919a4 low Adjusted elevation max to remove arm stretch and geometry collision with ground Changed: SA-2 Guidance improvement and damage reduction Changed: Static TOW Added Reticle; Reduced max. elev. to remove clipping issues. Changed: Minor adjustments to camo wraps to remove clipping Changed: M16 Adjusted eyepoint for CQB. Changed: vn_suppressor_9_base / vn_suppressor_45_base: use audibleFire values closer to vanilla, to make the 9mm/.45 suppressors quieter to AI/ balanced with other suppressors. Changed: melee Added config entries to melee weapons for updated changes to the melee weapon checking system. Changed: all scopes Set magnification levels and disabled zoom for SKS / M38 / M4956 scopes; Minor adjustments to some sniper scope reticles Changed: XM177 XM148 Added new foregrip for use with the xm148 Changed: Cam Lao Nam Underwater details around strategic objectives and throughout rivers Changed: Cam Lao Nam richer seabottom surface clutter Changed: Credits Changed: Vehicle jukebox system reworked, selecting an option in the list will automatically start playing. Selecting a different song will stop the first song and start the new song automatically. The play/stop button has been replaced with a dedicated "STOP" button. Changed: Hardcoded classes in the melee system have been changed to config classes to allow access to modders. Changed: Add switchableTurrets framework; Lock switchableTurrets in 3DEN Changed: Added empty option for tunnel module garrison size. Changed: Mike Force logistics config is now the default Creator DLC logistics config. Changed: Increased the volume of the music used in the vehicle jukebox system Changed: Firegeo + shadow clean up on vn_us_pallet_stack_01 Changed: ammo crates added refined maximumLoad values Changed: ammo crates added all new accessories, mags and weapons to ammo crates Changed: Fire geo clean up of inconsistencies: vn_house_big_03_f; vn_multistorybuilding_03_f;vn_cathedral_02_f; vn_slum_04_f; vn_shop_city_03_f + 04 + 05 + 06. Changed: Reduced engine noise in CH34 cutscene in main menu Changed: Numerous editor classname improvements Changed: Numerous editor classname improvements Changed: Reduced number of possible dates for easter egg events. Changed: Aligned the "hold to skip" text in the campaign debriefing menu Changed: Increased overall UI font size Changed: added mass180 to all weapon packs Changed: Updated credits with name change Changed: Radio support module reduced the number of napalm and flechette rockets fired. Changed: Powerpoles killed eventhandler script to cut down powerlines fixed to use all ATL height script commands. The previous version had mixed ASL ATL heights in use. Changed: Set powerlines armor to 10 to make them properly destructible Content Fixes Fixed: OH-6 Corrected movement direction of anti-torque pedals in AFM. Fixed: OH-6 Increased length of rear fin in Geometry and Geo Phys LOD's to prevent tail-strikes. Fixed: OH-6 Fixed incorrect spawning of a crew member into the cargo FFV seat Fixed: UH34 Removed unused muzzle flash proxies from Gunner/Pilot/Cargo LOD; Removed unused pylon proxy from Shadow LOD Fixed: UH34 Added external right side slice of LOD 0 to Gunner LOD 0, so that gunner in optics view sees the exterior when leaning out; M1919 re-enabled Cargo LOD 7 for crew chief optics view, removing clipping; Moved M1919 gunnerview memory point closer to the sights to prevent clipping. Fixed: UH34 AI now unable to fly with folded rotors. Fixed: UH34 right M1919 door gunner animation; Straightened spine to move head backwards and eliminate weapon clipping. Fixed: UH-1 Fixed broken rotor bend display in last res LOD. Fixed: UH-1 Reduced yaw sensitivity on UH-1D Fixed: F-4 Fixed Navy Phantom wing folding. Fixed: F-4 adjusted AA missiles to not use LOAL Fixed: F-4 Disabled bomb computer when manual fire on; Fix for grayscale bug. IR Sensor added. Fixed: F-4 Fixed two bug issues with the Phantom tail hook: AI wouldn't auto deploy it for landing / After landing useraction didn't reset. Fixed: F-4 Fixed pilot attitude indicator and standby attitude indicator to animate in the correct direction. Fixed: F-4 Fixed copilot compass animations to rotate in the correct direction Fixed: F-4 Centreline gunpods on the Phantom do not fire if a wing gunpod is also fitted Fixed: F-4 death upon ejection Fixed: F-4 updated Shadow LOD 0, adding canopy frame, front gear struts, tail hook, engine shields, pitot tube Fixed: Mi-2 Split engine hitpoints into 2; Corrected door_main in Hitpoints LOD. Fixed: Mi-2 Added rear anti-tail strike to Geometry and Geometry Physx LOD; Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes; Greatly increased ability to withstand ground impact (on skids); Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds. Fixed: Bicycle Fixed exploding wrecks / disabled killed EventHandler Fixed: M151 Removed duplicate component from Fire Geometry; Fixed windscreen invulnerability Fixed: BTR40 added discreteDistance & discreteDistanceIndex to ZPU ranging Fixed: BTR40 moved aperture in armoured hatches downwards for improved visibility Fixed: BTR40 armoured hatch textures adjusted for mesh change / added to View Geometry Fixed: BTR40 glass can now be damaged (visual + sound) and destroyed; glass in armoured hatches added to Fire Geometry; glass selections removed from periscopes, set-up as child bones in skeleton; glass2 hitpoint class given correct hitpoint and visual selection names; glass added to damage rvmat swapping; glass hitpoints correctly animated Fixed: Z-157 added Ammo Truck to Virtual Garage Fixed: Z-157 added option to manually hide the front canopy to Virtual Garage Fixed: Nasty Misplaced engine destruction smoke effect; Fixed: Nasty added SimpleObject class Fixed: Nasty L/70 20mm weapon classes in CfgWeapons added, allowing correction of mg effects Fixed: Shantou MP Zeus spawning not showing textures Fixed: Shantou Added SimpleObject class Fixed: Sampans MP zeus spawning not showing any textures Fixed: Added SimpleObject class Fixed: Motorboats Added SimpleObject class Fixed: Characters NVA/VC sappers not being able to repair vehicles Fixed: Howitzer / Anti-Tank Guns Increased magazine reload to 6s Fixed: 105mm Howitzer flares burn out before reaching their intended location. Fixed: 105mm Howitzer M60 Smoke Shells for artillery that caused damage Fixed: Static DP28 Removed faulty LOD 6. Fixed: Static DP28 AI being underground under their knees Fixed: Fan Song Moved memory point further away from vehicle so that player doesn't get stuck on exit Fixed: Fan Song updated Shadow LOD 0 Fixed: M101 Adjusted UV on m101 prop shell; Corrected shell proxy position in lod 2 Fixed: M101 Moved ARVN M101 Anti-tank Gun from Artillery to Turrets category. Fixed: Static TOW Added reload animations; Added hide spare magazines as they are fired; Update static TOW mags anim on assembly; Fixed AI gunners not firing at targets. Fixed: all pistols Sight precision improved Fixed: rifles Sight precision improved - K50m / M16/ PK/ PPS Fixed: M1891 Mem points re-aligned Fixed: MP40 Mem points re-aligned Fixed: PPS Mem points re-aligned Fixed: M38 mem points re-aligned Fixed: Mat 49 mem points re-aligned & adjusted suppressor Fixed: M1 Carbine mem points re-aligned Fixed: M4956 mem points re-aligned Fixed: some submachine guns Added missing maxzeroing values; Arsenal range values improved. Fixed: melee incorrect animations being used for melee weapons. Fixed: buckshot and flechette ammo number of pellets and spread angle. Fixed: M14 Toe Popper direct and indirect damage more harmful/ effective against AI. Fixed: M72 LAW Used model tube spawning too high if player was not at terrain level. Fixed: Mk22 Pistol Corrected entry for Mk22 pistol description to 9mm. Fixed: HD Pistol texture adjustment. Fixed: M40 Rifle Adjusted memory points to align better Fixed: M14 Rifle Adjusted M14 reticle Fixed: MC10 Adjusted length of MC10 suppressor. Fixed: US Compass Fixed Azimuth at zero in mils. Fixed: CamLaoNam Several missing and misaligned objects Fixed: CamLaoNam Remade number of cliff formations where too large object scale allowed clipping into object geometry Fixed: CamLaoNam Missing AI pathing over dykes and craters Fixed: CamLaoNam Dyke surface speed coef Fixed: error popup when `bis_fnc_arsenal_center` is not defined in `vn_fnc_onArsenalOpened` function. Fixed: melee would not correctly work in some situations Fixed: handgun melee not working Fixed: Radio backpack actions were removing the action from both the body and player unit when respawning. The actions being removed will now be checked to make sure the condition of the action being removed is the same as the intended action. Fixed: Duplicate rank in vehicle rank check for whitelisted arsenal system. Fixed: incorrect tunnel object being saved to the tunnel module object’s namespace. Fixed: 'does not return array' issue in the configuration of the SAM restriction module. Fixed: players could not restrict units from making death sounds. Fixed: players wouldn’t be able to move if they attempted to drag a unit with sprint toggled on. Fixed: vn_revive_incapacitated_mobile variable not being reset when a unit respawned. Fixed: Removed the possibility for a trap to spawn if the search option has been disabled by the mission creator. Fixed: incorrect index being used when calling for artillery support when an option was hidden due to a condition. Fixed: owner of the radio support not being defined. Kills from radio support calls will now correctly mention the player who called in the support in the killfeed if a friendly fire incident occurs. Fixed: The tunnel module will now kill AI who escape the tunnel and land on the terrain outside of the tunnel complex. Fixed: Updated Voice Hints for COOP01 and COOP05 for "Xin loi" instead of "Xin hua" Fixed: tagging in music files Fixed: music track durations in configs to improve radio playback Fixed: Replaced demo version of "Fire in the Sky" with final track Fixed: Missing track in Zeus Music player Fixed: indestructible ammoboxes no longer indestructible Fixed: hut river series path lod updated Fixed: Added "class house" to dykes to help with AI pathing Fixed: Craters changed to house type to get the AI paths work. Fixed: all relevant buildings: destructionfx and ruin spawn Fixed: VN_fnc_sniper_tree_init: Remove systemChat Fixed: Spider Holes: corrected editor category for VC spider holes; replaced NVA with VC in VC spider holes; no longer invulnerable. Fixed: shop city 1: Ladder 1 trigger area Fixed: vn_radar_01_antenna_body_f: View Geo blocking ai view Fixed: Fixes vn_bagbunker_large_f/ and vn_bagbunker_small_f Fixed: path lods for vn_hut series updated with additional in points for easier AI access Fixed: Several displayname/ description strings using plain text Fixed: Weird angle for melee weapon butt animation intersect checking, increased length from 1m to 2m. Fixed: Radio support will only set shot parents if the script is run in multiplayer. Should avoid creating issues in single player missions. Fixed: unknown animation sources Land_vn_u_barracks_v2_f Fixed: Unaccessible ladder points for AI on vn_fence_bamboo_02_gate Fixed: RPT errors vn_lampshabby_f_02 Gameplay changes Changes Changed: Warlords Removed static weapon backpacks from the arsenal. Changed: Zeus Added VN revive module and QOL module to all VN Zeus missions. Changed: Bright Light More visible codebook / radio Changed: Eldest Son Added memorial slides before ending Changed: Campaign Enable saving in coop missions in "multiplayer solo mode" Fixes Fixed: Endgame Hanoi floating sandbag wall Fixed: Endgame Saigon floating dirt Fixed: Endgame Saigon issue where objective buildings could be destroyed by explosives. Fixed: Endgame Saigon issue where respawn point was spawning people in rock objects. Fixed: Endgame Saigon issue where a destroyed building would cause a vehicle respawn point to continually spawn and explode. Fixed: Eldest Son/ Ma Bell Updated "Xin Hua" to "Xin Loi" in voice / subtitles. Fixed: Temporary Duty / The Village Enable user saving 30-09-2021 1.1 RC beta to release changelog New Content Added: Empty, no proxy, no lights versions of tunnel buildings for Khe Sanh Content Fixes Fixed: vn_b_men_seal_18 typo in config / headgear not shown Fixed: String display of "BTR40" to "BTR-40" Fixed: Minor Spanish strings Fixed: Updating Base Class error in sounds_f_vietnam_02_c Fixed: Missing camo sections in M101 and D44 Fixed: Stringtables with Chinese improvements to Gunner names Fixed: vn_b_helipad_01 collision causing unnatural damage to helicopters Fixed: Sandbag texture in vn_b_tower_01_part1 model Fixed: Bad classname for goggles in SEAL divers Fixed: Rice plant fire geometry adjusted so that explosions are deadly inside Fixed: Increased Tommy drum mag mass and fixed tracer count in tracer mag Fixed: D44 howitzer had many small optimisations to its model Fixed: SEAL diving vest shadow Fixed: vn_m1a1_so corrected proxy mag position to match vn_m1a1 Fixed: Tommy corrected named selection spelling Fixed: Mk1 UDG removed call for wrong _ti in rvmat Fixed: SOG 35mm camera prop scale Fixed: Camo faces with wrong texture sources Fixed: SEAL flippers clipping feet and goggles opaque Fixed: Fishing Rod inventory icon Content changes Changed: Market objects darkened in lods Changed: SEAL editorpreviews updated Changed: Diver vehicleclass set to match base diver Changed: Increased range of Mk1 UDG to approx 50m for use out of water Changed: Added missing magazineReloadSwitchPhase to LMG Changed: Pistol recoil for vz.61 Changed: Various new magazine and rifle weights reflect realistic stats Changed: 100rnd mags mass optimised Changed: M1a1 Tommy adjusted rate of fire Changed: Map icons for smaller rocks to hide them Changed: Updated cfgmods list to ensure mission editor compatibility
  3. eggbeast

    S.O.G. Prairie Fire - RC Branch Changelog

    07-09-2021 S.O.G. Prairie Fire v1.1 New Content Added: Khe Sanh Terrain 15x15km Added: Vehicle M151A1 (TOW) Added: Vehicle Car (Boheme Bonn) Added: Vehicle Car (Boheme Rodina) Added: Vehicle Car (Boheme Kupe) Added: Vehicle Van (Boheme Krabice) Added: Vehicle Van (Boheme Krabice/ DP-27) Added: Static Weapon V-11M Twin 37mm AA gun Added: Static Weapon Type 56 75mm Recoilless Rifle Added: Static Weapon L/60 Mk3 40mm Autocannon Added: Static weapon L/70 Mk2 20mm Autocannon Added: Rifle M63A Commando Added: Rifle M63A LMG Added: Rifle Mk1 UDG Added: SMG M1928 Tommy Gun Added: SMG M1928A1 Tommy Gun Added: SMG M1A1 Tommy Gun Added: SMG M1A1 Tommy Gun (shorty) Added: SMG MPU (with suppressor attachment) Added: SMG VZ.61 Added: Handgun VZ.61 (Sidearm) Added: Uniform SEAL 1 (ERDL) Added: Uniform SEAL 1 (Olive Dirty) Added: Uniform SEAL 1 (Olive) Added: Uniform SEAL 1 (Tiger Green) Added: Uniform SEAL 1 (Tiger) Added: Uniform SEAL 2 (ERDL) Added: Uniform SEAL 2 (Olive Dirty) Added: Uniform SEAL 2 (Olive) Added: Uniform SEAL 2 (Tiger Green) Added: Uniform SEAL 2 (Tiger) Added: Uniform SEAL 3 (Blue) Added: Uniform SEAL 4 (Blue) Added: Uniform SEAL 5 (ERDL) Added: Uniform SEAL 5 (Olive Dirty) Added: Uniform SEAL 5 (Olive) Added: Uniform SEAL 5 (Tiger Green) Added: Uniform SEAL 5 (Tiger) Added: Uniform SEAL 6 (ERDL) Added: Uniform SEAL 6 (Olive Dirty) Added: Uniform SEAL 6 (Olive) Added: Uniform SEAL 6 (Tiger Green) Added: Uniform SEAL 6 (Tiger) Added: Uniform UDT 1 (Blue/ Khaki) Added: Uniform UDT 1 (Blue/ Tiger) Added: Uniform UDT 1 (Yellow/ Khaki) Added: Uniform UDT 1 (Yellow/ Tiger) Added: Uniform UDT 2 (Blue/ Khaki) Added: Uniform UDT 2 (Blue/ Tiger) Added: Uniform UDT 2 (Yellow/ Khaki) Added: Uniform UDT 2 (Yellow/ Tiger) Added: Uniform UDT 3 (Beaver Wetsuit) Added: Headgear Helmet M56 Added: Headgear Helmet SSh-40 Added: Facewear Face mask - SEAL (diver) Added: Vest - SEAL (diver) Added: Vest - SEAL (Grenadier) Added: Vest - SEAL (Medic) Added: Vest - SEAL (MG) Added: Vest - SEAL (Rifleman) Added: Vest - SEAL (Scout) Added: Vest - SEAL (TL) Added: Backpack Pack - SEAL (tanks - only used by vest) Added: Backpack Pack - NVA (Type 56) Added: Prop SOG 35mm camera New Variants Added: Headgear Pith Helmet (NVA/ net) Added: Headgear Pith Helmet (VC/ net) Added: Headgear Pith Helmet (VPN/ net) Added: Headgear Helmet M1 (Net 1) Added: Headgear Helmet M1 (Net 2) Added: Headgear Helmet M1 (ROK/ Jungle) Added: Headgear Helmet M1 (ROK/ Sand) Added: Headgear Helmet M1 (Tiger/ Net 1) Added: Headgear Helmet M1 (Tiger/ Net 2) Added: Headgear Helmet M1 Net 1 (Camo) Added: Headgear Helmet M1 Net 2 (Camo) Content Changes Changed: OH-6 Removed duplicate proxies from Shadow LOD. Changed: OH-6 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; new class HitPoints, removing redundant inherited classes; greatly increased ability to withstand ground impact (on skids); fixed alignment of hStabilizerR1 hit points. Changed: OH-6 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds. Changed: OH-6 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed. Changed: UH34 Removed proxies from Shadow LOD Changed: UH34 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes; Increased ability to withstand ground impact (on wheels); Hitpoints altered (engine, transmission, fuel). Changed: UH34 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds. Changed: UH34 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed. Changed: UH-1 Updated UH1 rotor blur proxy mesh to be more authentic. Changed: UH-1 Added 'shadow' to pilots artificial horizon ball Changed: UH-1 Updated lods to appear less blocky and remove vanishing windows. Changed: UH-1 Removed proxies from Shadow LOD. Changed: UH-1 Replaced Fire Geometry penetration material 20mm armour plating with metal, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes, adjusting values; Greatly increased ability to withstand ground impact (on skids). Changed: UH-1 Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds; Fixed non-damaging window glass. Changed: UH-1 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed. Changed: UH-1 updated rotor blur Changed: F-4 Replaced interior glass material to reduce/remove glare. Changed: F-4 Updated lods to appear less blocky ingame and remove vanishing windows. Changed: F-4 Changes made bring it in line with vanilla jet configuration:Reversed the tailhook animationSource so that 1 is up; Added condition to prevent tail hook being deployed while not in the air; Changed eventhandlers for AI landing to same format as Black Wasp. Changed: F-4 Removed proxies from Shadow LOD. Changed: F-4 Added chaff dispensers F-4B (Navy), 60 pieces dispensed in x2 (30 shots) or x10 (6 shots); F-4C (USAF), 10 pieces dispensed in 1 shot. Changed: F-4 Added ACRE / TFAR support. Changed: F-4 removed wing fold animation option in Virtual Garage from USAF variants Changed: AH-1 removed proxies from Shadow LOD. Changed: AH-1 Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes, adjusting values; Greatly increased ability to withstand ground impact (on skids). Changed: AH-1 Added an anti-tail strike skid to Geometry and Geo Phys LOD; Updated damage rvmat to use the same _as texture and specular values as the undamaged; Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds. Changed: AH-1 Removed PilotCamera. Changed: AH-1 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed Changed: Mi-2 removed proxies from Shadow LOD. Changed: Mi-2 Helicopters landing and gun lights; Increased intensity; Increased effective range; Decreased landing light movement sensitivity with speed Changed: BTR40 glass armor increased Changed: BTR40 removed NVG and thermal modes from gunner optics view Changed: BTR40 removed turretInfoType, discreteDistance & discreteDistanceIndex from class ViewOptics Changed: BTR40 Shadow updated Changed: Nasty removed CCIP from L/60 40mm, replaced with manual zeroing Changed: Nasty significantly increased indirectHitRange on L/60 40mm HE ammo Changed: set default loaded magazine to HEAT, rather than HE, so that AI are effective against Armour Changed: Characters reduced ammo supply max for packs to 1% of former value Changed: Characters Optimised vest ballistic protection Changed: Characters Small shape adjustment for jungle boots Changed: Characters small adjustment to k2b 02 uniform/ fix for feet Changed: Characters Fixed Nomex gloves weighting on fingers Changed: Characters Refined weighting for some vests to reduce clipping with uniforms Changed: Characters Fixed weighting for RTO ciso pack's wire deformation in some poses Changed: Characters Update M1 helmet normal map Changed: all static weapons removed proxies from Shadow LOD. Changed: ZPU4 Improved textures. Changed: m1919a4 low Adjusted elevation max to remove arm stretch and geometry collision with ground Changed: SA-2 Guidance improvement and damage reduction Changed: Static TOW Added Reticle; Reduced max. elev. to remove clipping issues. Changed: Minor adjustments to camo wraps to remove clipping Changed: M16 Adjusted eyepoint for CQB. Changed: vn_suppressor_9_base / vn_suppressor_45_base: use audibleFire values closer to vanilla, to make the 9mm/.45 suppressors quieter to AI/ balanced with other suppressors. Changed: melee Added config entries to melee weapons for updated changes to the melee weapon checking system. Changed: all scopes Set magnification levels and disabled zoom for SKS / M38 / M4956 scopes; Minor adjustments to some sniper scope reticles Changed: XM177 XM148 Added new foregrip for use with the xm148 Changed: Cam Lao Nam Underwater details around strategic objectives and throughout rivers Changed: Cam Lao Nam richer seabottom surface clutter Changed: Credits Changed: Vehicle jukebox system reworked, selecting an option in the list will automatically start playing. Selecting a different song will stop the first song and start the new song automatically. The play/stop button has been replaced with a dedicated "STOP" button. Changed: Hardcoded classes in the melee system have been changed to config classes to allow access to modders. Changed: Add switchableTurrets framework; Lock switchableTurrets in 3DEN Changed: Added empty option for tunnel module garrison size. Changed: Mike Force logistics config is now the default Creator DLC logistics config. Changed: Increased the volume of the music used in the vehicle jukebox system Changed: Firegeo + shadow clean up on vn_us_pallet_stack_01 Changed: ammo crates added refined maximumLoad values Changed: ammo crates added all new accessories, mags and weapons to ammo crates Changed: Fire geo clean up of inconsistencies: vn_house_big_03_f; vn_multistorybuilding_03_f;vn_cathedral_02_f; vn_slum_04_f; vn_shop_city_03_f + 04 + 05 + 06. Changed: Reduced engine noise in CH34 cutscene in main menu Changed: Numerous editor classname improvements Changed: Numerous editor classname improvements Changed: Reduced number of possible dates for easter egg events. Changed: Aligned the "hold to skip" text in the campaign debriefing menu Changed: Increased overall UI font size Changed: added mass180 to all weapon packs Changed: Updated credits with name change Changed: Radio support module reduced the number of napalm and flechette rockets fired. Changed: Powerpoles killed eventhandler script to cut down powerlines fixed to use all ATL height script commands. The previous version had mixed ASL ATL heights in use. Changed: Set powerlines armor to 10 to make them properly destructible Content Fixes Fixed: OH-6 Corrected movement direction of anti-torque pedals in AFM. Fixed: OH-6 Increased length of rear fin in Geometry and Geo Phys LOD's to prevent tail-strikes. Fixed: OH-6 Fixed incorrect spawning of a crew member into the cargo FFV seat Fixed: UH34 Removed unused muzzle flash proxies from Gunner/Pilot/Cargo LOD; Removed unused pylon proxy from Shadow LOD Fixed: UH34 Added external right side slice of LOD 0 to Gunner LOD 0, so that gunner in optics view sees the exterior when leaning out; M1919 re-enabled Cargo LOD 7 for crew chief optics view, removing clipping; Moved M1919 gunnerview memory point closer to the sights to prevent clipping. Fixed: UH34 AI now unable to fly with folded rotors. Fixed: UH34 right M1919 door gunner animation; Straightened spine to move head backwards and eliminate weapon clipping. Fixed: UH-1 Fixed broken rotor bend display in last res LOD. Fixed: UH-1 Reduced yaw sensitivity on UH-1D Fixed: F-4 Fixed Navy Phantom wing folding. Fixed: F-4 adjusted AA missiles to not use LOAL Fixed: F-4 Disabled bomb computer when manual fire on; Fix for grayscale bug. IR Sensor added. Fixed: F-4 Fixed two bug issues with the Phantom tail hook: AI wouldn't auto deploy it for landing / After landing useraction didn't reset. Fixed: F-4 Fixed pilot attitude indicator and standby attitude indicator to animate in the correct direction. Fixed: F-4 Fixed copilot compass animations to rotate in the correct direction Fixed: F-4 Centreline gunpods on the Phantom do not fire if a wing gunpod is also fitted Fixed: F-4 death upon ejection Fixed: F-4 updated Shadow LOD 0, adding canopy frame, front gear struts, tail hook, engine shields, pitot tube Fixed: Mi-2 Split engine hitpoints into 2; Corrected door_main in Hitpoints LOD. Fixed: Mi-2 Added rear anti-tail strike to Geometry and Geometry Physx LOD; Replaced Fire Geometry penetration materials, increasing vulnerability to small arms fire; New class HitPoints, removing redundant inherited classes; Greatly increased ability to withstand ground impact (on skids); Switched damage mechanism for critical areas to use armorComponent system, rather than hitpoint clouds. Fixed: Bicycle Fixed exploding wrecks / disabled killed EventHandler Fixed: M151 Removed duplicate component from Fire Geometry; Fixed windscreen invulnerability Fixed: BTR40 added discreteDistance & discreteDistanceIndex to ZPU ranging Fixed: BTR40 moved aperture in armoured hatches downwards for improved visibility Fixed: BTR40 armoured hatch textures adjusted for mesh change / added to View Geometry Fixed: BTR40 glass can now be damaged (visual + sound) and destroyed; glass in armoured hatches added to Fire Geometry; glass selections removed from periscopes, set-up as child bones in skeleton; glass2 hitpoint class given correct hitpoint and visual selection names; glass added to damage rvmat swapping; glass hitpoints correctly animated Fixed: Z-157 added Ammo Truck to Virtual Garage Fixed: Z-157 added option to manually hide the front canopy to Virtual Garage Fixed: Nasty Misplaced engine destruction smoke effect; Fixed: Nasty added SimpleObject class Fixed: Nasty L/70 20mm weapon classes in CfgWeapons added, allowing correction of mg effects Fixed: Shantou MP Zeus spawning not showing textures Fixed: Shantou Added SimpleObject class Fixed: Sampans MP zeus spawning not showing any textures Fixed: Added SimpleObject class Fixed: Motorboats Added SimpleObject class Fixed: Characters NVA/VC sappers not being able to repair vehicles Fixed: Howitzer / Anti-Tank Guns Increased magazine reload to 6s Fixed: 105mm Howitzer flares burn out before reaching their intended location. Fixed: 105mm Howitzer M60 Smoke Shells for artillery that caused damage Fixed: Static DP28 Removed faulty LOD 6. Fixed: Static DP28 AI being underground under their knees Fixed: Fan Song Moved memory point further away from vehicle so that player doesn't get stuck on exit Fixed: Fan Song updated Shadow LOD 0 Fixed: M101 Adjusted UV on m101 prop shell; Corrected shell proxy position in lod 2 Fixed: M101 Moved ARVN M101 Anti-tank Gun from Artillery to Turrets category. Fixed: Static TOW Added reload animations; Added hide spare magazines as they are fired; Update static TOW mags anim on assembly; Fixed AI gunners not firing at targets. Fixed: all pistols Sight precision improved Fixed: rifles Sight precision improved - K50m / M16/ PK/ PPS Fixed: M1891 Mem points re-aligned Fixed: MP40 Mem points re-aligned Fixed: PPS Mem points re-aligned Fixed: M38 mem points re-aligned Fixed: Mat 49 mem points re-aligned & adjusted suppressor Fixed: M1 Carbine mem points re-aligned Fixed: M4956 mem points re-aligned Fixed: some submachine guns Added missing maxzeroing values; Arsenal range values improved. Fixed: melee incorrect animations being used for melee weapons. Fixed: buckshot and flechette ammo number of pellets and spread angle. Fixed: M14 Toe Popper direct and indirect damage more harmful/ effective against AI. Fixed: M72 LAW Used model tube spawning too high if player was not at terrain level. Fixed: Mk22 Pistol Corrected entry for Mk22 pistol description to 9mm. Fixed: HD Pistol texture adjustment. Fixed: M40 Rifle Adjusted memory points to align better Fixed: M14 Rifle Adjusted M14 reticle Fixed: MC10 Adjusted length of MC10 suppressor. Fixed: US Compass Fixed Azimuth at zero in mils. Fixed: CamLaoNam Several missing and misaligned objects Fixed: CamLaoNam Remade number of cliff formations where too large object scale allowed clipping into object geometry Fixed: CamLaoNam Missing AI pathing over dykes and craters Fixed: CamLaoNam Dyke surface speed coef Fixed: error popup when `bis_fnc_arsenal_center` is not defined in `vn_fnc_onArsenalOpened` function. Fixed: melee would not correctly work in some situations Fixed: handgun melee not working Fixed: Radio backpack actions were removing the action from both the body and player unit when respawning. The actions being removed will now be checked to make sure the condition of the action being removed is the same as the intended action. Fixed: Duplicate rank in vehicle rank check for whitelisted arsenal system. Fixed: incorrect tunnel object being saved to the tunnel module object’s namespace. Fixed: 'does not return array' issue in the configuration of the SAM restriction module. Fixed: players could not restrict units from making death sounds. Fixed: players wouldn’t be able to move if they attempted to drag a unit with sprint toggled on. Fixed: vn_revive_incapacitated_mobile variable not being reset when a unit respawned. Fixed: Removed the possibility for a trap to spawn if the search option has been disabled by the mission creator. Fixed: incorrect index being used when calling for artillery support when an option was hidden due to a condition. Fixed: owner of the radio support not being defined. Kills from radio support calls will now correctly mention the player who called in the support in the killfeed if a friendly fire incident occurs. Fixed: The tunnel module will now kill AI who escape the tunnel and land on the terrain outside of the tunnel complex. Fixed: Updated Voice Hints for COOP01 and COOP05 for "Xin loi" instead of "Xin hua" Fixed: tagging in music files Fixed: music track durations in configs to improve radio playback Fixed: Replaced demo version of "Fire in the Sky" with final track Fixed: Missing track in Zeus Music player Fixed: indestructible ammoboxes no longer indestructible Fixed: hut river series path lod updated Fixed: Added "class house" to dykes to help with AI pathing Fixed: Craters changed to house type to get the AI paths work. Fixed: all relevant buildings: destructionfx and ruin spawn Fixed: VN_fnc_sniper_tree_init: Remove systemChat Fixed: Spider Holes: corrected editor category for VC spider holes; replaced NVA with VC in VC spider holes; no longer invulnerable. Fixed: shop city 1: Ladder 1 trigger area Fixed: vn_radar_01_antenna_body_f: View Geo blocking ai view Fixed: Fixes vn_bagbunker_large_f/ and vn_bagbunker_small_f Fixed: path lods for vn_hut series updated with additional in points for easier AI access Fixed: Several displayname/ description strings using plain text Fixed: Weird angle for melee weapon butt animation intersect checking, increased length from 1m to 2m. Fixed: Radio support will only set shot parents if the script is run in multiplayer. Should avoid creating issues in single player missions. Fixed: unknown animation sources Land_vn_u_barracks_v2_f Fixed: Unaccessible ladder points for AI on vn_fence_bamboo_02_gate Fixed: RPT errors vn_lampshabby_f_02 Gameplay changes Changes Changed: Warlords Removed static weapon backpacks from the arsenal. Changed: Zeus Added VN revive module and QOL module to all VN Zeus missions. Changed: Bright Light More visible codebook / radio Changed: Eldest Son Added memorial slides before ending Changed: Campaign Enable saving in coop missions in "multiplayer solo mode" Fixes Fixed: Endgame Hanoi floating sandbag wall Fixed: Endgame Saigon floating dirt Fixed: Endgame Saigon issue where objective buildings could be destroyed by explosives. Fixed: Endgame Saigon issue where respawn point was spawning people in rock objects. Fixed: Endgame Saigon issue where a destroyed building would cause a vehicle respawn point to continually spawn and explode. Fixed: Eldest Son/ Ma Bell Updated "Xin Hua" to "Xin Loi" in voice / subtitles. Fixed: Temporary Duty / The Village Enable user saving
  4. Savage Game Design will use this thread to provide information about the future updates to the Creator DLC RC Branch of S.O.G. Prairie Fire. Discussions about recent updates to the Creator DLC RC Branch should happen in the relevant discussion thread on the SOGPF forum.
  5. you need to be a specop, engineer, sapper or demolitions guy. the trapkit is a detector only
  6. "uns_Trapkit" i think (may be case sensitive) pretty sure it's an ITEM, like a firstaidkit or compass. btw we're all on discord these days here's an invite https://discord.gg/pqjFGPK
  7. sure, let me upload it for you, along wit hmy entire back catalogue of Evolution missions for Arma 2. https://drive.google.com/file/d/1Tpe23WMF8gSGEmBoltR11BpvbXsprYVi/view?usp=sharing This has about 20 missions I made for A2, for about 20 maps, some with RHS, some PRACS, some mixed mods and many unsung ones. Enjoy! btw I can't remember what mods are needed with each mission, you'll have to do some forensics. I've packed the unbinarized folders so you can open mission.sqm in notepad++ and check the requiredaddons list. I'm not able to support you much more than that due to a heavy workload irl. good luck!
  8. eggbeast

    Simple O2 tutorials

    you'd be better off asking in the Arma 3 discord config editing channel. https://discord.gg/Ge8WY9u the missile doesn't need a memory pointfor the trail t oshow. it uses the centre of the model - make sure you have "found components" in your geometry you can find rocket flash in the P drive here `P:\a3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_Zephyr.p3d` you need to add that as a proxy in your missile ammo/fly model (not the "proxy" model used for the unfired missile mounted on your vehicle) way i know of to animate the flame - create a hide anim (requires a bone in skeleton) class Animations { class rocket_fire_hide { type ="hide"; source ="state"; // 0 = init, 1 = thrust being applied, 2 = after thrust time runs out selection ="rocket_fire"; minValue = 0; maxValue = 1; hideValue = 0; unHideValue = 0.7; }; class rocket_fire_hide2: rocket_fire_hide { source ="thrustTime"; hideValue = 1; unHideValue = 1.5; maxValue = 65; }; add this to your ammo missileFireAnim = "rocket_fire_hide"; //animation class of exhaust flame un-hidden when firing should get you a bit further along
  9. Hi there After nearly 2 years work we are now approaching an exciting stage of our CDLC project. We are looking for an experienced character animator with a good grasp of the Arma character animation system. Your work will become an integral component of our players battlefield experience. It will feature highly in every players initial reaction to our DLC. If you want to take up the challenge, and earn $5k for a months work, please contact me for a chat. Portfolio / demonstration essential. Thanks!
  10. eggbeast

    Simple O2 tutorials

    so if you set it to a bohemia model it works perfectly? and not with your own p3d? 100% certain?
  11. eggbeast

    Project RACS

    there's a high poly base for $85, might be a good place to start if you can get a donation https://www.turbosquid.com/3d-models/military-raytheon-mpq64-sentinel-3d-max/623737 then just need someone who can re-texture, re-topologise it and bake it. This guys output is making me drool. If only we could get more talent like that into the Arma community. https://www.turbosquid.com/Search/Artists/Alex-Kontz
  12. those planes have never had distance lods created by anyone.
  13. How to deliver CAS to a friendly airborne team, hopelessly outnumbered, and under serious threat of being overrun. Well done Raptor, and Eagle for the constant support to 3 hard-pressed squads from Delta. https://www.youtube.com/watch?v=GJguppg2rgg
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