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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

Recent Profile Visitors

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  1. eggbeast

    S.O.G. Prairie Fire - Changelog

    08.09.2022 S.O.G. Prairie Fire v1.2.1 changelog New Variants Added: Badgeless PAVN Field Cap variant Content Changes Sound Changed: Tweaked sounds for multiple pistols Changed: Volume and range of horn sounds for multiple vehicles Terrain Changed: Civ Buildings - tweaked AI pathing Changed: Civ Buildings - improved armor values Changed: Hanoi Station - tweaked AI pathing Changed: Rice paddy and crater water visual improvement Vehicles Changed: F-100 - added flares attribute Changed: MiG-19 - added flares attribute Changed: F-4 - implemented custom Manual Fire action Changed: M113 - added jukebox music player Changed: M113 - horn sound correctly applied Changed: M113 - increased firing arc for hatch FFV passengers Changed: M151 & BTR-40 - enabled vehicle-in-vehicle transport Changed: Multiple vehicles - changed from using 'init' to newer 'postInit' function in vehicle event handlers Changed: PBR, Shantou and PTF Nasty - added 3DEN attributes to allow for easier customisation of the flag Changed: PTF Nasty - increased supplyRadius to allow vehicle inventory to be better accessed from outside Weapons Changed: Multiple statics - added sling loading memory points and config Functions Changed: Added loadorder to ensure that S.O.G. PF is loaded before mods are loaded Changed: Master Arm module - allowed vehicle features to be overwritten via object vars Changed: Master Arm module - added button in the master arm display to transfer all weapon controls to the pilot turret of the aircraft Content Fixes Sound Fixed: M1918A2 BAR - Bipod SFX playing when not using a Bipod Characters Fixed: Disabled American voices for non-American characters Fixed: Duplicate CIV unit names Terrain Fixed: Added correct destruction materials and models on multiple buildings Fixed: Embassy_01 - wrong damage simulation Fixed: Hanoi Station - LOD issues Vehicles Fixed: F-100 - altimeter not working correctly Fixed: F-100 - random tail number not being set correctly Fixed: F-100 and MiG-19 - disabled auto-zeroing Fixed: F-4, F-100, and MiG-19 - aircraft weapon presets not assigning pylon weapons correctly in Master Arm module Fixed: F-4 & F-100 - KIA animations Fixed: CIA UH-1 - KIA animations Fixed: M101 105mm Howitzer - LOD issues Fixed: M113 - removed sound attenuation from turned-out front weapon station Fixed: PT-76 - incorrect thermals Fixed: Type 63 and PT-76B - incorrect decals Fixed: UH-1 (multiple models) - incorrect fire geo material on tail Fixed: UH-1D Dust-off - door actions not working correctly Fixed: UH-1D Iroquois - FFV not set up properly Fixed: UH-1D Iroquois Bushranger - pilot sight offset Fixed: UH-1E Iroquois Heavy Gunship - co-pilot crosshair showing when crosshair is disabled Fixed: Multiple vehicles - added missing zamerny memory point Weapons Fixed: 9P111 Malyutka (AT-3) - AI did not fire the static Fixed: H12 - impact spread over distance was too low Fixed: Low variants of M1919A6 and MG42 now need only 1 backpack for assembly Fixed: M1/2/3 Carbine added correct ammo mags Fixed: M203 - incorrect zeroing leading to players being damaged at 50m ranging Fixed: Mine Flares are no longer occasionally stuck in the sky Fixed: Punji Trap (Side Whip Tripwire) - spawning as claymore model when placed in Zeus Fixed: Punji Traps - Inconsistent naming Fixed: Throwable Satchel - incorrect groundholder item Fixed: VZ54 - incorrectField Manual description Objects Fixed: Incorrect naming of multiple assets Campaigns Fixed: Eldest Son 2 Task 08 description had incorrect direction indicator Functions Fixed: EMM - disabled RPT logs Fixed: Radio support - Fix artillery delay when delay_max parameter not present in config Fixed: Radio support - Fix support cost display being doubled for artillery supports Fixed: Radio support - Add total available support score to the UI Fixed: Radio support - projectile guidance causes performance issues Fixed: Revive - hold action causing persistent screen overlay Fixed: vn_ms_fnc_tracker_getHiddenPos not working correctly without -debug param Discussion here
  2. eggbeast

    RHS: Status Quo

    Well done guys, will look forward to seeing your excellent results soon in RF. The landscape and terrain assets are a perfect match for RHS.
  3. eggbeast

    S.O.G. Prairie Fire - Changelog

    12.07.2022 S.O.G. Prairie Fire v1.2 changelog New Content Added: Terrain The Bra 5x5km Added: 07 CO12 Eldest Son II mission (MACV SOG/ Khe Sanh) Added: 08 CO06 Black Spear mission (SEALs/ Cam Lao Nam) Added: MP Missions 4 new Zeus Variants for The Bra map (master, east, west, independent) Added: New assets added to Showcases Added: Music 3 new tracks Added: Vehicle MiG-19S jet Added: Vehicle F100D jet Added: Vehicle M113A1 Armoured Personnel Carrier with 7 model variants Added: Vehicle PBR boats with 2 model variants Added: Vehicle STAB boats with 3 model variants Added: Vehicle PT-76 Light amphibious tank with A and B variants Added: Static Weapon M40A1 106mm Recoilless Rifle Added: Static Weapon Mk18 40mm Grenade Launcher Added: Static Weapon H-12 (Type 63) 107mm Rocket Launcher Added: Static Weapon SGM 7.62mm Machine Gun with 3 variants Added: Static Weapon MG42 7.92mm Machine Gun with 2 variants Added: Submachine Gun F1 and bayonet Added: Rifle M1 Garand with rifle grenades, scope and bayonet Added: Rifle L1A1 with rifle grenades, scope, bayonet and 10, 20 and 30 round magazines, including NZ, Australian and SAS variants Added: Rifle L1A1 + XM148 Added: Light Machine Gun L2A1 Added: Light Machine Gun M14A1 Added: Light Machine Gun M1918A2 BAR Added: Sniper Rifle vz.54 Added: 11 New weapon accessories: 2 Bayonets (L1A1 / M1 Garand); 3 Camo wraps (M14A1 / VZ54 / M1 Garand); 3 Bipods (M1918 / M16 / M14A1); 3 Optics (VZ54 / L1A1 / M16 SP) Added: 18 Additional traps and mines: bike, pot, gate, mortar, side whip, cartridge, lighter, jerrycan, grenade board, DH10, No.8, bangalore, Mk36 naval mine, Mk36 destructor mine, 2 underwater limpet mines, sapper satchel and throwable satchel Added: Uniform 22 ANZAC uniform models (Jungle Green/ Pixie/ Pilot/ SAS) Added: Vest 14 ANZAC models Added: Backpack 3 ANZAC models (P08/ P1944 / Field packs) totaling 8 variants, and a set of preloaded packs for AI (containing relevant ammo) Added: Backpack 2 Parachutes (BA-18 / BA-22) and canopy Added: Headgear 3 Giggle Hat models in 2 texture variants (+/- Cord / standard, oval and folded) Added: Headgear Royal Australian Armoured Corps Beret with Headset Added: Headgear Beret model (left-side slope) with 5 texture variants (ARVN / RLA / US Navy) Added: Headgear 2 Chinese Field Cap models (Pathet Lao) Added: Headgear 1 PAVN Field Cap (VC / NVA variants) Added: Facewear 2 Scrim Scarf models (Sweat Rag / Tucked in) Added: Facewear 2 Towel models (Around Neck / On Head) Added: Units ANZAC Army and Crew in 3 timezones (66, 68 and 70 uniform/weapons) Added: Units ANZAC SAS in 2 timezones (66 and 70 uniform/weapons) Added: Units ANZAC Pilots Added: Units ARVN Marines (TQLC) Added: Units CIA Air America pilots and aircraft Added: Units Royal Laotian Army (RLA) Added: Units Pathet Lao (PL) Army Added: Units Republic of Korea (ROK) Army in 2 timezones (65 and 68 uniform/weapons) Added: Units Republic of Korea (ROK) Marines in 2 timezones (65 and 68 uniform/weapons) Added: Groups for all new factions and vehicles Added: Building Saigon Embassy Added: Building Hanoi Train Station Added: Buildings Vietnamese City Houses Added: Buildings 89 new part-built structures for Building system Added: Burned embers trees / Burned ground decals Added: ANZAC equipment crate Added: ANZAC mags and resupply crates Added: SEAL and SAS weapon crates and armories Added: Weapons and armory crates for new factions (ROK, PL, RLA, AUS, NZ, SAS) Added: Static weapon supply crates (SGM, MG42, MK18) Added: New Ambient Audio Module sound "Army Camp" Added: New afterburner for jets (full throttle and hold vehicle turbo) New Variants Added: Vehicle M151A1 armed with M40A1 recoilless rifle Added: Vehicle UH-1D Bushranger gunship (RAAF) Added: Vehicle UH-1E (Transport) Added: Vehicle UH-1E gunship (TK-2 Quad M60 + M200) Added: Vehicle UH-1E heavy gunship (TAT-101 Turret + TK-2 Quad M60 + LAU59) Added: Vehicle UH-1F Transport slick (2x m60) USAF Added: Vehicle UH-1D Transport (unarmed, CIA) Added: Vehicle UH-1B Transport (unarmed, CIA) Added: Vehicle UH-1B Medevac Changed: Vehicle UH-1P Green Hornet gunship (updated model) Changed: Vehicle UH-1B Seawolves Gunship (updated model) Changed: Vehicle UH-1B Slick (2x m60 updated model) Changed: Rifle M16 + XM148 (Updated model) Added: Rifle M16 + M203 Grenade Launcher Added: Rifle M16 (Early Model) Added: Rifle XM16E1 (Early Model) Added: Rifle XM177E1 (Early Model) Added: Rifle GAU-5A/A (with SP optic accessory) Added: 16 Uniform texture variants for Pathet Lao soldiers Added: 6 Uniform texture variants for RLA (Royal Laotian Army) soldiers with French Lizard camo Added: 6 Uniform texture variants for ARVN Ranger soldiers with BDQ camo Added: 6 Uniform texture variants for US soldiers with green dominant ERDL camo Added: 6 Uniform texture variants for ROK soldiers with Frog camo Added: Headgear Beret in 2 variants (Royal Australian Armoured Corps and ARVN) Added: Headgear additional variants for 5 Boonie Hat models, beret, headband and bandana (green dominant ERDL) Added: New Vietnamese and Montagnard faces Added: New MACV SOG character faces based on military advisers including camo versions Added: New revive and SAM module voice acted dialog for both Australian and New Zealand units Added: New resupply and transport options to the artillery support menu with example config options. Fixed functions to work if multiple sorties are called at the same time. Added: Ammo crates and transport options to the radio support module Added: Preloaded lightweight packs for M1918, M1 Garand and M1A1 Added: Korean names for ROK units (Credit: Kim "Scarecrow1625" Jin-yong) Added: Naval guns and type56rr static groups Added: New beret types to ARVN SF/ Army Added: New Lowlands ERDL to US SF troops Added: New ranger uniforms and beret to ARVN Rangers Added: vn_b_item_toolkit_weightless for use by diver engineers (scope = 1) Added: adv_explosives placement function for attaching explosives to vehicles and for vn_water_mine_muzzle underwater. Added support vn_adv_explosives_canAttach object property. Add scripted vn_adv_explosive_attached event. KNOWN ISSUES: explosives deactivated over deep water can vanish / duplicate placement action when on structure over water Added: vn_sam_faceType property to face classes / Added vn_fnc_sam-getUnitVoiceIndex/ Use the new way of fetching unit voice type in SAM Added: Static Shantou and PTF boats (under structures/ports) with roadway, hideable planks, navigation lights and destruct ruins Added: Respawning Garrison module Added: Pathet Lao flags Content Changes Sound Changed: Many firing sounds have been slightly tweaked, cleaned & remastered Changed: More aggressive Sonic-cracks & Bullet-snaps Changed: Bullethits volume slightly reduced Changed: Distant firing sounds tweaked to allow for easy identification Changed: More aggressive Cannon sounds Changed: Howitzers volume increased Changed: Heavy machine guns like M1919, DShK, M2 (Twin & Quad) re-designed Changed: Increase UGL launcher firing sound & new reload SFX Changed: Decreased some mechanical noises of weapons Changed: Increased bolt snap SFX for open bolt weapons Changed: Softer M60, RPD, DP28 & other LMG sounds Changed: Removed redundant clutter SFX Changed: Overall soundscape cleaned up Changed: Rebalanced distance values to match view distances Changed: XM177 and Type56 sound more similar Changed: M60 shell sounds are more subtle Changed: Removed redundant distant tail sounds Changed: New Internal (co-ax) firing sounds Changed: Removed repeating bird sequence in meadow ambient Changed: Improved engine sounds for BTR40, Zil truck, M35 truck Changed: Re-designed engine sounds for M151 Mutt Changed: MC10 reload SFX Changed: Engine sounds for F4 Phantom Changed: Sonic boom for jets improved Changed: New brake sounds for cars Changed: New engine sound design for civilian vehicles Changed: Jet sound tweaks for distance and rumble Characters Changed: Added blufor/opfor/indfor parachutes, equipped on jet pilots Changed: Updated parachute classes in missions / kit loads in planes Changed: Added camo faces to some snipers and to VC main force Changed: Added new Vietnamese and Montagnard faces to units Changed: ARVN LLDB changed to use Specop capabilities Changed: CIDG units removed camo faces Changed: CIDG units added new weapons / preload packs Changed: Factions for AUS/NZ men and helicopters Changed: SEAL men editorpreview updates Changed: Set identities in each unit base class/ deprecated redundant medic base classes Changed: SVH4 helmet colours Changed: Updated the MACV_XX_06 uniform icons/previews Terrain Changed: "map = rock" to "map = hide" to clean up map icons Changed: Added empty, no proxy, no lights tunnels for Khe sanh use. Will need stringtable entries for 05 tunnel parts Changed: Added Khe Sanh Intro mission Changed: Added Khe Sanh tag to SteamManagerConfig Changed: Cocos tree shadow and view/fire geo tweaks Changed: Leucaena fire and view geometry improvements Changed: Market objects darkened Changed: Rice Plant fire geo tweak to make explosions deadly inside them Changed: Underwater plant RVMAT for better plant visibility (remove directional fade) Changed: Updated Ha Long harbour area for Black Spear mission Changed: Removed outdated textured bunkers from the editor Changed: Set Hue Temple to indestructible Vehicles Changed: Added boat climbing framework function / Climb action to static Shantou and PTF Nasty Changed: Added hiddenselections to F4 canopy Changed: Overhauled HUD and cockpit dials for F4 Changed: Added modern ordnance available for F4 (AGM65/ AIM120/ AGM88/ GBU12/ CBU using Arma 3 ordnance models) for e.g. West German variant in mods Changed: Added SimpleObject config for vn_wheeled_m54_mg_02_base Changed: Added that every huey has a working copilot searchlight Changed: Deleted old temp folder in OH-6A config Changed: Improved "Ship Horn" weapons mod compatibility: Refactor into common base class vn_ship_horn/ Remove `explosionEffects` from vn_ship_horn_ammo" Changed: Increased armour value of low DShKM / shielded low DShKM Changed: M151 TOW: changed single rear missile exhaust to two side flame plumes/ removed missile rotation in flight/ added rear back-blast smoke effect to weapon firing. Changed: Fixed time before deletion of ammo (TOW and AT3 missiles). Changed: PTF Nasty editor subcategory changed to Boats (MACV) Changed: Replaced imported vanilla SPG9 penetrator with 75mm warhead Changed: Slightly reduced armour values on light tanks and APCs Changed: “Statics” to “turrets” in strings Changed: Set to scope 1 classes of UH-1 which were not historically correct for their faction (placeholders from 1.0) Changed: Adjusted Virtualgarage options for all UH-1 helicopters so that faction-based textures now function correctly for ARVN / RAAF aircraft Changed: Groups of vehicles, statics and men updated to make use of new vehicle classes, and removed some scope 1 vehicle classes Changed: PFT Nasty Boat increased supplyRadius to allow vehicle inventory to be accessed from outside Weapons Changed: Improved pistol recoils Changed: Adjusted M60 100rnd mag weight to bring it in balance with other similar mags Changed: Adjusted some explosive values in vehicle ammo to better match vanilla ammo Changed: Adjusted various magazine & rifle weights to reflect differing stats Changed: Delete punji mines when going off in a doorway a few seconds after it is triggered, to prevent door blocking Changed: Added mag proxies to Type 56 Changed: Adjusted PM recoil to match other 9mm pistols Changed: Increased drum mag mass/ fixed trace count for RPD Changed: M16 3x to 4x scope naming Changed: M16 to M16A1 naming Changed: Modified some weapon masses - based on a public report of the mp40 weighing the same as a m60 Changed: PM & TT33 new reloadmagazine rtm's Changed: Removed extra mass params in weapons with accessories Changed: Slightly Increased Type56 recoil values. Changed: Strings: Added vz.54 to m38 clip / Pat Mitchell 1-0 changed to 1-1 Changed: Tommy M1A1 variant adjusted ROF Changed: Tweaked VFX to be a little more performant and look more smooth, especially WP effects Changed: XM177/XM148 icon and editor preview updates Changed: BLU1B texture/material to reflect more Functions Changed: Added new voice acting to artillery support system directional entries (ne/ e/ se/ s/ sw/ w/ nw directions) and dual callsigns (razorback / columbia) Changed: Adjusted revive and SAM module to switch to Australian or New Zealand audio if units face is an Australian or New Zealand face. Changed: Added configurable maximum wait time to Radio Support, fixed duplicate unit_trait_required Changed: Added Radio Support maximum wait time per callsign support Changed: Added vn_inventory_functions to functions_f_vietnam - inventory_addBackpackWithContent / onKilled_transferBackpackToVehicle Changed: Added vn_weapon_on_back animation set for AI usage Changed: Added M112 Holo helper object Changed: Added entryTurret events to switchableTurrets framework Changed: Rolling credit titles, special thanks, new sections and names Changed: vn_ms_fnc_casAirstrike will return spawned plane instead of "true" Changed: Alternative syntax for vn_ms_fnc_hasItems Changed: Added safezone parameter to vn_ms_fnc_tracker_getHiddenPos Changed: "site weight" attribute to Random Site Selector module Changed: Added vn_ms_fnc_weaponOnBack function Changed: Added vn_ms_fnc_colorMarkers function Changed: Added vn_ms_fnc_ambientAnim function Changed: Added vn_ms_fnc_forceFire function Changed: Added vn_ms_fnc_scanHorizon function Changed: Added vn_ms_fnc_enableArtilleryTrait function Changed: Added vn_ms_fnc_attachHiddenTarget function Changed: Added vn_ms_fnc_addSearchlight function Changed: Added 1.2 content to the Whitelisted Arsenal and Logistics module configs Content Fixes Sound Fixed: Missing distant firing sounds for MPU and Tommy gun Fixed: M35 truck RPM values for sounds were wrong Characters Fixed: Typo causing 1 SEAL not to show headgear Fixed: Update stringtables with Chinese fixes Fixed: Visor up/down in heli pilot classes Fixed: 'vn\characters_f_vietnam\blufor\vests\vn_b_vest_aircrew_01.p3d': LODs not ordered by face count Fixed: Seal vest shadows Fixed: Accidental inclusion of glass in hiddenselections vn_g_spectacles.p3d Fixed: Diver flippers shadows Fixed: MG vest space Fixed: Issue with the goggles not showing up on divers Terrain Fixed: Added missing popup text for non-owners when attempting to use the terrain without purchasing Fixed: No 'autocenter=0' in 'vn\vn_misc\vn_radio.p3d' that is used as proxy. Fixed: Temple roadway sounds Fixed: land_vn_army_hut_int: dvere1 - unknown animation source door_1_sound_source Fixed: Added path lod to vn_wagon_box.p3d Fixed: Fix for cages to be in correct category Fixed: Fix for FOB signs to be in signs (macv) Fixed: Fix for land_vn_us_common_lantern_01+ land_vn_b_prop_m149_03 + land_vn_steeldrum_half_01+ land_vn_steeldrum_half_02 + vn_prop_bullet_casings being in objects civ, now in objects (macv) Fixed: Fix for propaganda signs to be under signs (pavn) Fixed: Fix so that land_vn_rulaunchers + land_vn_rubasicammo + land_vn_ruordnance + land_vn_ruvehicleammo are now under objects (pavn) Fixed: Moved K9 into cemetery category Fixed: Fix for flooring on vn_tovarna1.p3d Fixed: Fix for legacy market cages double Fixed: Fix for view geo of vn_fence_bamboo_01_gate.p3d Fixed: Sandbag penetration material fix on barracks Fixed: vn_bridge_road_hue_01A.p3d - made more complex geo and fire geo Fixed: vn_fence_bamboo_02.p3d mlods Fixed: vn_house_c_1_v2_dam_ep1.p3d + vn_house_c_3_dam_ep1.p3d + vn_house_c_3_ep1.p3d improvements Fixed: vn_structures_f_enoch/military/radar/vn_radar_01_hq_f.p3d roof geo Fixed: Weight distribution on vn_us_pallet_stack_02.p3d to mitigate flipping when sling loading Fixed: Selection missing in CfgModels class vn_tent_02_03 "camo1" Fixed: Selection missing in CfgModels class vn_tent_02_04 "camo1" Fixed: Autocenter 0 to solve problem with floating terrain placed stacks Fixed: Broken lod on sandbags Fixed: Closed geo on hue bridge fences Fixed: Column_ruins script not working on dedicated, refactor to functions Fixed: Destruct effects (all buildings) / added Land_vn_building_urban_small_base and Land_vn_ports_small_base for smaller buildings Fixed: Disabled door on Land_vn_army_hut_int Fixed: Duped objects minimised as best as possible + IDAP neutralised in vn_props_f_orange Fixed: Fixes for vn_b_helipad_01.p3d fire geo + sandbag fix for vn_b_tower_01_part1.p3d Fixed: Floor on fire geo of vn_buildings/vn_kostel.p3d Fixed: Added ModuleCivilianPresence_F config for Khe Sanh and The Bra Fixed: OPFOR sides do not correctly populate military structures Fixed: Ghost tree issue Fixed: Land_vn_o_bunker_01 tweaked geometry and roadway to give more space in the hole Fixed: Internal roadway sounds fixed for vn_house_c_1_v2_dam_ep1.p3d + vn_house_c_9_dam_ep1.p3d + vn_house_c_9_ep1.p3d Fixed: Issues with temple model Fixed: Spiderholes removed duplicate turrets and related issues Fixed: Texture issues on Land_vn_hut_tower_01 Fixed: Multiple RPT spams due to errors on different structures Fixed: Mis-spelling of THANH on Cam Lao Nam Vehicles Fixed: Added missing camo sections to howitzer models Fixed: Corrected string display of "BTR40" to "BTR-40" Fixed: fn_vehicle_boat_horn_reload deleting all projectiles Fixed: Missing pbo warnings when starting with civilian cars on the map / bad PreloadAddons causing pop-ups on mission start Fixed: M41 glass material on periscope viewports Fixed: Category for VC boats and sampans Fixed: Z-157 Missile Carrier Bug fix: Removed rear wheels and dampers from trailer selection (LOD1+) Fixed: 'vn\weapons_v_f_vietnam\gunpod\vn_gunpod_suu11_02.p3d': LODs not ordered by face count Fixed: Removed bullet fly by sounds from vn_ship_horn_ammo/ set init speed to 0 Fixed: Swapped metal to metal plate for the fire geo of F4 wreck Fixed: Occupied sniper trees not working properly, added dynamic sim, refactored function Fixed: added SimpleObject for all version of M54 Fixed: CH34 corrected naming of `collision_red_flash` selection and added where missing to LOD 3 / `position_light_white` selection removed from `positionlights` Fixed: L/70 Mk2 20mm added a Buoyancy LOD to make the weapon sink Fixed: Added Field Manual vehicles and statics from v1.1 Fixed: Artillery not drawing on the map correctly Fixed: Display position of ranging data on all static weapons Fixed: UH-1 adjusted proxy positions Fixed: F-4 raised all LOD's by 0.031m on y-axis, bringing wheels above ground/ removed selection names from LandContact points Fixed: Adjusted height of DP27 static proxy in model and adjusted rtm to fit new position Fixed: Disabled spawning of AI in the backs of the cars/van Fixed: BTR40 added ZPU4 textures to hiddenSelections Fixed: M54 Quad added quad mount textures to hiddenSelections Fixed: Z-157 ZPU added ZPU textures to hiddenSelections Fixed: Added missing camo3 to M101 model sections list Fixed: D44 properly defined camo selections for hiddenSelections Fixed: Added range zeroing to the Commander's DShKM Fixed: Z-157 added canopy_front bones to skeleton of mg1 and mg2 trucks (via inheritance) Fixed: Z-157 added hide animations for the door covers and added to Virtual Garage Fixed: Created new KIA animations for all drivers and 2 rear seat passengers car 01 Fixed: All tanks: reduced dirt on periscope glass texture / set default driver view to straight ahead Fixed: Howitzer Battery group spawns D44 Anti-Tank Fixed: Unknown animation sources on UH1s Fixed: Components not being found on UH1s Fixed: Body and gun values on OH6s Fixed: Fixed F-4 ejection for copilot Fixed: Interior lights constantly being on in some UH1s Fixed: Artificial horizon for OH-6A and CH-34 Fixed: KIA animations in RSNA75 (Fan Song) Fixed: new HitPoint LOD, reduced armorStructural value, fixed duplicate hitpoint class errors Fixed: Gunner feet underground and related Geometry and GeoPhys issues Fixed: Adjusted camera range of movement for F4 Fixed: Gunner LOD view for F4 Fixed: Ejection seat missing pilot in fire geo for F4 making him unkillable Fixed: Added pilotcam to enable pilot to control ATGM for Mi-2 Fixed: Pilot locking missiles for Mi-2 Fixed: Pylon menu bug (having option to put rockets control on door gunners) for multiple helos Fixed: Removed muzzle flash from simple object of M54 Fixed: Miniguns allocating to wrong turret in uh1B/C gunships pylon dialogs Fixed: Added impact effects and more damage to miniguns Fixed: Removed white surrounds on UH-1 decals which were becoming visible at distance due to mipmapping Fixed: USAF hornet decals, no longer mirrored Fixed: Naming of US 20mm ammunition from HE to HEI, shortened Spanish translation Fixed: HEDP armour penetration description Fixed: Horn added to Type 63 and M41 tanks Fixed: All planes: Head is no longer glitching into seat due to g-forces Fixed: AI now is able to properly utilise gunpods in the F-4 Fixed: Ejection seat of F-4 is not triggered when ejecting from stationary plane Weapons Fixed: <br / > issues on all 1.1 magazines (replaced with <br />) Fixed: _co of M63A commando to remove an overly bright metallic area. Fixed: Added missing magazineReloadSwitchPhase to LMG Fixed: Added scripted handling for M16 bounding mines Fixed: Adjusted groundholder config to fix all mags being located under terrain Fixed: Adjusted mem points in M38 & M1891 Fixed: Tommy gun - corrected named selection spelling in both p3d's Fixed: Tommy gun fire selector animation Fixed: TOW Rocket Smoke being too strong/dense, causing FPS drops especially when being zoomed in and trying to track the target Fixed: UDG dart gun - removed call for wrong _ti in rvmat Fixed: 'vn\weapons_f_vietnam\items\radio\vn_radio_urc10.p3d': LODs not ordered by face count Fixed: 'vn\weapons_f_vietnam\items\radio\vn_radio_urc10_mag.p3d': LODs not ordered by face count Fixed: Zeus mine modules should not have model assigned Fixed: M1a1_so - corrected proxy pos to match M1a1 Fixed: M63A adjusted smdi map to remove glitch Fixed: Mag model for mortar bomb Fixed: MPU SMG - Slight gap between two mesh components on the front sight post. Fixed: Refactored mines/explosives muzzles to workaround engine bug where inherited put muzzles include the magazines from parent classes (+= operator issues in explosives weapons) Fixed: Removed the word bolt-action from all M49/56 descriptions in all languages Fixed: Removed UBC from FlareBase Fixed: Removed unnecessary properties from Put muzzles/ Redundant vanilla values. Fixed: Replaced muzzle flash for suppressed variant of PM Fixed: Reset tracer values to zero, on sniper non-tracer mags Fixed: RPD - renamed incorrectly named mem points so effects are at points instead of defaulting to centre Fixed: Camera object scale Fixed: Disabled spawning of the model on used tripwire mine, fix offset for 4m Fixed: Fishing rod and inventory icon fix Fixed: Fixed all scopes to match real magnification values Fixed: PPS naming dupe Fixed: M14 camo wrap flickering Fixed: K50 - Adjusted smdi map to remove glitch Fixed: M14 mag mass Fixed: Issue with the intersection checking for weapon butt attack Fixed: Explosion effects on bullet impact when using Twin and Quad M60 Fixed: Fixed empty reload animation on HD (S) Fixed: M63a ranging issues Fixed: DShKM tipping over on slopes Fixed: removed explosion and crater fx and sounds from Fuel tanks Fixed: Improved melee accuracy Objects Fixed: US ammobox names of ammo types to fit Vietnam era Fixed: Hidden greek signs from editor Fixed: Incorrect editor categorisation of assets Functions Fixed: Air support helis shooting themselves down Fixed: Aircraft would not follow the direction given by the player when called in through the radio support module. Fixed: Bugs that are breaking the cost variable section of the radio support menu from working. Fixed: Mike 3 Radio Support artillery using wrong ammo class Fixed: Prevent double initialization of the Radio Support module Fixed: Fixed pop-ups with the radio jukebox. Now checks that the class name exists and won't create a pop-up error. Fixed: Removed NVG and TI effects on the death camera depending on the year Fixed: Safezone/blacklist area checks in Radio Support module Fixed: Script error and duplicate support calls with the radio support module. Fixed: Several bad translations Fixed: Localised strings in Zeus missions Fixed: Minor fixes to Spanish Fixed: UBC errors Fixed: missing/outdated editor previews Fixed: Broken vanilla menu Fixed: Dedicated server load error: removed duplicate sound entry from PreloadAddons/ added sounds_02 entries to PreloadAddons Fixed: EMM causing a crash with a .bisign file that doesn't have a .pbo. or .ebo. in the filename Fixed: EMM (quickPlay) sorting by name was broken Fixed: Ensure server execution for setShotParents Fixed: Naming duplicates Fixed: Colour scheme force loading Fixed: In rare circumstances the bleed-out timer can run twice at the same time causing the player to get stuck in the downed state Fixed: Certain objects were not being deleted by the random site module when deleting sites Fixed: Random Site Selector module not deleting vehicle crews Fixed: vn_ms_fnc_respawn_addSaveAction generating RPT warnings i executed on dedicated server Fixed: No longer able to throw grenades whilst being dragged Gameplay changes Changes Changed: Removed multiplayer mission PBOs from PreloadAddons Changed: Added capability for RTO’s to manually control Air support during Prairie Fire emergencies in Campaign missions (01, 03, 04, 05, 07) Changed: Added ability to suppress waves of enemies with rapid fire / machine gun fire in Campaign missions. Enemy tracker groups are more suspectible to suppressing fire Changed: Disabled damage on ammo boxes in FOBs Changed: Improved traps in inventory check in The Village Changed: Lowered trackers spotDistance and spotTime skills Changed: Players loaded into the helicopter during exfil will be automatically stabilised Changed: Prevent accidental spiked ammo box placement in Eldest Son (I/II) missions Fixes Fixed: AI disembarking helicopter too early in Eldest Son Fixed: Disabled helicopter respawn notification in Eldest Son Fixed: Optimised performance of Eldest Son mission Fixed: Enemy AI not shooting at exfil helicopter if piloted by AI Fixed: Failsafe for AI Heli getting stuck at Leghorn hill in Spindown Discussion here
  4. 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
  5. 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
  6. 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
  7. 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.
  8. you need to be a specop, engineer, sapper or demolitions guy. the trapkit is a detector only
  9. "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
  10. 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!
  11. 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
  12. 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!
  13. eggbeast

    Simple O2 tutorials

    so if you set it to a bohemia model it works perfectly? and not with your own p3d? 100% certain?
  14. 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
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