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Everything posted by rye1
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Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We have just finished modelling the Serbu Shotgun. We'll see what we can do. -
Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Mock-up currently. Other offshooting branches of door checks and opening will be added with a main hotkey for opening the door (Hopefully this means no more scrolling just to open the door!). Lewis has MOCAP and is capable of doing a few base animations. Animations link directly to the object. As soon as you select and use the object, the animation occurs and the effect occurs. For example you come to a door, select ram, ram animation and sound plays with model visible, door opens with a percentage for failed breach. Simple. We have also contacted community animators who will work on them if we can't make them on our end. Ours is almost completely similar, although with Zorilya's scripting, if we ballistic breach the door will push open slightly so you can then continue to pry the door or push it all the way to the wall. It's easy to pry it open or ballistic breach then put a grenade in and close-off the door. Pretty cool. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
rye1 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
While I agree with most of your post, I think you're being a little insensitive. You don't hear him crying because that's often the case. PTSD is the hidden killer. Our first rotation we lost over seventy paramedic students for various reasons, some could not handle what they saw on road including a rollover where a child and adult died. Some people may not like to use it for their own personal reasons, none the less I think it's unfair to neglect the whole community because of a few so I agree with you. My question would be how would a medical system work around dismemberment? If this has already been answered please throw up the post and I'll read it. Thanks. -
Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We're unsure yet but we hope that it is compatible with most major mods out there. Fluid door opening is already implemented. ;) We just haven't shown it off yet. -
Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
CQB-M Update 2 -
Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'd like to welcome Shay and Zorilya to the team. Both are experienced scripters when at breaching scripts and mods within the game. It's great to have you guys onboard! Thanks for your comment. I feel that it is an area that has been neglected. You could conduct most entries reasonably in ArmA 2 give or take a few issues with the building collisions. ArmA 3 is an upgrade, it's much, much better. There are perfectly good urban environments, buildings and rooms within the vanilla maps. We will have a 'locking door' script which will lock random doors around the map so the tools definitely have their place. We currently have no plan to create our own maps or objects specifically counteracting these problems, maybe down the track. These look great! -
Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That looks insanely good! I have added you on Skype Shay. -
Hey all. We're looking at enhancing the breaching capabilities within ArmA for a mod called CQB-M . Currently we have no scripters or coders on our team but we are brainstorming on how-to really make this work efficiently... We have consulted some scripters around the community and thought a post on here might branch out our options and gain some feedback before we put it into play. Here are our ideas: Locked Doors A script which locks doors within a given area around the player. We believe that having it within a given player area instead of across the whole map will mean less lag, less continuous or intensive scripting going on. Hopefully this means it is capable of running smoothly in big missions like ALiVE and accessible in all missions involving doors. Check or use door You go up to a door and use an interaction key which will either open the door or "check" it confirming to the player the door is locked. From this point you can then use any of the methods of entry to gain access. In the future we hope that this depends on the type of door or object you are breaching into but we're unsure yet (small steps...). Charge placement You place the charge onto the door of which you can interact with and utilize appropriately. We hope to make an interaction menu for this in the future. The breach The main direction of the charge is into the door (for now). Claymore explosions are probably our best bet. We cannot really, that we know of at least, do anything with explosions or blastwaves which limits what we want in the mod. Modules We're looking at modules to activate certain scripts in the future. We're unsure yet of what scripts or groupings of scripts. What are your thoughts? Are we on the right track? Where do we start in scripting implementation? Thanks, Rye.
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Breaching - IDEAS AND FEEDBACK?!
rye1 replied to rye1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You are awesome. :D -
Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Not that we know of but we're willing to merge or share with bigger projects as mentioned in the first post. -
Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
CQB-M Update 1 It has been just over a week so here is our first update. We have been working on refining old models as well as creating new ones, sounds with multiple variations for each action, the UI system with a breaching interface, light scripting with Zorilya and other helpful community scripters, an attempt at front-kicking animations, lists, dimensions and pictorial references of our future and current models, and we are beginning to work on our worn-looking textures. For our next update we hope to show off more core models and the beginning of the UI system specifically looking at the breaching interface. We'd like to welcome RC Ironside and Alphasambo to the team, too! Bonus GIF: http://i.imgur.com/z4Zecm2.gif. Bonus IMG: http://i.imgur.com/6CyVV9U.jpg. -
Breaching - IDEAS AND FEEDBACK?!
rye1 replied to rye1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Das, that would be seriously fantastic! It looks great at the moment. From our side we currently have a UI-interaction system in progress and good sounds coming through for all kinds of things if you ever need something from us. We have no real plans for VFX and should really look into it in the near-future. I'll see what our modelers think in terms of your last point but that would be a hell of a workload! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
rye1 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cage and I discussed this and were going to put a limiter on. None the less personally I've never seen above 15 separate wounds. P.S. Awesome to hear ACE3 is coming out! -
Breaching - IDEAS AND FEEDBACK?!
rye1 replied to rye1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Goblin. Will check it out. :icon_mrgreen: -
Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We'd also like to welcome RC Ironside and Alphasambo onto the same. Ironside is a Marine Military Advisor who has provided us with technical information amongst other things. Alpha is a Sound Engineer making some custom sounds for us. ;) Welcome guys! We really appreciate this comment. Videos will be coming—not today though. I think ACE3 and their pesky bananas will top slot it. :yay: We hope that this is complementary to large projects such as ACE. As mention previously A.I. are not our present focus and we are unsure if they ever will be. It's not that we wouldn't like to, because we have the ideas, including what you have mentioned, it's just we don't have the time or scripters currently. This mod will certainly fill out to "Green Role" applications and standard soldiery though. Nice picture of the Irish ARW by the way! -
Breaching - IDEAS AND FEEDBACK?!
rye1 replied to rye1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
We're trying! We currently have Zorilya seeing what he can do with his limited time, and a few others, like Goon, advising us in which direct we can pull it scripting-wise. We're still open to applications as per our original post here. :) -
Breaching - IDEAS AND FEEDBACK?!
rye1 replied to rye1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you good sir, we will test this when we implement an animation! -
1lluminat1 2015
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Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No, Dutch. There isn't. You troll. :p Oh don't we know it. You can't run doors to the wall either, they always stuck out at some angle. They're frustrating! We'll look more intently into doors in the coming two weeks. -
Breaching - IDEAS AND FEEDBACK?!
rye1 replied to rye1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, I haven't and I will now. Thank you. :) -
Great mod. Thank you for this. :D
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Close Quarter Battle Mod (CQB-M) [WIP]
rye1 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I believe this is far into BI's territory, yes. It wouldn't be easy to get them to use the gear involved in our mod and it is not a goal of ours presently. What do you mean by post-breach CQB movements? Do you mean in terms of animations? From what I understand: Breaching—The creation of an entry point or port of which to observe, engage or enter through. E.g. An EMOE with a flex linear charge. (So don't shout "breaching" as you enter!) Entry—The process of entering through the formed entry point. E.g. a buttonhook on a corner-fed room. ("Do you even buttonhook mate?") So, our focus right now is on breaching mechanisms and general improvements. I do not know where we could take it after that in terms of the entry, you can already do most (not all unfortunately...) entries in ArmA without a mod. I have a few problems in mind none the less during this process but I am unsure how to solve them, I am unsure if they are just an inherent problem of the engine. Part of this mod is about discovery in that way. Well, we have to consult a coder or scripter but essentially we what a module approach which randomly locks doors around the given map. We have brainstormed a tonne but we need to cement these concepts in the foundation of the engines limits. It's not perfect but it's an improvement from ArmA 2, a large enough improvement for us to work with. Yes, you can. We're aware of that and wall, roof and other types of EMOE aren't our main focus as of now. Standard door breaching is our ticket as it makes sense to the current engine. We will see what we can do in the future either with other objects of walls and doors or a map in itself like Cinder City. But again—that is only potential in an relatively unexplored avenue of ArmA. I personally want to see that type of expansion though. We're always looking for advice, feedback and potential avenues for us to take this mod. Thank you for your replies. :) -
Make Arma Not War - Winners
rye1 replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - NEWS
Congratulations to the winners. ;) The finalist tab on the forums is a really nice touch too for 2nd place "winners" like us. :D -
More updates via the SHG forums: "Bink is most certainly making progress. I talked to his girlfriend today again. Bink wrote his name today, which sounds silly, but it's a big step. Bink is going to have a very long road to recovery. Months if not years. We'll be here to support him all along the way." "Bink seems to up and walking around according to his snapchats." "I talked with Bink on the phone last night. He has been moved to rehab. He has some surgeries and rehab for awhile, but he is progressing. He's thankful for what the community has done. He's looking forward to gaming with all idiots again soon." "Spoke to him a bit earlier. Said he'll be back in a week."
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Pictures of Australia Island (soon to be released)
rye1 replied to Aus's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Very awesome! Hope to find my house. xD Token dropbear?