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rye1

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Everything posted by rye1

  1. rye1

    CQB DLC?

    I don't think that's going to happen. DK2 is coming out anyways!
  2. rye1

    Combat Adviser

    Exposing your rifle barrel beyond an object I know as telegraphing. It's good to know that the most common method is slicing the pie. Do you do any limited penetration tactics or is all on a dynamic entry foundation?
  3. rye1

    Combat Adviser

    Urban combat, uh oh...
  4. Age: 27 Time Zone: AEST (Australian Eastern) Available to play: Random time schedule Looking for serious, mature, semi-tactical play. Thanks, Rye.
  5. Close Quarter Battle Mod (CQB-M) What Is CQB-M? Close Quarter Battle Mod is an ArmA 3 modification that seeks to expand individual areas of the Close Quarter(s) Battle subject area. The scope of our modification is to: Realistically increase the operational capabilities within this environment with additions such as Explosive Methods of Entry and other core features. Make workarounds for the current engine issues when it comes to Close Quarter Battle. Create entirely new and unique assets for the ArmA 3 community to experience. This mod is not meant to be a singular fix or cure-all for ArmA's inherent engine issues when it comes to Close Quarter Battle. We are going to try to do our best to expand on this foundation. Wish us luck! Our Current Goals We are currently developing the following: Explosive methods of entry—including the use of flex linear charges, doorknob charges, open SLAP charges, and so forth. Mechanical methods of entry—including the use of a sledgehammer, battering ram, hooligan bar, and others. Ballistic methods of entry—including the use of breaching shotguns with breaching rounds, and more. Room entry aids such as noise-flash distraction devices. We Need Your Feedback! Join Our Skype Group: Ryeonaaf. I will add you manually! The Development Team Our team consists of the following: Lewis—Founder, 3D Artist Rye—Worst Project Manager Ever, Quality Assurance https://forums.bistudio.com/user/1078360-souldrinker/'>Souldrinker and the Project Overwatch team—Second Worst Project Manager Ever, Quality Assurance, Models Zorilya—Scripter Shay—Scripter, Coder Ogirdor—UI Artist Thom—3D Artist Assifuah—3D Artist, Texture Artist Alphasambo—Audio Engineer RC Ironside—Military Advisor Ando—Military Advisor Apply for the Team! We currently have openings for scripters, animators, and texture artists. Testers are not required at this time. In order to apply, contact Rye through the Bohemia Interactive forums. Please provide a portfolio, preferably including picture and/or video references. Our application template is as follows: Thank you! We hope you enjoy this announcement.
  6. It has been a while since I have been here, sorry. I am currently trying to offload onto a good project manager. I'm stuck in work, girlfriend, etc. The team is still making models on and off. If anyone is interested in pushing this project forward, shoot me a message. I've asked around to quite a few people.
  7. rye1

    Terrorist attacks in Paris

    That was not the point. Free training is free training - for Law Enforcement and Military alike. These courses can go for $1,500 upwards! http://www.highthreatsystems.com/#!ht-cqb-info/cy6z In the comments section. "This is an old video studying a U.S. law enforcement hostage rescue mission" post. "High Threat Systems LLC Any of our friends in law enforcement or military near Paris looking for training. I may have a group ready to volunteer to bring some High Threat CQB to you for free. Like · Reply · Yesterday at 11:41"
  8. rye1

    Terrorist attacks in Paris

    This is a long shot but anyone who is Police or Military in Paris, a company called High Threat Systems LLC is offering to train you for free on CQB. Contact here: https://www.facebook.com/highthreatsystems. I vet these guys. Ran by ex and current SWAT and ex and current Green Berets who are at the pinnacle of CQB TTPs and teaching all kinds of units around the world.
  9. rye1

    Close Quarter Battle Articles

    Part 4. https://www.spotterup.com/article-one-anatomy-of-the-room-part-4/
  10. I'm writing a series of articles you may enjoy. May or may not be applicable to ArmA. For the most part, these concepts should be easily transferable to ArmA. https://www.spotterup.com/article-one-anatomy-of-the-room-part-1/ Part 1. Enjoy. Rye.
  11. rye1

    Soldier's Height?

    Shit I used to do a bunch of calcs for sniping based off 1.6m. I still hit a good percentage. I guess I suck at maths.
  12. rye1

    Close Quarter Battle Articles

    Part 3: https://www.spotterup.com/article-one-anatomy-of-the-room-part-3/.
  13. rye1

    Close Quarter Battle Articles

    https://www.spotterup.com/article-one-anatomy-of-the-room-part-2/ Part 2.
  14. Of course we're still alive. This was a longer term project for all of us. We estimated that early-mid year would get busy for some of the Aussies with TAFE, Uni, work, etc. We're still progressing but at a slower rate. We have most of what we need to get in game. I have handed over the reigns to Lewis in the mean time, I will be free in ~10 weeks and back to it.
  15. It has been a busy few weeks for most developers, we have made some progress. We will be picking up the pace over the coming ~4 weeks when real-life settles down. We've been working on our shotguns like the Serbu Super Shorty Remington 870 and a few animations. We are not looking to include features that make gameplay worse and look to kill you more often. We want things to work as fluidly as anybody else does.
  16. We have considered ballistic shields but unsure if they're on the horizon at present. We're not working on AI. We have permissions from Norrin already to use his scripts and modify them. :P
  17. Unsure. You should be able to. Yes. We're looking at full compatibility.
  18. We have just finished modelling the Serbu Shotgun. We'll see what we can do.
  19. 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.
  20. 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.
  21. 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.
  22. 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!
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