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Posts posted by daoarge
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why not just sector control with the additional sector will open only if you conquest the first?That's the plan. Marines start at the beach ("Sector 0"), IJA at Sector 2 - first fight will be for Sector 1. If this sector has been taken, IJA spawn will move to Sector 3, USMC spawn to Sector 1 and so on.
Ofc IJA players will be able to push USMC "back", but Im not sure about the IJA "win conditions" yet.
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Long time, no update - let's change that!
Generally spoken, we survived the impact of 1.56 more or less unharmed, but some collateral damage needs to be taken care of and so our list of "open tasks to be closed until release" grew a bit.
As promised, I want to disclose some details about the missions that will be included in the first release and some stuff that will be useful to missions makers.
There will be two MP missions included in the first release of HiP for A3:
COOP:
The historically (more or less) authentic reenactment of the battle of Betio Island. That means the mission will start (depending on technical possibilities) either on a Higgins Boat or already on the beach, at the historically correct date and time at the western corner of Red Beach 1. RB1 was selected as starting point as your mission will be to sweep through Betio Island from west to east while clearing enemy positions. The island itself will be splitted up in several sectors, which will be used to simulate the day-night shift through the 76hrs battle. That means as you will push forward through the island, you will experience three sunsets and sunrises with offensive objects during daytime and rather defensive objectives at night.
Since I want this mission to be authentic (at least as authentic as a game can be), I would appreciate if someone could provide me (historically proven) information about the battle on Betio Island. For example, I know that there were four MoH awarded, but I found the story of just one of them on Wikipedia. Possibly sounds a bit cheesy, but I want to include details in this mission that pay tribute to the people who fought in this battle, so all infos are appreciated (IJA and USMC wise).
Features:
.) naval bombardment at mission start and at some points throughout the mission. Will require you to hold you position until the barrage ended.
.) ambient mortar/artillery fire throughout the mission. Both friendly and enemy, therefore pay attention if the explosions are getting closer with each round
.) will require a Headless Client, as there will be about +-100 (enemy and friendly) AI dynamically spawned
.) and some more fun features, which I want you to find out yourself :)
TvT:
Since I havent started working on this mission yet, I can not disclose much, except that this mission will be a mixture between a sector control and king of the hill gameplay.
If time permits and all assets are "zeused", there will also be a Zeus version of the COOP mission available. But this mission probably won't make it into the first release.
Stuff for mission makers:
With Eden you will be able to place any object in HiP for A3 yourself, works a treat so far.
Were also including a HiP Scriptpack along with the mod, which includes three scripts:
Click the spoiler button to read each scripts documentation.
1. HIP_artillery.sqf
File: HIP_artillery.sqf
Description: Multi-purpose artillery script.
Author: Foxy
Version: v0.1 BETA
============================================================================================================================
Parameters:
-----------
0 - shell types - "mortar", "artillery", "naval", "flares", "flaresWhite", "flaresRed", "flaresGreen" or "flaresYellow"
- or you can make a custom array of your choosing: e.g: ["mortar", "flares", "artillery"]
1 - mode - "random", "ambient" or "targeted"
- default: "random"
2 - center position - marker, object, position array or group.
3 - max range - number. This is the maximum distance a shell can land from the center position
4 - number of shells - number. 0 = infinite (may still be stopped via parameter 4 - see below)
Optional:
5 - stop condition - e.g: "stopArty"
- any previously undefined string (uses a isNil check)
- to stop the script: stopArty = true;
- default: "HIP_artillery_ceaseFire"
6 - intensity - number - default: 1
- to increase the intensity, decrease the number. e.g: 0.75
- to decrease the intensity, increase the number. e.g: 1.25
7 - min range - number
- default: 60
- this option is only used in "ambient" mode (see below)
8 - max range - number
- default: 3 * min range
- this option is only used in "ambient" mode (see below)
Modes:
------
By default this script will be in "random" mode.
"random":
Shells will fall randomly around the center position, with a maximum distance from that position being
set in the parameters.
"ambient":
Shells will fall randomly around any players who are within the maximum range (parameter 2) of the center
position (parameter 1). In addition a minimum range (parameter 7) can also be set, ensuring no players are
actually hit. A maximum range may also be manually set if required (parameter 8).
"targeted":
In targeted mode the script attempts to simulate an artillery/mortar crew attempting to hit a target.
The target may be a vehicle or other object, a group or you can use a marker or position array.
An initial attempt is made, then the fire position is adjusted, tried and adjusted again until the
shells are falling on target. Just over half the total shells (parameter 3) are used in the targeting process,
the rest are fired on the target its self. There is a certain amount of inaccuracy built in to this mode and
its not 100% guaranteed the target will be destroyed.
============================================================================================================================
Examples:
---------
Example 1:
["artillery", "random", "artyMarker1", 600, 50] spawn HIP_artillery; - basic usage (default settings)
Example 2:
["mortar", "random", "artyMarker1", 800, 0, "stopArty", 0.5] spawn HIP_artillery;
Example 3:
[["mortar", "flaresWhite"], "ambient", "artyMarker1", 300, 0, "stopArty", 1.25, 100] spawn HIP_artillery;
Example 4:
["artillery", "targeted", truck1, 250, 45, "stopArty", 0.75] spawn HIP_artillery;
============================================================================================================================2. HIP_MGsuppression.sqf
File: HIP_MGsuppression.sqf
Description: Static MGs suppression system
Author: Foxy
Version: v0.1
============================================================================================================================
Parameters:
-----------
0 - static MG
1 - optional: x-Axis - default: 100 - suppressive fire area - x-Axis
2 - optional: y-Axis - default: 100 - suppressive fire area - y-Axis
3 - optional: setUp mode - default: false - in setUp mode, a marker is placed on the map showing the suppressive fire area.
Examples:
---------
Example 1: normal usage
[mg1] call HIP_fnc_MGsuppression;
Example 2: adjust the suppressive fire area
[mg1, 75, 125] call HIP_fnc_MGsuppression;
Example 3: adjust the suppressive fire area and set to setUp mode
[mg1, 75, 125, true] call HIP_fnc_MGsuppression;3. HIP_occupyBuildings_MGs.sqf
File: HIP_occupyBuildings_MGs.sqf
Description: Places static MGs in buildings/bunkers in pre-defined positions.
Author: Foxy
Version: v0.1 BETA
============================================================================================================================
Notes:
The purpose of this script is to allow mission makers to easily place static machine guns (MGs)
in buildings and bunkers, without all the hassle that can come when trying to precisely place
objects manually in the mission editor.
With a single execution of the script it is possible to place multiple MGs in multiple buildings, add a
gunner if required, and add the HIP_MGsuppression feature, if required.
Each script call defines the faction, the building/s to be occupied, and information on each MG to be
placed, including the type, if it manned and if it uses the HIP_MGsuppression feature.
HIP_occupyBuildings_MGs can also be run in "setup" mode, allowing you to easily view all the possible
MG positions in any given building, so you may choose which are appropriate for your mission.
If a building is not detected by the script or there is another error, you should receive a hint
explaining what the problem is.
The script is precompiled into a function and returns an array containing all MGs spawned or used.
============================================================================================================================
Parameters:
-----------
Call: Server side from your init.sqf, or any other script.
Example for placing a single MG in a single building:
[
"IJA", - faction: "IJA", "US", "BC"
["marker1", - building position: can be an object, marker or position array
[
"default", - MG type: "default", classname or a pre-placed static mg
1, - MG position index: number, usually between 1 - 10
"man", - man MG - "man" or "" for no gunner - optional - default: "man"
"sup" - add HIP_MGsuppression - "sup" or "" for no suppression - optional - default: "sup"
[25,50] - HIP_MGsuppression parameters - optional - default: default settings assigned by the script
]
]
] call HIP_occupyBuildings_MGs;
============================================================================================================================
Here is the same thing condensed down a little:
[
"IJA", - faction - "IJA", "US" or "BC"
["marker1", - building position - object, marker or position array
["default", 1, "man", "sup"] - MG parameters - array (see above)
]
] call HIP_occupyBuildings_MGs;
============================================================================================================================
Here we add a second MG to the same building:
[
"IJA", - faction - "IJA", "US" or "BC"
["marker1", - building position - object, marker or position array
["default", 1, "man", "sup"], - MG parameters - array (see above)
["default", 2, "man", "sup"] - 2nd MG parameters - array (see above)
]
] call HIP_occupyBuildings_MGs;
============================================================================================================================
And here we add a third MG to the same building:
[
"IJA", - faction - "IJA", "US" or "BC"
["marker1", - building position - object, marker or position array
["default", 1, "man", "sup"], - MG parameters - array (see above)
["default", 2, "man", "sup"] - 2nd MG parameters - array (see above)
["default", 5, "man", "sup"] - 3rd MG parameters - array (see above)
]
] call HIP_occupyBuildings_MGs;
You can add as many MGs as there are building positions available for that type of building.
============================================================================================================================
You can also add additional buildings.
Here's an example for placing a single MG in multiple buildings:
[
"IJA", - faction - "IJA", "US" or "BC"
["marker1", - building position - object, marker or position array
["default", 3, "man", "sup"], - MG parameters - array (see above)
],
["marker2", - building position - object, marker or position array
["default", 3, "man", "sup"], - MG parameters - array (see above)
],
["marker3", - building position - object, marker or position array
["default", 3, "man", "sup"], - MG parameters - array (see above)
]
] call HIP_occupyBuildings_MGs;
============================================================================================================================
Example for placing multiple MGs in multiple buildings:
[
"IJA", - faction - "IJA", "US" or "BC"
["marker1", - building position - object, marker or position array
["default", 1, "man", "sup"], - MG parameters - array (see above)
["default", 2, "man", "sup"] - 2nd MG parameters - array (see above)
["default", 5, "man", "sup"] - 3rd MG parameters - array (see above)
],
["marker2", - building position - object, marker or position array
["default", 3, "man", "sup"], - MG parameters - array (see above)
["default", 7, "man", "sup"] - 2nd MG parameters - array (see above)
],
["marker3", - building position - object, marker or position array
["default", 1, "man", "sup"], - MG parameters - array (see above)
["default", 3, "man", "sup"] - 2nd MG parameters - array (see above)
["default", 5, "man", "sup"] - 3rd MG parameters - array (see above)
["default", 6, "man", "sup"] - 4th MG parameters - array (see above)
]
] call HIP_occupyBuildings_MGs;
============================================================================================================================
Set up mode:
------------
To make choosing the appropriate MG position easy, run this function in "setup" mode:
["setup", "marker1"] call HIP_occupyBuildings_MGs;
In this mode an MG is spawned in to all available positions in the building closest to your
building position, in this case "marker1".
Place your sights over the MGs to find out the MG position number, or alternatively use the
markers on the map.
You can also use an object, such as player when in "setup" mode:
["setup", player] call HIP_occupyBuildings_MGs;Any questions? Let me know.
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im looking forward to some MP missions if not i can try and make a few like a beach assault mp or something.
like a conquest where you got to capture points inland and the enemy have to push us back to beach etc
I know, I've promised it twice already but I will post an update about the missions included in the first release, as well as interesting things for mission makers soon.
@daorge
I'm pretty busy with a lot of projects, but if your team needs help I could try to give you an hand!
Let me know!
PM sent, thanks!
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It's been silent over the last days, as we've been quite busy, while bracing for the impact of 1.56 :)
Work proceeded, but not as fast as we would like to, so we want to renew our request for help.
We need help on the following topics:
.) config editing (weapons, vehicles)
.) forward porting stuff from HiP A2
.) islands
config editing:
We already have a lot of stuff available, but a lot of the items need config "tuning".
For example: The japanese Type97 handgrenades work, don't show up in the HUD. Some rifles lack proper recoil and reload animations. Or atm the Bazooka uses standard anims for holding it, rendering it useless in 1st person since the hands are covering the ironsights.
Another example: If you're in one of the gunner positions in the LVT, you're not able to hear what's happening "outside".
We are not talking here about adding Arma3 features like PhysX, but just getting details to work properly which we consider as a "must-have" or at least as useful.
Things like achieving ACE, TFAR and Zeus compatibility are also tasks in this category.
This is definitely the biggest topic, when it comes to open tasks.
forward porting stuff from HiP A2:
In order to provide more various gameplay possibilities, we still need stuff ported from HiP for A2. This mainly concerns vehicles like japanese tanks, USN ships, etc.
Besides that, Pedersen and me have two missions from HiP A2 in mind, which we like to see in HiP for A3. For this purpose, also some items need to be ported to HiP A3."Forward porting" in this case means, getting the stuff to work in Arma3 w/o throwing errors, but not adding PhysX, FFV et. al. or replacing textures and so on.
islands:
Pedersen needs some help on bugfixing Betio Island (finding and fixing floating bushes, etc.), as well as he needs some new objects for the new island he is working on.
I would need some assistance on creating a world scene for Betio Island, as the method I know from A2 doesnt work anymore (.rpt shows the correct entries, but the camera isn't starting...).
Basically, in every category we have a ton of small tasks to be done. Whether you want to help out on one particular issue or join "fulltime", we appreciate every help we can get!
Just two small things: We are looking for experienced modders, as we unfortunately don't have the time to pass our knowledge. And before adding me on steam, please post here or send me PM upfront.
Thanks a lot to everyone, who worked on HiP so far and thanks in advance to everyone, who will help us in the future!- 2
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how did you make the AI disembark the boats like that? is it automatic?
normally the AI ships are slow and go all over the place lol
It's automatic in terms of that it's scripted mission side. There's some heavy voodoo magic involved too in this script ;)
For usual they are navigating quite good to the beach, but depending on the AI skill settings of the driver, they sometimes hit the barriers placed on the "reef" causing an "early" disembark.
On very seldom occassions (like on todays test :)) they hit an obstacle close to the beach at fullspeed, while already starting the disembark procedure - causing the AI soldiers to fall all over or get catapulted off the boat and most likely die or get injured.
Todays test event was fun, here's the outcome:
.) no performance issues so far - appr. 35-50fps clientside (depending on the rig configuration) and about 40fps serverside with average 50 AI (at the start) and 30 AI (at the end) on map.
.) the nametag module works, but doesnt survive the first respawn
.) handsignals are working, knocking on tanks and whistling (missing the whistle object) dont work
.) suicide module is working, but needs some tuning. Especially it still misses the "Banzai" cry.
.) handgrenade damage values need a check
.) voice system (Marines shouting Marines' stuff, japanese soldiers speaking japanese) is working
.) sector based automatic flare system is also working (probably too good :))
.) a few palmtrees and bushes are still floating
.) the medic system also needs a lot of bugfixing
.) and a lot more stuff
Under constant fire and shelling by IJA forces, I forgot to press the record key most of the times, but here are some screenshots.
I looked everywhere, but not at this location (Deathcam view).
The night missions were fun. Felt like new years eve :)
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Thanks everyone!
Here's the mentioned video about the flare script test.
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Here are the test results of a flare script, which will be used in one of the missions for HiP, I'm currently working on.
With this system in place, sectors containing friendly troops will receive constant battlefield illumination by randomly dropped flares - sectors with no friendly troops will remain dark.
A brief video of this test will follow.
As promised, here are some screenshots of USMC vehicles, which are already ported over to HiP for A3.
It's not much yet, but we're working on that :)
M4A2 Sherman
LVT-2
Willys Jeep
LCVP (Higgins Boat)
Some vehicle config parameters still need tuning, but all vehicles shown here can already be used.
Next update will focus on infos for mission makers.
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Before we start into the weekend, here's an update about what happened the last two weeks:
Island status (Tarawa - Betio Island):
We had an MP test last Sunday focusing on finding errors, glitches, etc. on Betio Island and it went far better than expected.
Not only that we seriously kicked some japanese butts, but we discovered just one floating barrel and two minor glitches (which didnt really effect gameplay) - it was fun to play and as I said before, Betio Island is really close to be ready for release. Pedersen is now working on fixing these issues and improving some other points, as I'd like to schedule the next MP test sometime within the next three weeks.
The only thing we came across during this test, where I'm not sure if I should call this a bug or a feature, is that we have taken evidence that on some occassions AI conducted FF on human players. A point that needs some further investigation.
Faction&Weapon Status:
Work is still in progress here and although the weaponry was fun to use during the test, some attribute values defo need adjustment.
Ferwindjacks is working on these topics.
Vehicle Status:
As there is nothing spectacular to report on, I will post a bit more detailled about the vehicle status later.
Other stuff:
As the MP test has shown, features like Bons Alternative Injury System, the Suppression Module, etc. made up the details which made HiP A2 so unique and therefore we will port these features to Arma3.
That's where I spent most of my time the last two weeks, besides working on the missions (and the scripts they're built on) which will be released with mod.
Thanks a lot to everyone for your positive and motivating feedback and I'd like to say a big special THANK YOU! to all the modders "outside" the HiP core team, who are helping us getting stuff done and bringing HiP closer to release!
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As requested, here are some screenshots of IJA soldiers with different helmets, uniforms, vests and selected weapons.
I will post a bigger update about what happened the last two weeks later on.
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Awesome! Who doesn't want japs to raid trenches with damn katanas!?
Well, me? :)
As todays MP test showed, IJA equipped with firearms and grenade is enough to deal with, at least for me :lol:
Got any more screenshots of Japanese Soldiers?
Coming soon.
Here's a nice sunrise pic of todays test event:
Brought to you by the USMC department for military tourism in the south Pacific. Specialized on island hopping since 1942.
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The Katana isn't our tasklist so far, but probably that could change once Kickass joins our team :)
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I know what you mean. Jumping down a trench and attacking the enemy with my bayonet was one of my joys in HiP A2 (although it ended up badly for me most of the times. The Pistol is always mightier than the sword :D)Of course, I understand that there is stuff you need to do first, but I really want melee in arma 3 :D
Good luck with the project guys, we are all waiting patiently!
Sshh, please don't disclose to the public, that we're field-testing a new combat-proof superglue ;)Hey man, looks like that Marine forgot his M1 Carbine bayonet mount! haha
Thanks, we hope to be able to "revive" the spirit of HiP A2, we're working hard on it.Very glad to see you guys porting HIP to ArmA 3, and thank you for the enjoyment HIP for ArmA 2 had brought me.
IJA had upgraded their armament and throughout the conflict with China.
Weapons and uniforms in Manchurian Incident were much different than in the Pacific War.
For instance, Type 38 rifles were produced no less than Type 99's, but none in ArmA unfortunately.
Currently we, a mod team, are working on far-east battlefield of WWII, esp. China.
Infantries, weapons and terrains are built slowly but steadily.
I wonder if we can have a talk on a shared framework of config, scripts, models, etc., and how I can contact you.
Greetings,
Hiddenzone.
Yes, we should defo have a chat, just sent you a pm.
I talked about a little "surprise" the last time - since the pathfinding test went so well, I took some footage which I compiled into this 10min clip:
People with sensitive ears might consider turning the volume down :)
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Hey guys, I wanted to ask, are the bayonets functional? If not do you plan on making them functional?
Atm the bayonets are not functional, but porting the Melee module from HiP A2 is on our tasklist.
Although I have to admit, that this function won't make it into the first release as we have more important issues to solve before.
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Time for another update including some screenies:
Thanks to Bigstone and Razorback from Unsung team for splitting up the equipment!
Here are some screenshots from my previous AI pathfinding test on Betio Island and some screenshots from the Virtual Arsenal, showing available USMC uniforms, helmets and vests.
This screenshot is staged, because this obstacle is easy to manouvre for human players (just crawl), but not makeable for AI.
The following screenshots were taken in the Virtual Arsenal and show the different uniforms, helmets and some vests we have in game for USMC units, as well as some selected weaponry.
I will post an update about japanes infantry units within the next two weeks (probably with the next big update post).
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I played once with the idea to bring IwoJima to A3.....
Nice work guys i like your destroyed Palms.
Who made the palms?
Thanks! Lodu deserves the praise as he did the vegetation including palmtrees.
Very much of the mod is indeed playable. We are looking into options for a sooner turn-out date for the mod, but some polishing needs to be done first before that is seriously approached. More updates to follow in the coming weeks.
We defined the following (prioritized) goals for our first release:
1.) content quality needs to be playable in terms of
--> no glitches or getting stuck, errors thrown, CTDs or other frustrating things that can be prevented easily
--> weapons and vehicles need to have authentic attribute values but always with an eye on balance and not being too over-realistic. After all it's a game, which we should get fun out while playing it :)
--> some vehicles and other stuff will be directly ported from the A2 version HiP meaning that this stuff will work without problems in A3 but it will have its original model and skins from A2 and miss A3 features like PhysX, FFV etc. Ofc thats a point on our todo list, but unfortunately this list has quite grown.
2.) content variety needs to provide various gameplay modes and missions
--> two factions - IJA and USMC
--> vehicles like landing boats, etc. ported from A2
--> various authentic weapons and equipment
--> one COOP and one TvT mission included in the mod
--> guideline and script pack for mission makers
tl;dr
For the first release, we're not aiming to release 100% perfect content, but content which will be fun playing with :D
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Thanks to everyone for the kind and motivating words!
Plans are to give you a biweekly update about the current status, starting today:
Island status (Tarawa - Betio Island:
AI pathfinding seems to work so far - I did some tests with AI fighting AI (USMC beachlanding and moving inland agains IJA defenses) recently and it all worked pretty well. Ai controlled boatlanding and disembarking worked perfectly, but the USMC AIs walked straight forward into japanese MG crossfire. I repeated that test a lot :-D Some trenches were frequently used by AI, a few trenches were ignored. Still an open point for "investigation".
No known glitches or stuff like floating grass makes this the part of HiP for A3 which is closest to release state.
Known issues: One bunker object is still somehow "semi-transparent", which may not be seen in bright daylight, but when the sun is getting low... The texture of one of the destroyed palmtrees lying on the beach seems also to have a problem.
Open points: add proper satellite texture (map view) / add video pan through the island (world view at the main menu). I also need to check the material penetration values of some wooden barriers as I suspect some of these simple barriers to be "immune" against small arms fire.
Faction Status:
Uniforms and equipment look really good already, but some of the equipment still needs to be split up into headgear, vest and backpack stuff (that concerns both factions).
The animations on the USMC side are "useable" but could still be a bit more improved, but IJA side still needs some heavy tuning.
Weapon Status:
Almost all weapons still need heavy tuning in terms of adjusting firerate, reload times and so on in order to make it playable and somehow historically authentic.
There's also a bunch of a completely new made weapons which we need or rather want to have in the game.
Vehicle Status:
More about this topic in the next update.
Focus for the coming days will be on configs (equipment and weapons alike) and animations.
I did some screenies during the last tests, which I will post the next days. Maybe there will also be a little surprise :)
The next update will include more infos about vehicles and stuff that will come in handy for mission makers (as well as updates from our other "battlefields" ;))
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No, I was just curious. They would update every week or two weeks and now they went silent. Now if I sounded like I was being a dick, that was not my intention.
RL required some attention lately (especially the time before christmas), updates will be posted more frequently now. Thanks ferwindjacks for the update.
And no, you didn't sound like being dick - I rather take it as compliment, that you're interested in this mod :)
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Here are some more screenies from Betio island.
I've got some days off and when I'm back I'll start posting screenshots of weapons, equipment and factions which will be included in the first release.
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Sounds good, send me a PM with that info.
Thnx for offering your help and the chat on TS!
Yes, if we find someone who is able to put them into game. Sorry, I'm not having better news.
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I saw some 3-D Modelers on DeviantArt that have made some AMAZING weapons and one said he was working with this mod. If so, would we expect to see these in the initial release?
Probably, but as I have no clue which weapons you mean exactly - we either can't deny or acknowledge :)
Hello,
I do config work for some units that I am in and I would be more than willing to help with getting a high quality WW2 mod into A3. Been waiting for a while for a promising one to pop up, so here goes.
I'd like some more info on specifics, but let me know what you need.
Regards.
Cool, thnx!
Besides getting things into the game, we would need help on splitting up helmets, vests and backpacks.
Also in "polishing up" weapon and vehicle configs, in tems of getting them on Arma3 levels.
If you're still interested, we should have a chat on TS!
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Here are some more screenshots of Betio island:
As always, more screenies to come!
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Very glad to hear you are coming to ArmA 3 - it is a shame how little reception the mod got for ArmA 2 as it was released near the end of the games lifespan
Thanks! And yes, that was probably one of the points that led to exhaustion of the mod team.
But anyway, we're back pedal to the metal ;)
Talking about eye-candy, this is how good night combat looks on Tarawa:
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Looking forward to it.
Hopefully the terain from tanoa will help
Since developments are done on the stable branch and the first release is aimed to happen before the release of the A3 expansion, the assets coming with Tanoa will have no impact (yet) :)
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just offering whatever assistance I can.
Thanks a lot - we really appreciate it!
As mentioned in the first post, Betio island is already RC and here are the first screenshots of it (a lot more will be posted in the coming days!):
This island will be included in the first release and Pedersen is already working on a few more islands, namely:
- Guadalcanal
- Iwo Jima
- Wake Island
In order to speed up the development process of these islands, we are also looking for 3D modellers who want to help us create bunkers and huts needed by Pedersen.
Keep an eye on this thread, there will be more screenshots and infos posted the coming days!
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Hell in the Pacific - a full conversion WW2 mod [Reboot]
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Unfortunately, no.
Yes, there was a working (also in MP) melee system in HiP for A2.
It's on our list of things to port to A3, but located quite close to the bottom of that list.