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stormridersp

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Posts posted by stormridersp


  1. Do you know of any that has those Afghanistan style houses and huts?

    ---------- Post added at 02:15 AM ---------- Previous post was at 01:15 AM ----------

    I´ve found a way to do so:

    By using AiA (All in Arma) mod and Dren´s OA Editor Update, I can force Arma3 to show all Takistan/Zargabad buildings.

    But now, I can no longer load the Arma3´s 3D Mission Editor.

    I was thinking about using Arma2´s 3d mission editor instead, but I wonder if the conversion .biedi to .sqm from Arma2 will work with Arma3. Does anyone knows anything about it or has any other suggestion?


  2. Hi guys, recently I decided to try and improve the Zargabad map to satisfy the needs of some missions that Im currently creating and that means placing new objects, like compounds, vegetation and also improving the existing structures. I´ve been around since early OFP days so I´m pretty much habituated to the in-game 3d mission editor, tho a bit surprised that after 15 years, BIS still didnt improved it, in a matter of fact it was degraded in some ways, like many other aspects of Arma3. Even the current 3d mission editor when I opened it up for the first time I was a bit surprised that it said "Obsolete, Not for Release!", so I´m a bit worried of spending a lot of time in it and not getting the expected results. Also, most threads covering the inbuilt 3d mission editor are at least 150 days old which gives me this feeling that it was surpassed by something else out there.

    What I would like to ask is what is the current best way and best tools to map edit at mission level.

    Thanks


  3. Definitely a proper Damage Modelling. They (BIS) had more than 15 years to develop it and they still didn´t, and we´re still crawling with that same lame hitpoints flawed system; its not a top selling feature after all, is it... So, this and a proper medical system are the 2 features that should have been in the series since the beginning.


  4. Hi guys, first, thanks for this awesome mod, it gave new life to Arma3.

    I need to report a bug/issue that we found earlier today when another player from our squad got hit badly and felt unconscious right next to me. Luckly, we´re inside a compound which barely provided any cover but I almost instantly started treating his wound, which were many and for that, I couldnt briefly bring him up. By that time, we´re still taking a considerable amount of fire so I decided to use the AGM´s carry function, so to take him upstairs behind some cover. What happens next was that while the carry function was being initiated, he recovered his consciousness and got stuck indefinitely in that position, floating in the air as if he was on my shoulder. Maybe if there was a "reset" own position function, he could have recovered himself from that awkward position, avoiding an unnecessary respawn.


  5. What I would like to see within the domain of this mod is the ability to carry an injured/dead soldier. It could even go further and provide the ability to put them incapacitated in vehicles´ cargos. Other than that, I love this mod, it was a great addition to the 19thMCU Takistan Insurgency Server.

    Keep up the good work!


  6. What I would like to see in Arma3 is a "gameplay realistic" EOD (Explosive Ordnance Disposal) module.

    The problem: Right now, the community tries to tackle the IED problem by developing overly complex scripts to simulate IEDs and Explosives Handling.

    Proposed features:

    1- New bombs/explosives models using the existing AP Mines code: Instead of developing complicated coding to trigger explosions, why not just utilizing the current Arma3 mines but with new objects like plastic jugs, partially/fully burried artillery/mortar ammunition, a pile of rubbish, debris...? Its an easy and elegant solution and most of these objects are already in the game!

    2- The Mine (metal) Detector: Why not "gameplay realistic" simulating this tool? I mean, right now one only needs to carry it in his backpack and it works like a charm detecting all the artifacts in a 50m radius. This mod could a) reduce is effective radius to "gameplay realistic" values and could even go further by b) requiring the operator to activate the tool, thus limiting the character´s movement speed or requiring this tool to be activated by being manned in a weapon slot.

    Metal_Detector.jpg

    3- The disarming: Disarming IEDs in Arma3 is clearly underrated. In real life, an EOD operator would only attempt to disarm an IED, putting his life on the line, if its really needed. There are far easier and safer methods of E.O. disposal like for example blowing it up with explosive charges, which is the most used technique. If disarming is attempted and sucessfully carried out, then a new object is created, the "pressure plate" (the trigger device), which could be used in modules like @ALiVE or Takistan Insurgency as an Intel Object, hinting the general/precise location of the "Bomb Maker".

    PRESSURE_PLATE_SWITCH_-_BALL_BEARINGS_i2_ezr.JPG

    4- The EOD robot: Its a small unmanned ground vehicle (UGV) that could be carried either as a backpack or in a vehicle´s cargo. This UGV has the capability to inspect bombs/mines (mine detection) and carry explosive charges to be dropped near it. These UGVs could be activated and controlled either by the non-turreted Hunter back passanger´s console, or by a regular UAV terminal.

    article-1258628-08C10BF4000005DC-654_634x393.jpg

    5- Random IED placement module.

    Thats it, what do you guys think?


  7. I need to do some testing, maybe I´ll do it myself with the files you provided, but I have a few ideas for new kinds of missions, specially when the FOB functionality is up, for example:

    - Normal 'Hearts and Minds Village' Patrols and Intel collection (that can eventually turns bad! ;), where players head out to low intensity villages, on foot to patrol );

    - EOD Patrols (Bomb Squad Missions), where players head out to selected locations, to search and disable/blow up IEDs*;

    - MedEvacs when a player is hit, or missions where players need to rescue a NPC (leave no-one behind!);

    - Contractors Security, where players escort contractors who must perform construction duties in the villages;

    - Killing/Capturing of wanted insurgents (The bomb maker, High profile insurgents, AAA team, Mortar teams...)* These can be SpecOps like missions, where players are inserted via planes, helicopters, cars and must fight their way in, provide perimeter security and extraction;

    - Rescuing Kidnapped Contractors/Operatives (same as above).

    And FOB related missions like for example:

    - FOB logistics/supplies (convoy escorts, helipad security, collection of parachute supplies delivered via C-130...);

    - Defend the FOB (against full out coordinated attacks, mortar attacks, ...)

    *These missions are provided through intel collection, that can be items found in the villages, collected from dead/captured insurgents, like celphones, briefcases, maps...

    Maybe this is something that should be developed into the @ALiVE mod instead, but what you guys think?


  8. I may have detected a small issue in the Real Armor Mod.

    I recently got upgraded from Arma2 to A3 (if one can call this an upgrade!) and felt the urgent need to use your mod, and by including it as the last A3 mod init. item, that is, @CBA,@All_the_other_mods;@Real_Armor_Mod, I lost the ability to use the keys 1,2 and 0 from the Command Menu. It appears that there is a conflict of keyboard binding configs in the mod, that prioritizes the keys 1,2 and 0 to Sidegun, Maingun and Grenade respectively instead of the A3 default Command Menu keybindings.

    What happens is that if you´re trying for example to order your troops to Combat Danger (', 7, 2), it opens the command menu, but when you click 2, it switches the maingun firing mode instead.

    Thanks for developing this mod tho, its a highly needed and appreciated fix to this flawed Arma3 vanilla. Keep up the good work!


  9. Since we're discussing VideoCard related issues here, I won't bother creating a new topic.

    I own a Macbook Pro 2.66 Dual 64bits, NVidia GT330M, which is my working station. I have W7 Bootcamp instalation btw. Right now I can't afford the luxury of having a dedicated gaming station pc.

    I used to run ArmaII and its upgrades at medium/high settings specially when flying, so I wonder, will it run at all?


  10. Ill be keeping an eye on this thread as I am making a Bamian map along similar lines for vegetation. I think getting custom Low poly/quality Vegetation may help immensely as the Millions of polys per second the game can render grows quite exponentially with vegetation.

    That´s a great idea, low poly poppies, corn and real wheat.


  11. I have a question but I dont know if it belongs here or Map Editing forum. It may belong to both so here it comes.

    I´m currently developing a Musa Qaleh custom map. I´m trying to be as close as possible to the real thing and that includes agriculture.

    Helmand is heavy dependent on agriculture, puppy fields, corn, whatever it be, it fills the green zone. But as already tested, if I fill even a small portion of its planted fields with objects (vegetation) the map gets already unusable. Adding tall grass and trees to the equation is out of question.

    My work around is to make heavy use of clutters, to reduce the map fixed object quantity. Clutters are "virtual objects", so it may help.

    My question come when it relates to AI. Is the AI clutter sensitive? Or can they see through clutters? I know that clutter provides no cover from bullets, but how about cover from AI view?

    cheers

    I wrote the topic above in the Mission Editing Forum, but got no luck, no answer.

    Could anyone here provide any information regarding AI vs Clutters?

    Can one hide from AI behind a Tall Grass Clutter?

    Cheers

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