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Everything posted by John Spartan
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War in Takistan 1.6 - Official thread (WIT)
John Spartan replied to code34's topic in ARMA 2 & OA - USER MISSIONS
Awesome, thanks Code, i always liked missions where minimal custom content required, and dynamic - downloading it straight away. -
I'll agree with you on this one, I will eventualy make a choice - take it or leave it as I said. I will keep my right of choice, I was just trying to clarify the information I had about BIS policy regarding all this "full steam ahead". Where I definetly I wont agree on your statment "greed is good" I have seen to much bloody avidence where somones greed may leed to, how much suffering can be caused to others by this human weeknes. Also have you heard and acient saying "PATIENCE IS A VIRTUE" not everyones character is strong enough thou.
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Will see then, I definetly want to OWN a copy of software that I pay for and I dont agree to steam EULA that I only have rights to use not own (dvd or digital it does not matter). Like ACR DLC i bought from BIS store the last after ARMA X boxed version - digital download with cd key, but no steam bulshit and I have a copy of that download (by EULA I own it) burned on DVD with a serial on it. I'll wait then on what happens on this matter, in worst case thats me done with ARMA series in future, since the choice is simple take it or leave. I hope ARMA 2 servers will be kept alive for a while or maybe I'll just get my own running to make sure people like me can atleast play ARMA 2 if they dont want to play ARMA 3 on such conditions in future. You can call me oldfashioned idealist, but I belive in freedom and my rights and do not wish to give them away. I fought two wars as a soldier, on US/NATO side as a Legionere for almoust a decade to defend the lifestyle we once called freedom but it seems to fade in a shadow of global corparate money making machine, sad to see that greed drives the world that much these days.
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I have a question, just because of ARMA 3 ALPHA being distributed by steam at the moment, it held me back to purchase it even thou I would love to get supporters edidtion to support BIS (I am a big fan of ARMA game series since 2004). In general I refuse to buy thru steam, i dont like idea that game developer not geting all he deserves and some middleman for just putting up a website milking both sides by adding their service fees (still investment from their side but, its not actual product worht the money in my eyes) also I dont agree to setams "terms and conditions". I compleatly undersatnad BIS policy on pushing one version for easier and more convinient development/update process but why steam in this is needed I cant. So the question is about possible boxed edittion release latter when game reaches 1.0 version. I read in this official BIS announcment that there will be one. But it will require steam log on on first time (so tehnicaly I still will be forced to agree that I have rights to use not actualy owning a softwre that i bought). So my question is simple - has enyone more info about possible boxed editions being released latter and maybe without steam or what type of steam account and EULA will aplly to this version aswell? Maybe this has been disscussed already here, sorry if I missed it and bring it up again. Thanks
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F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@supergruntsb78 please be more specific about job/coment you meant mate. -
F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Mr.Evans ok regarding your questions: 1. Nimitz arrestor system has a resting time between landing next aircraft, also make sure you have lattest versions CBA and Jdogs nimitz installed. Besides Nimitz built in arestor system there is built in one (green action "tailhook down") which will work fine with multiple aircraft and on version 1.0 release it will be made as realistic as nimitz one just more campatible and reliable. 2. regarding textures then its a wip ongoing improvments but if you want to help and can do better textures then check the link I sent you in PM to get PSD files downloaded, and who nows if your textures are better then I'll replace the ones we have now, so the final product for comunity is as good quality as possible. 3. About cockpit then, I have to say that I would like to make my own model on this one, like now I started to do it from scratch and if not on 1.0 then latter with updates it will be improved and fully functional (patience on this one). 4. send me a link please I am aware of the one in ACE2 mod. Also I can add some momory points or change config if there is a good tow truck addon and make them compatible. But I also would like to say that Panther is working on some nice carrier ops script set to get all this even sweeter so maybe he can add some nice towtruck spawnedd on deck. 5. GUI can load only predefined skins. My plans in future were get this aircraft to 1.0 and then there will be additional USMC and RAAF skin sets with their own GUI and options but still based on same model and requiring original js_fa18 addon Hope this answers all your questions at the moment. -
F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Panther42, 1. Yeah you have the point on this one, just to inform more accuratly and avoid confusion since user may have a lot of addons enable. Will definetly change this. 2. About the differences of E and F models. First of all E version is a single seater, where F if two seater. Loadout capabilities for both aircraft are the same even thou I have added some diffrence in few loadouts, trye changing them via GUI. About paintschemes by default both aircraft are in US NAVY grey generic pattern with just a hull number and marking diffrence. But thru GUI you can select few realistic real life skins representing few of the squadrons and skin set availible for each version will be varry. 3. Ã'll look in to this, even though its two diffrent geometries, both are cantered to axis/pin in editor. Also if you wish to use attachto function I can always add memory point in center of model, since I am interested in your upcoming module and would like to see these two addons compatible. 4. yes it is, part of that is nimitz deck issues, but I'll try to get it better. 5. Recovery scripts will be improved and updated to make them more realistic. -
F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok, we are allmoust at the point where we can say this project has reached its initial goal and even more features added than initialy planned. 1.0 version realease depends on comunitys help, i released 0.95 version to public to test and get all small issues tracked down/aknowledged so we can fix them before moving further. So any feedback at this stage is apriciated. To add the only two functions meant for 1.0 that still is wip are proper fuel drop sequence and finishing Altflir targeting capability. There were few interesting sugestions to add certain functions but all that will be considered after 1.0 release and even then key focus will be improving model, level of detail and textures. If anyone who knows how to change position for ACE fuel probes attacment point could share the knowledge that would be wery helpfull. Thanks -
F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
one moment - i'll take look mate, just finished updating readme and all other stuff ---------------------------------------------------------------------------------------------- try now Panther and let me know did you manage to download the file -
F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
All the issues you mentioned have bean dealt with as far as we avare so far in 0.95 Please check the first post of this tread for UPDATED version 0.95 -
F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@ Panther42, are you using the 0.7 BETA version from Armaholic? If so then check post #57 on this tread for lattest BETA version test, or if you are around after hour or two I'll put 0.95 BETA version download links for test, I am writting a README right now for it man. -
F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Panther42, thanks again mate for that advice on how to check addons that user has enebled. It works perfect, so thanks to your help GLT_missilebox support is added. -
Arma 3: Community wishes & ideas- NO DISCUSSION
John Spartan replied to Maio's topic in ARMA 3 - GENERAL
@Maionaze, how about F/A18 US NAVY current fighter aircraft which as stated will remain in service till 2030 i did not see than on the list in first post. Both E/F versions would be great together with BIS made USS Nimitz class carrier. I would pay for a DLC like this for sure. -
Soldiers Textures files.(request)
John Spartan replied to ramazoti's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Ramazoti maybe you should change the name of this thread to - Features comunity would like to have in ARMA 3 developing tools. So it's actualy more representing this discussion and maybe BIS devs can have a more compleate idea what comunity missed with ARMA 2 tools set. And you can update first post with list of ideas so its all in one easy to read page. I compleatly understand that BIS dont want they models/textures to be stolen and ised for other games without their permission, thats what happened with ARMA 1. But a set of photoshop tools and manuals like efect fileters or description how to would help a lot. Like for example working on FA18 I found it realy hard to copy BIS A10/AV8 texture style, a tutorial or base metal texture set with info what filters used and calor patterns to create rivets and weathering would hepl to make it fit in game and look much more realistic. What I would definetly be happy is a base and information how, we will do the rest of the job. Thanks for bringing up this topic man. Also moderators can you please make this a sticky tread so it does not get lost somewhere in information flow with all ARMA 3 release excitement. And maybe - ARMA 3 - ALPHA ADDONS & MODS: DISCUSSION category would be more suitable for this discussion. Thank you. ------Update-------------------------------------------------------------------------------------------------------------------------------------------------------------- just remembered post like this already exist - http://forums.bistudio.com/showthread.php?125819-ArmA-3-Community-wishes-amp-ideas-NO-DISCUSSION maybe they should be merged, but anyway great to have this discussion and hopefully BIS will take some aspects of this into consideration. -
Soldiers Textures files.(request)
John Spartan replied to ramazoti's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I agree too on this, that would be great to have some base textures as PSD samples. That would help comunity to make addons in same in game style. I always been anoyed with some good quality addons (models) not realy fitting in with all BIS vanilla content. Sometimes a shared PSD of camo pattern, material or some general detail used on all similar type models could be a great boos to a beter quality comunity made content, where all would win - we would be more happy to play the game, and more people would buy it from what BIS is wining aswell. Just my thoughts on this topic. -
Lithuanian Armed Forces
John Spartan replied to aidas2's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Video looks realy cool man, great work congrats on release. -
[WIP] AI Carrier Flight Operations
John Spartan replied to panther42's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Panther, is that possible that besides AI ambiance and spawner GUI you add something like "parking" GUI with this module. Like for instance once you land you have a acces to GUI where similar to vehicle spawner you can see all availible free spots and can move your aircraft there. That would make sense in carrier operations where AI and players operate together. Even without this great work and if you need help with GUI design let me know I'll behappy to help. BTW regarding possible deck layouts, maybe you can add one simple one where you have only FA18 and MH60 and couple of tow trucks spawned. -
Binkowski, as always state of the art badass Marines, fits in perfectly with your earlier released USMC units, great work. And if BIS will forget to to include USMC units in some DLC these will do even for ARMA 3. Keep up good work.
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F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@panther42, thanks man I'll try it out. Might be the solution I was looking for. BTW I checked your tread about upcoming carrier AI ambiance module, that is a cool idea keep up working on it. Also have you thought adding a parking script. Like when you land you can chose a spot and plane is parked there for you. @Porter10PzD, thanks for screenshots mate, they are awesome. Regarding LD example I meant script itself. Like now I have BIS predator style animated turret/targeting system, but my attemps to script a target designator are failing so far. We'll get there. -
F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just finished updating weapons loadouts and GUI to be compatible with GLT missile box addon (NOT DEPENDANT). I was wondering is there a way to check what addons user has installed, like is GLT missilebox enable or not if yes then reload all weapons to GLT ones and GUI allow only relevant loadouts, or if additional addon not detected then use default vanilla ARMA 2 weapons. Has something like this been done, is it possible? The way I done it right now it requires mission maker to set variables to true like GLT_loadouts = true; somewhere in mission init and then all plane loadouts are reloaded to GLT ones. I have added similar thing as an option for refuel/rearm realistic time and option to enable/disable GUI to fit certain mission scenarios. Also has anyone seen a good working example of custom laser designator? Also some small things been updated in model so out of the box it will be compatible with GPS/INS function from GLT missliebox, upcoming Aerial Refuelling module by Feint etc... -
Help with FLARE ANIMATION / Pattern
John Spartan replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok, just tested with on my plane it works so, in case someone else is looking for similar solution. - first add all three sets of memory points for flare position and dir (put them in T shaped pattern like you want) THE WAY THEY ARE PLACED WILL DETERMINATE HOW FLARES ARE FIERED DIRECTION VISE - then in your config cpp for your units config class add following lines: and add cfg weapons aswell in your config cpp and final touch in your plane weapons in config cpp add: try it out might need some adjustments but in general it works and also it works for AI and it dodges the actual incoming missile -
Help with FLARE ANIMATION / Pattern
John Spartan replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
also if you choose to go with scripted flare drop animation then you also need a script that reacts/is trigered when incoming missile is close and captures the nearest object and redirects it. othervise you will have just visual flares/chaff droped but no effect to spoof the missile (so it will hit your aircraft anyway). Also about how the final flare pattern can look - i'll disagree a BIS flare system might be adjusted so its suits your needs and looks as good as scripted one, play with memory points and directions how they are placed and also look in cmflarelauncher config in weapons_e for more adjustable patter (like flare drop speed, sequence) you can model your own flare dispenser weapon using BIS ammo and that will also work to dodge the actual incoming missile. At least worked for me on FA18. John -
Help with FLARE ANIMATION / Pattern
John Spartan replied to alexboy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok, just a thought mate, instead of bothering with extra scripts why not use ARMA 2 built in flare launcher and just alter it’s fire sequence and direction. To do that in your model add three sets of memory points: flare_launcher1, flare_launcher2, flare_launcher3 flare_launcher1_dir, flare_launcher2_dir, flare_launcher3_dir where flare_launcher1 for example is the point where flare will originate, and flare_launcher1_dir will be the direction of flare fired. In your addons config.cpp add following lines to tell game engine flare launch position and direction. memoryPointCM[] = {"flare_launcher1", "flare_launcher2", "flare_launcher3"}; memoryPointCMDir[] = {"flare_launcher1_dir", "flare_launcher2_dir", "flare_launcher3_dir"}; Also since we want 3 flares/chaffs fired we will need to alter launcher as well since original ARMA 2 flarelauncher fires two flares/chaffs at the time. To do that in your config.cpp add custom flarelauncher inheriting all weapon and magazine settings from ARMA 2 original flarelauncher just with slight changes to fire 3 instead of two flares at once. Hope this helps mate -
F/A 18 Super Hornet for Arma 2 OA
John Spartan replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Porter, glad you like this mod and thanks for feedback. First of all please remember that this is still a work in progress, that has been released to test it and improve it for final release. Franze and me are still working on some ideas how to get some extra functionality added. regarding targeting system - self designation capability thats still in an development, but definetly will be fixed. about camo not showing up in MP, I am aware an looking in to options to get it fixed. (settobjecttexture is executed localy on client only, but I found some ideas how to work around it) Middle fueltank, was ment to stay where it is, since in real life that station is never used for weapons, I left that unanimated. I will think about option just to hide it if required, but to be honest, aircraft looks a bit cooler with that fuelpod - my opinion. BTW, if you get a chance to do some cool screenshots, can you send me a link for them i would realy apriciate that. -
There were some missions I was not realy keen to play myself, but I like the pilot/flying missions so I hope BIS will keep this variety. Also have you tried endmission cheat. Its not even a cheat its a built in debug command. Press and hold "shift and numpad -" and quicly type ENDMISSION This should allow you to skip that mission and move to next one.