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John Spartan

B01 Developer
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Everything posted by John Spartan

  1. @Abshire, let me know if there is any issues gaining access to gunners optics, and if yes, together we will fix em with next release. Regarding features as Saul already stated we have certain ideas on our TO DO list, its a matter of when. Also regarding ACE ccrp, I tried to contact lads who created that but no response and publicly available manual on ACE did not gave me enough information how to implement this feature in A2. Also Saul made a good point that US NAVY/US AIR FORCE today and in future are not using any unguided ammunitions. So logical decision were made to set as a priority a GPS targeting system development. Game play also has to be considered, we don't want one jet being able to dominate whole map/mission. Arma is combined arms game, DCS would be a platform of choice if we would aim jut creating such concept of simulation where this one jet can take out anything and with realistic simulation. In Arma I personally would be more interesting to utilize all possible gameplay aspect in design so we maintain this combined arms concept. We are open to discussion, and I can understand that there are a lot of lads who like to play in SP instead of MP mode, so capability to designate target is important, but lets say a "vanilla TAB lock sytem" [since we have it] + GPS targeting menu + range of JDAMS would be solution in SP. What do you think?
  2. John Spartan

    Top Gun [SP/Coop 1-16]

    @Rory, probably the best way to share it without/outside a "workshop" would be Armaholic.com - for meny years and still that's the biggest community made content library for this game. to do so: - onece mission is ready in editor, chose option save as singe payer or save as multi player, by that you will have a mission pbo created for you by game engine - that pbo will be stored in your ARMA 3 installation folder in subfolder Missions/MPMissions - take that PBO add your credits/readme/or any other document with information you wish pack as an archive and upload to any fileshare servers or submit a mission to Foxhound and he will update Armaholic tread you already I think have for this mission. Easy as that. Any other questions let me know.
  3. John Spartan

    Top Gun [SP/Coop 1-16]

    Hi Rory, where can I download your mission besides steam workshop. I would like to take a look at it. thanks.
  4. John Spartan

    "Opening up Arma 3 to paid user-made content" - How?

    Hello everyone, reading this discussion first of all I am a bit disappointed that discussion as such exist, where does this idea came from. I don't think it will end with anything good if a green light is given to it. I can understand donations as a possibility to say thanks to content creators for their work, but definitely not "paid addons". Also idea like I noticed with fe new content creators where they state - donate to kick start a project and then I'll make addon "x" .... is totally off. I personally do it for fun, and all my work will be released for free to enjoy to the community, but if such idea is implemented then probably it's time to move on to another game platform for my hobby. I am with Vilas, Gnat, Iceman, NodUnit and others on this - don't break whats working and I agree that this will break all that what has been archived in last decade within this modding community. People please consider this carefully - greed never leads to anything good. For all those who wish to earn big $ - how about dropping your resumes at some game development companies and do it professionally?
  5. What Saul and me discussed, and we can assure is - we will do our best to keep compatibility with any relevant ArmA 3 purpose built mods that will come out latter on so this can be compatible with various mod packs.
  6. @Iceman, man without your input on GUI setup samples and guidance our "Service menu" would not even be included, so thanks for your assistance on this one again mate. Have you updated your tutorial page for A3 GUI editing yet? If you need exaples to share in tutorial drop me a PM I'll be happy to share the source files of the "Service menu" mate. @Chortles, that AIA mod is not supported, so if there are any issues with that take it to the relevant discussion on AIA forum tread. All my work is/will be developed with compatibility of vanilla/stable A3 game. I personally believe its time to move on off the old stuff and create more A3 dedicated content instead of "downgrading" new engine/game to get access to old stuff. If anyone has any "issues" with using any of features of this mod with A3 vanilla latest patch, we will be happy look in to it and fix any bugs with next releases. So any feedback is much appreciated to create much better mod for all of us. Thank you.
  7. @CyclonicTuna, no we want this feature as well, for a better emersion. It will be added once we figure out the best way to get it done. At the first release we had to pick most important feature and leave other stuff on backburner just so we can release it to public. Keep an eye on the future updates mate. We have some cool stuff planned for this and other projects.
  8. "Prometheus has come down from Olympus to give us fire" we would appreciate if we could take a peak on such script mate.
  9. @AbShire, WSO optics can be engaged just like riffle optics/or any other vehicle optics. By default RMB. @CyclonicTuna, afterburners as you shoved in video for F/A-18 C in VBS 2 is a built in feature, something A2/A3 don't have yet. If I understand it correctly its done as a particle effects in VBS 2. We are thinking about options to have something similar, at latter stage of this mod.
  10. @Sixgun yes, pilot can use his own NVG set if you wish so. Also we will have a custom pilot config in next release where pilot model will be the same but gear will be configured a bit more realistically.
  11. @Savage mate what mods you are using. Is the problem with vanilla A3 latest released patch or you are using "DEV branch"? I need more info to understand the cause if there is an issue, and be able to fix it. So far nobody with Vanilla A3 latest update have no problems.
  12. Massi, just downloaded your MARSOC marines and this weapon pack. Love it, really nice job on weapon's config.
  13. @NMDANNY Bombs, the way they behave is something that BI changed in latest patch. I personally noticed the airspeed and altitude needs to be lower than before to successfully target & engage [tab lock]. I have not yet brought any advanced weapons config or placeholders in v1.2. All weapons are based on vanilla A3 config. Regarding JDAM's explosion effect might visually at the moment look the same, but damage values are represented accordingly ammunition/payload. @CyclonicTuna I will think about your suggestion regarding GPS/INS. Gameplay VS realism, that's what's bothering us, so far we managed to get more or less balanced add-on. Regarding "E" key - that's a placeholder, shortcut for custom action "Tail hook UP/DOWN". It's mapped to "seagullback" key in game controls settings, which by default is "E". Please look at the manual page 7, Saul explained how to install and setup this mod.
  14. @RedPhoenix Saul is working on final Super HD texture update, so till that there is no really a point releasing them, because they will change. Eventually when we will be done with model/textures then Saul will make a simple base PSD file to create custom skins. When, cant tell you right now.
  15. @RavenDK Q1 - to get VFA103 texture applied on E model [wont look correct, since it's not designed for it] in units initialization field put: CAG LOW Q2 - page 13 in the READ ME for version 1.2 has list of all weapons/magazines included with this add-on Q3 - thanks mate, but I personally do this for fun and don't really expect anything in return. I recently saw some discussions about "paid" add-ons to be considered for A3 - I totally disagree on this one. Also I don't realy like some "new" modders, saying "donate and then I'll....." that's from my point is selling content and violating BI EULA. If you want earn money then go Pro and join gaming industry companies. So lets stick with thanks on forums mate.
  16. @JungleNZ HEMTT AMMO [NATO - supports] that's the right one, make sure the distance is not bigger than 25m from truck. And "Service menu" action should be in action menu [might need to scroll down]
  17. Access to "Service menu" entry in action menu becomes available if: - Aircraft is parked within a 25m distance from HEMTT Reammo Truck or Soft Hangar. - Aircraft is at complete stop [engine might be on]
  18. Lads, we are still working on it. So please be patient on details to be upgraded. As Saul stated in first post. THERE ARE CHANGES IN SCRIPT PATHS AND AN UPDATED CLASNAME FOR F VERSION SEE FULL README We are planning a major update, with improved cockpit, more animated and realistic. All in time. We had an option to release a basic version with ARMA 3 going gold and keep updating it or holding it till we are done fully[another 3-4 months I recon]. As you can see we decided to give you a chance to have it now and update it in stages. - UI at latter stage will have full customization over aircraft's settings [you will be able to switch from arcade to pro] - all the cockpit lights and instruments will be finished - proper ejection function - fuel control with auxiliary tank support [now fuel tanks are just visual] - advanced weapons, like cluster bombs and anti ship missiles that behave as they should - better even more quality HD textures - one new skin will be introduced - carrier capability [depends when the carrier will be ready] We don't want to go to flight sim level, just because we can does not mean we have to - ARMA is a combined arms game, we need to consider balance in gameplay. We are considering other projects as well, but I'll keep a bit of a secrecy on them, till we have a decent beta version. And thanks for the kind words lads, that is nice to hear that we managed to get it almost right.
  19. Folded wings in mission start-up: by mistake in README path to this this script was incorrect. Give this a try.
  20. Ok, to get that working you will need to add onother trigger with a small radius like 3 m for instance right where the actual item radio is located. In that triggers settings make sure its activated by Anyone present, and in its condition field add and in same triggers on activation field add what will happen a unit/player will activate this trigger once in its radius and set a condition to true, condition latter will be used by script to add custom user action so player can report what he faund. Alter your my_addaction_script.sqf to look like this give it a try
  21. What I am trying to say is link above is a manual how to script a custom action to be added if conditions are met. To archive this in you mission file you will have to add a script with your code to make this work. - in notepad create my_addaction_script.txt, rename it to my_addaction_script.sqf [ignore windows notifications] you will have a blank sqf file, ARMA native script format - place my_addaction_script.sqf in your mission folder [...\Documents\Arma 3 - Other Profiles\Your Profile name\missions\your mission name\] - in your units [the one in your mission who will have this action] initialization field add - create a trigger in game editor and in its conditions field type - in same triggers onactivation field type for example so now we have a blank script file, unit that will run this script and trigger that will do something [hint will be displayed in this case] on activation of our user action last thing to add is code to my_addaction_script so open that my_addaction_script.sqf file with notepad and add run the mission and test it, also you can change the action conditions or how its displayed [look at the link I posted before, that will give you all details] and trigger can be customized to start any other action you wish. does this makes it easier?
  22. I think this should tell you all you need to get it accomplished - http://community.bistudio.com/wiki/addAction
  23. @Woore man only thing I can tell you straight away is that we have no intention to "follow dev branch updates". This mod will be updated based on official Bohemia Interactive patches. Dev branch was cool when Altis staging was brought in, but now there is a stable version from Bohemia Interactive. Dev branch is updated on daily bases don't expect to see us updating this mod every day. It's just makes no sense. So Only thing I can suggest to you is make a choice, which version you want to use to get the assets you need and wait for future updates.
  24. @Tinter mate theoretically a mission file can be created without a dependency to a mod and then via script we can determine what unit to use. For instance if all the units are spawned dynamically on the map with a script in mission we can reed what add-ons "user" has installed and based on that spawn relevant units. For example you want to create a mission where there is an airport with jets in hangar, but not dependant to any mods [compatible], but with a possibility to have either FA18 or vanilla Arma 3 "L39". Give it a try if script architecture is thought thru this should work.
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