

cosmic10r
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Variant of modded Vehicle not showing up outside of Tools
cosmic10r replied to cosmic10r's topic in Arma Reforger - Model Editing
I miss you guys too. I talk to some of the guys on steam but its interesting how reforger has affected people. Which is no judgement to either side. Some of the guys Im playing reforger with just dont enjoy it compared to A3 because most of the wishlist has been filled by modders for A3 after 10 yrs. They just can't go to something without that which I totally get. For a bunch of the gang too the lack of SP and SP save makes it not functional. You need a MP group to really enjoy it right now. I haven't played any Arma games in awhile partially because of my internet connection. I got Starlink last year and I finally came back to 2020 in terms of net speed. When I moved I could measure in KB again if you can believe that. Now that Ive come back I cant give up how good reforger looks and how up to date some of the functionality is. Theres a lot of points in the bushes where I just take it all in lol Also the ease of keeping mods up to date and getting the right mods for servers and being able to downgrade them is really good functionality and especially for crossplay. With the ace stuff the healing and carrying while in combat is awesome. I really enjoy that part. Same with proximity chat and the tinnitus while shooting indoors. Its just really well done. Personally I can see where this is the future but like 3 its about 5 yrs from being there. Hopefully A4 is basically A3 on this engine and some of the modders move over who want to. I also get the frustration of learning new tools. It helps never being that great at it to begin with like I was lol as that made the transition easier. Now that ive had some fun in game I tried the tools and they are pretty good when you get over the hump of what does what. I will see if I can throw together a vid of what I did to the base m998. I cant believe I pulled it off but it is too cool and I think speaks to how well (?) the engine is built. We had 14 on the other night on conflict everon, 1 in a huey on troop and supply transport, 1 in a cobra on CAS, and the rest convoying in humvees to the towns. There are 3 servers so if you or the guys want to play some MP you are welcome to join although the ping might be untenable to the states. -
Variant of modded Vehicle not showing up outside of Tools
cosmic10r replied to cosmic10r's topic in Arma Reforger - Model Editing
I managed to get this worked out. Turns out you need to register the entries in the vehicle.conf after I duplicated it the same way you do the emat files etc. Initially i had one .conf for my mod and a US_vehicles.conf and had double entries so I worked out that I only needed one of these and it fixed it. The other issue I had was the cooldown was messed up in the light armor vehicle depot The cost would go up incrementally. It was funny. i had multiple cooldown entries for some reason and this stacked the cost. Once i changed that it showed up correctly and stayed the right cost. The instructions worked well up until the registry stuff which was simple once you knew but the explanation was not entirely clear. -
Variant of modded Vehicle not showing up outside of Tools
cosmic10r replied to cosmic10r's topic in Arma Reforger - Model Editing
I got it all to work in gamemaster mode but when I join a local conflict mode they arent in the list to be bought with supplies anyone know how to whitelist a mod vehicle so it shows up in conflict mode or does it have to be done mission side? -
how-to [HOW-TO] Add a custom image to Server Admin Tool
cosmic10r replied to Blackheart_Six's topic in Arma Reforger - Scenario Editing
Thanks for this. Was able to get it to work quite easily but for the image i used it needed 2200W to about 675 Height. Only took a few tries to get it properly spaced. -
how-to [HOW-TO] Create an .edds file for images.
cosmic10r replied to Blackheart_Six's topic in Arma Reforger - Scenario Editing
Same. Thanks for this! -
HI all, I was going to take a run at making some patches. I can't seem to find any documentation for it in the wiki. Does anyone know of a template or instruction set? Thanks!
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Creating Patches instructions?
cosmic10r replied to cosmic10r's topic in Arma Reforger - Model Editing
Made the post and then immediately found RHS documentation on it Thank you again RHS!!!!!!! -
Good to see you to man! It's had it's ups and downs for sure lol... but no different then anyone else. It's pretty wild out there these days. I finally got into the reforger tools to poke around a bit. got a few units placed. The scripting will take awhile but Im playing reforger with some milsim guys. Its been really fun. Having 10 guys drop in in helos and move through the woods is too much fun. Im hopeful A4 basically takes reforger as a base, the engine and makes A3 out of it with the QOL improvements. I know the whole lack of SP has really put some of the gang off. You really need to play MP to enjoy Reforger right now and have the motivation to do stuff.
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There was some written speculation on mid to late this year, last year but I havent heard much. Reforger got a 1.1 update recently I think so they are still developing it to some degree for 4. If they can get the SP portion worked out it should be great. I tried out Workbench and felt like a total noob again which I am after all these years of not scripting or anything lol. Looking at the AI tree Haleks was working on in the Reforger version of Ravage there was lots of good things that could be done.
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Hi gang, Long time no see. I tried out reforger yesterday and it scratched an itch I forgot I had lol Hope you guys are all doing well!
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This will be the intial release. Its sat on my harddrive long enough. This retexture is designed for post apocalyptic game play and was designed specifically for the Ravage mod. They could work for a few things depending on your needs but do not necessarily fit a full Milsim scenario. The vanilla guns look out of place as a common firearm in the post apocalyptic setting and I started with just an idea of how to get them looking more worn and rusted. Keep in mind I own guns and I realize that in some cases the rust displayed could render a real firearm inoperable so please suspend belief and enjoy the textures for how they were intended. Also please realize I am not an artist, a texture artist, or artsy at all so I am working from the bottom here. (LOL) The real goal was to allow the vanilla guns to become the rare or military quality guns and the Rusted ones to be the default that bandits and others would spawn with. The vanilla guns seem out of place and this would provide some value to the vanilla gun textures and hopefully make it so that when you found one, you would get a great loot moment and dump the rusted gun for the sweet brand new one... I had a few moments where it felt odd to be working on crappy stuff people would want to throw away but I digress... Whether I accomplished that is arguable as some of the early textures were fairly basic and some like EO's favorite Kir look good while others look a tad homogenous and washed out. Since I have come back, some of the textures have improved and I think the latest batch of patchwork guns like the Mar 10 are quite decent. I have included all of the early patchwork tests in an effort to round out the package a bit and provide as much variation as possible for the gear arrays from Ravage. There are about 45-50 guns in the package (I have since added a bunch more patchwork as pictured in the Ravage thread that are not included in initial release.) Hopefully Armaholic will host them and from there we may see a steam release but I make no promises on when that may be... NOTE, There is no key right now. I may add them if needed but I am assuming that most people are playing private cooperative games in which they would not be needing keys. Change my mind. lol 😉 Edit- v0.2 has a key and is signed. Let me know if it doesn't work right. Thanks EO! There will temporarily be a doubling up of about 6 rusty guns until those are removed from Ravage. Haleks will remove those in the next update and this will be the only PBO for the rusted weapons There is some discussion on how to add these to the gear pool arraysby a script or module but at this point the best way is through the gear pool arrays in the ravage module. Edit-This is now the updated situation. Classname list will be updated to remove Ravage "exclusives" and RR only classes. Ravage will natively support the 8 Ravage weapons and RR guns can be pushed into the arrays via the gear pool. ////////////////////////////////////////////////////////////////////////////////////////////////////////// Now v0.2/////////////////////////////////////////////////////////////////////////////////////////// v1.4/ Released as Rusty Retexture v0.2 (07/13/19), Removed 8 guns that will remain in Ravage Reset to/ REmoved Ravage weapons[] = {"Rusty_LMG_Zafir_F","rusty_MMG_02_black_F","Rusty_MMG_01_tan_F","Rusty_srifle_EBR_F", v0.2/ "Rusty_DMR_05_base_F","Rusty_srifle_DMR_04_F","Rusty_srifle_DMR_03_F","Rusty_srifle_DMR_02_F"}; This version contains all current projects including latest PW guns Total count in this release is 46 now due to 8 removed to stay in Ravage and addition of patchwork Variants. 54 combined between both mods. 38 rifles,1 Launcher, 7 pistols in RR = 46 Total. 8 Rifles in Ravage - for a combined total of 54 ///////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////// RR v0.1////////////////////////////////////////////////////////////////////////////////////////////////// was v1.3//// Released As Rusty Retexture (07/12/19), This was first public release and it also contained 8 guns that will remain in Ravage. So Update required. weapons[] = {"Rusty_LMG_Zafir_F","rusty_MMG_02_black_F","Rusty_MMG_01_tan_F","Rusty_srifle_EBR_F", "Rusty_DMR_05_base_F","Rusty_srifle_DMR_04_F","Rusty_srifle_DMR_03_F","Rusty_srifle_DMR_02_F"}; This version had 45 Total Rifles, Pistols and the 1 launcher. Pictures of some of the guns. Picture of WIP patchwork that are not included in this version but may follow in an update NOTE - These are included in v0.2 Possible work that may happen, no promises Download - link may be swapped out if Dropbox has a fit Classnames for Rusty Retexture (also updated in the addon file as the changelog.sqf), add these to the appropriate gear pool arrays that you wish. I have included Patchwork tests prefaced by the PWT tag so if you dont like those pull out the ones that start with that Classname. Special Thanks to Haleks - for the glory that is Ravage EO, Tourist, Bad Benson, Roadkill- for the great fun in our MP sessions and all the help in scripting and mission making as well as their respective mods that have helped flush out the Arma world Kodabar - for his dedication to the Ravage Wiki And everyone in the Ravage thread Thanks to everyone who contributes to the Armaverse as well. You all are to be commended and it makes this one of the greatest games of all time imo. Cheers! Thanks to BI for the Lego pile they give me and let me learn to my hearts content!
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A few but nothing Haleks wants to put in Ravage. lol Just a custom helmet for Assetto corsa. Some days, Ravage feels more like practice then a game in 2021 lol
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Nice work EO!
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Just checking in to say Hi to all of you Ravagers!!
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Absolutely! Feel free to use it. I haven't been around for awhile after a move etc but EO keeps me updated. Thanks Buddy!
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Ravage [COOP - 6] The Escape by Bad Benson, Evil Organ, Tourist, CosmiC and heeeerrrreee we go.... This mission was born out of a testbed. It was not designed to be a full mission from the get go but became that over time due to the talents of a number of people. We are privileged to have tested and contributed to the Ravage mod by Haleks. The man had a vision, we all get to play in it.... Much of the extra content and additional gameplay execution is provided by Bad Benson. The man is a wizard... Many of the cool ideas and gameplay tweaks, sounds, and concepts are courtesy of EO and Tourist. These are the guys... solid... It has been great working/playing/chating with these guys over the last few weeks... This mission is borne of this collaboration. Escape Altis. There is a boats marker.. the boats are there and from there you can progress to the arrow which will end the mission. You will spawn in with your buddies relatively unarmed with default kit. Some have a gun... some don't... I chose to create an ammo dump with backpacks and one crate to get started... it is marked "AMMO"... this was a gameplay choice... loot is pointless if you can't at least carry it it may seem odd or a bit out of place... let it go... There is also an equipment marker called, oddly enough, "equipment". This will expand your gear as well. These were the first few things I added as we tested just to give the player a guaranteed point of gear progression and map direction. We then added some static camps and then BB came up with the random site creator. I choose to have four versions rather than have a random start finish location. It just gave a finer degree of control and we wanted the randomness provided by the sites. There is no backstory etc... this was a mission to get into the game and to be played with buddies. Each map is named for the ending location. So Escape_SW has the escape point in the SW corner. All four will be provided.I am starting with one and will release other ones once a few people play and no major bugs are reported. Site can be marked by name on the map using parameters (otherwise will only be marked with a dot) and will spawn randomly with each playthrough. -Camps -Airdrops -Vehicles -crash sites Each will have it's own share of unique loot and payoff. MP Parameters Time of Day - Choose starting time for mission. You will have a flashlight on initial spawn. Time Acc - this is disabled for now and will use 4x set by Ravage module. Site Debug - Will show the analyzers grid... cool to look at but generally set this to off for playing Site Markers - This will turn on and off the text that identify the type of site. The marker dot will always be there. Bad Benson Temperature system You start in the 36.5C range and 37C is Max once you are under 34C you have shakes and under 32C you will start to receive damage. Warm up by fires! Get overhead shelter to slow temperature drop! Matches and fire are very essential to your survival. If you have paper and matches then you can heat yourself. Under cover is better. If it rains your temp drops faster.. get cover. Fires will also heal health once you are warm enough. For now it is in the hint... we may change this. Be careful around the fire. If you get burnt you seem to get a red tinge on screen that wont go away. The scripts used will be released on the port thread and instructions will be given there. It may take a bit... we want to play ;P Credits Camps compositions by ZeC compositions and one camp by BB and one Camp by me. These spawn in randomly with random loot on each playthrough. Zec compositions by Lsd link Lit - Little Immersion Tweaks. by Voiper BB suggested this... I looked... yep... sick... link Ravage by Haleks if you don't know where this is ... you are in the wrong thread...lol Cba by Cba team these guys are invaluable! Special thanks to Haleks, Bad Benson, Evil Organ and Tourist. GamePlay hints Search gas stations if you need to repair a vehicle... they may have what you need ;) There will be loot at sites but you will need to spread it around ... this is coop Nighttime is scary, you should spawn with a flashlight... dont lose it!!! If you can't see the Map at night press F if you have a flashlight... then you can see it... ambient light also works... this is LIT. This mission is designed to provide loot and interesting gameplay as you progress towards the Escape marker on the map. Good Luck !! There is a lot of bandits. There is a small percentage set to runners Zombies. Watch your backs! Bandit vehicles are present. Watch out and try to secure. Keep an eye on that airdrop... it can go quite some distance and I have lost a few... sad but true. They can glitch out on the ground a bit too. There is an AI skill loop that turns down the laser accurate AI. Bis Revive is present so you can heal your friends... respawn is back at the starting location. It sucks... will entertain suggestions on respawn location. There will be times where the wiser course will be to stay low and not get involved... choose wisely. Zombie count can get high in the higher player counts. We will continue to look at this ratio and see if we can find the sweet spot. FPS has been solid. From the temp, survival system to the random loot locations to the constant threat and the final end goal. We had some good fun playing this. We hope you do too.
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Cool stuff EO
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g.i. joe/cobra Fight for Freedom!
cosmic10r replied to scotg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome! -
Pics look great EO.
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Very cool haleks
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Awesome. Looking forward to seeing what you come up with.... You definately need to strike the sqf while the coding is hot... I'm having trouble getting my forge started again lol
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commanding All-in-One Single-Player Project
cosmic10r replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I hear you. Plus all the unexpected workarounds that become needed. I'm no expert but what I learned is that for MP you have to be really cognizant of where stuff is executing in terms of locality and once you wrap your brain around what/where the engine wants it becomes much easier... So I'm told lol -
commanding All-in-One Single-Player Project
cosmic10r replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
While I understand the sentiment it might be worthwhile to complete one and code it for mp then finish the other 2. I ve done some testing on a sp mod that transitioned to mp and a lot of it is remote exec and locality issues that once you figure out once it will carry over to your future work saving having to rewrite and test all 3. I guess what I'm suggesting the learnings from mod one will speed up mod 2 and 3s mp readiness. Just a thought ... -
So much of this! Nice job!
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Impressive stuff. Especially those helmet scans!
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