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Richards.D

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Everything posted by Richards.D

  1. Hey mate, thanks. Our admins have upped that feature. I'll let you know if we have any further issues, although that should be good.
  2. Hey everyone, My group recently switched to ACRE from TFAR, and I've got a nasty little error. It works and connects fine, but my TS starts spamming: Hundreds and hundreds of times. It means I can't switch channel, talk on TFAR, or literally do anything. Both my ARMA and TS3 are 64 bit and run as admin. Most other members of my group do not have this issue. Specs: i7 4790k, 12GB DDR4, WIN 10 Anniversary / Fully Updated, GTX 970. Any help is appreciated! Edit.. it doesn't seem to happen always, this is really weird.
  3. Richards.D

    RHS Escalation (AFRF and USAF)

    I don't believe so yet. Get a ticket for that, we can do it for sure. I also plan to make a static version of just the tent in the next release for mission makers.
  4. Richards.D

    RHS Escalation (AFRF and USAF)

    lol hooah. Hopefully in the future we can get a static load script to make use of those trucks. We have some prototypes, but nothing ready for release quite yet. No there is not, and unfortunately Arma 3 has no trailer support, so you can't tow anything at all.
  5. Richards.D

    RHS Escalation (AFRF and USAF)

    Hello, developer of that vehicle here. I added repair, rearm and, refuel points as per the vanilla system. So.. as we tested it today, it should already work. We literally copy pasted the code we used on the HEMTTs, and just reduced the amount of supply it carries.
  6. The Up Armored HMMWV Modification Hello! So, if you've been following the WIP thread on the forums, we've been making great progress and I managed to get this completed quickly due to not much work and the end of my classes for the year. As such, I am very pleased to release my new Up Armored HMMWV or "Humvee" modification. This modification is a release of the base Arma 2 models equipped with my own Frag 5 Armor Protection Kit, and some elements of the Frag 6 Armor Protection Kit. In the "credits" section I shall list many of the awesome people who lended their time and in one case, some assets to really flesh out some variants and make this possible. 1. Background So, I'll start with a quick historical abstract, very dirty, no references etc of the HMMWV. So towards the end of the 1980s it was clear to the United States Armed Forces that the M15 "Jeep" would not be sufficient any longer. It suffered from a few issues that were mostly the result of the overall design. Firstly, being so small limited what it could carry, and how much power it could produce. Secondly, the suspension was quite poor and at high speed was prone to flipping due to a fairly high center of gravity. So, research began on a vehicle that could be much faster, could carry more, and be more versatile. The first major step was the Gamma Goat, which although had remarkable off road ability, was incredibly slow, and extremely loud, two features that made it highly unsuited for service. So, AM General proposed the "Humvee" or High Mobility Multipurpose Wheeled Vehicle (HMMWV). This was a far cry from the M15, it was massive in comparison, and instead of sitting over the engine and drive train, the body molded around it affording it massive ground clearance and was extremely roomy inside. This was a reconnaissance, logistics and troop carrier, not meant to fight on the front, but to perform other auxiliary tasks and as such had no armor. Fast forward again to 2003, the Invaison of Iraq. The initial fighting spawned an insurgency for which the HMMWV would not be suited for. This vehicle, primarily designed for roles outside of the front lines was in need of proper armor protection. Thus, the "Armor Protection Kit" was designed, which included armor doors, windshield, roof, and gunners protection, similar to in Vietnam. These APKs for short evolved over the conflict in Iraq in Afghanistan as they became much heavier and more advanced. This modification features primarily vehicles equipped with the Frag Kit 5, and has vehicles such as the M1151 and M1152. 2. Features and Variants Like any A3 modification, this features most things you would expect which take advantage of the new engine features, including: Phys-x Compatibility PIP Mirrors Proper Animations for Gunner and Driver A3 Lighting This modification includes both Desert and Woodland variants, although not every model is availible in both camouflage schemes. Desert M1151 - M2HB M1151 - Mk. 19 GMG M1151 - M2HB Deployment M1167 TOW Up Armor M1152 Extended Cargo Vehicle M1165 Based Ground Mobility Vehicle (SOV) Woodland M1151 - M2HB M1151 - Mk. 19 GMG M1167 TOW Up Armor M1152 Extended Cargo Vehicle M1151 Unarmed Credits I would like to thank Stiltman on the forums who offered me full access to his amazing USMC 2004 HMMWV pack, for which many of the assets used on this pack come from. He also provided me excellent assistance in doing the Config for the M134 equipped GMV. I would like to thank Aplion for his Model.CFG for which this is based off of, and his Phy-X config which works flawlessly. Bohemia Interactive, for the amazing base models for which these vehicles are based upon. Known Issues Speedometer not working Changelog v0.5 - Release v0.6 - Fixed many graphical errors, texture missing popup errors. v0.7 - Fixes config conflict issue, M134 Aiming. v0.8 - Fixed Range LODs, Geometry, Window Issues, TFAR Support Added v0.81 - Signage Fixed v0.9 - TFAR should work correctly now. Green Tracer ammo added. Improved armor. v1.0 - Zero Added, Red Tracers Screenshots M1151: https://dl.dropboxusercontent.com/u/23389642/arma3%202014-05-21%2015-43-35-67.png (2035 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-05-21%2015-47-58-34.png (2014 kB) http://i936.photobucket.com/albums/ad204/sazleq/arma32014-05-2215-55-45-54.png (792 kB) http://i936.photobucket.com/albums/ad204/sazleq/arma32014-05-2215-56-01-99.png (695 kB) Woodland: http://i936.photobucket.com/albums/ad204/sazleq/arma32014-05-2412-00-28-37.png (906 kB) Desert: http://i936.photobucket.com/albums/ad204/sazleq/arma32014-05-2411-59-55-11.png (830 kB) GMV (M134) http://i936.photobucket.com/albums/ad204/sazleq/arma32014-05-2318-46-27-94.png (909 kB) http://i936.photobucket.com/albums/ad204/sazleq/arma32014-05-2318-46-12-88.png (742 kB) Thank you for your interest, and I hope you enjoy it! Addon Links Mega CO NZ: https://mega.co.nz/#!UMwmBJQB!WV2Y8dm6cosCHWA5R1CgnVUJn5QtqxYBwEYQsPvPojw Armaholic: http://www.armaholic.com/page.php?id=25754 Six: Richards
  7. Richards.D

    WIll they ever optimize it?

    So, let's just be clear about "optimizing it". In most games, everything is scripted when AI is involved. (Think campaign models in AAA games). In the multiplayer component, there are almost no games which can support such large amounts of both AI and players. Red Orchestra has AI, but not to the same extent of players. When we talk about Arma, there are plenty of problems with optimzing something where you can't predict what's going to happen, especially in a game with an extensive scripting system, etc etc. So, I'm not making excuses, but the game is already MUCH better than it has been, and even to some extent better than Arma 2 before the 1.53 patch. Again, optimization is quite dependent on the mission so, AI, vehicles, static objects (a bit), etc etc. So, they work on small changes all the time. Also, the server's FPS is very important, so it's a complicated issue. In conclusion, a "when will they optimize" post doesn't look at the full range of considerations as to why that works. Servers, missions, and game coding are ALL important.
  8. The Navistar MaxxPro MRAP Modification Hello: After quite a bit of on and off work, and a ton of tweaking I am satisfied enough to push out the initial release of the long awaited MRAP MaxxPro addon for Arma 3. This is based upon Naman's old model for Arma 2, except there have been major changes. The hood is now the correct style from the Workstar series of vehicles as opposed to the Durastar series used previously. Many parts have been modeled from scratch including a brand new interior, and many new exterior components. 1. Background Navistar, the military division of International currently produces the MRAP MaxxPro, a Category or Class One MRAP. Compared with eariler deployed vehicles such as the HMMWV, the massive ground clearance and V Shaped Hull on the MaxxPro provides undoubtedly superior protection against threats such as IEDs. The MRAP MaxxPro is one of the highest produced MRAPs in use by the US Armed Forces with almost 10,000 units currently produced and used in the harsh environments of Afghanistan and Iraq. 2. Features and Variants Like any A3 modification, this vehicle features all standard features you would expect such as: Proper Phys-x and suspension PIP Mirrors Kinetic driver animation A3 Lighting This initial release includes four basic variants. In the future when time allows I plan to release an additional logistics centered variant with many other, very obscure variants. MRAP MaxxPro Dash (M2) MRAP MaxxPro Dash (MK19) MRAP MaxxPro Dash DXM (M2) MRAP MaxxPro Plus (M2) 3. Credits The original model is from Naman on the forums, although it has been heavily modified by myself. Bohemia interactive for much of the content used in various places such as random switches, shocks and so forth. Finally I would like to thank Aplion for his original Model.CFG for which this is a modification of. 4. Known Issues 5. Changelog v0.5 - Release v0.6 - Red Tracers Added, Phys-X should function in a more logical manner v0.7 - Tachometer Fixed, Weapon Zero Added, Deployment Variant added 6. Screenshots https://dl.dropboxusercontent.com/u/23389642/arma3%202014-08-02%2000-19-45-04.png (1417 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-08-02%2000-20-19-22.png (725 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-08-02%2000-27-36-50.png (1792 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-08-02%2011-27-03-38.png (1923 kB) 7. License Licensed under the Arma Public License. 8. Download Links Mega CO NZ: https://mega.co.nz/#!gBYz0Bya!aC3xoD7sVZ-c9kg1tc_3m6-I7jSRy_0dLaLA4YReuLo Armaholic: http://www.armaholic.com/page.php?id=26446 Thank you all! Richards
  9. Hello gentlemen: I want to get some custom helmets and such going, anyone have any clue how to do this yet? I see no sample models for this, so I'm not entirely sure. I've made some vehicles and buildings for Arma 2, but I don't see how any of that knowledge would transpire into building custom helmets, or even tactical vests/plate carriers. I sort of know how I would write the config for a new helmet, but as for the Model.CFG, I honestly have no idea if there would even be one, or what bones etc. Thanks, Richards
  10. Hello all, So I built a rather nice structure, using plenty of the Plywood "Shoot House Walls". Now, prior to this last update, it was fine. No scripts, literally just the template in a VR mission. However, when I load it now, there is a problem. In the Editor, it still looks fine. But in game, every shoot house wall has gone from its half / quarter height, all to full height panels. Even corners have gone from half height to full height corners. This only happens when the mission loads, as it stil looks fine in the editor and shows the correct object! Any help would be greatly appreciated, as I do NOT want to re-make this object. In Editor: http://i.imgur.com/94d4lNg.jpg In Game: http://i.imgur.com/DAsZpA4.jpg
  11. Richards.D

    Shoot House Walls Glitching

    Just tested, you're absolutely right. Apparently now you need to be careful when using that object. Very annoying, oh well. Good to know!
  12. Richards.D

    Shoot House Walls Glitching

    Wow, that was not the case before.. that seems a bit silly. Is there a way to save my framerate, while still using those objects?
  13. Richards.D

    Shoot House Walls Glitching

    Unfortunately I already looked at the sqm, and the objects are named correctly. Something is changing them when the mission loads, but I have no clue what.
  14. Richards.D

    Shoot House Walls Glitching

    Everything was placed in editor, albeit before the most current patch. I am sure if I re-placed every object it might be fixed, but I REALLY do not want to have to do that, due to the complexity of the base.
  15. Thank you, that worked perfectly!
  16. Hello all: I did a mod a long time ago that adds some simple re-textured Berets. The model works completely fine, and shows up in the Virtual Arsenal. Unfortunately, it never shows in Zeus when you go to create a custom ammo crate. (The menu where you click through the tabs on a custom crate). This means mid mission, a Zeus cannot add it. Any thoughts? Config.CPP #define private 0 #define protected 1 #define public 2 class CfgPatches { class DAR_Stetson { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class DAR_Stetson { displayName = "US Army Headwear"; }; }; class CfgVehicles { class B_Soldier_base_F; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; // External class reference class DAR_Stetson : ItemCore { scope = public; weaponPoolAvailable = 1; displayName = "Cav Stetson"; author = "Richards.D"; picture = "\DAR_Stetson\UI\icon_h_stetson_ca.paa"; model = "\DAR_Stetson\DAR_Stetson"; hiddenSelectionsTextures[] = {"\DAR_Stetson\Data\Stetson_co.paa"}; hiddenSelections[] = {"Camo"}; class ItemInfo : HeadgearItem { mass = 5; uniformmodel = "\DAR_Stetson\DAR_Stetson"; modelSides[] = {3, 1}; armor = 0; passThrough = 0.95; hiddenSelectionsTextures[] = {"\DAR_Stetson\Data\Stetson_co.paa"}; hiddenSelections[] = {"Camo"}; }; }; };
  17. Richards.D

    RHS Escalation (AFRF and USAF)

    It will take as long as we need to really, we have a few bugs and content things we need to get done before we can release. Honestly, It isn't something we can ever measure, it really depends on everyone's schedules, etc.
  18. Richards.D

    RHS Escalation (AFRF and USAF)

    Hello, it's basically because we haven't modeled any rucksacks yet.
  19. https://dl.dropboxusercontent.com/u/23389642/Header.png (248 kB) Hello! I am very excited to announce the first release of the MTVR modification I have been working on for several months with many challenges, and is finally at a state in which I feel it is ready for release. This modification is not a straight port of the Arma 2 vehicles, I feel that would be a disservice to the awesome models which admittedly had limited features. I've added new variants, armed, armored and modified versions and none included are simple ports of the original vehicles. Features Armed Variants Armored Variants Deployment Variants Phys-x Variants Mk. 23 MTVR Mk. 23 Armed MTVR Mk. 23 Deployed Armed MTVR Mk. 27 Extended MTVR Mk. 27 Extended Covered MTVR 4x4 Short Bed Cargo MTVR Screenshots https://dl.dropboxusercontent.com/u/23389642/arma3%202014-02-17%2023-08-05-88.png (2276 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-02-17%2023-14-22-53.png (2445 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-02-19%2017-52-38-61.png (2115 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-02-19%2017-59-34-77.png (2175 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-02-19%2018-02-17-94.png (1669 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-03-03%2021-30-26-55.png (3157 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-05-09%2013-36-28-61.png (552 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-04-25%2023-59-06-40.png (640 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-05-15%2012-34-30-99.png (1313 kB) https://dl.dropboxusercontent.com/u/23389642/arma3%202014-05-14%2023-29-21-09.png (1513 kB) Changelog v0.5 - Release v0.6 - Update 1 Fixed: Can now sit in the cab in unarmed variants Tail lights improved Sounds improved Fixed: Mk. 23 Unarmed APK position fixed You can now grip the steering wheel with both hands, both hands now move with the wheel Editor Icon fixed AI Crewed Variants are now under WEST\NATO\DAR MTVR Short bed version back proxy no longer cuts through the rear gate v0.7 - Update 2 Added Fuel LHS 8 Ton (SIXCON) Added Repair/Rearm LHS 16 Ton Added NATO Desert Mk. 23 Deployment Variant v0.8 - Update 3 Fixed the size of the LHS 6x6 SIXCON Fixed Phys-X issue with all variants v0.9 - Update 4 Fixed: Physics Fixed: Gunner on 8Ton LHS Added: Penetration values for Fire GEO LOD Link Mega CO NZ: https://mega.co.nz/#!oUg0ABqA!PpktkWqJS_F7CcJXGccTu32s3vR5eBcnaqAF700dmRM Armaholic: http://www.armaholic.com/page.php?id=25657 Playwithsix: http://play.withsix.com/arma-3/mods/dar-mtvr License Released under the Arma Public License.
  20. Well cheers everyone, that's quite remarkable that this is still an issue lol. I'll try changing the tiles to 512 to see if that reduces the issue.
  21. ]Hey everyone, Working on my map again, and I have a weird issue. Right now the SAT MAP is fine, but when zoomed out part of it is brown, instead of the actual map. I've posted two photos which clearly display the problem. When you zoom in, the map is fine. When you zoom out, it is brown. Thanks!
  22. Hey everyone, So I've spent hours looking through every single text file on Invade and Annex and I cannot disable the crippling fog. I've tried everything, looked in the mission for modules, put in my own dynamic weather script. Nothing is able to stop the stupidity of this, and it's rather frustrating. If anyone knows Invade and Annex and can help, I would be incredibly grateful. Here's the mission folder, unbinarized: https://dl.dropboxusercontent.com/u/23389642/co60_AW_Invade_Annex_1_14_7Cav.Tanoa.rar Thank you!
  23. Closing this, it was indeed just those fog options in the SQM. For some reason they kept resetting, now the issue is corrected.
  24. Hello, I shall try the loop to see if that fixes it. Anyways, the fog base 250, I set in the Intel screen all the way to zero, and it still shows that. I tried replacing that in the SQM, but it just gets updated back to 250.
  25. Unfortunately that is the script I added. There is still some kind of hidden or other programmed script which adds a ton of fog, which even real weather can't seem to change. As without Real weather, there was just ever present, completely thick and unchangeable fog.
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