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Everything posted by HorribleGoat
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-Lost Dragons-
HorribleGoat posted a topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
-LOST DRAGONS- ARMA III Total Modification When the War finally ended the galaxy was in ruins and mankind struggled to survive in the cold depths of space. Many worlds were lost, many wonders of technology forgotten, scattered all across the galaxy when the spacelane network collapsed plunging the great nations of men into chaos. For decades we were lost. In 2235 Unity-Project successfully re-established some of the old space network bringing together hundreds of worlds and launched out a great effort to reclaim what once was lost.. For a moment men rejoiced together in peace but it was not to last as new rediscoveries soon sparked up secret arms race between the surviving nations. The race back to the stars began as fortune hunters set out into the void to seek out glory and fame. In Lost Dragons you take up the role of a member of a fortune hunter company racing to find one of the most powerful Old World relics, the mighty Dragon class warship hidden on a long lost world of New Eden. Unfortunately you are not alone as others have found their way here too and it is up to your skill and cunning to ensure you emerge victorious from the battle. There is no turning back now - Dropship ETA 1 minute. Welcome to the treasure hunt. Lost Dragons is a multiplayer total modification aiming to bring out a new thrilling gamemode for Arma3. Our concept is futuristic objective based team warfare with randomly generated map elements to ensure every game is a unique experience with completely new set of units, weapons, structures and terrain. +LoDR Features a 20x20 square kilometer map with unique post war/ long deserted atmosphere with unique randomgeneration element that ensures every game is different from the others. Explore the ruined cities, military bases, hidden laboratories and fallen warships to find the location of your prize. +Complete set of new units, from your basic gear to powerful war relics scattered around the battlefield. +Powerful new weapons to lay waste upon your rivals and claim the victory +Challenging main victory goal with multiple ways to win. Mission details: (Subject to change) +World of New Eden is covered with lush Jungle (as Arma allows it) and the abandoned cities will be partly reclaimed by nature as well as ruined by battle. +Terrain will consist of fixed elements and a great number of randomized elements that will make every game different. (objectives, key buildings/ locations, weapons, vehicles, spawnpoints, AI-enemies) +Max team sizes will be decided through testing +Player takes control of a small AI squad, but main gameplay focues on team PvP spiced up with some Independet AI combat. +AI characters will be portrayed as cyborg/robot drones and the area will have roaming abandoned AI combat drones and possibly wildlife elements lurking in the shadows. +Supporting drone units will have quite bad aim and are there to act as drivers, pilots and firesupport. (crappy aimbot module installed) +Players will have access to their respective teams basic gear throughout the game and may alter their loadout. +Starting equipment selection in a pre-start menu and respawn loadout customization. +More exotic and powerful weapons may be scavenged from various locations but beware the limited ammosupply on these weapons. +Players begin the game from a randomized dropzone with HQ-vehicle, supply vehicles and a few light transports. (This is no military operation) +Light combat vehicles, light armored transports, recon vehicles and personal transports are available throughout the game. (Droid pickup / aerodrop) +More powerful vehicles may be reclaimed from the battlefield. (military bases, battlelines, supply caches) +Scavenged vehicle may be damaged or low on ammo and can be repaired and rearmed in designated locations. +Main objective is to find and activate the last of the mighty Dragon class Warship: +Dragon is an autonomous weapons platform capable of immense destruction and cannot be controlled without a command module -> First objective is to find and begin the restoration of a Warrior class Battleship that acts as the command unit and can access the Dragon (2-4 Warriors in good enough shape will be present on the map) +Once found the Warrior will act as a forward base and must be defended. +The Dragon is hidden somewhere in the area and the location can be found through simple exploration or by gathering Intel from various objectives -> Intelpoints come available by time as the HQ vehicle scans the area and compiles recovered data. -> By gathering intel you narrow down the area the Dragon is hidden on the map +Once operational the Warrior battleship must be flown (yes flying battkeships) to the Dragons Location and they both need to be defended while docking and while the Dragon starts up. -> Both sides have access to Warriors and may interfere with the docking procedures or even steal the Dragon if they manage to down the other Warrior. +Note that these are very powerful vehicles and will need full team effort to manage full operational status and also taking one down is not an easy job. -> Once the Dragon is awakened there is still a change for the opposing team to sway the race as the round will end when the Dragon completes its powerup sequence and becomes fully operational. +By attacking certain weakspots with enough power the sequence may be interrupted and if the winning team is held off long enough the dragon may be stolen even in its awakened state. You may find us at: MODDB - LOST DRAGONS and Make Arma Not War - Contest Your support is always appreciated! +We are excited to announce that we have a new and pretty solid idea how to implement walkers into the mod and preliminary testing of the concept is underway. This is a huge step and requires a lot of work and so might not make it to first release.. But we will keep you posted on the matter. Planned tutorial ALPHA is finally out and after a few hours of tedious waiting for the upload to complete it is finally HERE! Please be welcome to try it out and give us your first impressions! Oh and tell your friends too! We actually had a great time playing the "Hacking Contest" with 8 people and hope you will too! (And also how do you like the command-line interface? :D) For most up to date news, follow us at MODDB First test of a new soldier uniform: Ingame shot Test render 1 Test render 2 Test render 3 WIP Map OpFor AR-42 WIP1 OpFor AR-42 WIP2 AR-42 Ingame WIP Test render of a jungle tree Tree Ingame! AR-42 Redesign A AR-42 Redesign B Armored Transport Vehicle WIP 1 WIP Flyer Sneak Peek 1 WIP Flyer Sneak Peek 2 WIP Walker Sneak Peek 1 WIP Walker Sneak Peek 2 Walker Leg Design Test - video New Bluefor Corporation armored explorator suit Opfor armored suit SneakyPeek Opfor Dropship 2 3 4 Opfor Recon Vehicle interior WIP Map Revisited V 6 New Fern bush foliage and first shot of the map ingame Dragon Sneak Peek 01 WIP Objective Asset 01 HK-4002 Hacking Tool WIP Armored Recon Vehicle 1 2 3 4 Alpha footage of the Hacking Tool in action Aegis Close Defence System Blufor Corporation Drone WIP -
-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
Thanky you sir! Be sure to check out how the mod has progressed here: Lost Dragons at Bohemia Forums Lost Dragons at ModDB -
Can class landVehicle have HUD/MFD?
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you sir! This is great news despite the limitations. Such things may find themselves fixed at some point and the benefits are far greater than the limitations.- 4 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Would dodging or ducking down on the run be such a bad thing though? I mean that something like that would be natural for any creature moving on legs and although such mechanics have not really been used in any game with huge mechs/robots does that mean that it shouldn't be a thing. Battletech themed games have been successful in capturing the essence of huge walking warmachines and are excellent example of how such a game works, but in my opinion now that I look back at the games and compare them to the concept/boardgame art the mechs have always been rather cumbersome in comparison to some of the art where mechs do duel and dodge around each other and take advance of terrain far more than their game equivalent have ever been able do. In games they run into things and get stuck into rocks and walls and while it is partly because the how the game engines work I would think in the early games this is due the technology available for the games and in the later games its due to the developers just following the way it has always been done. This observation has had a lot of impact in our walker concept and in exploring the agility/mobility of a walking combat vehicle. I would assume such a vehicle would be much steered by some sort of an "fly by wire" system where the AI running the machine operates the finer moves of the vehicle in accord of where the pilot steers the machine. I would not think a walking machine could even operate without such AI assistance. Now it is not our intention to make then "anime agile" with jumps and spinning and flying around (Hawken for example). But to give them some more mobility than just a tank to make them feel like a viable option for combat use. Related question- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Excellent input, thank you for that! May I ask what comes in your mind with the term evasive moves and why would a walking machine not be able to for example try to duck or turn a more armored side at enemy fire? That said could you elaborate your opinion as this especially is something we would like to have as much input as possible. Our plan is to have the larger multi weapon platforms like the ones we have shown to be crewed with at least 2 person, sometimes with 3. Driver/Pilot, Gunner and the optional Commander. Smaller single seat platforms (armored suit types) with single heavy weapon system are also planned, but single seat concept is untested. Also I think I should have mentioned that one major use of the weapon grouping is to be able to not fire any barrel that has obscured line of fire, especially with the side mounted weapon systems where firing all barrels at a target around a corner might end up wasting half the shots on the cover (the crosshairs take account geometry and move accordingly so it is easy to see) Currently Gunner handles the main direct fire weapon system, which in the walkers current configuration is the side cannons and the Commander handles the anti-personnel weapon and missiles. In this case the gunner would have most use of the weapon groups when they are configured to fire left and right side separately. The commander might use the system to use the missiles and machinegun simultaneously by having the missiles selected at all times and having the minigun on secondary fire key so that there would be no need to switch between them. If there were no commander seat and gunner was the only weapon operator the system would allow use of all weapons simultaneously. and possibly against multiple targets at once. As a side note if someone is wondering, the walkers we have now are around 9 meters tall and compared to the single seat mechs in Mechwarrior, ours is around the size of the smallest light mech class of that universe.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A few question for you all! TLDR : background for the question.. Now that most of the different multiple weapon firecontrol system aspects have been concept proofed and we are continuing to piecing it together we got few questions for you all As background for our concept, some you you might know the Mechwarrior game series and how they have handled use of different weapons with configurable firegroups that are binded on different keys. Since the system works very well we have placed our system on the same idea. Now in order to use as much regular engine features as possible(since purely script based system to create the shots and manage the ammo etc would most likely to be more performance costing), the walkers have hidden dummy AI gunners for each weapon barrel that the main gunner commands to fire via fire keys. Pretty simple and engine features keep track of ammo and fire events as it normally would. Addemdum: One major use of the weapon grouping is to be able to not fire any barrel that has obscured line of fire, especially with the side mounted weapon systems where firing all barrels at a target around a corner might end up wasting half the shots on the cover (the crosshairs take account geometry and move accordingly so it is easy to see) Currently Gunner handles the main direct fire weapon system, which in the walkers current configuration is the side cannons and the Commander handles the anti-personnel weapon and missiles. In this case the gunner would have most use of the weapon groups when they are configured to fire left and right side separately. The commander might use the system to use the missiles and machinegun simultaneously by having the missiles selected at all times and having the minigun on secondary fire key so that there would be no need to switch between them. If there were no commander seat and gunner was the only weapon operator the system would allow use of all weapons simultaneously. and possibly against multiple targets at once. On to the questions: A] If possible should we implement completely separate control scheme for the walkers/other vehicles that use the multiweapon fire control system and have multi and have other speacial features (evasive moves, countermeasure systems etc) overwriting the default controls for the vehicles in question. addemdum: Evasive move could be something like a sidestep from the enemy line of fire or turning turning a more armored side at the incoming fire. For countermeasures there is a single key in Arma, but we would like to have multiple different countermeasure systems available, but not fired simultaneously B] How many different firegroups would you see as feasible for the engine? C] If we go for the control overwrite should we try to make it rebindable or go for static keybinds I know this might be hard to answer since none of you have seen or got to use the walkers in actual combat, and to be honest they are not yet operate as smoothly as we want them to so this is rather tricky question we ask ourselves too. Nevertheless I would like to throw the ball around a bit to pick your brain on the matter so we might find a good starting point for the walker/special vehicle controls.- 420 replies
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Arma 3: Community wishes & ideas- NO DISCUSSION
HorribleGoat replied to Maio's topic in ARMA 3 - GENERAL
possibility for separate control schemes per vehicle. Though most normal vehicles will not need this, this would allow superior control over vehicles with special functionality. -
How to use moveInTurret script command?
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
SetCaptive could be an option! have to try it out. I was hoping I could make some sort of an autofire mode too with the AIs that would fire when appropriate target was in line of fire but the normal AI firing behaviour seems too unreliable for that so Im opting now to make them as dum as possible. In y trials I've seen the AI blast away full auto on a tank and to just ignore the tank next to it. :D Im convinced that autofire has to be scripted mode to make sure it works.- 10 replies
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How to use moveInTurret script command?
HorribleGoat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! I need some advice on how to populate empty turrets in a custom vehicle I have. The turret indexes are [0,0] [0,1] [0,2] [0,3] and Ive tried creating new units and moving them into the vehicle with moveInTurret command in dev console and via useraction executed .sqf but have not managed to get it to work. The turret gunner seats seem to work ok when units are placed in them in Eden but moveInTurret does not seem to work. :confused: :confused: I've got code as follows: //_veh = vehicle player; _veh = _this select 0; _gunnerL1 = "B_Pilot_F" createvehicle position _veh; _gunnerL2 = "B_Pilot_F" createvehicle position _veh; _gunnerR1 = "B_Pilot_F" createvehicle position _veh; _gunnerR2 = "B_Pilot_F" createvehicle position _veh; //creating the units, B_Pilot_F used for testing.. (short classname :9) //units appear around the vehicle as they should //Not sure if this is even needed, but saw it in one example and tried it.. _gunnerL1 assignAsTurret [_veh, [0,0]]; _gunnerL2 assignAsTurret [_veh, [0,1]]; _gunnerR1 assignAsTurret [_veh, [0,2]]; _gunnerR2 assignAsTurret [_veh, [0,3]]; //Moving the wannabe gunners into the right turrets.. _gunnerL1 moveinturret [_veh, [0,0]]; _gunnerL2 moveinturret [_veh, [0,1]]; _gunnerR1 moveinturret [_veh, [0,2]]; _gunnerR2 moveinturret [_veh, [0,3]]; //But it seems to do nothing :o _crew = fullcrew [_veh,"",true]; hint format ["%1",_crew]; //script runs to the end and hint shows none of the units enter the vehicle. Tried this with vanilla vehicles too and with other crew positions but just don't know what Im missing. Any advice?- 10 replies
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How to use moveInTurret script command?
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have planned using the invisible UAV AIs and originally wanted to set up the vehicle so that the gun AIs would spawn in always and the rest of the seats would spawn empty. Did not get that to work as even though, driver, gunner and commander seats were set up to not have crew the dummy AIs spawned on them first and filled only one of the "hidden" turrets. Thats why I opted to make a script to fill the turrets as I want and also because Im certain I have to clear the AI turrets when the vehicle is empty. Otherwise they'll start shooting on their own when a target passes them by.. :P Im thinking of running the AI creation script as part of the vehicles startup sequence and maybe remove them on "getout" event. I may take you up on the offer when I run into the next wall :D Now that I can control the spawning of the hidden AIs and firing with them I gotta figure out what kind of controls would be best for using the firegroups and after that the system might actually be ready for testing! :D- 10 replies
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How to use moveInTurret script command?
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And now it works. :D Thank you das attorney for lightning fast reply! Another piece of the whole clicks into its place.- 10 replies
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How to use moveInTurret script command?
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well the new units now run around now, but they still wont transfer into to the turrets/driver/commander/gunner seats. I'll try what you wrote. The case right now is very specific vehicle as in our walking tankman and its arm guns that Im experimenting with. Goal is to see if we can use hidden AI gunners to operate the weapons via remote commands to simulate fire groups and such.- 10 replies
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How to use moveInTurret script command?
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, did not know this. :D Going to try this right away. Thank you sir!- 10 replies
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Could the editor show empty crew positions in vehicles and could we select what seat we want to fill? For example when there is crew in the vehicle, we see the icons and with the same concept if empty seats would show as grey.
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Greetings! Been a while since I've last posted anything, but had a little spare time to start updating the map config for the new A3 1.6 lighting engine update. Here is a shot from nice morning stroll in the jungle. Got a basic lighting setup in order, though it will need a lot of tweaking to make it believable. The green tint is intentional since the planet is not earth and I wanted to play with the "alien world" concept. Also darkened the plant and grass textures a bit and I think they look quite nice right now. Going to need more different plants though. Hopefully you guys can still manage some more waiting! Progress has been quite slow with work taking so much of my time so cant make any promises when we get it out. Theres still some old items on the list and I also want to make the walkers better before they can be let loose.- 420 replies
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BHI Mods Discussion thread
HorribleGoat replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That is one cool rifle, though I do like the full black more! Glad to see you guys are hard at work. Looking forward to see what the skeleton is for! :D -
Proxies Not Showing up in TB Buldozer
HorribleGoat replied to opteryx's topic in ARMA 3 - TERRAIN - (BUILDER)
Have they ever showed in TB? I have not paid attention on the matter and don't have any proxied buildings right now so can't confirm but I would guess that TB buldozer does not load proxies at all. -
[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Excellent! I'll throw you a message when I get everything set up with the sounds. (May take a while though) Never too late! Thank you! I've been swamped with work lately and have not had time for my own projects at all. But when I clear the current work projects I'll get back on mods asap. -
Good point, could try that next time I take a jab at the problem. For the life of me could not figure out the combination last time I tried. Made about 100 rvmats with slight tweaks and texture changes and got no results.
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[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Fantastic! I'll let you know when I get to the voices. You could maybe ask her for advance though. Would not hurt to know that the voice part would already be covered. -
Command and Conquer: Tiberium Universe Release Thread
HorribleGoat replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Mission accomplished there! They remind me of the original C&C :D -
Command and Conquer: Tiberium Universe Release Thread
HorribleGoat replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Uuuuuuuhhh! Awesome sauce!! The refinery and harvester look amazing! -
That is true. Kiory did mention the basics on how to produce the effect with " refract pixel shader in the RVMat with a Super vertex shader" and I've managed to produce similar results when the character moves, but when he stops he turns opaque milky white. I would guess it has something to do with the other textures I have on it, so far thats the best I've come up with. There are also more important features that need to be made so I think I'll just dabble with this from now on when theres a spare moment or some brilliant idea to try out since it takes a lot of time to test new rvmats. Oooh! :icon_idea: Except if I can load them up from the mission folder and dont have to mess around with compiling them every time! Have to try that. --Edit: For those who wonder, you can read rvmats from the mission folder = much faster testing. ---Except that it does not seem to reload the file even on restart, so you need to make new ones..
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Arma 3: Community wishes & ideas- NO DISCUSSION
HorribleGoat replied to Maio's topic in ARMA 3 - GENERAL
Commands for: -force disable AI firing weapons in turrets/vehicles. -force AI use certain firemode in turrets. -simpler control over vehicle crew members both in Eden and via scripting. -
Yes Kiorys method is very different than the exhaust method. I have come quite close with couple of days of intense testing, but dont really know where to go from what I got now. It looks pretty sweet when the character is moving, but when he stops mine turn white. Unfortunately Kiory seems to visit the forums quite rarely these days since I don't think hes seen my message so gotta reserve some time to figure it out at some point. Applying this to a ghillie suit would produce pretty cool equipment.