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HorribleGoat

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Everything posted by HorribleGoat

  1. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Working on updating the WK-209 to more efficient design. While I really really liked the V2 and the profile of the design I decided that the hanging gun arms where too big a flaw efficiency vise. They looked cool and fit the walker very well imo, but their fire sector was way too low. I've given this quite a lot of thought to come up with a design that would still have similar profile, but with guns higher up. Here are couple of shots of my progress with that and Im quite pleased with the result. The pictures do not convey the whole mechanism in the turret mounts, but they are a lot higher now and have now much better fire arcs. Also I adjusted the torso position a bit so that it can be made to turn, instead of only facing front. While you guys have not even tried them out yet, these changes will make WK-209 much more versatile fighting machine as we intend all our walkers to be. Also as a bonus there's couple of different weapon system mockups for you to enjoy!
  2. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Progress and a group shot to celebrate it! Have the new gun models quite well set up now with new hand grip stances and all that. Im planning on making proper reload animations for the rifles and then they would be ready for the next release. The minigun will still need a lot of adjustment and its still missing the ammo backpack and other functionality, but its operational even without them. Now the weapon stats are whole different thing and will go through a lot of changes, but for now everything is coming together nicely for a next alpha release.
  3. HorribleGoat

    Vehicle config problem

    Yes I think that is how it works. It was actually a new thing for me too since I have no even thought about dual fed weapons before, but it does open bunch of new opportunities. :D
  4. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Haha! But no. We try to minimize all flashy lights. Makes no sense to have such in combat environment if they're not absolutely necessary. And the helmet will have visor too, just wanted to show how the head/ helmet fit together.
  5. HorribleGoat

    Vehicle config problem

    Ha it took some time to figure it out, but I got it! the autocannon_30mm has this line in its config: muzzles[] = {"HE","AP"}; which means it has two type of weapons combined in the one, the HE and AP. Now those weapons override what parameters you have in the class rjm_l21a1_rarden and make it still look like the original. If you change it to muzzles[] = {"this"}; it will use the parameters from the class rjm_l21a1_rarden. muzzles[] = {"HE","AP"}; is used to simulate dual loading gun that can use HE and AP ammo without changing magazines and is the same system as how underbarrel grenade launchers are set up in rifles: muzzles[] = {"this","UGL"}; means theres the weapon defined in the weapon class itself and additional weapon defined in the class UGL and so on. You can also define your own HE and AP weapons if you want and just place them in the muzzles array.
  6. HorribleGoat

    Import Stratis Into Terrain Builder

    Id say no. Unpacking the A3 material is prohibited by their license I think as they are not released as open packages.
  7. HorribleGoat

    Mikero's Dos Tools

    I had to reinstall windows few days ago and thought also to reinstall all Arma tools and perform P: drive unpacking. While everything works now I ran into couple of problems too. Is there a reason why Arma3P now wants to remove buldozer from P: drive and path the tools to Arma3 exe? Im asking because this does not seem to work as it only prompts for (K) as in OK? and the just shuts down. The unpacking was all done and it did remove buldozer, but paths were not set and I had to install buldozer via the A3 tools. This seems to have left me with the tetrahedron missing error when running buldozer in Terrain Builder though I suspect its unrelated. Nothing gamebreaking, but annoying.
  8. HorribleGoat

    Lost Dragons - Total Modification Alpha

    One step ahead my good sir! Thank you! And here's something from the WIP section!
  9. I have been wondering this for a while now and have not come up with a solution. Would anyone know if its possible to get muzzleflash to work with a grenade launcher? I suspect it has something to do with the grenade ammo type it uses, so I might have to try making it an explosive bullet instead. Other than that Im out of ideas since fiddling with the config and all the attributes that seemed remotely relative got me nowhere. Eh, nevermind. Fiddling wíth the configs and proxy path solved the problem. :D
  10. HorribleGoat

    Pipeline changes

    If you dont mind using Blender, theres plugin for it to export .P3D directly. Object builder is really needed only to verify animations and such.
  11. Arma vehicle animations dont quite work like that. All animations (what part animates, how, which way, how much etc.) have to be defined in the model.cfg along with appropriate skeleton structure and then the animations have to be operated via a scripted sequence. Animate command So the whole animation have to be recreated in Arma. I assume you have skeletons set up for the vehicles in Max and while those don't directly translate to Arma, you can use them to easily make the all the necessary memory point axes for the corresponding animations. It is a lot of work for more complex animations, but with patience and testing even complex multi piece animations are doable!
  12. HorribleGoat

    Lost Dragons - Total Modification Alpha

    AR-42 made its way in game! Going to adjust the hand positions, but reload animations will probably be left for later release. Gotta draw the line somewhere if we ever want a next version out. :D Also gave the holosight some touchups and applied the new collimator shader for the reticle.
  13. HorribleGoat

    ArmaVerse

    Sure why not, but that is if Arma engine ever utilizes any form of PG.
  14. Do anyone here know if its possible to set up custom animation for a rifle when its put down/resting (Double tap on CTRL) Or any other way to move the weapon around at this stage. I have a rather differently held weapon in our mod (a minigun) that I've managed to make pretty decent holding pose, but the weapon resting pose goes really wonky with it.
  15. HorribleGoat

    ArmaVerse

    I would say it would not work any better. The map core mechanics are still same as with A1 and A2. The problem is not the new shiny graphics stuff but just the vast size of the huge map.
  16. HorribleGoat

    ArmaVerse

    DId you read the whole description? "2800km x 2800km works very bad (but it works), the texture is ULTRA LOW quality, it feels you have a 800 ping (and that even in SP/Editor), you can not look around properly without feeling you have 800 ping, if you walk, you stuck almost every meter and if you walk forward, you walk automatically to left or right direction, your weapon is shaking heavy in all direction. this size works but it is not enjoyable." Is what he said, so while it loads in the engine, it is not actually playable. So I would say that in Arma engine its not possible to make larger than ~200km2 maps and they are not that well suited for ground operations because the lack of terrain details. Arma has huge maps already, but making even bigger ones would require different methods than what are used now.
  17. HorribleGoat

    Lost Dragons - Total Modification Alpha

    You are correct. This image shows it a little better!
  18. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Can soon cross off AR-42 update from 0.2.0 to-do list. Got it finally uv-mapped and threw quick textures on it. When its ingame and shoots, I'll move on the the next item on the list. Going to add more details on reload animations to it later, it is in good enough state for an alpha release.
  19. HorribleGoat

    How to board a ship from ship

    You could try just teleporting them out of the vehicle with setpos: { _x setpos [random 5, random 5];} foreach units group player; Use a safe coordinates so they don't die! Works in singleplayer at least, but might not work in multiplayer.. Not sure but maybe worth a shot to get rid of the eject jumping. Or if you want the players no to see it you could also just "blind" them with black screen and text "boarding the ship" or something like that for a couple of seconds. Might also need one of these to remove the link to the vehicle if you teleport them around. https://community.bistudio.com/wiki/leaveVehicle https://community.bistudio.com/wiki/unassignVehicle
  20. HorribleGoat

    How to board a ship from ship

    whats the script syntax your using? It might be that its just not picking up the AI dudes in the cargo.
  21. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Thought to take a couple of shots how the map progress looks like in game! It is still very bare and missing a lot of details it needs, but I'm very pleased how it is starting to look. The terracing of the center area was a great idea and even in this state proves the extra work was worth it.
  22. On the left side lise see that << on the left of "ENTITIES" text? That hides/Unhides the left list. See if theres << or >> on the same place on the right side? It should be there and it should unhide the rightside list.
  23. HorribleGoat

    How to board a ship from ship

    https://community.bistudio.com/wiki/moveInCargo Would this help? Also make sure to check you the comments and assignAsCargo command!
  24. HorribleGoat

    Mikero's Dos Tools

    Excellent to hear from you! Thanks for the info. I'll be contacting you soon!
  25. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Got my computer unpacked and set up after a few days of moving to a new place! Started to pick up pace with the project and noticed Eden update had fallen upon us and to celebrate it I made a video of our upcoming map in Eden!
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