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HorribleGoat

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Everything posted by HorribleGoat

  1. HorribleGoat

    C&C - Tiberian Era

    Im quite sure you get a chance to do that! We also have planned quite a long singleplayer/coop campaign spanning over the C&C timeline.
  2. HorribleGoat

    C&C - Tiberian Era

    We've discussed a couple of different approaches on how it would be done and have some solutions brewing. I think we do want to give the drill a touch of armalized-semi-realism as with all other units so that it will be in cohesion with the other units. It will be coming though. There will be a post (maybe by vote) for a commander with overall situation control and main access to the base construction system, base defenses and other systems and of course command of AI units. (something like zeus perhaps) Depending to the tech level the commander has to sit in the construction yard or the communications center on the command console or with increased tech level there will be mobile command vehicles and in the top end advanced commander combat armor with all required datalinks for the commander to operate anywhere on the battlefield.
  3. HorribleGoat

    C&C - Tiberian Era

    It is! We have really been caught up with the MANW contest and had not much time to work with the Tiberian Era! The Mammoth and Orca are already ported to A3 although they need some tweaking. After the contest we needed a little break to recover and also we all had an increase in our workload and have had much less time for modding. We're continuing with both mods though so don't worry! :D
  4. Im quite certain that it has something to do with the head system as the animations nor the skeleton have any reference to those bones. And all the errors seem to be from facial bones.
  5. HorribleGoat

    -Lost Dragons-

    Competition entry uploaded and there were some 30 minutes left before deadline :D Good luck to everybody and good night! Also Im migrating our updates to the ARMA 3 - ADDONS & MODS: DISCUSSION : Lost Dragons - Total Modification Alpha soon since I think it is more appropriate forum to continue posting updates as the competition now closes. We'll be releasing a new public alpha soon with new toys to mess around with so keep an eye out for updates!
  6. Kju thanks for the tip, ill try that when I have time, I had also forgot to put the model.cfg in the .Rtm folder but that did not solve the missing facial bones. I'll have to try what Smookie suggested and write the bones into the skeleton config even though they are not used.
  7. HorribleGoat

    Deadline confusion

    Maybe not last minute, but last hour upload.. :D
  8. Apache7, I've tried that. I have completely custom skeleton, animations, cfgmoves, cfggestures, head, and I've purged any reference to the old bones I could find. Don't know where to look anymore. I don't inherit from the ManSkeleton nor the cfgSoldierMoves.
  9. HorribleGoat

    -Lost Dragons-

    Blufor Security Drones are now operational and ready to keep you safe!(ish)
  10. HorribleGoat

    -Lost Dragons-

    Salvagers job is dangerous and all members of the crew too valuable to lose. To protect the live assets corporates refurnished old combat droids to act as security for the brave explorers as they are extremely cost efficient and need no supplies (If they could the corporate managers would replace the live crew too, but the droids are too dumb for that). There will be a few different variant of the corporate drones from combat/security to engineering/maintenance and there will be different ones roaming the battlefields. So far we've got one securtiy variant on both Corporate sides and more will follow!
  11. HorribleGoat

    USS Iowa

    That is one immensely badass model and awesome addon! Maybe if more addons with big ships and planes are made Bohemia divides resources to see to their needs engine vise. One can hope.
  12. HorribleGoat

    -Lost Dragons-

    Dragon has reached first ingame steps and I took some shots of it in game. For size comparison : And some ingame shots to see how it fits in. Enjoy!
  13. I have a tank class vehicle with 2 turrets and am trying to place proxy missiles to the 2nd turret. Problem is that they do not show up ingame when the missile weapon is assigned to the second turret but so far they've come up only if the missile weapon is assigned to the main body of the tank. I have another tank on another project in which the proxies work on a tankbody - mainturret (has missiles) - commanderoptics configuration, but the new one is now mainbody - turret1 (inherit newturret) - turret2 (inherit newturret & should have the missiles) I might be missing something obvious here or there is something going on on how the proxies work on multiple turrets. So far searching the forums has yielded similar topics, old and new, but what were suggested there has not helped me so far. -- Also it seems that when they are fired from the mainbody the proxies do not affect the location the missiles start. -- It seems that the proxies are related on the primarygunner status. Previously both turrets had primarygunner set to 0 and Id suppose this might revert the driver as the primary gunner thus making the proxies work for his weapons. I now set the 2nd turret primarygunner = 1 and the proxies showed up. On the other tank that I had the proxy missiles working before had primarygunner = 1 inherited from the MainTurret class so this just might be it. If anyone else has more info or can validate/ invalidate my theory it would be appreciated! Hopefully this helps others too. -- memorypointmissile[] = and memorypointmissiledir[] = do not seem to do anything here and as the missiles do not use the proxies as launch point I dont't have answer on how to change the launch points. The launch point in this case seems to be controlled by the memoryPointLRocket = and memoryPointRRocket = command pair.
  14. I'm getting a bunch of : Error: Bone face_hub doesn't exist in skeleton LoDR_Opfor_Walker_01_Legs_Skeleton Error: Bone face_eyelids doesn't exist in skeleton LoDR_Opfor_Walker_01_Legs_Skeleton Error: Bone face_cheeksideright doesn't exist in skeleton LoDR_Opfor_Walker_01_Legs_Skeleton Error: Bone face_cornerleft doesn't exist in skeleton LoDR_Opfor_Walker_01_Legs_Skeleton error in the arma rpt from my custom skeleton. I can't really find any more definitions related to the default arma man skeleton and the walkers cfgvehicle class is now parented straight from man class and uses custom moves/gestures/fatiguemoves that I have stripped of all default animations and replaced all skeleton references to my new skeleton. I do have given the walker Animalhead as I thought the man head still defined to be used might cause this but so far I have not managed to get rid of these. Might you Smookie or anyone else have any answers to this? Perhaps the default skeleton parts are hardcoded into the game?
  15. HorribleGoat

    -Lost Dragons-

    Hi ParaCombatant! Great to hear from you here too! It is heartwarming to hear your ideas as many of them are already on the table and being planned so we can't be far off with our vision! System / mechanics Fabrication Our vision for the salvage/fabrication system has been just this with just tiny differences. For example we are quite set on the idea that vehicles are limited to certain amount and they can all be spent fooling around. Sure the amount is large, but when the easily found vehicles are used it will become a challenge to find new ones. Finding a vehicle depot with bunker garage full of pristine vehicles for instance will be a jackpot if you can hack your way in, but they too will run out if you're too careless. Fabricating new vehicles could perhaps be implemented, but it would take really long time and would be a lengthy and dangerous process. Power stations would have to be turned on and the whole factory started. And factories wouldn't provide infinite amount of vehicles either. Limited (although abundant amount) amount of vehicles and supplies will bring some pressure to complete the objectives. Underwater gameplay This side of A3 gameplay we have not yet given much thought since we started as we discussed the matter and thought it too time-consuming to start build underwater assets. We did toy with the idea of underwater husk of a Warrior but the whole underwater side is something we will look into again later when other assets and features are done. It would be great though. Would bring out great possibilities for another map too and whole new dimension of gameplay. Chemical dangers/ warfare This is also something already on the table. The corporate salvager suit does offer protection against most chemical and radiation exposures when in good shape and where it is not enough more protective hazardous environment suits would be available. Weapons On this field we have plenty of ideas much alike yours. Imagination is the limit although we have made the decision to keep most energy weapons vehicle mounted only. Man portable experimental weapons are on the pipeline, but they will be really rare. Equipment Camo selection is something that can be done only at the command vehicle, except with some special chameleon armors, but we do aim to have plenty of gear customization. Electronic warfare/jammer type backpack is pretty cool idea, we have not yet explored how far the backpack module system could be taken so definitely this is something to try out. The hacker booster is also something that could be a great asset. All kinds of sensor systems are planned as part of the electronic warfare gameplay features, but it is probably something we can start developing sometime next year. Grappling hook would be quite cool but I have some reservation if Arma could handle such feature. Probably with some serious scripting but at this point we are not trying to make it. Locations The solar sphere would fit quite well on the field, Solar farms are definitely going to be a map element! Com relay would fit in quite many spots and is also great idea, I think I have a few spots where shuch a structure would fit so you just might see one in game in the future! Space tether is pretty neat idea too, as I've toyed with the idea of floating platforms before. So far High altitude is a problem because of the freefall mechanism in Arma, but we are working on it and something like this is not ruled out as an option. And if not on this map, there could be another focused mainly on such a vast structure. Mod integration This is something to look into but at this point there is not enough time to do so. It is great you've taken the time to think about these features and even greater to see we are clearly going in the right direction! I do hope this would encourage others to discuss the mod too, even though we are still on so early stage. If only there were time to write up all the ideas we have. :D
  16. How does the AI turret control work as I've got vehicles with multiple turrets with cannon and/or missile type weapons but AI under player control can't seem to use them independently. I've read that tank gunners are not suppose to fire without order, but can this be overridden somehow? I have tried two separate turrets and placing them in hierarchical order: Class Turrets { class myturret1{}; (index 1) class myturret2{}; (index 2) }; /// Class Turrets { class myturret1 (index 1) { class myturret2{}; (index 1.1) }; };
  17. Have to test if changing primary does anything and setting all guns to primarygunner=0. Also it might actually be that my cannon and missiles values are too high so they don't use them.. Gotta check that too. Thanks Fennek for the ideas! Update. Works now, I did set both gunners to primarygunner=0 and it seems to have done the trick and firestorm followed.. :D
  18. HorribleGoat

    Custom HandAnim problem

    Have you tried doing the hand position so that all other parts of the model are in the default T-pose? I encountered something like this just today and I too had moved the whole body, but I believe that I fixed it by reverting the body to normal position and moving only the hands and weapon bone. You can easily try this by selecting everything else but the hands and weapon bone in the T-pose (-0.5 keyframe) and copying it via leftclick menu on the keyframe list. Then select the next keyframe and from the same dropdown menu use "paste over selection". This copy/pastes the T-pose back over the rest of the body. Can't guarantee I had the same issue, but this I think solved it for me.
  19. Hey there! The little lady is looking fine and I congratulate you on reaching such a milestone! I too have not seen animated female character with a new rig and it really is huge amount of work. I myself got a hang of the rtm animations and actions/states just recently and might be able to help you out! I've saved my rtm animations in Oxygen/ObjectBuilder and and they need named selections Step and XStep where step is the length of 1 step the character takes and Xstep is sideways movement I think. Anyway it can be placed manually or theres couple of actions in the left click menu when you click on the key frame list in ObjectBuilder. With our Assault Walker Step value is around -4 and it goes forward really nicely. I think Other than that you are golden with it, looking really nice. I Hope this helps!
  20. Hopefully the community loosens up a bit when the competition is over and you guys get the help you need! Astfor seem really sweet project and if only I had time I'd help out. Don't lose hope just yet!
  21. HorribleGoat

    -Lost Dragons-

    New weapon in testing! HMG-8 is a 3 barreled rotary support weapon. I'm thinking of adding the firepower a bit, but we'll see if that is even necessary when it gets proper trial in action. HMG-8 is first of its kind in the salvageable weapons found in the mission. Acquiring one will make you a lucky man, but finding ammo is another story altogether. :D ModDB Link
  22. HorribleGoat

    Jurassic Arma

    Rawr I say :D
  23. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Muahhahhaaa Walker took its first animated steps today! Now just have to fix the animation to the right action... :D But still its really really awesome! The long hours are paying off. UPDATE Our little project takes one step forward as the firs walker animations are in game! This is an epic victory since it has taken a great deal to familiarize myself with arma rtm animation and to find proper tools to create a new custom skeleton and animate it to my liking. But now the time has come and my quest is complete. ONWARDS TO GLORY! :D Walker Walks - ModDB Video (youtube video is still uploading so those in a hurry check out the ModDB link!)
  24. Pete I see you too reached the magical 100 :D We got a weird 10 or so spurt few days ago and got over the line too. Some mods have indeed gained over thousand votes but luckily the totalmod is not a popularity contest. I hope..
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