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HorribleGoat

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Everything posted by HorribleGoat

  1. Great! Thanks! This was what we suspected after reading through the configs and trying out multiple different ways to get hold on the effect. We can then use the old method and create the effects via script but is there any way to control the cofig based effect via scripting? Is there any particular performance advantage in the new config based way or is the old just as good?
  2. HorribleGoat

    -Lost Dragons-

    Couple of new sneakpeeks uploaded on moddb! Walker design is coming up quite nicely and we're got most of the animation pipeline figured out. Pics on first post. Also there has been great progress on the gameplay feature scripting and we're confident we'll be able to post some more detailed info quite soon. We've had quite a long discussions on how the gameplay features such as data/information gathering would be implemented and all kinds of capture the flag type object retrieval ideas were first tossed around, but we thought such might take too long as the terrain is large and also the carried objects could get lost as players die and drop them in the middle of nowhere. They could be shown on the map after retrieval and carried dataunits/discs/sticks/drives could be stolen, but still the time factor was an issue. From the beginning the datathingies would have had to be retrieved by hacking whatever machine held the information and after some thought we decided to take the hacking process even further and create the whole new interactive data retrieval system around a hacking minigame that ties at least one player to carry a hacking tool and the others to ensure his safety while hacking and promote the teamplay we wish LoDR to be all about. Hacking itself will take a minute at tops, but reward is not always guaranteed and also if the hacker comes under fire he better have nerves of steel to carry out the process. Most of the game will play around the hacking since thats how teams progress towards winning but there will be other roles too. There is scavenging aspect as the map is littered with weapons and vehicles players need to defend themselves and harry the opposing team and also to rob the victory in the final battle if they find themselves losing on the data gathering. Also someone need to tend to the HQ vehicle and restoration of the Warrior Battleship that can lead you to the Dragon and victory, will you repair, rearm and refuel your ship or will you trust that it'll make it to the end by itself? This discussion led to some pondering on how long a game like this should and could last? This is something that can only be speculated until we can test the whole set of objectives, but we've calculated that a round might take from 1-3 hours. Whatever the real target time is the mission will be configurable so that length can be adjusted by changing the amount of available datanodes and difficulty of the hacking.
  3. How are you doing with the twin guns? We got our script in a pretty good shape but theres still some trouble with moving the particle effects with the projectile!
  4. Is the way cannon fire effect is produced different in A3 and A2? We're building a versatile multi-barrel addon but have not managed to move the cannon fire particles with the projectile. Is it possible to get a hold of the cannonfired effect and move it along the projectile?
  5. Indeed, the new Addon Builder has some troubles. Pboproject is worth trying out!
  6. HorribleGoat

    Warhammer 40,000 Arma 3 Conversion Mod

    Been following the ofp/A2 mod on ModDB for quite some time! Great work and I hope you manage to continue it! Emperor protects!
  7. This is very interesting topic that Id like to see elaborated more as I have trouble forming a new cfgmoves class with actions limited only to walking. Im working on base for a walker type vehicle that uses man class as legs and I've been trying to figure out witch actions I need to have in my cfgmoves to make the legs move but everything I've tried has led to "no entry 'bin\config.bin/" error. I've asked around a bit but got no answers so might you be able to point me to right direction?
  8. The Cannon type weapons can't yet use 2 points natively in A3. Support for multiple fire points seem to be for machinegun and missile types sofar. There was fabulous fix script addon for this in A2 and our coder is working on a similar solution. Multiplayer end is still a bit sketchy but probably wont take long for him to figure out. It will also be released as an separate addon once it works in MP and as a independent addon. I'll try to remember to send you a message when its done. Im sure you could benefit from it too if you haven't found a solution to it by then!
  9. HorribleGoat

    C&C - Tiberian Era

    Thanks, your Apache looks brilliant and has some pretty badass functionality but as you said we do want learn to do amazing things like that ourselves too. We are most grateful for your support!
  10. HorribleGoat

    C&C - Tiberian Era

    Thanks NodUnit! I'll remember you if I never get to model the Apache! I've wanted to do one for a long time tough, so might be that I do one myself too as it happens to be one of my favourite attack helos! :D Glad you like it but Generals really went far off what we think to be canon Command & Conquer and thusly isn't in our list of reference. Also added a couple lines to the first post to explain our perspective with to Arma + C&C equation. Some things will most definitely be different from the RTS.
  11. HorribleGoat

    C&C - Tiberian Era

    Thanks guys! And NodUnit you got me there.. Indeed RA1 goes with the C&C Timeline no matter what some people say. I got that logo somewhere Ahh here we go: https://www.dropbox.com/s/cjmay1ivkwphkzj/Motivation%20LOGO.avi Added it to the folder. Thats all you need to get motivated to continue am I right! This was the first victory on the path of Arma modding. :D Good times. https://www.dropbox.com/s/55tykyp5yrjdr2g/Success_Part3.jpg M1lkm8n: It's still very very very raw but im glad you like it. The technique has been test proven and it actually will work (it is not a tank btw). Just have to get my head over the animations and its gold. We've a team of 3 C&C fans so this might take a while, but bare with us. Also we've got a MANW contest entry going on with our very own universe and content that we've been nurturing for some time.. So we balance our time between the 2 mods.
  12. HorribleGoat

    animations inside a vehicle help

    I vaguely remember having similar trouble once with the translation anim, great that you were able to work past it!
  13. HorribleGoat

    Stars blown out

    Sorry but, couldn't reproduce this either so far, do you get any error messages while running the map or have anything in the binarizing log files? Could have something to do with your video settings?
  14. HorribleGoat

    animations inside a vehicle help

    If the tank class works then then why not. I'll take a shot at reproducing this weekend if I find some spare time! I'll let you know.
  15. HorribleGoat

    animations inside a vehicle help

    Not completely sure here, but try to put the class Hook source="user"; as source="Hook"; as in you AnimationSource. Also just as a thought wouldn't static turret be a better base for immobile crane?
  16. HorribleGoat

    Uniformed example model?

    In the A3 sample models, look in the TemplateRTM and the Male.p3d Edit LOD 4!
  17. HorribleGoat

    Fixing buoyancy on A2 sample models

    It was binarized, thats what bugged me. But It happened back with A2 and haven't tinkered with the buoyancy yet so your example would indeed be worth seeing!
  18. HorribleGoat

    Stars blown out

    Might you post the contents of the config.cpp? There might be something going on in there.
  19. HorribleGoat

    Underground LOD for OB?

    If I remember the underground lod also did not work for Visitor placed objects, only in the VBS realtime editor. Straight port of the feature wouldn't even be that useful.
  20. HorribleGoat

    -Lost Dragons-

    Thanks alot Seb_Ennis!
  21. HorribleGoat

    Fixing buoyancy on A2 sample models

    Some more indepth explanation for the LOD/weight distribution relation would be quite useful as I noticed something similar a while back when I made a motorcycle that always tilted to left while driven and through trial and error I finally figured it was a some temp polygons placed on the left side on the model in a forgotten edit LOD that caused the bike to tilt. After deleting it all was well.
  22. Halo has great world and rich background story and could use some more tactical elements Arma styled gameplay provides! Good luck to you in your grand endeavour!
  23. This looks just awesome!
  24. HorribleGoat

    -Lost Dragons-

    Thanks alot Roadki11! We try to keep steady pace on the updates as new assets become available for screenshots. And the map and mission are hopefully entering testing in the coming month.
  25. HorribleGoat

    -Lost Dragons-

    Thanks L3TUC3! We've been planning this for quite some time now and wanted to bring something different to the table. :D
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