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j0nes

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Everything posted by j0nes

  1. I was fooling around with this a couple of months ago. although i never was able to complete it. this would be a script added to whatever unit(s) you wanted this to work on, as far as im aware, theres no built in model config or config.cpp support for it 1. add WeaponDeployed eventhandler to unit 2. make sure the unit has a bipod (either attachment or integrated), because the eventhandler will trigger when the weapon is "rested" without a bipod as well 3. switch hand to new gesture
  2. as far as changing the default NVG, i dont think theres any way to change the color. BIS offers several vision modes, but other than NVG they are all various thermal vision types, which wouldnt be what you wanted. I would have a look here, https://community.bistudio.com/wiki/Post_process_effects#ColorCorrections depending on how much experience you have you could make this via mod or script for him, and use color corrections to see if that would change the night vision color by compounding it with another color. I have no idea if this will work, its nothing ive ever tried before, but in theory it should. the easiest way would be to turn it into an mouse scroll action, "Red shift", "Blue shift", or whatever color you want to name it. and have your player trigger it manually when they need to, rather than linking it strictly to the night vision toggling. I hope this can give you the direction you were searching for!
  3. j0nes

    Trip Flare

    Id definitely go the route of modding. if you wanted to script it, you could either use the FiredNear or Explosion event handler I would think, let the trip mine trigger naturally, catch the damage and dont allow it, spawn projectile and launch it skywards. but then you still get the explosion effect and sound, so it would be very clunky. if you dont care if the player sees the actual tripwire model or not, could just use a map trigger and spawn the flare and launch it when they enter the area
  4. does anyone have a list of all the mine trigger config types, and how they simulate? the ones I've been able to find so far are RangeTriggerBounding RangeTriggerShort WireTrigger RangeTrigger TankTriggerMagnetic RemoteTrigger IRTrigger I know there are also different simulation types, which just compounds this. but the full trigger list and a brief description would be a good start
  5. looking at the ASRAD-R (third picture). Uses a missile system we already use, the RBS-70, and is more modular, requires less hull tampering, which will make it faster to build and transfer to other vehicles if we choose to do so.
  6. 10 May, 1945 AD The marines land on Portmark with their new armoured company equipped with Sherman, and Churchill tanks. They link up with the resistance and start to fight their way down to the capitol city of Sørvik.
  7. *WEEKLY WIP REPORT- Week of 5.1 - 5.8.2016 *World Building This week with help from our foreign consultant, Almazo, we’ve solidified names of cities for the island of Portmark. We’d like to thank Major Desync for joining us for a limited time as a third party developer to help continue the progression of Portmark towards completion. Check out some of his awesome terrain work here! We would also like to give a formal shoutout to Cyperevenge, who was the artist responsible for the initial creation of our island, check out his other wonderful work here. Thank you both! *Art The Galil SAR continues to move through its spit shine phase, as we prepare the models for in-game configuration and texturing. It’s a learning process for some members of the team, but after this first step, the rest of the weapons should progress much faster. Our resident lore junkie and game-world architect, Wildcatbridge65, has begun pulling real world structures into the 3d world as well as designing some completely custom buildings for our art team to convert into game-ready models when the time comes. We don’t have any to share with you this week, but we’re excited to have access to a talent that will allow us to bring several new custom structures into the Armaverse. In the past week, our friends over at Finmod have been hard at work modeling new assets for both teams. In the coming months we will be debuting two new soldier systems and the game mechanics that accompany them.
  8. 7 May, 1945 AD Germany surrenders along with their forces in Asteland before the allied liberation force sent to retake Asteland can arrive. Astelandic forces serving with other nations in Europe return home. When they return, they find that the Der Nordwind (The North Wind) SS battalion stationed on Portmark is refusing to surrender for fear of prosecution. The Asteland Marines volunteer to retake the island with the assistance of the Resistance on Portmark and the Royal Navy.
  9. 5 May, 2010 AD The southern, private airfield is completed and members of the surrounding community form the Portmark Flyklubb.
  10. 4 May, 1714 AD After seeing the performance of army detachments on navy ships, the admiralty decides to officially found the King’s own Marines on Portmark.
  11. *WEEKLY WIP REPORT- Week of 4.24 - 5.1.2016 *World Building This week we’ve completed the history of the island of Portmark, and moved on to the history of Asteland. Were releasing the timelines as ‘This Day in History’ posts, for a more fun, snippet way of presenting the information. Upon full release we will include a download for some bonus out of game content that will include these timelines, the ASTFOR soundtrack, and some other items. *Technical We’ve begun adding visual elements to our orbat, using ShipBucket guidelines. While we had some reservations about the somewhat retro style after so much work with cutting edge graphics, the team has begun to warm up to it. A nice sampling of vehicles have been added to our files, some of which we would like to share with you today. With these vehicles, we’ve developed our color palate guidelines for our vehicle camo in both desert and woodland. *Art The AG890 series has completed its modeling phase. The galil sar has begun preparation for texturing, and the 890 series will follow upon its completion, as they share many common parts. We have a new addition to our weapon accessories, the Aimpoint CS, and while we can’t show it to you quite yet, we can assure you it looks fantastic. As mentioned in last week’s WIP we have joined forces with Finmod, and we are already seeing the benefits. Both teams have begun to help each other and the quality of work is on the rise. The M2HB and HK GMG are among the first additions that will appear in the coming weeks. Not only will these be independant static weapons, but the gun cradles, mounting gear, and weapons themselves can be used on a number of the coming vehicles. This will speed up production later when we can draw from a large library of weapons, objects, and mountings that we are creating early on. *Admin The students in our group are preparing for final exams, and doing a wonderful job of balancing their real lives with the project. Keep up the great work, and good luck to all community members in the coming weeks who have exams!
  12. May, 425 AD Saxons looking for a northern passage above Scotland discover Portmark. They land on its southern shore and begin colonization.
  13. @John1 the as550 will be covering the roles that the jet ranger would, if a model turns up for one in the future we may incorporate it as a civilian helo.
  14. @R.Anderson@15thMEU Unfortunately the only thing from that list we will be using is the NH90. We have an unreleased SMG called the MP6, that is similar in role to the CBJ-MS and will mainly be used for special forces and air crew. The AG890 series are being used in stead of AK5s. The Bandvagn 206 would be an interesting addition at some point, but its not even on our vehicle list right now because even with ropes, articulated vehicles are still near impossible to implement in game and have them work reliably, consistently, and realistically in single player and multiplayer environments. There would be a lot of scripting involved and right now its just more work than its worth, and not really necessary with all the other vehicles we have.
  15. 27 April, 1940 AD The Astelandic Corvette Rickkenhart engages in a running battle with the German destroyer Georg Thiele just off the east coast of Portmark. After trading shots the Rickkenhart is hit twice and lists heavily to port. The crew beaches the ship before she can sink, and abandons her.
  16. April, 1068 AD Portmark revolutionary, Erik Foggad is now known as Erik Borax, has gathered a small following among the native Saxons in Sudpart, who believe he is a living descendant of Horgan Borax come to liberate them, and begins to meet with other Saxons across the island.
  17. at first our map will only be released in our mod pack, it will be stand alone in that respect and wont require A3MP or anything like it. The main reason for this is we want to encourage people to download our entire mod that we put so much effort into. but as the mod gets out of alpha and adds more content we may have a separate weapons pack/ vehicles pack/ map pack to make it easier to download, and so players can pick and choose what they want. we are also looking into porting Zargabad from A2 with some upgrades when we release our desert units.
  18. *WEEKLY WIP REPORT- Week of 4.17 - 4.24.2016 This week is fairly light on content. We have been able to make a lot of progress, but none of it is at the stage we would feel proud to show you yet. *World Building We’ve begun to write the history of Portmark, as well as concepting the Portmark History Museum. Neither are ready for reveal quite yet, but we know you’ll enjoy them when they are. *Art The AG890m has begun modeling this week after much debate on the railed handguard and stock. We hope to be able to show you this and the AG890c2 in next week’s WIP. *Admin We’re proud to announce our joint venture with Finmod. We are not combining our two projects, however we are joining forces and sharing skills between groups to find common assets and speed up production. More details will be announced soon.
  19. @teddymosart1 the swedish use the CV9040, whereas we will be using the CV9030, because it is the export version. we will also be including a few other variants of the CV90 down the road. We have an RBS70 right now, and will also be using a variant of the Norwegian built NASAMS, as well a variants of the bofors L70. As far as submarines, research has to be done when we start our naval assets, because there used to be game engine limitations with submarines. Tentatively, were looking at a a diver propulsion vehicle that will be smaller than the SDVs and backpack portable, which should open up its usage and gameplay opportunities. If naval testing goes well, we may add a medium attack submarine down the line. we will be making radars, we have a Sisu E13TP truck with several variants, one of which is the GM400 radar, and a Sisu A2045 truck with a Giraffe 75 radar. we have several ideas on how to make these systems usable in game, but will not disclose any information until later once any game mechanics have been tested.
  20. *WEEKLY WIP REPORT- Week of 4.10 - 4.17.2016 *World Building This week, with some help from our Scandinavian consultant, we’re releasing our first sattelite map of our homeland terrain, the island of Portmark. A rustic tourist hotspot, Portmark’s mountain range and beautiful ocean view is a one of a kind experience. Housing an secluded resort with cabin style accommodations, island helicopter tours, and an isolated lagoon for boating, the northernmost island is a beautiful seaside destination. The central island is home to residential living, a small port frequented by local fishermen, and a western mountain range containing numerous WWII Nazi coastal artillery batteries and tunnels. Due to recent instability in the region, both geologically and politically, all non-collapsed tunnels have been closed. The Portmark History Museum offers a brief look throughout the island’s rich history, a spot you will surely want to visit. For those of you who enjoy reading, included below are the history of the Astelandic Marines, and the Asteland Battalion QRF. King's Battalion of Marines Asteland Battalion *Design More crest, patches, and TRFs have been drafted this week. Research has begun on creating a system for quickly integrating unit patches to uniforms outside of the A3 insignia and squad xml patches already available in game, and a set of templates for the creation of these patches has begun production. A lot of work has gone into the creation of an updated, more modern interpretation of the Astelandic Defense Forces insignia shown below. *Art We’ve added two new members to the AG890 family this week, the AG890, and the AG890c. Bracketing the AG890k on either side lengthwise, the AG890 is a longer assault rifle that fell out of service with the frontline, but can still be found in Astelandic Homeguard armories. The AG890c is still widely used today by armor crews and features an integrated vertical foregrip. The AG890k and AG890c are being shipped from military armories in batches back to Astelandic Metal Works for the installation of a modernization package that will include rails, a new more adjustable stock, and a magazine well that will change the type used from 35 round Galil, to 30 round USGI stanag, in order to ensure compatibility with NATO standards both in and out of the country. Our uniform team has been hard at work in the past weeks modeling much needed assets for our infantry kit. This week, the initial pass of the Astelandic Viper helmet in several variants has been completed as well as a boot and gaiter set for protection against water and snow in the great white north. The Viper will have both high and low cuts around the ears to allow for headset usage, and will also feature a rail system for easy mounting of helmet accessories. An Astelandic camo (ASTPAT) facemask has also been made that will be included as both a stand alone facewear accessory and an integrated part of the helmet to ensure the cloth of the facemask looks proper around the helmet straps.
  21. *WEEKLY WIP REPORT- Week of 4.3 - 4.10.2016 *World Building Work on the Astelandic Military ORBATS continued this week, finishing up all frontline branches at a macro level, with micro work continuing. Back stories have begun development as well as a slew of crests, logos, and patches. More discussions have taken place about our first homeland terrain and our lore team has begun working on finalizing many details for all aspects of Asteland’s history. Ranks have also been concepted for the Astelandic military, an example shown below. *Design A release forecast has begun this week, detailing not so much the anticipated dates, but the desired content. The Astfor mod will include various items from both modern day as well as 2020 and beyond, syncing with the current Armaverse timeline. For the first batch of releases we will be focusing on present day military, and as we progress, both past and future Astfor will fall into place. While we do not ever anticipating creating full past, present and future militaries, the content we hope to provide will span a large period of time. For example, M113s will be used by the Astelandic homeguard, and will be deployed in Operation Arrowhead with the military detachment in Takistan. Some models will then be replaced after OA with the CV90 MkIII chassis, containing several different variants. This should allow for many different types of gameplay from 1989 to 2035. We would like to announce a rather special vehicle this week, the AC235 pocket gunship. After the threat of insurgency in Asteland began to rise in the early 2020s, the government, lacking a mid range attack aircraft, began researching vehicles to fill this role. After determining the required number of attack helicopters would be much to expensive, Asteland worked its long standing relationship with ATK to convert one of its existing CN235 transports into a gunship for the nation’s special missions air group. *Art The art team has finished the AG890k this week and is proud to present Asteland’s frontline infantry rifle from 1989 to 2005, when it began its upgrade process. The national crest has begun concepting, as seen below. *Administrative We’ve rounded up all our members from Europe and the US after battling time zones and have completed our comms software switch. Our outdated mod package has been distributed to necessary team members, for testing to determine what needs updates with the various A3 engine improvements since our last internal publish. Planning has begun for Dev Team missions prior to our first public release to ensure quality control.
  22. @painmace both have been addressed in an earlier post, but ill gladly address it again, two years of posts can be a little arduous to read through ha. our main infantry rifle will be the AG890k, which is a custom Galil SAR, and an upgrade kit for it that was issued to Astelandic infantry around 2005, unofficially designated the AG890m. it includes a cheek rest, front rail system (similar to that of the RK95) and an adapter to use NATO stanags instead of Galil magazines. in 2025 a new rifle was adopted and named the AGA25k, a custom version of the Galil ACE. The infantry used to also use several variants of the G3. We have a real-world island that we have imported in to game to use for our first terrain. It is a main island with two smaller satellites, connected to the main island by ferry routes. The two smaller islands still have a number of buildings and points of interest, so were encouraging island hopping and water gameplay. but they also offer small, isolated locations for pvp missions or deathmatches. Our environment artist is working hard to give it some cool history, such as nazi occupation during WWII, that will influence terrain objects and overall feel. We would also like to incorporate a limited number of new wildlife to complete the scandi feel, but until we have our infantry kit playable, the island is not progressing past a blank in game terrain.
  23. @teddymosart1 the JAS 39 C will be handling light strike missions. Its an extremely capable fighter and ground support aircraft, thats able to take on a variety of roles. The OV10 is definitely one of my all time favorite aircraft, but its too old to be used in modern combat, and it was never used in the region of Asteland. 2 Jets that wouldve been used by Asteland in the same time period as the OV10 and A4 would be the F86 Sabre and the F5 Freedom fighter. but both have been retired and replaced by the JAS39 C/D. Also, the AS550 will be in game, however, the Gazelle will not. The AS550 and AS555 will be the only light helos used by the Astelandic Air Force
  24. *END OF WEEK WIP REPORT* *world building were happy to have WildcatBridge65 join our team as a military consultant and 'worldbuilder' helping delve into the creation of an Astelandic Military ORBAT. Weve made some major progress in the past few days, and this has become more important than we realized. Creating this ORBAT allows us to objectively decide which vehicles we need to keep, instead of adding or removing them based on sources we found or other countries militaries. We hope to introduce you to the Astelandic Marines Battalion by the end of this week! We were also able to talk to our initial website designer who was unable to continue with the team some time ago, and he has agreed to pass on his vast knowledge to our current team members in the coming weeks. WildcatBridge65 and Doug will be adding information to the website as well as bringing crucial modules online, such as the forums, WIKI, and ORBAT viewer. Doug has also begun to explore our first terrain in the pipeline, locating buildings and planning item placement so that the map will be plug-and-play for the artists when the time comes. Our first island will be rich in history and we hope to fill you in on more details as they become solidified. *art The AG890k is nearing modeling completion with only the rear sight remaining. A wooden handguard and M203 have been added to the variants of the Galil SAR. After discussion, a variant of the HK417 has been chosen as our Special Forces DMR, and its model has begun production. *Design As the ORBAT began to be realized this week we have found that in order to make it work, we had to face our fears and add vehicles and equipment that we wouldnt have dreamed of in the past to our design list. As one of our team members put it "Everything is lore until its in game", a motto which now drives our design process. With our vehicle count nearing 50, not including variants, the list is extremely daunting to the limited number of modelers we have, however, it makes it easier to know that these are the vehicles that the Astelandic military uses NOT the vehicles that are guaranteed to be in game. We will prioritize vehicles with each release to help the player get the most enjoyment out of the ASTFOR mod, and keep the game world balanced. Some notable additions to the vehicle list that WILL be included in the final mod are the G-wagon, Cessna O1G, RQ7 Shadow, Elbit Skylark, PD100 Black Hornet, and more. *admin The team made a switch this week in its communications software, and are very happy with the results. It should allow us a much easier workflow and faster transition between voice and text, which will improve productivity in the coming months.
  25. also to shed some light on the size of the EOD force. Asteland only has one EOD battalion for the entire country, both at home and abroad. The Home Guard has some troops trained in EOD, but they dont really have combat experience, and they are only EOD personnel as secondary jobs. The troops in the EOD battalion are only EOD and have quite a bit of experience. In Operation Arrowhead, Asteland was mainly in the background, running SAR, SPECOPS, and cleanup after the main operation was over, this included many undetonated mines and IEDs leftover from the offensive. Around 2020, the threat of national terrorists was growing at an alarming rate, and several bombing attempts were foiled by the military and successfully defused by members of the EOD battalion, so the government wanted to beef up its defenses.
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