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Posts posted by scorch_052
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In a very exciting collaboration with Armachinima winner, KinglesPringles, we bring you a brand new cinematic trailer for Operation: TREBUCHET. Enjoy!
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We've just released a complete overhaul of the First Contact expansion for Operation: TREBUCHET. For those unfamiliar, this mod aims to bring the Covenant into ArmA 3 as well as possible. Currently, it is slim on content, with only Elites filling the roster at the moment, but the goal is to build it up over time alongside the main mod. You can check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1572627279
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The update is coming very soon. In the meantime, here's a comparison to show off some of the significant texture improvements we'll be implementing in v0.18.
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It's been fairly quiet on here we know, but just wanted to pop in and mention that we got featured in a Halo Waypoint Community Update (see: It's Not a Catapult). You can check it out here
As for news on development, the next update is very close to being complete. We're still working to ensure all the bugs and issues introduced with the latest Tanks DLC are squashed first. Expect a release before the end of May. In the meantime, here's some images of some of the new texture overhaul work and new unsc trooper gear you'll be seeing in the coming update.
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On 1/17/2018 at 9:27 AM, Private Evans said:Since the beginning one of my favourites...one thing thouhg... the city map props could use some pathfinding for AI. Right now the city map can not be used in SP using AI team mates and enemies, which is a pity.
Could you provide specific examples? While building pathways are still on the to-do list, they should still work and move fine outside. We did set up pathing on the sidewalks and everything.
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PLEASE FIX THIS BOHEMIA
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A new update is available. You can get it by subscribing on Steam Workshop or checking out the link below.
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We just released a very special video that you can check out here:
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A new update is available.
You can get it by subscribing on the Steam Workshop, or grab it directly from the link down below.https://drive.google.com/open?id=0B6vu3Fhowl-aZXJUMld4QzZMdzg
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We just released an UPLINK
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On 10/12/2017 at 1:17 PM, coffeeshock said:The bullet counter on the HUD decreases column by column rather than row by row like in all previous games.
Shorter overall length.
Also the ejected shells fly too far/fast.
Unfortunately the way the ammocounter works makes it impossible for us to implement this properly.
This has been noted, but due to the way the rifles were modelled, decreasing the length would require remodelling to some degree. Not a hard no, but definitely not something we plan on addressing in the immediate future.
Not much we can do about this unfortunately as this is just the standard particle effect that ArmA uses for all its spent casings.
Thanks for the feedback
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A new update is available.
You can get it by subscribing on the Steam Workshop, or grab it directly from the link down below.https://drive.google.com/open?id=0B6vu3Fhowl-aS0c0Rk82S1VJSWc
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Hey guys,
So, I'm working on implementing a series of custom sidewalks for a mod, as well as a few other similar modular pieces like hallways and doors. I've tried using a very simple Paths LOD for the sidewalks, but the AI still don't cooperate. As it stands if an AI is on a sidewalk he just stand there and not move, and if they're on normal terrain they won't cross the sidewalks at all. Is there a way to make them just ignore it entirely or set up a proper way for AI to navigate it.
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We've just released an update that you can download here: https://drive.google.com/file/d/0B6vu3Fhowl-aTC13YlA5Q1E3UUU/view
You can view the changelog here: https://www.reddit.com/r/OperationTrebuchet/comments/6r0037/operation_trebuchet_v015_is_available_now/?st=j5u6nlp3&sh=2007c64b
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We've got a new UPLINK, ladies and gents!
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Having the same issue. Incredibly frustrating.
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I will consider it. Haven't really messed with any of these projects in a while though, so no promises.
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It's a shame you're dependent on such a large addon (RHS) for the RHIB's is it purely for the crew?
Its for the weapons as well. I may make a version in the future that isnt dependent on it.
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MK19 should have a liittle bigger deadzone
I get all the others (some of which are already fixed) but what do you mean by this? Do you mean it should have a larger area of rotation?
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Operation Trebuchet - Total conversion mod for Arma 3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Unfortunately, Zero is no longer a member of the development team for Operation: TREBUCHET, or Article 2 Studios as a whole for that matter. He has informed us that he wishes to leave the project and seeks to remove his assets wholly from the mod. It is our understanding that this occurred due to a conflict of interest between his working with our team and the developers of the Sins of the Prophets mod for Sins of a Solar Empire, whom collaborated with him on and contributed a number of assets to his own mod, Operation: HOMEFRONT. These developers are working on their own ArmA 3 mod, also set in the Halo universe, and presumably wish to use these assets in their own mod. They threatened Zero with revocation of his right to use some of their assets in Operation: HOMEFRONT if he did not comply.
So, what does this all mean for you, the player? Well, best case scenario, almost nothing major. We are currently working to recreate almost every asset we will lose with this departure and have made good progress on most of them, but still have some to go. We will try to provide updates on these asset replacements along with standard new content. Our goal is to minimize the impact this will have on development of new content, but we will unfortunately have to make some short-term sacrifices to fill the gaps left behind.
Most of the assets have already been assigned to developers or are already being worked on, with some even being complete as of now. Some of them, unfortunately will not be as high of a priority for us and we will have to evaluate their overall worth relative to the general gameplay of the mod. Two examples thus far are the Longsword and the Frigates. It is unlikely we will recreate these assets at this point in time simply due to the fact that they don't provide a significant addition to the overall gameplay we feel and the amount of effort required for their proper implementation is not justified by the benefit. However, for the many undoubtedly disappointed in this news, know that we are actively working on alternatives to both of these assets that should fit the gameplay and scope of ArmA better, while still providing the same level of quality you've come to expect from us.
While this is a disappointing setback for us, we are determined to provide even better content and quality, all we ask is a little patience and understanding as we work to overcome this.
For specifics, the following is a list of all assets that were created by Zero and will need to be replaced:
MA5A, MA5B, and MA5C Assault Rifles
M7 SMG
M6G and M6C Handguns
M41 SSR Rocket Launcher
M9 Frag and M2 Smoke Grenades
Emergency Flare
GA-TL1 Longsword
Charon and Paris-Class Frigates and Interior Objects
Traffic Cone
Portable Generator
Resupply Pod
(Precise classnames and object titles will provided in the near future to help everyone try to adjust accordingly)