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Dreadp1r4te

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Everything posted by Dreadp1r4te

  1. Alright so we all know Arma 3 is lacking a bit in content at the moment, pending all those lovely DLCs from Brohemia, so in the meantime the wonderful modding community has worked magic and brought loads of content to the game. I'm a big proponent of all this, and I'm also a big proponent of large scale sandbox missions! Unfortunately, up until now, the two have been pretty much mutually exclusive, with a ton of missions that use only the core game, and a ton of content with no mission to employ it. Not anymore! I'd like to introduce... *insert drumroll here, or something...* The Titan Warfare Pack Still in its infancy, I suppose, but has enough content to warrant a release. The mod pack aims to fill some obvious glaring deficiencies in content by adding new toys, both equipment and vehicles, and also serves to (attempt) to correct various issues with the AI (like aimbot accuracy) in order to give a more dynamic, enjoyable, and more custom experience. This includes more side-specific weapons for Blufor and Opfor, including the beloved M4/M16 family of weapons and the classic always popular AK family for Opfor. While CSAT might not necessarily use AKs in real life, I felt there was something horribly wrong with the lack of AKs in Arma 3. This also includes a selection of optics designed specifically with these weapons in mind, so you have more choices in creating your kit when you head out into the field. These weapon models are of the highest quality, courtesy of RobertHammer and Toadie2k (HLC), with the AKs even including custom animations. Features: M4 and M16 family of carbines/rifles AK family of carbines/rifles F/A-18 E/F Super Hornet SU-35 Flanker E Blufor Leopard II MBT (Tan Kuma Reskin) MH-47E Chinook helicopter Magazine Repacking (because carrying 6 mags with 2 bullets each is no fun) ASR AI improvements ...and more to come! Future Plans: -AC-130 -MV-22 -Mi-24 Hind -Ka-50 Hokum -AH-64D Longbow -F-35B -Various HMMWVs -M1A2 Abrams -T-72 MBT -HK 416/417 family -HK G3 and G36 family -Steyr AUG family -M240b/M249 Dependencies: CBA A3 (Armaholic Link) If you'd like to try out the pack in a fun, dynamic sandbox environment, check out my BeCTI Warfare server. Link at www.ironsharks.com, or just search Iron Sharks from your ingame server browser. Credits: M4/M16 Weapon Pack - Robert Hammer - http://forums.bistudio.com/showthread.php?167618-RH-M4-M16-pack AK Pack - Toadie2k - http://forums.bistudio.com/showthread.php?172850-Toadie-s-SmallArms-and-Animations-for-Arma3 F/A-18 and SU-35 - John_Spartan and Saul - http://forums.bistudio.com/showthread.php?164308-F-A-18-Super-Hornet-and-Su-35S-Flanker-E Blufor Kuma MBT - Stevenson and Brohemia - http://forums.bistudio.com/showthread.php?174080-BLUFOR-MBT-Kuma-retexture MH-47E- Konyo - http://forums.bistudio.com/showthread.php?177084-Boeing-SOAR-MH-47E-ArmA-III ASR AI and ASDG Joint Rails - Robalo - http://forums.bistudio.com/showthread.php?173515-Asr-ai-3 A huge thanks to these guys for their outstanding work and letting me put together this modpack. They did all the work, I just integrated it into one package and modified the mission to put it all to good use. Be sure and drop them a thank you for their hard work and a donation if you feel so inclined! Be sure and check out my server which hosts this mod in my custom edition of BeCTI Warfare, based on Zerty's latest edit (adapted with permissions), with my own tweaks and modifications included! Check us out at www.ironsharks.com. Enjoy! Download: https://www.dropbox.com/s/slqblw8abah8zsp/titan_warfare.02b.rar?dl=0 Unzip to your Arma 3 directory; move the "userconfig" folder (inside the @titan_warfare folder) to your base Arma 3 folder. EDIT: I accidentally posted this in the wrong forum. Can a mod move this please?
  2. Dreadp1r4te

    Titan Warfare Pack .2b

    I'll be continuing to add mods to the pack as I find them and get permission, and if I develop my own (which I may) then they'll likely be included as well. I'm trying to stick to the theme of military equipment likely to still be around in the modern and 2035 time frame, so while you won't see Panzers, you're welcome to suggest new mods that you like that may fit will.
  3. Dreadp1r4te

    Titan Warfare Pack .2b

    Thanks for the kind words, John_Spartan! The mission is already up on the server in my sig, and your beautiful F/A-18 is available to Blufor and Su-35 available to Opfor. Feel free to check it out!
  4. Dreadp1r4te

    Titan Warfare Pack .2b

    ...and AT-4s and Stingers, too. We can't all be Russian, otherwise who would we shoot? XD
  5. Dreadp1r4te

    Titan Warfare Pack .2b

    If they could, they'd ask for that too, but I draw the line at bodily fluids. Permissions: Hope that appeases the angry mobs... next time try to be more welcoming, yeah? While I may not have created these mods or the mission, I DID integrate them into the mission, along with other tweaks and changes that people suggested on my server (yes, all with permissions, although I DON'T have a screencap of that one because the Jammy Warfare site got moved. Sorry. I'm sure Zerty will vouch for me if needed.) and I'm also paying money every month out of my own wallet so that you, the community, have a place to play and enjoy said mods.
  6. Dreadp1r4te

    Titan Warfare Pack .2b

    I haven't claimed anything as my own. What I've done is taken the iniative to contact other people who've worked very hard to make content for this game, asked for their permission to release them as a pack, and provided a server that pack can be used on, including integrating into a fantastic mission, which I also contacted the Dev of to make sure it was alright. I don't think any part of my post can be construed as attempting to steal someone else's work.
  7. Dreadp1r4te

    Titan Warfare Pack .2b

    Boy you guys are the copyright nazis aren't ya? Do you boys work for Apple? :p Yes, before anyone else asks, I have full permission to do what I'm doing from all authors. Relax. I'll be happy to post screenshots of the permissions given, if necessary. You are somewhat correct here. I'm making no attempt to license this pack. In this case, the existing licenses of the original content (by the original authors) applies, with their expressed consent that I use their existing license in this fashion. This means that I can redistribute their work in its original form with their permission, but I may not modify it, and while you're free to redistribute this modpack (say, as a mirror) you may not alter it, as YOU do not have permission to redistribute their work (unless of course you obtain it from them.) I hope that clears that up. The purpose of all this is not necessarily just to consolidate them, but also provide a server that consistently hosts them, allowing people who do enjoy them all in one place to come and play with them, all in one place. If interest is broad enough, I'll add more servers. The server in my signature will always be hosting this modpack, even as I update it. I compiled the pack with BeCTI Warfare in mind (which, before you ask, yes I have permissions to modify) but I can see it being applicable in a wide range of missions, and I'm happy to do what I can to support that. If you have suggestions on what missions you'd like to see this in, please feel free to let me know.
  8. Dreadp1r4te

    What is BECTI?

    No experience on the server eh? I have just enough experience to know your server side FPS drops to 10 and lower when you set it to night time. Oh, and I DID suggest adding igiLoad, right when I started playing and saw that mod, and you said no, logistics in BeCTI wasn't important. But hey, I'm not here to argue. Just stating a point.
  9. Dreadp1r4te

    What is BECTI?

    Since you're bringing up "giving eachother ideas," I might add that I suggested a logistics system to you, and you said it was useless. Then when I integrated it into my server later, you suddenly decided you had to have it too. Same with the Mohawk being capable of lifting aircraft... Not trying to start a fight, but just felt that needed pointing out. EDIT: Oh, and your performance issues are because you're running a dedicated server on non-dedicated server hardware. This has nothing to do with the mission.
  10. Dreadp1r4te

    ARMA 3 Addon Request Thread

    This can be done with a simple mission edit. See the Biki for details. For my addon request, I'd like a V-22 variant that doesn't have glitchy animations. There's currently two of them out there, one has broken animations, and the other the dev doesn't want to allow redistribution via modpack, which in my opinion kind of defeats the purpose of mods, especially when they're licensed under CCL, all of which allow redistribution...
  11. I'm working on a custom mission and I need to know how to create custom UI elements like interactive dialogs and menus. Are there any good tutorials to this effect? I've tried searching but most of the results start assuming you already have a very good grasp of Arma scripting. Since I'm just beginning and learning as I go, I'd prefer something that takes it from the start. Anyone have any resources they could share that might help educate this beginner? Note: I'm picking up the Arma 3 scripting language pretty quickly so I'm not a TOTAL idiot, but yeah, still need something that explains it fairly simply if possible. Thanks in advance guys, and I'm sure this question is posted a hundred times over but I'm at work and don't have a ton of time to search, so thanks for taking the time to answer even if it's already been said before! ;)
  12. Thanks a ton man, I'll give it a read and see if it helps. The problem with investigating existing missions is that the authors may not use proper notation and commenting in their script, leaving me scratching my head as to what does what. Got any examples of missions I could peek at that has proper notation in the script?
  13. If a mod maker releases a mod/content under the Creative Commons License (which all creative commons licenses allow redistribution as long as credit is given to the original author), is it necessary to obtain permission to redistribute their mod/content, since under the CCL they can't legally prevent you from redistributing?
  14. Dreadp1r4te

    RH M4/M16 pack

    Oh my god yes, a HK416 and HK417 and maybe an M27 IAR mod would be icing on the cake in this fantastic pack!
  15. Dreadp1r4te

    BLUFOR MBT-Kuma retexture

    Permission to use this in a modpack with original credits given and links to original release?
  16. Dreadp1r4te

    Mobile Curator Area

    Hey guys, I'm trying to find a way to make a curator area move with the player in a MP game, to prevent what I'm calling "ZeusAbuse;" the art of using fly hac-- erm, Zeus mode to find enemy assets in a competitive mode. Unfortunately accomplishing it is eluding me, and I think at this point the only way to accomplish it is through some tomfoolery via a custom script that runs constantly server side and updates the curator area every n seconds. If you have a better or simpler idea, please help me out! I've tried this in the init field of the players in question, and while the curator area jumps to the correct position on initial spawn, it does not follow the player as I want it to. zeus_soi attachTo [this,[0,0,0]]; this addEventHandler ["respawn", zeus_soi attachTo [this,[0,0,0]]]; Note to MODS: I posted a similar post in the general scripting help forum before I realized there was a dedicated subsection for Zeus. Please feel free to lock/delete that one.
  17. Dreadp1r4te

    [MP] WASP Warfare CTI

    Great! Unfortunately Friday and Saturday have come and gone, and I was looking forward to this :( How long before the defenses and other base structures are available? That's one main thing preventing me from running this fulltime on my server.
  18. Trying to attach a trigger to a player so as to control where he/she can use Zeus. I've got it working so that Zeus is restricted to the trigger area, and by using this: zeus_soi attachTo [this,[0,0,0]]; this addEventHandler ["respawn", zeus_soi attachTo [this,[0,0,0]]]; in the Init field of the unit in question (since triggers don't HAVE an init field...) I've gotten the trigger to move to the player's position, and with it the Zeus area, but it doesn't track, or if it does, the Zeus area doesn't move with it. I've read about other people attaching triggers to things to make suicide bombers, etc., so in theory this should work fine, but I can't figure it out. Any suggestions?
  19. I tried it empty. It exploded regardless.
  20. Dreadp1r4te

    TMR Modular Realism

    The only issue I've seen while using TMR on a server that doesn't have TMR is the occasional pop-up complaining about No Entry for NLAW_used, etc. Everything else seems to work famously. Am I missing something?
  21. 1: I did it exactly as you described: Added the IL_Supported_UGV line to the Supported Cargo. 2. The UGV explodes. 3. Explodes shortly after (or during) the loading. 4. Default armed UGV with RCWS from Arma 3.
  22. Dreadp1r4te

    J.S.R.S. 2.2 Soundmod

    This mod won't directly affect SERVER performance; you can check this my logging in as admin in game while on the server and type "#monitor" without the quotes in the chat field. It will however affect client performance, as JSRS appears to use several scripts to determine which sounds should be played and when. This can lend to the perception of lower performance on the client end, and they may try to blame the server, but you can assure them that the issue is squarely on the client side.
  23. Dreadp1r4te

    Speed Of Sound

    I think this mod is dead. It hasn't been updated or replied to in some time.
  24. My suggestion would be to place in the editor a variety of classes for your players, and then advise them if they choose a slot they don't like (say, one picks an Autorifleman slot but wants to be Rifleman AT) they can simply respawn and select new gear. That'd be how I'd do it, if you don't want to involve 3rd party scripts or write your own.
  25. Hey Lewis, I might be able to help here. First off, by default Arma 3 MP missions (and probably including DUWS, as far as I know) have saving disabled. You need to ADD the enableSaving line to your init.sqf, even if it doesn't already exist. Just add a new line at the very bottom: enableSaving [ true, true ]; Make sure that it is verbatim; the dreaded semicolon HAS to be there. That bit there will both enable saving and make the game autosave. If you don't want autosaving, just change the second "true" to "false." Good luck!
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