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mudpi

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Everything posted by mudpi

  1. Hi all, Has anyone heard whether the Vive is configurable in a way similar to the rift? and whether it will work with Arma? (hot topic with pre-orders opening). Thnks Mud
  2. Hi All, I'm trying to hunt down SAM models - to act as targets for mission, strangely there doesn't seem to be many about, There's a nice haw battery in the Swedish forces pack and a crotale in the French forces pack - other than that it's just the manpads. Has anyone seen any others - there is a beautiful s-300/c-300 model that I don't think got finished and I think the same team was considering a patriot but sadly they look like they've disappeared.
  3. Hi all, I've been glitching out bad for the last few days, when I spawn some of the vanilla infantry I get a floating torso appearing where their legs should be and their gear and head floating above that!!??! Has anyone else encountered this sort of glitch or knows it's cause? thanks
  4. Hi All I've been having a similar issue to one mentioned a few posts ago - for me if I try to load AA units (I think it's all AA missile firing ground units) I get a crash when loading mission, or in mission if added with MCC. Happens with the basic A3 nato AA soldier. As far as I can tell the problems isolated to CUP: is this happening to anyone else? Thanks guys, MuD ---------- Post added at 01:31 ---------- Previous post was at 01:11 ---------- Yeah I can confirm what I said earlier Arma 3 only : editor place rifleman + AA soldier = fine Arma 3 + @CUP OR AiA requiring @CUP : editor place rifleman = fine Arma 3 + @CUP OR AiA requiring @CUP : editor place rifleman + AA soldier = Crash on mission Load. Is this reproducible for others?
  5. Ok I understand that this might be too vauge for anyone to help with but.... I'm having the game crash when I try to load (from editor) AA units. So spesifically NATO AA men and AAA, I've exhaustively tried to wittle downmy mods and try and isolate which is causing the issue and I've not found the problem mentioned by anyone before. I'm gonna keep on trying to isolate the issue (and it's not a dissaster base game + AIA and adons is fine) but it's proven to be supprisingly hard to put a finger on. I'm not asking that someone fixes it for me but has anyone else had this happen or heard of the problem? MuD
  6. Hi All I've been Having trouble translating MCC produced structures and bases (made with MCC 3D editor an Zeus in MCC) to SQF (for use in the Arma 3 main editor). When I log in to the SQF mission my perfectly aligned structures and fortifications suddenly turn to shit! They look like they've been "rebuilt" but with "terrain alignment" on so although the positions are -ok(ish) the angles are all crazy. I haven't found any details about any one else having this happen, is it a known bug, or am I just special? MuD
  7. Hi All I've been Having trouble translating MCC produced structures and bases (made with MCC 3D editor an Zeus in MCC) to SQF (for use in the Arma 3 main editor). When I log in to the SQF mission my perfectly aligned structures and fortifications suddenly turn to shit! They look like they've been "rebuilt" but with "terrain alignment" on so although the positions are -ok(ish) the angles are all crazy. I haven't found any details about any one else having this happen, is it a known bug, or am I just special? MuD
  8. True me too, had that this afternoon - thought I was going mental :)
  9. mudpi

    missing wrecks

    Hey Guys, I'm running a pretty Mod heavy arma 3 and somewhere along the way I've mannaged to loose the objects/wrecks category from the editor. This isn't the end of the world- and I'm not sure I want to go through trying to isolate the issue, but I am interested if anyone else has ran into the same problem and knows anything about a fix? Like I said no big deal but I do miss my smashed up hummers :)
  10. Hi guys, Great work! really livens up the game. Back a year or so ago there was talk of an rksl rapier model - is that likely to come about? Mud
  11. Hi all, is there any way to incorporate "persistence" into user designed missions, similarly to the campaign, ( a running ammo count and list of guns and vehicles kept from mission to mission?) -anyone know?
  12. Hi All, I've been playing about trying to make a "wargame" that compliments the action on Altis. It's far from finnished but I guess I hope to catch the interest of some of the really tallented people in the community to come up with something, similar but better. http://i.imgur.com/RVCY4Ij.jpg I've used VASSAL to try and simulate the larger war, and spesifically try to model the insurgency along with supply issues. I don't pretend it's particularly groundbreaking (or even esspecially good) but having a larger context which determines which fights occur and where they happen makes such a big diffrence!! Strategic level calculations betermine troop disposition and likelyhood of making or avoiding contact then Arma takes over, using the determined map area and spesific troops after a quick bit of mission editting. The exciting thing is that this could probably done in engine ussing zeus (although somethings are better abstracted to make up for particular AI issues). It's all way beyond my abillity but while BiS is doing a good job firming up the simulation asspects of the game I think a bit of time spent on the command and operational aspects could really take things to a whole new level. hope everyone is well and if anyone has their own ideas to make Arma more strategic please share, Mud
  13. Hi Guys, I'm a big fan of the series, ever since I watched the first trailers for flashpoint back in the day I've been hooked! By far the thing that I most enjoy about the games is the immersion, the atmosphere. I have really enjoyed the campaign so far but it can be hard to build a cohesive narrative, or a reasonable/realistic justification for the objectives and goals that need to be achieved as part of a tactical level engagement. To try and get around this I've been trying to "port" ARMA over to a operational level war-game to see if having a whole theatre to play in with supply problems and resource based mission limitations as well as a strategic effect of particular assets and objectives would make the mission making process a touch more organic. I've done some searching and surprisingly (so surprisingly that I think I must be missing something) it doesn't look like anyone's been doing this. I have trouble believing that given the inventiveness of the ARMA community so I'm pretty sure that I must be missing something - has anybody seen the sort of thing I'm talking about, for A3?? ---------- Post added at 09:48 ---------- Previous post was at 08:31 ---------- Hmmmm not sure if that image post worked out - but, I'm trying to show Altis rendered as a hexmap, with each hex representing ~125meters width, I'm going to keep the map transparent as well as rendering the landscape features on to the top of it so that it's easy to work out where any contacts or engagements take place, for a transfer back onto A3's Altis. I'm not sure that it's the "BEST" medium to use but I'm rendering the operational level stuff with Advanced Tactics Gold - just because it's so configurable.
  14. mudpi

    SAM systems

    coooooool Ahhh its such a shame "hand of Moscow" was the fellas name, he made some incredible models, but I don't think he released either the patriot model or the s-300, I've picked up his radar stuff though -such detail. I imagine that's why he didn't release the other stuff, huge amount of work and obviously a perfectionist - shame. Still I just love what people are producing - looking forward to individual mods as much/more than official addons.
  15. mudpi

    SAM systems

    good idea, I've been rounding up some of the older A2 stuff (some really good models there!) and I'll play around with those - Ideally I was looking to set up a large static SAM emplacement. I like the idea of using powerful SAM systems like the Sa-10 as an excuse to limit player tactics and resources. I totally take your point regarding the current assets in the game I particularly like the old AA guns but large static long range SAM emplacements make such a juicy Spec-ops target. It's weird it's like landing craft, I would of thought that there would be a huge demand for fixed SAM systems and radar sites, for mission makers <shrug>. go figure.
  16. Hi guys, This is sooo NOT a big deal, but I've noticed that all of the static weapons, when manned by the AI, tend to wobble around, like the gunner is drawing small circles in the air with the muzzle? I don't know if anyone else has this - I've modified my build quite a bit but it SEEMED to start happening post -ALL in Arma. (but I've got ~60 other mods that could easily also be contributing). At the end of the day it's no big deal function is not affected, it's a purely aesthetic concern -but I can't find any other descriptions of the same issue. Am I the only lone wobbler out there?
  17. Hi guys, I've seen quite a bit about high command in ARMA3 but I'll be buggered if I can get it to work! is it actually functional? or has it been deactivated? anyone know? Thanks,
  18. Hey dude I've had the same thing - how did you fix it? wich mod was missbehaving? thanks in advance,
  19. oooh, nice!! Good Luck with that man - the work you've done so far has been amazing - It's a great game already but adding that..... cohesion and scale to operations will make a big difference. I'm afraid I can't offer anything as well integrated as your work, but I'll look forward to seeing whatever you produce down the line.
  20. I think we are both on very similar lines - I think HETMAN is great to. I've found a couple of different ways to tile the ARMA maps using programs like Gimp, which has a mosaic function and can "Hex out" the map as coloured hex tiles in seconds or alternatively placing a trans parent layer of hexed tiles over the PDF map of Altis - or there's the program Hexographer that does something similar. While all those methods are great for making a image of Altis with either a hexagonal superimposed grid or Altis rendered as coloured Hexes, it's only any good for using with a "pen and paper" Board + Token war game or the VASSAL equivalent (worth a look if you haven't heard of it already). Right now I've got the map hexed with an overlying grid and superimposed transparent terrain features and roads from Advanced tactics Gold so when I move the units in the war game they are influenced by terrain type. I didn't think it would take long but... Altis was thousands of Hexes, and reproducing each road was sooo slow. Now I'm trying to make the "counters" Advanced Tactics is super customisable but each unit has a bunch of differing characteristic's and as well as being true to the scale I've used it things like fire range, has to translate to it's ARMA equivalent. Ideally when I finish It should be a strategic view of Altis, where you can move squads around and purse meaningful objectives. Hit convoys for supplies or raid depots damage radar site to allow a air strike through and move your assets in response to enemy activity. It would of been great to use command modern air naval operations, but although it is a great tool for the sea and air battles in the Aegean, it's difficult to have it interface well with ARMA or to render land based operational level movements. The operational art of war iii is good for both but it's difficult to render an accurate map with it. Anyway - I'll soldier on and if anyone hears of a similar project or has any tips pleas say, I'll try and post some pics after I've slept.
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