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fat_lurch

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Everything posted by fat_lurch

  1. fat_lurch

    Turret Enhanced

    Update 2021-03-14: Added - Channelization of markers. Placed markers will now correspond to your current chat channel. Thanks to BIS for adding this capability in 2.01!
  2. This mod enhances the capabilities of ISR turrets on both vanilla and addon UAVs and Helicopters. https://steamcommunity.com/sharedfiles/filedetails/?id=1623498241 Current features: -Configurable keybinds for adding markers (NEW 2019-02-03) -Options dialog via CBA to disable GUI elements (NEW 2019-02-03) -Measure distance (2D) & heading between two points (NEW 2019-01-30) -Slew turret to position on map via click (must be zommed in one level so the camera is geolocked) -Slew turret to typed coordinates (6, 8 or 10 digit grids) -Grid indicator for where turret is pointing (With 6, 8 or 10 digit grids as of 2019-02-04) -Add Black, Blue or Red numbered markers on the map where the turret is pointing -A North marker in the turret view for situational awareness -Server key included -Support for most vehicles with a turret that inherits the base UAV, Helicopter or Plane class within ARMA -Only needs to run client-side (thanks MGZoltan for testing!) -Turret azimuth, elevation and aircraft heading indicators (NEW 2019-11-30) -Change Altitude for UAVs (NEW 2020-08-26) -UAV Weapon Status Report (NEW 2020-08-30) -UAV VMS (Vehicle Management System) reset (i.e. a reset in case the UAV becomes bugged) (NEW 2020-08-30) -Change Loiter Radius for UAVs (NEW 2020-08-30) Planned Features: -Rangefinding between two points ala the Vector from ACE3 - Done -Support for 8 - 10 digit grid input - Done -Slew to typed coordinates - Done -Support for planes (e.g AC-130) - Done -Auto turret unlock once slew complete - Done Features under consideration: -10 Digit Grids for Grid Indicator - Done -3D Distance Measurement -Real-Time Distance Measurement Method -MTI (Moving Target Indicator) -More advanced markers -Language support -ACE-specific version -Locked/Unlocked status of turret (May be an engine limitation) -Eliminate the black "mask" on vanilla UAVs in the turret gunner's view - Need help, I can't figure this one out. I was hoping it was just a .paa reference. Known Issues: -The turret on the USAF MQ-9 needs to be zoomed in one level before slewing will work -The turret only seems to be accurate within a few meters Marker and slewing interactions are accessed through the vanilla scroll menu when actively looking through the turret of a UAV or helicopter. This addon started as an update to UAVs for my private gaming group. Along the way I realized that a small handful of UAVs in ARMA are actually defined as helicopters (BIS?) so the scope grew to include helicopters. My group has really been enjoying the additional functionality so I thought I'd share. Due to requests, I've also added this feature for planes. The intent of this mod is for it to work on ALL UAVs, Helicopters and Planes with a turret. I've tested this with the following assets successfully so far: -Vanilla AR-2 Darter -Vanilla MQ-4A Greyhawk -Vanilla A-164 Wipeout -Vanilla AH-99 Blackfoot -CUP MQ-9 Reaper -CUP MH-6 -USAF MQ-9 Reaper -RHS MH-6 -RHS A-10 -USAF AC-130 Spooky 2 -USAF RQ-4A Global Hawk -Firewill's F-22, F-16C & A-10 The addon does not work with the following: -None known. Please let me know I'd like to build a comprehensive listing of assets this mod does and does not work with. If you try this with other assets, please let me know. Default keybinds: Add Black Marker - Shift+1 Add Blue Marker - Shift +2 Add Red Marker - Shift +3 Please let me know if you have any issues. I'm specifically interested in assets this doesn't work on. If it's something I can fix, then I'll plan on getting it working. If the assets inherits its base class from something other than UAV, Helicopter or Plane then there may not be much I can do. Post up with feature requests. I may not get to them all, but I'll see what I can do. Thanks to the following folks for help with this: -Killzone Kid -AgentRev -GuyFauwx -ThreadAssessment -commy2 -DevTeam Paxton -Lasket & TrainOfThought6 for Distance Measure Feature idea -The CBA-A3 team for their awesome and easy to use settings system -SGT Fuller & the USAF team -JacobZeD for testing Firewill's Assets & bringing them to my attention -sync0s -kju2 for his notes on multiple display optics and the need to use the IDD layer -Ski for his technical input on the MQ-9 displays And, of course, thanks to BIS for ARMA 3!
  3. fat_lurch

    Turret Enhanced

    Update 2020-09-04: Changed - Increased UI draw rate in attempt to reduce "flicker" for some users Changed - Re-ordered scroll actions
  4. fat_lurch

    SOF UNITS ADDONS by massi

    Massi, I apologize if I missed it, I'm looking for your terms of use. Specifically, I'd like to retexture one of the USSOC Lite helmets with a friend's callsign for use in a private group - is this OK with you? Thanks!
  5. fat_lurch

    Turret Enhanced

    Update 2020-08-30: Added - Change Loiter Radius command for UAVs Added - Blacklist for RHS UH-60s
  6. fat_lurch

    Turret Enhanced

    Update 2020-08-30: Added - Support for vehicles with multiple turrets (e.g. V-44, USAF AC-130U) Added - Weapon Status report for UAVs Added - VMS (Vehicle Management System) Reset for UAVs Changed - Prompts now use systemChat instead of hint commands Changed - Change Altitude command visible for UAVs only now Changed - General code cleanup & pruning
  7. fat_lurch

    Turret Enhanced

    Update 2020-08-29: Added - GUI blacklist for the upcoming USAF AC-130U
  8. fat_lurch

    Turret Enhanced

    Update 2020-08-28: Added - Simple blacklist for USAF_MQ9 Fixed - Bug preventing GUI from displaying Fixed - Key issue (At least I hope...)
  9. fat_lurch

    Turret Enhanced

    Update 2020-08-26: Added - Change altitude command
  10. fat_lurch

    Turret Enhanced

    Not yet but I plan on adding it soon to help with compatability with the USAF MQ-9 and pending AC-130.
  11. fat_lurch

    Ammocan

    This addon modifies supported vehicles to use ammocan objects that can be loaded into a vehicle inventory. Players are able to manipulate these ammocans directly so extra ammocans can be added to the vehicle in the field. Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2162698437 YouTube Demonstration: This is designed to work in SP, MP and Dedicated with human and AI vehicle crews and gunners. This is a Beta release. More features are planned and more vehicles and their vehicle turrets will be supported. Please note that static turrets are not currently supported, due to their lack of inventory. Please note: I can incorporate any vehicle into my mod without REQUIRING that addon as a dependency - I just use classnames. With this in mind, I'd like to incorporate as many reasonable additions as possible, so keep 'em coming! ***For best results, use with the Vehicle Loadout mod, to save vehicle profiles with additional ammo! https://steamcommunity.com/sharedfiles/filedetails/?id=2161671937 Supported Vehicles: All BLUFOR Vanilla BI Ground Vehicles and Boats with turrets All BLUFOR RHS Ground Vehicles with Turrets (M2 and Mk19) Features: Support for SP, MP and Dedicated Ability to Load/Unload Turret Ammunition to/from ground vehicles Tested & compatible with ALiVE and Zeus spawned vehicles Support for (eventual) addon vehicles without mod dependency Should be compatible with Liberation, Antistasi, etc. (Would love testing feedback) Custom ammocan models Setup: Supported Vehicles are automatically ready to receive additional ammunition without additional setup. "Vanilla" ammo in vehicles is autmoatically converted into ammocans and placed into the vehicle's inventory Simply select a compatable Ammocan from a virtual arsenal or container and drop it into the inventory of the vehicle that you want to load. Ammocan Resupply Procedure: From anywhere you can access the inventory of a compatable vehicle > From your inventory, deposit the desired number of Ammocans into the vehicle inventory > Close inventory. Weapons *should* automatically reload The ammocans will show up in virtual aresenals with a prefix of "ammocan". Reloading Procedure: Supported Vehicle Turrets will have one box of ammunition loaded at a time. All additional boxes of ammunitionn are removed from the turret and added to the vehicle inventory as ammocans on initialization. When the loaded box of ammo reaches 1 round remaining, AmmoCan will load a box from your vehicle inventory into the turret, and reloading of the turet will happen as normal. While you can carry additional ammo on your personal inventory, AmmoCan will only load a new box from the vehicle inventory. Tips: This mod does not address the current lack of manual reloads for vehicle turrets. However, you can greatly increase the operational capacity of your vehicle turrets, so you can feel less bad about emptying the box to top off. Limitations: Right now all ammo is stored into a .50 cal style (M2A1) ammocan. I'll be creating appropriate models for other ammocan types in the future. Currently, only US vehicles are supported. I'll be adding support for non-US vehicle in the future. At spawn, supported vehicles will initiate a reload Vehicles with multiple ammo types per weapon (e.g. RHS Mk19s by default) may have random ammo type loaded into the turret. The best workaround at this time is to carry only one ammo type for a given turret. The AI can take advantage of additional ammo cans inside their vehicles; however will be unable to add more ammo on their own. You can use the Zeus interface or manually add more ammo for them as needed. Currently, due to their lack of inventory, static turrets are not supported, and cannot be reloaded with AmmoCans Planned Updates: No reload at spawn No random ammo type loads Support for appropriate additional addon vehicles Support for static turret varients of vehicle weapons Usage Restrictions: The GNU General Public License v3.0: https://www.gnu.org/licenses/gpl-3.0.en.html I know folks are going to dePBO this, so the GPL license just basically asks that you mention me on any work based on this. I will be making my Github for this public once the addon is a bit more mature. Anyone may add the raw PBOs for this mod into their own addons, etc. How to help add additional ammo/vehicle support: I need documentation, images, examples, etc. of other ammocan types. Alternatively, if anoyone wants to help model other ammocan types, I'd love the help. Acknowledgments and Thanks: Roqarr
  12. This addon adds the capability to manage the inventory of vehicles using profiled loadouts when the vehicle is near a BI or ACE arsenal, similar to the BI or ACE Arsenal Loadouts This system is intended to allow anyone to develop and save a custom vehicle loadout without having to write scripts and record item classnames. Simply configure a vehicle inventory as you like, save the loadout as a profile and load it into any vehicle near an ACE or BI virtual arsenal. This is designed to work in SP, MP and Dedicated with human and AI vehicles. This is a Beta release. Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2161671937 YouTube Demo: ***For best results, use with the AmmoCan mod, to save vehicle profiles with additional ammo! Supported Vehicles: All mobile Vehicles are Supported by Default (Static Turrets are not supported at this time) Features: Support for SP, MP and Dedicated Ability to clear existing inventory from a vehicle Ability to save and load inventory profiles for later use, or for quickly preparing for the mission at hand Tested & compatible with ALiVE and Zeus spawned vehicles Should be compatible with Liberation, Antistasi, etc. (Would love testing feedback) Setup: The vehicle must be near a BI or ACE arsenal and not moving - at that point the vehicle will have a scroll action to allow saving and loading. Non-armored vehicles must be within 30 meters Armored vehicles must be within 50 meters Aircraft must be within 200 meters Ships must be within 300 meters Vehicles are automatically ready to have profiles saved and loaded. Simply fill a vehicle inventory to the desired specifications, and save the loadout. It can be loaded again into a vehicle for later use. Loadouts are not vehicle specific, however it is recommended to make separate loadouts for vehicles with different carrying capacities, as to avoid truncating your inventory. Vehicle Loadout Procedure: From anywhere you can access the inventory of a compatible vehicle, which has been parked nearby an BI or Ace Arsenal > From your inventory, deposit desired items into the vehicle > While near an BI or Ace arsenal, save the loadout via scroll interaction > Load the profile as needed. Tips: Like the BI and Ace Arsenals, this mod does not 'add' items to the vehicle inventory, rather it sets the inventory to a given profile. When loading vehicles, be sure to load a profile as needed before adding any additional items. The saves are associated with your ARMA 3 profile - if you change profiles, you won't see your saves. Limitations: The system does not track which addons you are using. If you make a save for items that aren't available they will be skipped (I think...feedback welcome) Overwriting save profiles is not yet implemented Vehicle Loadouts are not Vehicle Unique, so inventories that are too large for the vehicle you're trying to load won't work. Does not preserve ACE Cargo spaces. Any item in ACE Cargo will still need to be managed by hand. Planned Updates: ACE Cargo compatibility Ability to overwrite existing save profiles Additional inventory realism features Static turret support Usage Restrictions: The GNU General Public License v3.0: https://www.gnu.org/licenses/gpl-3.0.en.html I know folks are going to dePBO this, so the GPL license just basically asks that you mention me on any work based on this. I will be making my Github for this public once the addon is a bit more mature. Anyone may add the raw PBOs for this mod into their own addons, etc. Acknowledgments and Thanks: Roqarr
  13. fat_lurch

    NOD Colorize

    ALPHA RELEASE This addon allows users to recolor their NODs (NVGs). The changes are accessed through addon settings. This a spinoff of my White Phosphor mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1792394837 After releasing White Phosphor I had a few requests for changes or custom editions. This mod is an answer to those requests. NOD Colorize allows you to re-color your NODs to your exact preference. I had also seen a couple of references online where people wanted custom NOD colorization to help with certain types of color blindness so hopefully this can be helpful in that capacity. Note that the colors you select are being mixed with the existing green hue of the NODs built into vanilla ARMA. For more details on the settings associated with this, refer to BIS's documentation on the ColorCorrection Post Process effect: https://community.bistudio.com/wiki/Post_process_effects#ColorCorrections This mod requires CBA and should be compatible with both vanilla ARMA and ACE. Note that you will see color differences when using this addon with and without ACE due to the changes ACE makes to NODs.
  14. fat_lurch

    Turret Enhanced

    Thanks for the feedback brad191. I've attempted a few different ways of attaching a laser to the turret but I haven't had any luck yet. I've gone as far as literally attaching a rifle to the turret and trying to turn its laser on in desperation. I think A3TI can illuminate an area, but I don't know if the laser beam itself is visible.
  15. FYI, I will be spending more time keeping the Steam page for this addon up to date. For the latest list of features check there. Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1947483966 This addon adds the capability to Helocast, Kangaroo cast and recover Zodiacs (CRRCs).This is designed to work in SP, MP and Dedicated with human and AI pilots and boat crew. This is a Beta release. More features are planned and more aircraft will be supported. I'll be adding a video showcase soon to demonstrate the features. Please note: I can incorporate any boat or aircraft into my mod without REQUIRING that addon as a dependency - I just use classnames. With this in mind, I'd like to incorporate as many reasonable additions as possible, so keep 'em coming! Supported Aircraft: RHS CH-47 series (Helocast & Recover) RHS H-60 series (K-cast) RHS CH-53 series without rear gun (Helocast & Recover) Vanilla CH-67 (Helocast) Vanilla Blackfish (Helocast & Recover) *Note the AI can't hover, so no helocasting with AI pilot CUP US H-60s (K-Cast) CUP MH-47E (Helocast & Recover) CUP US CH-53E (Helocast & Recover) CUP V-22 (Helocast & Recover) *Note the AI can't hover, so no helocasting with AI pilot EricJ H-60s (K-Cast) EricJ H-92s (K-Cast) EricJ CH-67 (Helocast) Konyos MH-47 (Helocast & Recover) Boeing Konyo MH47G SOAR (Patch to Konyo's MH-47) (Helocast & Recover) OPTRE Pelicans (K-Cast & Recover *goofily*) Supported Boats: All Vanilla CRRCs ZodiacCRRCBoat (http://bistudio.com]http://www.armaholic.com/page.php?id=27272) Features: Support for SP, MP and Dedicated Ability to Helocast, Kangaroo Cast (K-Cast) and Recover CRRCs Automatic setup for supported helos and CRRCs Add a CRRC to a helo via Eden Green chemlight automatically added to the CRRC after being cast so swimmers can find the boat at night Users can remove this marker once they're near the boat Boat crews are automatically loaded into the helo Support for all CRRC/Zodiac form factor boats in ARMA 3 Support for addon aircraft without mod dependency Safety checks to ensure you only helocast onto water Inter-operable with Feint's Paddle Mod - New 2019-12-27 Logistical Loading/Unloading of CRRCs - New 2019-12-27 Jump animations - New 2019-12-27 Door/ramp animations - New 2019-12-27 Cabin Light operation (RHS assets with AI pilots only) - New 2019-12-27 Should be compatible with Liberation, Antistasi, etc. (Would love testing feedback) Designed to be compatible with the USS Freedom (Load/Unload CRRC without explosions) Setup: In the Eden editor, you will see an options to "Add CRRC" under attributes. Check this box and a CRRC will be added to the helo (if supported) when the scenario starts. Boats are automatically recoverable by supported aircraft without additional setup. Helicopters are automatically setup for supported Helocast, K-Cast and recovery functions. Helocast Procedure: Inside moving helicopter with a boat loaded > Prep for Helocast (Ramp opens, drop altitude and speed) > Helocast (Boat is kicked out/dropped and all non-flight crew jumps out). A marker chemlight is automatically added to the CRRC. It can be removed by the user once they're near the boat. Recovery Procedure: Suitable helicopter lands in water with ramp open > pilot CRRC inside the helo > Recover CRRC > The boat is secured, boat crew takes up seats in the helo and the ramp closes. Prepping and canceling helocast will cause the AI pilot to act accordingly. With human pilots, this only opens and closes the ramps. Your human pilot will need to fly lo and slow for you to see the option to Helocast. Limitations: The air crew of the helo needs to be in a different squad than the crew jumping with the boat The recovery helo must have bench seats (don't use hide seats attribute in Eden because this prevents passengers from being able to take seats in the helo) In most aircraft, the CRRC is not visible while inside the aircraft with the ramp closed. This is related to the aircraft models and beyond my scope. The RHS CH-53s and CH-47s take water damage and drown the crew after sitting in the water too long. I'll be reaching out to RHS to see if this can be resolved. The Vanilla CH-67 sinks immediately when touched by a boat - at this time recovery is not supported on the CH-67. The function that pushes the CRRC out the back of the helo is very simplistic at this time: if you helocast at severe pitch/roll angles weird things will happen. The AI don't seem to know how to hover VTOLs so you won't be able to helocast with an AI pilot in a VTOL Planned Updates: Configurable CRRC markers (IR strobes, other chemlights, etc.) Better condition checks for helocast launching (consider pitch, roll, etc.) Support for additional (appropriate) aircraft per user requests Add caving ladders to H-60 and similar Prep for recovery action AI custom waypoint types to Prep for Helocast, initiate Helocast and Setup for Recovery Tuned flight profiles so helos don't gain as much altitude when slowing down Support for appropriate addon boats Support for addon marker type grenades as available CRRC markers (e.g. my Thermal IFF Strobe: https://steamcommunity.com/sharedfiles/filedetails/?id=1543390130) Code update to require server-side only execution Zeus ability to add CRRC to helo Usage Restrictions: The GNU General Public License v3.0: https://www.gnu.org/licenses/gpl-3.0.en.html I know folks are going to dePBO this, so the GPL license just basically asks that you mention me on any work based on this. I will be making my Github for this public once the addon is a bit more mature. Anyone may add the raw PBOs for this mod into their own addons, etc. FAQ: Will/Can this be released as a script? - Unfortunately things like tying into the Eden editor to add the CRRC to a helo aren't possible as a script. I have no plans of pursuing this as a script at this time. Why can't I see the Helocast action? - The helo must be flying low and slow (<= 10 KPH and between 0.5 - 4.5 meters off the ground) and be over water and have a boat Acknowledgments and Thanks: Roqarr commy2 KillzoneKid GEORGE FLOROS GR Freddo3000 BIS All of the original content authors for the assets this supports: RHS, CUP, EricJ, Konyo, Get Trippy and OPTRE
  16. fat_lurch

    hiddenSelection textures help

    Thanks much.
  17. Hello all, I've added a hiddenSelection to an ammocan model I've put together so that I can add markings to the can. Something I wasn't expecting: the hiddenSelection texture I apply has to be laid out in the same UV space as the original texture for the can. I had been hoping to use a smaller, transparent texture that I was hoping would fill the entire area of the hiddenSelection. This would be like the patch image in a squad.xml image filling the entire patch area on a vehicle or uniform. Is there a way to set this up in the context of my model? Image for reference: I was hoping the yellow text could be a smaller texture with transparency that would fill the entire "side" of the ammocan where I have the hiddenSelection setup. https://imgur.com/a/xZEd81E Thanks in advance!
  18. fat_lurch

    RHS Escalation (AFRF and USAF)

    I cannot say enough nice things about the scope and quality of content you folks are putting out. It really makes ARMA 3 playable. Thank you so much for your time and effort!
  19. fat_lurch

    Texture problems

    *Resolved by using Mikero's Tools in lieu of ARMA 3 Addon Builder - Thanks PuFu! Hello all, I've been pulling my hair out for about a day and a half trying to get my intended textures working in ARMA. I'm able to see the effects of my Normals map, etc. in substance painter, but I don't see any of it in ARMA itself. https://imgur.com/a/DLdeVSN The colors are also quite a bit darker. I'm suspicious that the .rvmat isn't being applied correctly. I've verified the paths inside numerous times. This is my first time modeling and texturing from the ground up so I'm sure I'm just missing something. Any help would be greatly appreciated! Thanks Edit: Also, here's what I'm seeing in Oxygen: https://imgur.com/a/3O7RSk6 I'm not sure if the "Not Mapped" bits are common in Oxygen?
  20. fat_lurch

    Texture problems

    @WPK-ArmedVeteran If there are any spelling errors in the rvmat themselves they'll fail "quietly" - nothing shows up in the logs. Just a thought. Also, something that helped me: in object Builder there is a tree'd view on the left side that details which materials, etc. are needed. If any of them show up with a yellow dot then they're not found
  21. fat_lurch

    Texture problems

    @PuFu: Using Mikero tools solved the issue! Thank you again for your time and patience! Do you have any kind of digital tip jar? I'm also enjoying how verbose Mikero's pboProject is: it caught a few instances of duplicate entries in my config.cpp for the logical definitions of my ammocan system.
  22. fat_lurch

    Texture problems

    I'll pattern after that. Thanks!
  23. fat_lurch

    Texture problems

    I'll definately give Mikero's tool a try! I do have the unpacked ARMA data. I hadn't been using P: drive but I did move my resources over to it in the hope it would alleviate the issue I've been having. Thanks again!
  24. fat_lurch

    Texture problems

    The BI tools: Addon Builder from ARMA 3 Tools.
  25. fat_lurch

    Texture problems

    A little bit more detail - if I start OB from the ARMA 3 Tools Menu (Not by double clicking my .p3d) I can see all of the .rvmat applied correctly. When I build using addon builder and open in ARMA, I don't see the effects of the .rvmat. I have the following extensions to copy over in Addon Builder: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;* .ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.sqm;*.ext;*.dbf;*.prj;*.shx;*.shp I've tried with binarized and non-binarized textures and both yield the undesired result.
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