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Posts posted by fat_lurch
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Added LCD example to original post.
Also added link to Discord to discuss ARMA peripherals in general.
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Thanks KeyCat!
I added the first example mission and sketch in the original post.
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https://steamcommunity.com/sharedfiles/filedetails/?id=2635818948
This addon provides a framework for ARMA to communicate with Arduinos, Raspberry Pis and any other device that can connect to or emulate a Windows COM port
This addon is not currently recognized by BattleEye - You will need to disable BattleEye to experiment with this addon(The addon has been submitted to BattleEye for review and whitelisting)
This addon does not do anything on its own - it provides a framework for people to develop code to communicate with devices connected to COM ports.
The extension that powers this framework is written by GoogleBen.
For basic usage, reference: https://github.com/FatLurch/ARMACOM
For more advanced usage, reference: https://github.com/googleben/ArmaCOMDiscord to discuss ARMA peripherals in general: https://discord.gg/jKVNWQt7
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Example 1: LED Control (Switch an LED on the Arduino on and off using a laptop in game)
Arduino Code: https://github.com/FatLurch/ARMA_LED
ARMA Mission: https://github.com/FatLurch/TEST_ARMACOM.vr/
Example 2: LCD Display (Display in-game data onto an LCD connected to an Arduino)
Arduino Code: https://github.com/FatLurch/Basic_Serial_DisplayRaspberry Pi code: https://github.com/FatLurch/RPi_Serial_Display
ARMA Mission: https://github.com/FatLurch/TEST_ARMACOM_LCD.vr- 7
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This addon sets up all (supported) helicopters for ACE fast-roping by default when they spawn.
This is intended to allow for fast-roping on assets spawned in the game without needing Zeus to add the FRIES system to a given helicopter.https://steamcommunity.com/sharedfiles/filedetails/?id=2634777508
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Update 2021-10-17:
Version: 1.1.1
Added:
Prairie Fire DLC Support (Now built-in - external addon deprecated)
Added "vn_m2_v_100_mag" to existing 100x 12.7x99 (For Prairie Fire M2, etc.)
Added "vn_m60_v_100_mag" to existing 100x 7.62x51 (For Prairie Fire M60, etc.)
Added "vn_m134_v_2000_mag" to existing 2000x 7.62x51 (For Prairie Fire M134, etc.)- 1
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Help Wanted:
If anyone is willing and able to model/texture some ammocan, box, magazine variants I'd greatly appreciate the help! I've tried and unfortunately it is just not in my skill set. It took me weeks to come up with the darn M2A1 ammocan model which isn't very good.
The GitHub for the project outlines which assets I think are needed so far:
https://github.com/FatLurch/Ammocan/issues/40
Thanks!
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Update 2021-10-16:
Version 1.1.0
Added:
- Support for FFAA Mod
- Support for HAFM Mod
- Limited support for Global Modernization DLC
- CBA Version System
- CBA option to turn on/off verbose log output (off by default)
- "ffaa_32rnd_lag40" added to existing 32x 40mm HEDP for LAG 40 (FFAA)
- "ffaa_safeweapon" blasklisted (allows 12.7x99mm support for M2 etc.) (FFAA)
- "MG3_762V", "200Rnd_762x51_Belt" added to existing 200x 7.62x51 for MG3 series (HAFM)
- "gm_120Rnd_762x51mm_b_t_DM21A1_mg3_grn" to existing 120x 7.62x51 for MG3 series (GM)
Changed:
- Slightly more robust compatibility check
- Reverted back to custom ammocan model
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Update 2021-10-16:
Fixed:
Ammocans flipped the right direction when placed in Eden (Thanks TheJoDav!) -
Update 2021-10-15:
Added:
Ammocans available in Eden and ZeusExtra ammocans are now visible in the Eden Equipment interface
Support for CUP 32x 40mm ammo
Support for CUP 200x 7.62x51 ammo
Support for CUP 96x 40mmFixed:
Fixed magazine name case sensitivity issue in loadAmmoFromInventory- 2
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On 10/1/2021 at 4:03 AM, 10Dozen said:Data packs and information available here: https://www.bohemia.net/community/licenses/licensed-data-packages
You can download, depbo and re-use models and textures/mats for your purposes (basically cut mags out of statics/vehicles).
Thanks again for the info 10Dozen,
Unfortunately my ignorance is getting in my way. I've gone as far as being able to download and dePBO the files.
In the case of the AGS30 for example, I can see the .p3d in the folder but I can't view it in Oxygen/Bulldozer, etc. because it's binarized.
What techniques do I need to read up on/study to be able to do something like reutilize the AGS30 magazine from these data packs?
Thanks for your time and patience!
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I'm interested in working on the mass of various ammocans for this addon.
Does anyone have any recommendations beyond the "kg * 22" rule for object weight in ARMA?
Thanks in advance!
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Update 2021-10-13:
Added:
BWMod Support- 32x 40mm (Added to existing Ammocan class)
- 120x 7.62x51 (New Ammocan class)
- 1200x 7.62x51 (New Ammocan class)
- Blacklist for "bwa3_dingo_smokelauncher"
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Update 2021-10-12:
Added:
Support for Foxhound's LPPVChanged:
Simplified reload function
Update compatabilityCheck function
Fixed:
Issue where commanding a reload on the last mag would empty the magazine from the gun and cause a bug -
Update 2021-10-10:
Added:
Added support for Vurtual's HMMWV
Added "vurtual_200rnd_762x51_box" & "vurtual_200Rnd_762x51_box_heli" to "Ammocan_200Rnd_127x99_mag"
Added "vurtual_48Rnd_40mm_G_belt"" to "Ammocan_RHS_48Rnd_40mm_MK19_M430A1"
Added "vurtual_400Rnd_127x99_belt" to "Ammocan_rhs_mag_400rnd_127x99_mag"
Added new "Ammocan_1000Rnd_762x51" to support "vurtual_1000rnd_762x51_box"
Added "vurtual_96Rnd_40mm_G_belt" to "Ammocan_96Rnd_40mm_G_belt"
Added new "Ammocan_900Rnd_127x99" to support "vurtual_900Rnd_127x99_belt"
Added "vurtual_2000Rnd_762x51_belt_heli" & "vurtual_2000Rnd_762x51_belt" to "Ammocan_2000Rnd_762x51_Belt_T_Red"
Added "rhsusf_weap_DummyLauncher" & "vurtual_smokelauncher_crows" to weaponBlacklistChanged:
Changed compatable magazine lookup to CBA function to increase robustness
Changed turret index lookup to CBA function to increase robustness
Changed compatabilityCheck to accept turrets (mis)configured as FFV
Changed converTurretAmmo to accept turrets (mis)configured as FFV
Updated log entry for successfully configured assets to add more detailRemoved:
getTurretIndex function (replaced with CBA function)- 2
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Update 2021-10-10:
Added:
CUP support to class "Ammocan_RHS_48Rnd_40mm_MK19_M430A1" for magazine type "CUP_48Rnd_40mm_MK19_M"
CUP support to class "Ammocan_rhs_mag_TOW2A" for magazine type "CUP_1Rnd_TOW2_M"
CUP support for 100x 7.62x51 belts
Blacklisted the RHS smoke launcher (rhsusf_weap_M259) to enable Ammocan support for assets like the M113A3
Unified weapon blacklist function
Minor code tweaks to blasklist functions to improve robustness
Fixed:
Ammo config issue with RHS M1165A1 GMV, M1238A1, M1239 and anything else that utilized a 96 round M1001 belt- 1
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Update 2021-10-10:
Added:
Support for ACE Rearm and other re-arm methods (automatic turret ammo conversion on inventory close)
Fixed:
Reloading issues with 2nd turret/weapon on a vehicle
Spam log messages from ammocan in Eden editor
Changed:
Fewer debug messages
Better weapon blacklist handling
Better method for getting turret weapon ammo
Minor code cleanup- 1
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Update 2021-10-03:
Changed:
Supported weapons should no longer go through a reloading animation upon initialization -
Update 2021-10-03:
Added:
Support for 3CB
Support for 3CB 7.62x51 x200 ball and tracer
Support for 3CB 40mm HEDP x32
Support for 3CB 12.7x99 x 100
Verbose output for unsupported ammo types per weapon (Ref "###" entries in diag log)
Magazine conversion function (Mostly for 3CB - converts the 3CB magazines to ammocans for cross compatibility)
Blacklists to skip weapon types that shouldn't be addressed by ammocanChanged:
More robust handling of vehicle with multiple weapons per turret
Less debugging (spamming) output to diag log
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23 hours ago, johnnyboy said:Great work man. And you are an excellent communicator in the vids.
Thanks much!
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3 hours ago, 10Dozen said:Data packs and information available here: https://www.bohemia.net/community/licenses/licensed-data-packages
You can download, depbo and re-use models and textures/mats for your purposes (basically cut mags out of statics/vehicles).
Awesome, thanks for the info! I'll check this out.
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Update 2021-09-29:
Added:
- Compatibility Filter - no more errors when reloading a turret on a (currently) unsupported vehicle
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Update 2021-09-27:
Fixed:
- AI weren't reloading from vehicle inventory unless someone opened and closed the vehicle inventory
- The reload hint was showing up for the player if an AI had to reload
- An error would be generated if a turret tried to reload on a vehicle with zero magazines in its inventory
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Here's a couple of quick videos detailing a few of the recent changes:
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Update 2021-09-26:
Added:
Manual reloads - Just press R (You can reload partial or empty magazines. Partials will be stored in the inventory of the vehicle)
Partial Magazine Support- 1
Visualizing Vehicle Hitpoints
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
As described in the video, I ran in to trouble finding any info on this and it was really handy, so I want to get the word out and try to make this easier for other folks to find in the future.
BTW, if anyone can expand upon this (meaning of the colors, how to change the diagnostic window, etc.), please share!
Thanks