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fat_lurch

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Posts posted by fat_lurch


  1. Update 2021-09-25:

     

    Added:
    Initial support for RHS TOW missiles*
    Additional debug comments for diag_log

    GitHub link to original post
    CUP and Vanilla 2000x 7.62x51mm support (for M134)
    Vanilla 1x Titan AT support
     


    Changed:
    Turrets with multiple ammo types should spawn with the preferred ammo type defined in the vehicle's config
    Mass of ammocans increased (was 8 (rifle mag), now 50)
    General code cleanup


    Fixed:
    Turrets should only have a single mag loaded at init now (this was an issue for turrets with mutliple ammo types defined)
    Case sensitivity issue with findAmmocanType function

    • Like 2
    • Thanks 1

  2. On 7/16/2020 at 2:15 AM, 10Dozen said:

    Thanks for this very loved feature from ACE2 that never happened in ACE3. Hope some day it gonna be included to ACE with support of carrying feature and rearm process.

     

    Some ammo boxes may be taken from A2 data packs - DShKM, PKM, AGS, Mk19, ZU-23-2 (ofc not hi-end quality, but you can improve it later).

     

    Thanks 10Dozen. I'm not familiar with how to incorporate A2 content into this. Are there any decent articles on how to get started with this?

     

    Thanks in advance!

    • Like 1

  3. Hi again, 

     

        This is another proof of concept for an addon that allows ARMA to control a COM (serial port) directly, thereby interfacing with one or more Arduinos.

    https://www.youtube.com/watch?v=18VjktoWgTg

     

    I'm really interested to hear the ideas other people have on how to utilize this - please post up your ideas below so I can consider various use cases when maturing this system.

     

    Thanks!

    • Like 11
    • Thanks 1

  4. 12 minutes ago, Cochise333 said:

    Nice Job man. Any plans to export other MFDs? I think Arma has so much potential. I love DCS but it doesn't give me the helicopter combat immersion that Arma does.

     

    Thanks much!

     

    I want to set this up as a framework so people can rig whatever panel(s) they are interested in.

     

    My Radar altimeter panel was just a quick weekend project to ensure the system works.

     

    I also want to see if I can use the serial interface to tie-in a Raspberry Pi - my dream would be a full functioning MFD.

    • Like 2

  5. Hi all, 

     

         I just wanted to share my proof-of-concept video for a flight sim panel for ARMA (Yes Internet, I'm very well aware ARMA is not a flight sim).

     

    YouTube Link

     

    I'll be trying to get some documented examples put together for release with the addon that makes this possible. Note that this requires a .dll file which will need to be whitelisted by BattleEye so this is a "someday" project.

     

    Enjoy and let me know if you have any technical thoughts on this.

     

    Thanks

     

    • Like 4

  6. 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

    • Like 1

  7. 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. This also allows you to load more ammo than vehicles carry by default.

    Additionally, mounted weapons now reload more like other small arms in game, requiring you to hit R to reload and allowing you to reload partially expended magazines

     

    I have a bad habit of not keeping this info up to date. Check the Steam page for the latest features!

     

    Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2162698437
    GitHub link: https://github.com/FatLurch/Ammocan

     

    YouTube Demonstration: 

     

    This is designed to work in SP, MP and Dedicated with human and AI vehicle crews and gunners.

    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 Addons:

    • Vanilla West
    • Prairie Fire DLC
    • RHS USAF
    • CUP
    • 3CB
    • Vurtual's HMMWV
    • Foxhound's LPPV
    • BWMod
    • FFAA Mod
    • HAFM Mod

     

    Supported Ammo


    Features:

    • Manual reloads (press R)
    • 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
    • Compatible with AI gunners
    • Support for ACE Rearm and other reloading systems (ammo automatically converted when the vehicle inventory is closed)

     

    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

     

     


     

    • Like 10
    • Thanks 1

  8. 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
     

    • Like 5
    • Thanks 1

  9. On 6/23/2020 at 11:14 AM, brad191 said:

    I'm really enjoying this mod, particularly in conjunction with the thermal improvement mod. I was wondering if it's possible to add an IR marking laser,  similar to the weapon mounted laser, to the targeting pod. I think it would help with directing folks on the ground. 

     

    Thanks! 

    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.

    • Like 1

  10. 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!


  11. @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 


  12. 11 hours ago, PuFu said:

    well, both mikero and addon builder requires you to have the data on P: drive, and have unpacked A3 data (for things like external paths, such as environments etc)

    example this path:

    
    texture="Ammocan\textures\M2A1_nohq.paa";

    should be on P drive as such

    
    P:\Ammocan\textures\M2A1_nohq.paa

     

     

    @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.

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