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Maj D. Schultz

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Everything posted by Maj D. Schultz

  1. Maj D. Schultz

    Zodiac CRRC - Assault Boat

    Not everyone would want it to replace the Original Boat - hence why it is separate.
  2. Maj D. Schultz

    Zodiac CRRC - Assault Boat

    The model is the vanilla arma 3 model. The boat you can easily place in the Editor or via Zeus and use.
  3. Maj D. Schultz

    Zodiac CRRC - Assault Boat

    Video Posted
  4. Maj D. Schultz

    Zodiac CRRC - Assault Boat

    Here is the hotfix. Sorry about not catching this! https://www.dropbox.com/s/aenkrlw46ioyo13/ZodiacCRRC.rar?dl=0 Main post has also been updated with the new link. and I'm working on a video right now. Expect it up in the next 2 hours.
  5. Maj D. Schultz

    Zodiac CRRC - Assault Boat

    Whoops! Forgot to do the sounds correctly when I was renaming it from my test version to final. Stand by for hotfix.
  6. Maj D. Schultz

    6 Basic Factions set per Side

    This has been updated.
  7. Hello! Here is an EXTREMELY basic addon(s) for people if they are interested in it. I know everyone and their mother has "released" new factions this and that, but only locked into one side. However I wanted something that could be more flexible. The Purpose of this addon is to have 6 factions that are set to BluFor, OPFor, and Ind. My goal is to create a "Warlords" type look where in a country many people dress much alike yet only wear a certain type of clothing so they can be identified as to which Warlord they work for. I'm in the process of creating a dynamic campaign that involves players being able to befriend or fight the various "Warlord" groups. For example if you befriend the "Red group". The "yellow" group now hates you. While the "green" group hates both and will attack even if they are fighting. By having each group set to each "side" this easily allows for a group to switch between if you want them Friendly, neutral or Hostile. Being able to actually have a dynamic flow MID mission with groups with the use of Zeus. Updated to Complete Version. These groups are now equipped with AK74's and RPG 7's. While they all wear the same basic uniform, the head gear for each group is different. The Names of these 6 factions are. "Shemagh Power" "Olive Garden" "Blue Hat Group" "Dark Helmet" "Bandanna Crew" "Blood Berets" You will need Massie's Russian Weapons. - http://www.armaholic.com/page.php?id=21913 GurFactions - 90KB https://www.dropbox.com/sh/o75vta2nuhs7w73/AADYcYTdsCzOLv4Rbc7NwW5qa?dl=0 Version 1.0 NOTE: I Make no claims of credit, this all was done with existing data from ARMA3 or examining other peoples work . Feel free to take this addon and do whatever you want with it. Maybe this will help some amateur mod enthusiasts get started.
  8. Maj D. Schultz

    Authentic Gameplay Modification

    Thanks Bux! Was going to post it today. It was a long weekend
  9. Maj D. Schultz

    Authentic Gameplay Modification

    So a friend and I did some testing. So the loading//unloading of unconscious players from any land vehicle or aircraft seems possible. However, nothing involving the boats works. I know before the Jerry Can// Spare Wheel update, you could load and unload unconscious players. But with AGM 0.93, now you cannot. I tried doing as you suggested and adding in the boat class name, to both AGM Medical and to AGM Interaction. Yet I'm still having issues. Would you like for me to submit it as an issue on your github? I ask because I like to do lots of activity's with boats and when other players go down in boats. The only way to get them out, is to destroy the boat or have them re-spawn.
  10. Maj D. Schultz

    Authentic Gameplay Modification

    Hello Wonderful addon creators of AGM! I just have 2 questions, I know you guys are hard at work at making AGM even better. Recently I created a new vehicle based on the A3 NATO Assault Boat. Pretty much I wanted a CRRC that I could configure to suit more my needs (like fasting speeds, better handling, etc) Except now there is no option to interact with the vehicle, like being able to pulled downed players from it. Is there something I need to add into it's cfg to make that work? Also, I've been creating custom magazines yet I'm running into an issue where they won't show up in your mag repack at all. Even though they are the same ammunition types, been trying to tackle it for a few days with no success. Any suggestions on how to make my 5.56 sounds all show up in the mag repack and be cross packable to each other? Thank you, and sorry if this has been brought up before, I tried to do some thread searches and came up with no hits.
  11. May I put in a special request? Not sure if it's possible for you or not and just something I'd love to see. Could you do one for the RDS Static Weapons pack for the M119 Howitzer? Is it possible to have it Analog? Otherwise it's awesome work what you've done so far.
  12. For anyone that cares and/or could use the information. All of the following maps are confirmed working (At Least in Editor and with me flying around in them) with AiA-TP and with NO BROKEN Grids. CLAfgan Caribou Frontier Celle 2 Fallujah v1.2 F.A.T.A Summer and Winter Sangin Everon 2014 Isla Barbuda FDF Podagorsk Summer and Winter Thirsk Ilha Marrom Island Panthera Reshmaan Province Nogova 2010 Trinity Sarugao Sadly I could not get the following to work. Gulf Of Aqaba Map Isla Duala Lingor Island
  13. Maj D. Schultz

    Infected Script by Gulozwood

    Goulozwood, Thank you for the script. I'm going to be running a run escape and evade game tonight with it. A few questions, I've noticed that when I place ammobox's or empty vehicles down in the "zombie" areas. Zombies will spawn, even if players are no where near the area. Also if you use "fncpopattacker" the zombies will aggro towards the ammoboxs and empty vehicles. They won't attack them, but they will gather in a large group around it. I really only have a complaint about the 1st issue. The zombies spawning with ammobox's or empty vehicles. Since you can only spawn "so many" zombies at a time before the server caps itself, it's improrant that zombies are only spawning in the areas that players are actually in. Any help or suggestion with this? Thank you.
  14. Any possible way of increasing how fast a "player" can "walk"? I look at things like the Recoil Fix mod which changes how ALL weapons recoil handles Is there anyway this could be adjusted to change a players movement speed while walking? Animation issues aside?
  15. Maj D. Schultz

    Improved Fatigue System

    Yes. The blinking was much better, so much so you are correct. I enjoyed IFS because it allows for more "bursts" of movement that works better with how fluid combat can be. My only suggestion at this point is still a map module to enforce certain settings for gameplay.
  16. Maj D. Schultz

    Improved Fatigue System

    Took me awhile, but I had to conduct research and testing with other Fatigue systems as well. I hope this information is useful to you. -------------------------------------- A comparison of the three fatigue systems. Vanilla Arma 3, AGM Fatigue and The Improved Fatigue System V 0.8 by Flying Penguin. These tests were done on a Dedicated Server under Operation like settings on the Veteran Difficulty. Also please note, that all "DEFAULT" Settings were used for mods like AGM and IFS. It is *HIGHLY* stressed that results can VARY depending on how AGM and IFS settings are configured. All testing was done at 22 to 23 kg of weight. I also made sure to conduct more testing with a party of 5 other members, who all (more or less) experienced the same thing I did. LET IT BE KNOWN AND HIGHLY STRESSED That by including the AGM Fatigue PBO in the AGM addon. It overwrites the Vanillia ARMA 3 Fatigue completely. When I ran my 1st series of tests, I had no idea that the PBO runs the default settings (Getting Tired Coef: 1.0 Recover Coef: 1.0) even when there is NO AGM Fatigue Module placed in the mission editor. This means the AGM Fatigue PBO is running when AGM is being used, unless it is REMOVED from AGM. Please review all information carefully. Also note, that when listing minutes, I was using a stopwatch to conduct my testing, I would start the stopwatch as soon as I started moving, and stopped it when I stopped moving when I hit prone. (And restart it for when I did to see how long it took to recover fatigue.) This means that the Full Sprint time, and the Fall to Prone time, are all on a single time, with a note being made on WHEN i stopped Full Sprinting into my time. Conclusions From Research conducted, using Vanilla Arma 3 Fatigue. I was able to run at a Full Sprint for roughly 38 seconds. I was able to continue to move at a slightly slower pace for 5 minutes. You are able to move continuously although the more fatigue you have, the slower you will move. It takes less than a minute to recover from "Red" fatigue, to no Fatigue. From Research conducted, Using the AGM Fatigue. I was able to run at a Full Sprint for roughly 3 minutes and 40 seconds. I was able to continue moving at a slightly slower pace for a full 13 minutes before falling over prone. Roughly 2500 meters. It took a full 6 minutes (or so) to go from Full "Red" Fatigue, to no Fatigue. From Research conducted, Using the Improved Fatigue System V 0.8. I was able to run at a Full Sprint for roughly 1 minute and 30 seconds. I was able to continue to move at a slightly slower pace for a full 2 minutes before falling over to prone. It took 1 minute to recover from "Orange" Fatigue, to no Fatigue. From Research conducted, using AGM and the Improved Fatigue System V 0.8 both running. I was able to run at a Full Sprint for Roughly 4 minutes and 10 seconds. I was able to continue moving at a slightly slower pace for a full 6 minutes and 13 Seconds before falling over prone. Roughly 1400 Meters It took a full 5 minutes and 20 seconds to go from "Orange" Fatigue, to no Fatigue. --------------------------------------- Out of everything tested, I preferred the IFS. Great work so far, I honestly don't have much to add to what you've already given. I hope you continue to develop this wonderful addon.
  17. Maj D. Schultz

    Infected Script by Gulozwood

    Watch this series from Dslyecxi -
  18. Maj D. Schultz

    Infected Script by Gulozwood

    THank you for this, I've been wanting to create a "Shacker" type game play for my group. Seems this will at least fit part of that bill.
  19. Maj D. Schultz

    Improved Fatigue System

    I'll give it a run through Sunday when I get back from camping. Looking forward to it
  20. Maj D. Schultz

    Improved Fatigue System

    Excellent! I look forward to it.
  21. Maj D. Schultz

    Improved Fatigue System

    I hope this update fixed some issues for you instead of breaking everything. ;)
  22. Greetings, I'm currently interested in making an "in-house" weapons pack for my community group. While we do have a dedicated in-house mod group of several persons, the task we have ahead of us would require many hours to complete. Thus I've taken it upon myself to help our workload by offering to pay for any services rendered to us. The work will be paid either hourly or per item depending on contract negotiated. Your work will be considered owned by the "group" in question. We are needing roughly 10-15 items done, you will be credited for ALL work done. This we would guarantee in the written contact and also by the personal reputation and integrity we would need to uphold. Leave a message here or PM me if you are interested.
  23. Maj D. Schultz

    Improved Fatigue System

    Hey FB, did you catch this in the changelog on Dev Branch?? Could be the reason why Fatigue got fucked up. 26-06-2014 EXE rev.125433 Size: ~375 MB DATA Fixed: DLC Bundle duplicity in Expansions menu Inertia effect over new weapon sway temporarily turned off until the inertia will be fully implemented Changed launcher hit mask Decrease vertical movement of secondary weapon sway class Attempt to fix several rag-doll issues by decreasing the magnitude of hit forces applied and simultaneous increase of mass for bones to prevent them from flinching wildly Increased negative effect of damage over secondary weapon sway class. It should be hard to aim with crippled hands. Increased base speed and max speed threshold of secondary imprecision class to decrease the time needed for actual imprecision to align with cursor space A little elf hiding some caps has been found and dealt with, thus the caps shall be available again Facewear (former glasses) has mass correctly set Enabled fatigue parameter that was disabled for 1.22 ENGINE Fixed: Possible CTD in the Zeus map Hiding lights for hidden vehicles New command playerControlled (like the player command, but it will return the remote-controlled unit) Adding corpses from disconnected players to disposeManager (http://feedback.arma3.com/view.php?id=17532)
  24. Maj D. Schultz

    Improved Fatigue System

    Extremely helpful! Thank you for the quick response. We were most interested in the fact that weight does play a factor. Just brain storming here. With being able to put down modules, would it then be possible to link player slots to it? So if two modules were placed, each with its own settings adjusted differently and then attached to different players, would it then be possible to have two different groups? Like standard infantry and special forces. With the special forces players being able to go further due to "training". It would greatly increase how flexible we could be in our missions. Again just more ideas. And I thank you for all your hard work!
  25. Maj D. Schultz

    Improved Fatigue System

    Hey FP, Got some questions for you if you could help clarify something's for me. The 3 fatigue "distances" you have set up. Are those distances based on an average weight or will a person get to that distance regardless if they are naked or carrying as much as possible? My group may adapt your system as AGM's fatigue isn't nearly as good. Have you taken a look at theirs yet? Or been working with them? Seems like you both share alot in common. Also I hope alls been well, I know I'm anxious for the next release. ---------- Post added at 16:42 ---------- Previous post was at 15:37 ---------- Oh! And would it be possible to have it set up as a module for the settings, to be placed in the editor with the adjustable settings we want it to be set too?
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