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mrewok

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Everything posted by mrewok

  1. mrewok

    [WIP]EWK_HMMWV'S

    Yeah it's possible i will take a look at this soon i'm actually preparing a big update (woodland camo, standalone, Upgraded destruction effect and a few other things...) http://cloud-4.steamusercontent.com/ugc/27354966208956122/18F817D7E74FCEEF70327E1698170CDF17A28822/ (307 kB) http://cloud-4.steamusercontent.com/ugc/27354966217718214/05C69A0A7D2834ACF9CF81B1A3D1786D3A08DC5E/ (211 kB) Also TFAR User be warned that in the forthcoming version if the antenna are broken you won't be able to transmit well with the vehicle radio (less transmission range and more terrain interception) So take care of your car . :) Cheers!
  2. Hey everyone! I'm actually trying to make a random ied spawn module: http://cloud-4.steamusercontent.com/ugc/27355508705289310/E990BBFAC822EAFDEA8B5DDA3BE54A9071748057/ (102 kB) What i plan for this module : -Randomly spawn RCIED and Pressure plate ieds (when pressure plate function is gonna be ready) -Customisable module (so you can choose the chances of little/medium/big Rcieds/Pressure plate ied) -Randomly spawn Junk along the roadside -Spawn and sync triggermans for the rcieds randomly spawned Still a lot of work on it so don't expect a release before a bit of time and also because of my non existing scripting skills i may not be able to do all those feature, but i'll do my best :). To interrupt your action just move and it will be interrupted ( don't do that while disarming trought, cause it can make the ied explode). I will see how i can add something better (like an action to carrefully interupt disarm wich gonna take a few sec but allow you to not trigger the ied.)
  3. mrewok

    Ewk_cigs

    Well no, but i'm not surpised cause that is what they do best, stealing other people work.
  4. Weird cause that part is not script related so JIP issue shouldn't happen.
  5. Thanks for report. The Talon Lod issue is solved (it was an edit LOD that i forgot to set to edit :) ). For the APOBS i'm still able to get in gunner. Can you give me some step to reproduce and tell me what mods was launched? The EOD suit is planned but need a lot of weighting work. The mini game is planned too but as i'm not a good scripter i can't do it by myself.
  6. mrewok

    Ewk_cigs

    Here is the V0.3: Changelog: -Removed Cig from View-Pilot Lod -Added Anims: "EWK_CIGS_SMOKING_ERC_CTS" wich is the cutscene version (WIP) "EWK_CIGS_SMOKING_ERC_LOOP" wich is the Looped version (WIP) -Added EWK_CIGS_module Wich make synced units play the smoking anim in loop, create and attach a cig and run the particle effect (Anim is not MP compatible yet) Download link : EWK_CIGS V0.3 If someone want to help me to make the anim MP compatible that would be great cause i definitelly sucks at scripting :)
  7. Finally here is a hotfix : Changelog: -Fixed rpt error spamming (most of them) -Fixed Apobs make static weapon backpacks invisible -Fixed Ammo error due to Apobs -Fixed Apobs texture error -Fixed Talon sound error and stuttering -"bis_fnc_moduleprojectile ---- ammo simulation 'shotbullet' is not supported" error should be fixed -Talon Icon reworked -Added Rope to Apobs Download link: EODS_v005_Hotfixed
  8. Weird, but i know there was an error with our apobs that make diseapear the static weapon bags (and it as been reported by our internal tester that was breaking the RHS HE ammo too) but i already have fixed it (sadly not in the released version). However i will make some tests with the latest vesion i have and check if i can reproduce it. If mono still away i'll try to release a hotfix for the rpt spamming and apobs issue with static weapon this week end .
  9. mrewok

    Ewk_cigs

    Yeah it's definitelly possible i'll take a look at it tonight. I will also add the WIP anims. I'm working on a module that gonna make the synced units play anim, attach the cig and launch the particle effect but i have trouble to get it MP compatible (i have trouble to sync anim between players and with JIP).
  10. Edit : well seems you got it :) Yeah there is issue with ai and our ied's and they are not diyng like they should (it work better on player) but yeah it's possible to raise it (i just need to find how cause we already us the bigger explosive from A3 and add shrapnel to it).
  11. Thanks for reporting! Well most of the RPT error should be fixed (i already have fixed it in the version i've sent to monovdd). For the Apobs yeah we should probably rework it (but in the forthcoming version we use the rope so it already give you an idea of what is gonna be cleared). The 1000ammo on the talon is effectively a placeholder so just don't worry about that :) Yeah unsafe handling of the ied should detonate it (but from what i have experienced it's not 100% working) No the Ied's are unarmed by default so if you just place the ied you have to arm it manually. As all your suggestions are script related i'll leave mono answer (cause i suck at scripting) :) Tanks again for support and report. Note: I haven't got news from monovdd since more than 2 weeks so, as the final process before release is his part i can't tell when the update will be.
  12. Weird... does the mission have custom script or stuff like that? I'm gonna make more test, but actually i'm not able to reproduce the issue sorry. If anyone encounter this or if you still having this issue please send me your .rpt it may help. ;)
  13. From what i can tell @task force radio - definitely not conflicting (i'm always using it and our mod is using some of TFAR features (jamming radios) when the thor is activated) @rhs - i'm always using it and never get this bug so i don't think the issue come from here @cba - definitely not conflicting (it's actually required for our mod) @shack tactical mods - Not tested but i assume those are local and shouldn't affect sound (i can be wrong however) @cse - not tested from my side (i personnaly don't use it but will take a look soon as possible) @alive - not tested from my side (i personnaly don't use it but will take a look soon as possible) Also the talon use some A3 sounds so maybe check your game cache but i don't think it come from here (if you have the sound when you are in the A3 UGV that mean everything is fine in here). Ow one thing i've forgot to ask what is you're game version and are you running the dev version of A3 or the stable one?
  14. Haha thanks man! One funny thing is i prepare my pack for an open source release too (i'm just making it standalone and fixing last things before to do it). So maybe one day someone will combine our assets for his own mod :) I really wait for the RHS uparmored ones cause every stuff you guys are releasing is a blast ! :)
  15. @n7snk:Are you sure the sound disapear and it's not just reduced? Cause i've just tested and it work fine for me . If the issue is really here can you tell us what mods was runing beside EODS so we can check it's not a conflict with another addon?
  16. Neat mate! :) Thanks again for the work you put on those great mods man and good luck for your future projects!
  17. mrewok

    Ewk_cigs

    Thanks a lot For the mirror Foxhound i've updated first post with the armaholic link :) @ElTyranos: Well it's not shown on the video but i actually run the script that launch anim, create and attach the cig to hand and create the particle effect via an useraction so i can make a inventory object that allow you to smoke (but it won't be available when in cargo cause i have to create a new anim and script the switch anim (i don't even know if it's possible when in cargo)).
  18. mrewok

    Ewk_cigs

    Hey guys! Here is a little preview of the anim. This one is the cutscene version: This one is the Loop version (i still have work to do on this one): As you can see i have also created a little PP to come with. Cheers!
  19. Hey guys! For AGM compatibility i will leave mono answer (as scripting stuff is his kingdom). Yeah the Bombsuit is planned to protect you against explosion (not totally and depending of how close you are from the center of the explosion) and it's gonna be heavy weight (so you can run but not for long). For the backpack i've actually done only OCP and ACU textures but i can make other versions :) Oh also sorry for the delay of the update we still have some things to do but shouldn't be long now. Cheers!
  20. mrewok

    Ewk_cigs

    By "non-glasses version of the the shemag+cig" you mean a version without the glasses or a version that goes into another inventory slot (like helmet,nvg etc...)? If you mean a version without glasses here it is: Download Link: EWK_CIGS V0.2 Changelog: -Added shemag+cig without glasses.
  21. mrewok

    Ewk_cigs

    @kecharles: Thanks a lot for the mirror! @Bamse : yeah it's possible expect an udate soon :) @H-Singh: the backpack is From EODS (not released yet). @acta13: the Helmet are called "Helmet (CigPack (x) CAMO)". where x is the trademark of the cigpack and camo is OCP or ACU. For the cigar go on the facewear section and search for cigar or cigar & glasses. @Goblin: Thanks mate, Yeah i can do an animation of that kind without problems .
  22. mrewok

    Ewk_cigs

    Thanks guys! @ProfTournesol: Yes there is cigars (only one (with and without glasses) in fact) :) : http://cloud-2.steamusercontent.com/ugc/27353696575873534/04E1989EFEEE8D8A3A72F964FCAA8B304C150E31/ (156 kB) http://cloud-4.steamusercontent.com/ugc/27353696575873790/F0090785D2D247E90FE75CF757BF7CF3B883758E/ (166 kB)
  23. So yeah it's gonna be fixed soon :)
  24. Haha this is a little mod i've done wich add a bunch of cigs, the cigpack helmet in ocp and ucp and even a cigar :) : http://cloud-4.steamusercontent.com/ugc/25097277574833604/F1D4A5A6904901DF1EF783708A8D9E464CCA695C/ (176 kB) http://cloud-4.steamusercontent.com/ugc/25097277484453579/44CBFDD90053E43D89846C8F5C9D20D9B359AD48/ (221 kB) Obviously not designed for PVP :) It's not included in the EODS but if people want i can release it (i may need to rework texture before public release cause actually it's the real trademark logo) .
  25. mrewok

    [WIP]EWK_HMMWV'S

    @firefox : No man the gyrocam was too glitchy this is why i haven't released them yet :) . @Stoffl Thanks for reporting. I'm gonna fix the FFV and NVG on SOV soon as possible. @Sarge: Well The Gyrocam version still in Wip and are not released yet but Jtac version is included. I personaly don't use PWS and i have no control on the PWS version so if there is error with i can't do anything about that.
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