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Everything posted by accuracythruvolume
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Project: Psykers!
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Project moving into mod form, stay tuned! -
I decided that I wanted to learn Arma particles and being in a 40k group led me to exploring the making of Psykers. So here we go! Psyker type Roster: Pyromancer, ...Done! Cryomancer, ...Done! Leukomancer*, ... Done! Telekine, ... Done! Telepath, ... Done! Necromancer.... Done! Bonus type #1: Beastmaster... Done! Bonus type #2: Aeromancer... Done! Bonus type #3: Biomancer... Done! Bonus type #4: Demonologist.. Done! *leuk- Proto-Indo-European root meaning "light, brightness." aka a Lightning-mancer No mods required! But this will be meant for 40k use, so the more 40k assets are loaded, the more will be available in the asset pool. Numerous custom sound effects for the Psyker powers. No addactions! Instead the psykers powers are switched between 1-4 keys and 7 turns the psyker's shield on / off This framework is extensible and can be used to add more powers in the future to each one. Basic plans are: A simple attack based off of the semi-hidden grenade object "HandGrenade_Stone" A Close range attack Other attacks that are effective at various ranges. Psykers must have no weapon in their hands to use their powers. Psykers must not be in a vehicle to use their powers. Elemental powered psykers will emit particles from their hands in tune with their powers. Psykers get a variable speed bonus depending on their type. All Psykers are protected by a telekine shield. The strength and regen can be customized by the mission maker. This means you'll need to pew pew them extra in order to bring them down. If the shield is overloaded, the feedback instantly kills the psyker. Pyromancer: Cryomancer Leukomancer: Telekine: Telepath: Necromancer: Beastmaster: Aeromancer: Biomancer Demonologist: Version history Version 1: Pyromancer Version 2: Cryomancer Version 3: Leukomancer Version 4: Telekine Version 5: Telepath Version 6: Necromancer Version 7: Beastmaster Version 8: Aeromancer Version 9: Biomancer Version 10: Demonologist Version 11: Version 12: Dedicated server fixes. Psykers mostly now work on dedicated. Issues left to resolve on dedicated server: Beastmaster death from above full of jank, but end result appears to work Necro Abomination stands still most of the time. Investigating. Necro summoned zombies like to attack each other. Demonologist summon powers not working as intended, minus the fire demon, that one seems gtg. Get it here: https://www.mediafire.com/file/ni63bn21ablqyh7/BA_Psykers_Dev.Stratis.pbo/file Stay tuned for future updates! 🙂 --ATV
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Mega City 3 --- An urban combat focused terrain
accuracythruvolume posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Mega City 3* * All your frames are belong to me. Steam Link for evaluation: https://steamcommunity.com/sharedfiles/filedetails/?id=2709383687 After doing some faction mods I decided to learn how to make a terrain for the armaverse. But what kind of terrain to make? We've already got plenty of deserts, jungles, forests, etc... Hmmm what is something that that arma does not have much of...... 💡 Urban combat. Plenty of vast expanses out there, but not a lot of really big cities. So I decided to try for a big city... a... mega city 🌇 Therefore this project was started. Based off a certain comic you may have heard of, the goal of this terrain is to bring a focus on urban combat. Will the arma engine be able to handle a large urban terrain without chugging into a slideshow? Let's find out!! This project is in the early WIP stage. This thread will serve to show off it's features as they are added. Planned terrain features: * The Mega City (duh) A roughly 8x8km urban area. ... sooo your doing a 8x8 terrain that is one big city? Nope! Well yes, but no. The terrain is actually 20x20km and also will feature other urban combat areas: * A old destroyed city remnants * A large shanty town colony * A 3.1 km long runway. Now you'll be able to land even the largest bird with ease! * Various smaller points of interest around the map Terrain outside of the Mega City is still in flux. The terrain of the city itself is largely flat. In order to reinforce the planned nature of the city, it is divided into sectors that are split by a freeway grid system. What lurks inside the walls of the Mega City? Here's a sat capture of the Mega city area to show the freeway layout. Yes, those gridlines are in square kilometers. At the bottom of the above image is the airfield, showing the large runways. This is also a call to arms for any building makers out there. Anyone that would like to make some big blocky concrete structures, please hit me up. We'll see where this goes! -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That could be workable in some areas outside the main city. In the ruined city remains to the east, for example. -
ai hunter script Herne The AI Hunter Script
accuracythruvolume replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would it be possible to get the bounding box size of the building that the target is hiding in (I think there is a way to determine if a unit is indoors) and adjust your search radius dynamically to that? Say a default value and if hiding in a building that is a bounding box over default, adjust search radius only in that case? -
artillery barrage script
accuracythruvolume replied to mike123hh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For Random position you could do something like this, say you want a spread of 200 meters (100 meters in any direction): _minX = 0; _maxX = 200 _rndX = ((floor(random _maxX )) + _minX ) - (_maxX / 2); _minY = 0; _maxY = 200 _rndY = ((floor(random _maxY )) + _minY ) - (_maxY / 2); _randomPos = [((_tgt select 0) + _rndX) , ((_tgt select 1) + _rndY), 0]; Also since spread is already in the full script I posted earlier, you can just use that. Therefore, just replace the line: _randomPos = [_tgt,0,_artySpread] call fnc_FindPositionOnLand; with: _minX = 0; _maxX = _artySpread _rndX = ((floor(random _maxX )) + _minX ) - (_maxX / 2); _minY = 0; _maxY = _artySpread _rndY = ((floor(random _maxY )) + _minY ) - (_maxY / 2); _randomPos = [((_tgt select 0) + _rndX) , ((_tgt select 1) + _rndY), 0]; -
artillery barrage script
accuracythruvolume replied to mike123hh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This script does call a custom function to find a random location near a position, you can write you own to randomize the X and Y location a bit. /* Order Artillery unit or units to fire on a position. Declare function: fnc_AI_Artillery = compileFinal preprocessFileLineNumbers "scripts\fnc_AI_Artillery.sqf"; Call function: 0 = [_arrayOrObject,_targetObj or _targetPos,_min_rounds,_max_rounds,_min_salvos,_max_salvos,_min_delay,_max_delay,_spread] call fnc_AI_Artillery; Ex args: _arty = Mortar_1 _arrayOrObject = (getMarkerPos "Mk_Booms") _min_rounds = 2 _max_rounds = 10 _min_salvos = 1 _max_salvos = 5 _min_delay = 3 _max_delay = 20 _spread = 150 */ private ["_arrayOrObject","_arty","_boomer", "_target","_min_delay","_max_delay","_min_rounds","_max_rounds","_min_salvos","_max_salvos","_salvos", "_delay", "_rounds", "_ammo"]; _arrayOrObject = _this select 0; _arty = []; _boomer = objNull; _target = _this select 1; _targetPos = []; _min_rounds = _this select 2; _max_rounds = _this select 3; _min_salvos = _this select 4; _max_salvos = _this select 5; _min_delay = _this select 6; _max_delay = _this select 7; _spread = _this select 8; if ((typeName _arrayOrObject) == "ARRAY") then { _arty = _arrayOrObject; }; if ((typeName _arrayOrObject) == "OBJECT") then { _arty = [_arrayOrObject]; }; if ((typeName _target) == "ARRAY") then { _targetPos = _target; }; if ((typeName _target) == "OBJECT") then { _targetPos = getpos _target; }; _salvos = round (_min_salvos + random (_max_salvos - _min_salvos)); { _boomer = _x; // DEBUG STUFF /* _txt = str(getArtilleryAmmo [_boomer]); systemChat _txt; if ( ([[_boomer], (getArtilleryAmmo [_boomer] select 0)]) isEqualTo []) exitWith { _txt = "Error in Arty unit " + (typeOf _boomer) + ". No ammo type found."; systemChat _txt; }; */ _isInRange = _targetPos inRangeOfArtillery [[_boomer], (getArtilleryAmmo [_boomer] select 0)]; if (_isInRange) then { 0 = [_boomer, _targetPos, _min_delay, _max_delay, _min_rounds, _max_rounds, _salvos, _spread] spawn { _unit = _this select 0; _tgt = _this select 1; _minDelay = _this select 2; _maxDelay = _this select 3; _minRounds = _this select 4; _maxRounds = _this select 5; _salvos2 = _this select 6; _artySpread = _this select 7; _randomPos = []; // DEBUG STUFF /* _txt = "Salvos: "+ str(_salvos2); systemChat _txt; */ _ammo = getArtilleryAmmo [_unit] select 0; for "_i" from 1 to _salvos2 do { _delay = _minDelay + random (_maxDelay - _minDelay); _rounds = round (_minRounds + random (_maxRounds - _minRounds)); _mag = _unit ammo (currentMuzzle (gunner _unit)); // DEBUG STUFF /* _txt = "Rounds in mag: " + str(_mag); systemChat _txt; */ if (_mag < _rounds) then { _rounds = _mag; }; if (_mag isEqualTo 0) then { _unit addMagazine _ammo; }; // DEBUG STUFF /* _txt = "Barrage count: " + str(_rounds); systemChat _txt; */ _randomPos = [_tgt,0,_artySpread] call fnc_FindPositionOnLand; _unit doArtilleryFire [_randomPos, _ammo, _rounds]; sleep _delay; }; }; } else { _txt = "Target Location of Arty unit " + (typeOf _boomer) + " is out of range."; diag_log _txt; //systemChat _txt; }; } forEach _arty; -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sweet shot! This reminds me that a lighting pass is going to be needed after the buildings are in place 😎 -
Current Version: 10 Description: Greetings Arma fans. I submit to you this humble contribution to the mod-a-verse. This addon is meant to represent factions either currently or within recent history that are fighting in the Iraqi-Syrian warzone. Included in the current release: - Islamic State (Opfor and Independent) - al-Nusra Front (Independent) - Syrian Arab Army (Opfor) - Peshmerga (Blufor) - Iraqi Army (Blufor) - Iraqi Police (Blufor) - YPG (Blufor) Features: - Massive amount of custom uniform textures, over 300 in the initial release alone. Mostly mismatched camo. - Randomized weapons and gear - Classnames list included in the readme - ALIVE compatible - Custom language for IS and al-Nusra - Support for Massi's Vehicle mod pack, Cup Vehicles, or both. Take your pick! Factions are: ISC_IA_B -- Iraqi Army (Blufor) ISC_IP_B -- Iraqi Police (Blufor) ISC_PESH_B -- Peshmerga (Blufor) ISC_YPG_B -- YPG (Blufor) ISC_SAA_O -- Syrian Arab Army (Opfor) ISC_IS_O -- Islamic State (Opfor) ISC_IS_I -- Islamic State (Independent) ISC_alNusra_I -- al-Nusra Front (Independent) Requirements: - RHS: Escalation - RHS: GREF - RHS: SAF - CBA Optional: - Community Upgrade Project Weapons - Community Upgrade Project Vehicles - iNTERBRED's Tactical Beards (will provide more variety) To use CUP vehicles: - Find the companion addon mod labeled "Iraqi-Syrian Conflict-CUP Vehicles addon" on the steam workshop and subscribe to it as well. Changelog: V 10.0 28/FEB/2017 - Changed: RHS GREF and SSAF dependency added - Added: RHS vehicles - Removed: Many legacy now obsolete A2 ported gear - Added: Option to disable gear randomization V 9.0 6/OCT/2016 - Changed: Additional vehicles are now optional - Added: Support for usage of CUP vehicles - Added: Flags on certain CUP vehicles - Added: New vehicle textures - Added: SP Craig's SSh68 Helmets to SAA - Added: Aplion's excellent EC635 included, all credits to him for a nice chopper! V 8.0 14/JUL/2016 - Changed: Reverted Peshmerga MRAP texture to default. Unhappy how it looked. - Fixed: Errors created by Apex release and CUP updates - Fixed: Error in random gear script V 7.0 - Added: YPG - Added: Iraqi Police - Added: Custom Language to IS and al-Nusra units - Changed: Redid random weapons. Infantry units should no longer need to reload after a random weapon is assigned - Fixed: Texture mismatch on SAA BMP-2 - Fixed: Texture mismatch on al-Nusra BMP-1 V 6.0 25/MAR/2016 - Added: Peshmerga vehicles - Added: Iraqi Army - Added: Balacavas to IS units - Fixed: Bad vehicle type with the sappers - Misc: Addon items listed in the Readme V 5.0 28/AUG/2015 - Fixed: Error in VA with the PASGT helmet - Fixed: Peshmerga MRAP groups were on the wrong side - Added: Replaced many CUP weapons with RHS ones - Added: M113 to IS factions - Added: IS Tan uniform V 4.0 21/AUG/2015 - Fixed an error in virtual arsenal with the alNusra combat uniform - Fixed an issue with custom vehicle textures in multiplayer - Added empty vehicles for al-Nusra, SAA, and Peshmerga - Added MRAPs to Peshmerga - Added Depencency: RHS V 3.0 12/MAY/2015 - Fixed: Issue where sometimes infantry units would spawn with no weapon. - Fixed: AT infantry units would have the wrong rocket ammo - Fixed: ISIS and al-Nusra should (hopefully) spawn minus eyewear now - Fixed: Array of random IS uniform textures was incorrect length (thanks Divaya for the report) - Added: SAA Armor and Aircraft - Added: Peshmerga Infantry to Blufor V 2.0: 28/MAR/2015 - al-Nusra vehicles now have proper faction textures - Added Syrian Arab Army infantry units - Zeus Compatibility (crosses fingers) v 1.0 20/MAR/2015 - first release Bugs and known issues: - Strange black bar on the rear of some of the BMPs. - Probably broke something else, let me know! Further Improvements: - ?? Credit where credit is due: AccuracyThruVolume: Config work and general keyboard headbutting. Also uniform textures. ghostjaeger07: Texture wizardry Yugoslav: For supplying his ported A2 chestrig and stone like patience. Craig: Permission to include his Opfor rig,pasgt helmet, and SSh68 helmet from his SP Pack. Massi: Permission to not only use his vehicles but to edit the textures for use in this mod. Also general awesomesauce. Drongo69 and Chops for releasing their MEC mod source for me to poke around in. Very helpful for config noobs. road runner: For is donation of the IA SF uniform. Massi: Again, for helping me figure out custom languages, thanks dude! Aplion: For allowing use of his EC635 heli in other mods. Thanks a lot to BI for creating such a great mod-friendly sandbox. Thanks to all on the forums for giving me the motivation to get this thing made. Download Links: https://steamcommunity.com/sharedfiles/filedetails/?id=874530860 CUP vehicles addon: https://steamcommunity.com/sharedfiles/filedetails/?id=874540657 Armaholic page: http://www.armaholic.com/page.php?id=28406 Some Images: An example of randomization. These are all IS riflemen: Disclaimer: This mod in no way supports ISIL, ISIS, IS or any terrorists out there in the real world. I made this mod so I can virtually shoot them. In the face. A LOT. Not responsible for being late for work, missing class, or your friends calling out search parties to find you. No rebates, refunds or guarantees implied or even inferred. Use at your own risk. Not tested for use underwater.
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Personally I like the cannon as an additional gameplay option. It's not OP to have on the bird. Big thumbs up to hcpookie as usual with his awesome mods 👍
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Project: Psykers!
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - MISSION EDITING & SCRIPTING
New version up with a bunch of fixes for working on dedicated server. Still some left to resolve. OP updated. -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sprawl is getting more sprawl-y -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The current area being developed is the industrial zone of the city. Sectors 1-4 are going to be the core government areas, and will be surrounded by downtown business sectors. The outer perimeter sectors are going to be residential sectors. An embassy like area is a great idea! Look for more variety in the sectors once I get out of the southern "Dorito" part of the city. -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Base southern area for the Industrial zone is now done. (For scale, those runways are ~3.1km) -
Project: Psykers!
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is very useful indeed! I haven't given it a dedicated server test yet of all the scripts. Hmm the giant is the most disconcerting. The dog actually has an agent attached to it, that is how it moves. Sometimes when it takes explosive damage, the agent becomes visible which it all weird but it is a tradeoff in order to get a good movable dog that obeys collision. Point your players to this thread, it will help explain things 😀 Looked like in the video you had a script to change psyker type on the fly? Let me know if you find other broken stuff. --ATV -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Mega City Port is open for Business! 🚢 🚤 -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Working on the sector that contains the port area. Yo dawg I heard you like containers to go with your containers so I got some containers..... -
Project: Psykers!
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The system captures when the 1-7 keys are pressed and depending on the class of psyker, does things or not. Activation is the good ole left mouse click. Bails out of the script immediately if not a psyker. The intent is to make it a hassle if the psyker decides to use weapons. Their powers stop working (otherwise trying to shoot guns would cast powers at the same time). -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Construction continues... -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Steam release for peeps to poke and prod 😎 https://steamcommunity.com/sharedfiles/filedetails/?id=2709383687 This is only a starting point.... -
Mega City 3 --- An urban combat focused terrain
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hmmmm.... -
Project: Psykers!
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The tenth and likely final type emerges from the shadows: The Demonologist! Summon demons to do your bidding, if you can pay the price required. -
Project: Psykers!
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Duplicate info moved to OP -
Project: Psykers!
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Next bonus type up: Biomancer! Harness life energy to use either restorative or destructive powers. -
Project: Psykers!
accuracythruvolume replied to accuracythruvolume's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bonus type #2: Aeromancer! Now you can use the very air itself against your enemies! Still more in the pipeline! 😲