bakerman 247 Posted August 17, 2013 (edited) ..... Edited April 9, 2014 by Bakerman Share this post Link to post Share on other sites
spectrersg 9 Posted August 17, 2013 Pretty cool. Can't wait to see it in action. Is this an automated system when the vehicle's engine starts or does this system actually have to be booted up and armed? Share this post Link to post Share on other sites
bakerman 247 Posted August 17, 2013 (edited) Thanks I'm glad you like it. At the moment it's active if the vehicle has a crew and it's not too damaged, I haven't thought about manually arming the system from the start, but I'll look into it. I do plan on adding a manual disarm. Edited August 18, 2013 by Bakerman Share this post Link to post Share on other sites
sgt_Savage2003 10 Posted August 17, 2013 sweet been waiting for something like this. keep up the good work. Share this post Link to post Share on other sites
mr_centipede 31 Posted August 18, 2013 Force field... nice :D I was just referring to the WIP video, and I know it's a WIP, not trying to nitpick or anything. Good job Share this post Link to post Share on other sites
lo0se 10 Posted August 18, 2013 I like it, not too overpowered, but boosts a vehicles survivability in combat. Will this mod automatically apply to all ground vehicles, across all factions, or will it be modular and you can adjust which vehicles/factions have this system via the user config? Share this post Link to post Share on other sites
bakerman 247 Posted August 18, 2013 ^ That's exactly what I was going for, something that adds to the vehicles in ARMA without making them overpowered. At the moment this mod is specifically aimed at the Slammer tank, due to it already having a APS modeled. I want to add it for every vehicle, but without any models it would be strange. Ideally it would be great if the system was modeled for each vehicle and then configured to operate from that specific model point. ;) Thanks sgt_Savage2003, I got tired of waiting for something like this so I decided to create it myself. :p Haha thanks Mr_Centipede. This forcefield might be too futuristic for some coldwar lovers out there, but with the focus on Israeli hardware and it being the future I think this system fits right in with the current armaverse. Share this post Link to post Share on other sites
spectrersg 9 Posted August 19, 2013 Will there be an early warning system sound/tone when someone is locking on to you? Share this post Link to post Share on other sites
bakerman 247 Posted August 19, 2013 Early warning, no. However I do intend to add a GUI to show the general direction of the threat after is has been dealt with, which is what the real system does. Share this post Link to post Share on other sites
bakerman 247 Posted August 21, 2013 Just a small update. I'm busy rewriting everything for much greater performance and added stability. The first version was more of a proof of concept, the new version will be something I can release. Share this post Link to post Share on other sites
bakerman 247 Posted September 10, 2013 Updated, check the first post. Hotlink to first post Share this post Link to post Share on other sites
trent 14 Posted September 10, 2013 Why has one guy managed to add more gameplay features to armor than all of BIS did in their many years of development? Share this post Link to post Share on other sites
bakerman 247 Posted September 10, 2013 Speaking as a software developer I can say that you can't always implement all the cool stuff you want. You have to make cuts and do what you can within limits. The scripts I'm working on is nothing compared to the actual game and just as I have struggled with performance issues I'm sure BI devs have it no different. I only managed to do this because I really wanted to and I could take as long as I wanted to. I almost gave up on ever bypassing the performance issues until a week ago, but then after playing with TPW's civilian scripts I realised how much potential this game has. All arma needs is just some extra stuff and it can be so much more. I simply wanted to contribute to that "extra stuff" and play the game. Share this post Link to post Share on other sites
bakerman 247 Posted September 10, 2013 Download link for test version 0.1 as a script. https://dl.dropboxusercontent.com/u/63047178/B-APS.zip Call with this code in the mission init.sqf: call compile preprocessFile "B-APS\Baked_APS_Init.sqf"; Known issues, which I have just tested: - In multiplayer the APS does not work when players are in the vehicle. - Multiplayer has some other minor issues, including double ammo count. When testing I would appreciate it if you list any bugs you find in as much detail as possible. :) Share this post Link to post Share on other sites
kremator 1065 Posted September 10, 2013 Bakerman this looks great mate! Would there be any chance of knocking an addon version to add it to all tanks/APC etc, perhaps utilizing CBA ? Share this post Link to post Share on other sites
bakerman 247 Posted September 11, 2013 Thanks Kremator, I'm still new to all of this so I'll look into what's possible. The script can be enabled for all of the stable branch vehicles by looking at the top comment block in the Init file. Simply delete baps_defenders = ["B_MBT_01_cannon_F"]; // Merkava Mk4 And add in baps_defenders = [ "B_APC_Tracked_01_rcws_F", //Merkava APC "B_APC_Wheeled_01_cannon_F", //AMV "O_APC_Tracked_02_cannon_F", //BTK "O_APC_Wheeled_02_rcws_F"]; //OTOKAR Share this post Link to post Share on other sites
Valken 622 Posted September 11, 2013 Just awesome. Wonder if there can be a "mod" version to enable to this function to all the basic armored vehicles in A3 so it works across all missions? Share this post Link to post Share on other sites
bakerman 247 Posted September 11, 2013 (edited) I'm working on exactly that right now. Expect a mod version soon. EDIT: I've packed everything into a mod with a config file, I'm just having some major MP issues. I can't get the ammo count to sync between clients and the server. It's either nothing (with !isServer exit) or multiplied for each client. Edited September 11, 2013 by Bakerman Share this post Link to post Share on other sites
lordheart 1 Posted September 11, 2013 For the multiplayer, look into setVariable, specifically the third parameter of making it public (sharing it across the network) getVariable, for getting the ammo value. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted September 11, 2013 Thanks for this script (and soon addon) Bakerman, as all future tanks should have some sort of APS and ERA and BIS just bipassed it ;D I´ve used the script in a SP mission and it worked alright, I just don´t know how to use the exhaust smoke screen =/ (who can activate it? I´ve tried the gunner, commander and driver and noone had the action menu option for it) Share this post Link to post Share on other sites
bakerman 247 Posted September 11, 2013 Hi Corporal_Lib[bR], the exhaust smokescreen will be part of a future update, it just made a sneaky appearance in the video. :) Share this post Link to post Share on other sites
bakerman 247 Posted September 12, 2013 Version 0.1.1 has been released as a mod! Please check the first post for updated details. :) Link to first post Download @ https://dl.dropboxusercontent.com/u/63047178/%40Baked_AIS.7z Requires CBA 3 http://forums.bistudio.com/showthread.php?147535-CBA-Community-Base-Addons-ARMA-3-Alpha Share this post Link to post Share on other sites
mordeaniischaos 3 Posted September 13, 2013 Any chance you'd be able to rework how damage is dealt? It'd be nice to have vehicles exploding less often for silly reasons, engines that can actually be disabled, armor that works properly, etc. Share this post Link to post Share on other sites
sgt_Savage2003 10 Posted September 13, 2013 Been looking forward for this since I first saw it. But I loaded your mod up like I do for all my other mods and for some reason I cant get it to work. Or I just cant tell. Can we get some details on what to do. Will this work on empty and manned vehicles. Iam using the add-on version. Share this post Link to post Share on other sites
bakerman 247 Posted September 13, 2013 @MordeaniisChaos I'm taking things one step at a time, I'm only one guy working on this, but I will eventually look into what can be done. @sgt_Savage2003 Make sure that the userconfig inside the mod folder has been placed in your arma3 directory. Share this post Link to post Share on other sites