• ARMA Series (I, II, III) - v. Update Your Repo
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Having soldiers on top of vehicles has had roots in ww2: [IMG]http://img.ifcdn.com/images/dc58a51f613c53f2ef0ffc1898ec495afcc426fc98d7231d8cdc937a718dbcbf_1.jpg[/IMG]
[QUOTE=Destroyox;48839414]Speaking of sitting on top of vehicles, my wishlist definitely includes more M113 variants like Vulcans, Mortars, and TOWs. Speaking of which, that list also includes TOW Humvees. Then my convoy mission dream could be reached.[/QUOTE] Oh my god why don't we have those variants?? Who made the .50 cal one we use? Why did he put just a fucking .50 on it? This is what we need to turn those shitboxes into viable assets.
[QUOTE=SFArial;48840253]Oh my god why don't we have those variants?? Who made the .50 cal one we use? Why did he put just a fucking .50 on it? This is what we need to turn those shitboxes into viable assets.[/QUOTE] You can probably thank the original designers of the M113 :P [editline]6th October 2015[/editline] Would be cool to have those variants though, dunno how useful the VADS/PIVADS and ITW would be but I'd definitely use the mortar carriers [editline]6th October 2015[/editline] M113 with dragon anyone?
Where's my Warrior with Milan AT?
I want my LAV-25's and Strykers ;_;
Been working on things. Sweater version will most likely never happen. [t]http://i.imgur.com/gnPBKt8.jpg[/t]
[QUOTE=diwako;48841302]Been working on things. Sweater version will most likely never happen. [t]http://i.imgur.com/gnPBKt8.jpg[/t][/QUOTE] Tolle arbeit, bruder, der Führer wird stolz darauf
[url]https://github.com/fparma/fp-factions[/url] Also, related to that, FP_Factions is now on github Feel free to make new factions, or use it for your own mods, whatever It's pretty easy to modify, you just need to change classnames I'd use the GFSG loadout for OPFOR stuff as it's pretty much a soviet motorized/mechanized rifle brigade circa 1970
[QUOTE=diwako;48841302]Been working on things. Sweater version will most likely never happen. [t]http://i.imgur.com/gnPBKt8.jpg[/t][/QUOTE] Not going to lie that flecktarn looks pretty mint.
[QUOTE=Mallow234;48840284]You can probably thank the original designers of the M113 :P [editline]6th October 2015[/editline] Would be cool to have those variants though, [B]dunno how useful the VADS/PIVADS[/B] and ITW would be but I'd definitely use the mortar carriers [editline]6th October 2015[/editline] M113 with dragon anyone?[/QUOTE] See this video for evidence; (19:00 onward) [video=youtube;a8Pw1U59KOs]http://www.youtube.com/watch?v=a8Pw1U59KOs[/video] [editline]6th October 2015[/editline] Also fuck 1 .50 cal. We need these beasts [T]https://upload.wikimedia.org/wikipedia/commons/9/9f/Armored_cavalry_assault_vehicle.jpg[/T]
[QUOTE=diwako;48841302]Been working on things. Sweater version will most likely never happen. [t]http://i.imgur.com/gnPBKt8.jpg[/t][/QUOTE] Don't we already have flecktarn? Or is this just more varieties?
quality updates.
One thing that would be cool to see is something where you could make vehicles with attached objects persistent. I imagine if you can grab the angle, model, and position relative to a vehicle that you can then write that data to an array in a file somewhere, and then when you want to spawn the vehicle you just read off the array and spawn the objects and then attach them. Does arma 3 have functions like finding all objects attached to another object, and ones for grabbing the model, angle, and position of an object? Just looked at the arma 3 scripting wiki, looks like it does, although I dont know if it has things that would allow you to create and write to files.
Off topic, but with those reskins of [URL="https://facepunch.com/showthread.php?t=1478964"]Espionage Wars'[/URL] [I][URL="http://espionage-wars.wikia.com/wiki/Penumbra_Aviation_and_Aeronautics_Private_Military_Corporation"]PAAPMC[/URL][/I] I made, should I go further with more factions? Such as: [I][URL="http://espionage-wars.wikia.com/wiki/Adler_International"]Alder International[/URL] [URL="http://espionage-wars.wikia.com/wiki/Blackforce_Corporation"]Blackforce Corporation[/URL] [URL="http://espionage-wars.wikia.com/wiki/Black_Phoenix_Corporation"]Black Phoenix Corporation (BPC)[/URL] [URL="http://espionage-wars.wikia.com/wiki/Children_of_God"]Children of God (CoG)[/URL] [URL="http://espionage-wars.wikia.com/wiki/Grey_Storm"]Grey Storm[/URL] & [URL="http://espionage-wars.wikia.com/wiki/Grey_Storm_Air_Force_(GSAF)"]GSAF[/URL] [URL="http://espionage-wars.wikia.com/wiki/Global_Reporting_Network"]Global Reporting Network[/URL] [URL="http://espionage-wars.wikia.com/wiki/Trinity_Corporation"]Trinity Corporation[/URL] [URL="http://espionage-wars.wikia.com/wiki/Towerlight"]Towerlight[/URL] [URL="http://espionage-wars.wikia.com/wiki/Voytek_Corporation"]Voytek Corporation[/URL][/I] etc. [editline]6th October 2015[/editline] If anything, I'd most likely do Trinity and CoG given they are the current super-factions in Espionage Wars. That and Towerlight since they used some ArmA 3 assets.
[QUOTE=CSLeader;48845227]Off topic, but with those reskins of [URL="https://facepunch.com/showthread.php?t=1478964"]Espionage Wars'[/URL] [I][URL="http://espionage-wars.wikia.com/wiki/Penumbra_Aviation_and_Aeronautics_Private_Military_Corporation"]PAAPMC[/URL][/I] I made, should I go further with more factions? Such as: [I][URL="http://espionage-wars.wikia.com/wiki/Adler_International"]Alder International[/URL] [URL="http://espionage-wars.wikia.com/wiki/Blackforce_Corporation"]Blackforce Corporation[/URL] [URL="http://espionage-wars.wikia.com/wiki/Black_Phoenix_Corporation"]Black Phoenix Corporation (BPC)[/URL] [URL="http://espionage-wars.wikia.com/wiki/Children_of_God"]Children of God (CoG)[/URL] [URL="http://espionage-wars.wikia.com/wiki/Grey_Storm"]Grey Storm[/URL] & [URL="http://espionage-wars.wikia.com/wiki/Grey_Storm_Air_Force_(GSAF)"]GSAF[/URL] [URL="http://espionage-wars.wikia.com/wiki/Global_Reporting_Network"]Global Reporting Network[/URL] [URL="http://espionage-wars.wikia.com/wiki/Trinity_Corporation"]Trinity Corporation[/URL] [URL="http://espionage-wars.wikia.com/wiki/Towerlight"]Towerlight[/URL] [URL="http://espionage-wars.wikia.com/wiki/Voytek_Corporation"]Voytek Corporation[/URL][/I] etc. [editline]6th October 2015[/editline] If anything, I'd most likely do Trinity and CoG given they are the current super-factions in Espionage Wars. That and Towerlight since they used some ArmA 3 assets.[/QUOTE] I doubt most of us have heard of Espionage Wars. Considering that, I don't think it'll get much use really.
[QUOTE=Falchion;48839039]i dnt get why the slavs do this. the 10 extra seconds it takes to dismount is a p good tradeoff for surviving a random machinegun volley or stray shrapnel. edit: pls add openable top hatches and ffv positions there :^) [video=youtube;yPGSoGWzUeg]https://www.youtube.com/watch?v=yPGSoGWzUeg[/video] this is how much riding on top of the vehicle protects you from landmines.[/QUOTE] Look at the doors on BTR-60s and BTR-70s and tell me what you think about it. Sitting on top allows you to dismount faster and while the vehicle is moving Try dismount out of a cramped as fuck BTR-70 which is under fire, then try to do it while its moving and you'll end up under one of the wheels. Besides that video shows nothing, if they were inside they would've died as well
Idea: You know how nobody's ever found a popular use for the Medical Vehicle feature in AGM/ACE? Well what if Medics had the ability (e.g. via addaction or radio command or custom ace interaction or whatever) to place an object on the ground that would act as a temporary field hospital, and they could only use things like bloodbags and morphine when in close proximity to it? That way, Medics would have an incentive to make other players drag/carry people to their "clinic" rather than Medics running around everywhere. Then they could pack it up via an addAction or something when the fighting stops. I don't know, maybe something like this? (except make the actions recursive or whatever I guess) [code]medic addAction [ "Setup the field hospital", { params ["_target", "_caller", "_id", "_args"]; [_target] spawn { fieldHospital = createVehicle [ "Land_tent_or_whatever_idk_F", getPosATL (_this select 0) ]; fieldHospital call ACE_Medical_fnc_thisThingIsNowAFieldHospital; (_this select 0) setVariable ["fieldHospitalDeployed", true]; }; _target addAction [ "Pack up the field hospital", { params ["_target", "_caller", "_id", "_args"]; deleteVehicle fieldHospital; _target setVariable ["fieldHospitalDeployed", false]; } ]; } ];[/code]
[QUOTE=IrishBandit;48845133]Don't we already have flecktarn? Or is this just more varieties?[/QUOTE] I am updating existing textures. Will post a comparison in a bit if the original author allows me to post a part of his texture.
[QUOTE=Aurelian;48848249]medical tents[/QUOTE] Would work It'd be mission specific though, and I can see it working better with a platoon medic than squad medics [editline]7th October 2015[/editline] [QUOTE=diwako;48848282]I am updating existing textures. Will post a comparison in a bit if the original author allows me to post a part of his texture.[/QUOTE] Feel free to take a picture of the fuckhuge flecktarn texture I did And the M/84 for that matter
[QUOTE=Mallow234;48848417] Feel free to take a picture of the fuckhuge flecktarn texture I did And the M/84 for that matter[/QUOTE] Aight. Left -> old. Right -> new [t]http://i.imgur.com/5FZTyOp.jpg[/t] Left -> new. Right -> old [t]http://i.imgur.com/dNcX8ni.jpg[/t] I am kind of going through things randomly. Tho the helmet texture are mostly fine.
[QUOTE=Araknid;48847896]Look at the doors on BTR-60s and BTR-70s and tell me what you think about it. Sitting on top allows you to dismount faster and while the vehicle is moving Try dismount out of a cramped as fuck BTR-70 which is under fire, then try to do it while its moving and you'll end up under one of the wheels. Besides that video shows nothing, if they were inside they would've died as well[/QUOTE] ive seen the doors (the fact that some models have only roof hatches meaning very high profile while dismounting is a nightmare on it's own) and generally the idea is to dismount in cover before you actually assault the enemy, coming under ambush is it's whole own shitty situation. The vehicle has to keep moving until cover has been reached but not any longer, dismounting from speed is extremely situational at best, usually pointless unless the idea is to drop off infantry into an area without cover. Dismounting in a killzone gives you a survival chance of ~0 anyways between the time you are dismounting (from inside or off the top) and scrambling for cover. Riding on top gives a feeling of safety at best, being able to see the environment and what might be about to kill you.
[QUOTE=Aurelian;48848249]Idea: You know how nobody's ever found a popular use for the Medical Vehicle feature in AGM/ACE? Well what if Medics had the ability (e.g. via addaction or radio command or custom ace interaction or whatever) to place an object on the ground that would act as a temporary field hospital, and they could only use things like bloodbags and morphine when in close proximity to it? That way, Medics would have an incentive to make other players drag/carry people to their "clinic" rather than Medics running around everywhere. Then they could pack it up via an addAction or something when the fighting stops. I don't know, maybe something like this? (except make the actions recursive or whatever I guess) [code]medic addAction [ "Setup the field hospital", { params ["_target", "_caller", "_id", "_args"]; [_target] spawn { fieldHospital = createVehicle [ "Land_tent_or_whatever_idk_F", getPosATL (_this select 0) ]; fieldHospital call ACE_Medical_fnc_thisThingIsNowAFieldHospital; (_this select 0) setVariable ["fieldHospitalDeployed", true]; }; _target addAction [ "Pack up the field hospital", { params ["_target", "_caller", "_id", "_args"]; deleteVehicle fieldHospital; _target setVariable ["fieldHospitalDeployed", false]; } ]; } ];[/code][/QUOTE] I've been playing around with the idea of putting more emphasis on stuff like logistics (As apparent by my logistics stuff). If you want to set an object as a field hospital, you can use the following code: [code] _object setVariable ["ace_medical_isMedicalFacility", true]; [/code] Alternatively, the following classnames are Medical Facilities by default: [url]https://github.com/acemod/ACE3/blob/7b349ab388572630b7056f1712af04fd3d8b3caf/addons/medical/functions/fnc_isInMedicalFacility.sqf#L22-L38[/url] Also if you want to use an action system for this, I'd advise to either use CBA Keybindings or the ACE Interaction / Self-Interaction menu, unless you want to handle all possible cases where medics could loose the Addaction (Jip, Scripting conflicts, etc...). Also don't use a global variable to store the Object. You can use: [code] player setVariable ["fieldHospitalObj", _object, true]; [/code] (The true at the end is optional. Basically broadcasts the variable to all players and JIP players. May or may not be useful if a medic reconnects so you can somehow preserve the state of the facility.)
edit-- nvm that was a bit dickish. thank you for clarifying the parts of the pseudocode i didnt remember how to do in the moment thisPost call FP_fnc_pleaseCompile edit-- what other logistics stuff have you worked on? i'm curious because you mentioned that you've worked with similar ideas.
Does anyone remember what that vanilla gamemode was called, where'd you use virtual armory and hop into assorted vehicles and choppers, to combat some dynamic AI targets and stuff?
[QUOTE=Aurelian;48848744]edit-- nvm that was a bit dickish. thank you for clarifying the parts of the pseudocode i didnt remember how to do in the moment thisPost call FP_fnc_pleaseCompile edit-- what other logistics stuff have you worked on? i'm curious because you mentioned that you've worked with similar ideas.[/QUOTE] * Dragging / Carrying, Placing, Rotating of any kind of Object (Mission Maker can Restrict it with Black and Whitelists (Combination of both also possible)), allowing players to set up barricades in a short amount of time. * Towing Other vehicles. * PhysX Lift Script working with Objects that are incompatible with Vanilla Slingloading. * Attach Objects to other Ojects in real time. (Shown in a prior video.) * Attach Ropes to objects in real time. (Drag something behind your car, I dunno.) * Vehicle Reparation script (Obsolete by ace_repair) * Vehicle Refuel / Refill script. (Soon to be obsolete by ace_rearm) * Various Cargo Systems and concepts (Partially obsolete by ace_cargo, And soon to be fully obsolete by ACE Virtual Cargo) Logistics are an interesting thing, and I'm looking at making a script version for when I make some OP's again, but I'm kinda busy with redoing the RDS Static Mod. I haven't really done a whole lot medical related stuff apart from Medic Facilities for AGM which slowly healed people inside over time, and stopped people from dying in them.
[B]REPO UPDATED[/B] -Added Small fix to get rid of RHS popup error (m107 is available, has no texture) -Updated FP_Factions r3f_armes_c -> fix rpt
[QUOTE=Aurelian;48848744]thisPost call FP_fnc_pleaseCompile[/QUOTE] lmao dude
I should have been making mods, but I'm making this instead: [t]http://i.imgur.com/aoJ1814.png[/t] [url]http://fparma.herokuapp.com/events/event/co-co33-vremya-ostanovitsya[/url] There's a prebrief 30 minutes before the mission - your batallion commander will be there.
Some questions; Who are we playing as? It seems like a mix of Warsaw Pact callsigns but we're stopping the advance of Soviets? Also what's a Hammer, what's a Sickle?
[QUOTE=Destroyox;48853155]Some questions; Who are we playing as? It seems like a mix of Warsaw Pact callsigns but we're stopping the advance of Soviets? Also what's a Hammer, what's a Sickle?[/QUOTE] We're throughly a Soviet Guards Mechanized Rifle Company, circa 1991. [t]http://vignette2.wikia.nocookie.net/polandcraft/images/5/51/1000px-Hammer_and_sickle.svg.png/revision/latest?cb=20120506194859[/t] (Hammers are T-72 obr. 1989s and Sickles are BMP-3s)
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