[QUOTE=venom;48462281]Here, have some uniforms I made ages ago and only now bothered to add icons to because Cuel seemed so heartbroken that I hadn't done it.
[B]Download here:[/B]
[url]https://drive.google.com/file/d/0B3jwCyv6P015ZEFBS0lMNWtKbzg/view?usp=sharing[/url][/QUOTE]
Thanks! These look so much better than the M90 in the Swedish Forces Pack (where pretty much everything is of questionable quality)
[QUOTE=Tinter;48460796][IMG]http://vgy.me/8OD52d.png[/IMG]
I tried to make most of it not shit.[/QUOTE]
too much brown. Also, not sure if you can change these things but the undershirt should be green, not white. Also the boots should be coyote brown, not black. Everything else looks pretty good though
expect me to release what I have done of the Russian uniforms next week, just need to fix the texture issues I'm having with the K6-3 and Defender-2 and add icons to everything.
If I'm even a single minute late to the pre mission planning, someone else can take platoon lead and I'll take another slot
I'm drinking tonight
[QUOTE=inebriaticxp;48469311]If I'm even a single minute late to the pre mission planning, someone else can take platoon lead and I'll take another slot
[B]I'm drinking tonight[/B][/QUOTE]
Jeez, I didn't know Gaza Striptease going awry hit you that hard.
Delta FTL
So I spent most of yesterday making loadouts with the uniforms I made.
[t]http://vgy.me/PZy2Gx.png[/t][t]http://vgy.me/INUg5e.png[/t][t]http://vgy.me/wqNmus.png[/t][t]http://vgy.me/CjHKdU.jpg[/t]
[QUOTE=Dwarden;48469027]Polish forces inbound [url]https://forums.bistudio.com/topic/184026-wip-psz-polskie-siły-zbrojne-polish-armed-forces/[/url]
:)[/QUOTE]
Cuel plz, my inner Polak and broken Polish speaking skills yearn for this kurwa mać.
The sheer size would probably make the already huge modpack even more big.
If it's good, we can maybe cherry pick a few things that make sense.
[editline]16th August 2015[/editline]
[url]https://github.com/acemod/ACE3/pull/2176[/url]
Looks like ASDG JR is going to be merged with CBA in the next CBA Version
[url]https://github.com/acemod/ACE3/pull/2164[/url]
AWW Fucking YES!
Basically Ammo Management for vehicles and static weapons. Carry Vehicle ammo in Backpacks and Vehicle Cargo, and rearm vehicles and static weapons with those.
This is one of the things I missed so much from ACE2.
Now you can have HMG teams, where 2 people carry the Static MG (as backpacks), and one carries spare ammo in a backpack.
Aparently this also applies to Missiles / Rockets / Cannons / Bombs, etc...
All this logistics. oh jesus I love it
15:39 - Cuel ☂: post a reminder to update repo
Get on it.
[editline]16th August 2015[/editline]
PS. Cuel is banned so that's why I'm posting this.
Anyone wanna play-test a TvTvT 36-40 mission I made for the main server?
[QUOTE=CSLeader;48471040]Anyone wanna play-test a TvTvT 36-40 mission I made for the main server?[/QUOTE]
Why not? If we have enough players doe...
[editline]16th August 2015[/editline]
I'll take charlie driver in place of BucketBoy then.
[editline]16th August 2015[/editline]
also, reminder that we start in 45 minutes.
[QUOTE=TheHypnotoad;48447496]CO34 Logistical Nightmare
[t]http://i.imgur.com/ZZpXu98.png[/t]
What?
One NJP too many has landed your sorry asses in the bootinest unit ever assembled. Rip roaring logistical action!!!
Who?
The mission is for 24-34 players. You can jump in on the day and take a slot, but there is a slot reservation system in place. If you have reserved a slot and don't turn up, then your slot is void.
Delta signup is disabled until the other slots are filled.
Zeus - Cloak
ASS Zeus - Toad
[b]Platoon Lead[/b]
Platoon Leader: inebriaticxp
Platoon Medic: H4b4sch
[b]Alpha Squad[/b]
Alpha SQL: Dr.Fragg
Alpha Medic: Diwako
Alpha Driver: Moral
Alpha Navigator: Mallow
Alpha FTL: Holt
Alpha Cook: Zez
Alpha Driver: Tomoe
Alpha Navigator: ReyJr
[b]Bravo Squad[/b]
Bravo SQL: CSLeader
Bravo Medic: Taepodong-2
Bravo Driver: TheHANGOVER
Bravo Navigator: IrishBandit
Bravo FTL: Cuel
Bravo Cook: Destroyox
Bravo Driver: Killdozer
Bravo Navigator:
[b]Charlie Squad[/b]
Charlie SQL: Dominic0904
Charlie Medic: Tinter
Charlie Driver: jonoPorter
Charlie Navigator: SFAriel
Charlie FTL: Fippe
Charlie Cook: kaukassus
Charlie Driver: Falchion
Charlie Navigator: Redgord
[b]Delta Squad[/b]
Delta SQL: Michael
Delta Medic: EvacX
Delta Driver: Soleeedus
Delta Navigator: Orwell0314
Delta FTL: Suicidez
Delta Cook: wheel_user
Delta Driver: Weiner
Delta Navigator:
I won't be around tomorrow much so please pay attention if somebody grabbed your slot before I update tomorrow night.
Have built this around the fact I know the headless client doesn't work so should run a fuckton smoother.[/QUOTE]
[QUOTE=Dominic0904;48470387]Cuel plz, my inner Polak and broken Polish speaking skills yearn for this kurwa mać.[/QUOTE]
I want the Beryls, the uniforms and the vests. Everything else will just be more bloat unless the vehicles are really good, even if it would be nice to have another fully fleshed out NATO army other than America in our pack.
Bravo driver is free. Have to go paint our warehouse.
I drank an energy drink so that I wouldn't miss this, 'cause I can't just blow my fam off.
Pre mish brief in 5 Mins.
Ban custom faces to be honest.
maxcustomfilesize = 0;
do it cuel.
[QUOTE=Thomo_UK;48472171]Ban custom faces to be honest.
maxcustomfilesize = 0;
do it cuel.[/QUOTE]
umm mods?? infringing on my rights of expression?? just because im a bit different..
[QUOTE=Thomo_UK;48472171]Ban custom faces to be honest.
maxcustomfilesize = 0;
do it cuel.[/QUOTE]
That's actually really important, especially in TVT with no NVGs. You can see dudes with nazi swastika heads and Hulk Hogan bandannas from a mile away no matter how hard the Squad Sperg is trying to ram his ass into your field of vision and how dark it is.
I mean sure, you got dudes which cheese the night time effects by slamming their gamma and brightness to maximum, but it still tends to be somewhat difficult to spot camouflaged soldiers with ordinary faces with the screwed up colors, whereas the joke faces will be a bit more prominent.
I've been working on a custom FSM for a stealthy mission I'm making for my group. It's executed on a game logic, and any unit synchronised to it "sleeps" until its behaviour becomes either AWARE or COMBAT, or the time reaches 0600. I've made sure the setup for it is super easy and doesn't require any extensive knowledge of scripting. It's more or less plug and play, so you could throw it into any mission.
[t]http://i.imgur.com/95eg9nv.png[/t]
Here's the FSM diagram. It checks if the time is before, or after/equal 0600. If it reaches 0600, they'll just wake up; however, if it's before then, another subroutine is run. It looks through all the units synchronised to the game logic, and checks their behaviours. If one of them becomes aware, whether their behaviour be AWARE or COMBAT, they'll "wake up" out of their animation. If however, they're not aware, the FSM will just cycle past them in the array.
[t]http://i.imgur.com/a8KWzeD.png[/t]
Above is the editor setup. That's all there is to it. Just execute the FSM to the game logic, and synchronise as many units as you want.
[t]http://i.imgur.com/rdmhx0g.png[/t]
That's it in-game, with the AI "sleeping." Currently just using the one animation for it. There's a few quirky problems at the minute. For one, the AI won't react to their friends shooting. So e.g. in this mission I have a guard outside. If he spots me and starts shooting at me, they'll not wake up; however, if I shoot him (with my silenced .45) they'll wake up. So I had to disable their spotting abilities when they're "asleep," which kind of works. There's still a random chance they'll wake up, which I suppose is fair. They will wake up, though, if you get close and shoot one of them.
There's also the problem of the AI damaging themselves on the objects they're lying on when it reaches 0600. I don't know why, they just do. It uses the same code as if they're woken up by the enemy, yet they damage themselves this time. It may have to do with the animation I'm using, which is a cutscene animation. Since there's no exit animation for it, I've had to use the animation where you roll out of being treated while prone, onto your front. I've also had to make the AI flip itself 180 degrees, which looks a bit odd.
Once I iron out the quirks, I'll throw together a mission and test it with my group. If it works as intended, I'll release it publiclly, since it seems like it might be useful for a lot of people.
"REY JOIN US ON THE MISSION SUNDAY"
"Alright, what's my role?"
"Alpha Navigator"
"Are you fucking insane I can't navigate!"
"You don't have to do anything."
"Well...okay, I guess I'll navigate."
Mission day rolls around
"All you have to do is navigate."
Classic Holt.
This mission is amazing. I'm sure this will have everyone mad when it ends.
couldn't join even though I did update :(
i am thoroughly frustrated with the constant 15+ minute stops ordered by command without any knowledge of why they were happening, this didn't just happen once or twice either, this was pretty much every 5 minutes for 2 hours, not to mention i expected this to be more than just sitting because i wasn't feeling well in the first place but i pushed on, i didn't go to sleep last night because my sleep schedule is all kinds of fucked so i forced myself to stay up so i wouldn't miss this because i don't want to dip the day of things happening.
it's not like i'm angry or anything, but i am a little bit disappointed with how things went, they were so unorganized it was actually infuriating, the mission was going bad within the first hour when 2 of our trucks in the convoy went the wrong way and command was behind for no reason at all, then we were dismounted to investigate a friendly town, when telling command it seemed absolutely friendly they insisted we stay in formation and continue to investigate despite there being a checkpoint and friendly marines telling us that the town was cleared.
it absolutely boggles my mind how we barely cleared 9km in almost 1 hour and 30 minutes.
this could've been handled much better, this is just my opinion however.
apparently i am a troublemaker!!!!
sorry for not dismounting in a fast moving truck and getting myself killed!
v sorry!
however I am not surprised that this op titled "Logistics Nightmare" was a logistics nightmare
i really dont know what you were expecting tbh
expect fragg and irish to rate this dumb or something too
The worst part is how people teamkill. Everyone should know not to teamkill, not even if they teamkilled you first.
[QUOTE=CMB Unit 01;48472337]I've been working on a custom FSM for a stealthy mission I'm making for my group. It's executed on a game logic, and any unit synchronised to it "sleeps" until its behaviour becomes either AWARE or COMBAT, or the time reaches 0600. I've made sure the setup for it is super easy and doesn't require any extensive knowledge of scripting. It's more or less plug and play, so you could throw it into any mission.
[t]http://i.imgur.com/95eg9nv.png[/t]
Here's the FSM diagram. It checks if the time is before, or after/equal 0600. If it reaches 0600, they'll just wake up; however, if it's before then, another subroutine is run. It looks through all the units synchronised to the game logic, and checks their behaviours. If one of them becomes aware, whether their behaviour be AWARE or COMBAT, they'll "wake up" out of their animation. If however, they're not aware, the FSM will just cycle past them in the array.
[t]http://i.imgur.com/a8KWzeD.png[/t]
Above is the editor setup. That's all there is to it. Just execute the FSM to the game logic, and synchronise as many units as you want.
[t]http://i.imgur.com/rdmhx0g.png[/t]
That's it in-game, with the AI "sleeping." Currently just using the one animation for it. There's a few quirky problems at the minute. For one, the AI won't react to their friends shooting. So e.g. in this mission I have a guard outside. If he spots me and starts shooting at me, they'll not wake up; however, if I shoot him (with my silenced .45) they'll wake up. So I had to disable their spotting abilities when they're "asleep," which kind of works. There's still a random chance they'll wake up, which I suppose is fair. They will wake up, though, if you get close and shoot one of them.
There's also the problem of the AI damaging themselves on the objects they're lying on when it reaches 0600. I don't know why, they just do. It uses the same code as if they're woken up by the enemy, yet they damage themselves this time. It may have to do with the animation I'm using, which is a cutscene animation. Since there's no exit animation for it, I've had to use the animation where you roll out of being treated while prone, onto your front. I've also had to make the AI flip itself 180 degrees, which looks a bit odd.
Once I iron out the quirks, I'll throw together a mission and test it with my group. If it works as intended, I'll release it publiclly, since it seems like it might be useful for a lot of people.[/QUOTE]
This is a pretty cool sounding system. I dig stealth ops.
Man sure was great having like 5 idiots constantly running infront of moving vehicle purposefully for 2 hours straight interspersed with a never ending chain reaction of teamkills that slowly spread through all of the squads. Literally every time we do a mission involving vehicles, the same few people feel the urge to repeatedly run infront of them or temporarily and conveniently go deaf/blind/dumb then blame the driver.
Alpha you did very well under the circumstances, except the boy racer.
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