Arma 3
Virtual Reality Sandbox
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Update: 12 May, 2020 @ 4:59pm

Scenario:

-ACE and CBA are no longer required to run the scenario, as there are some units who do not use ACE and we wish to make this environment accessible to them. There may be some errors when attempting to access assets coded for ACE (i.e., the ACE Arsenal on the supply boxes), but otherwise, the scenario functions.

-all ACE Medical Supply Boxes replaced with standard supply boxes.

-passage of time adjusted to 0.1.

-redundant texture call commands on all signs and texture panels removed.


Armor Range:

-Armor Range firing position area widened to account for very large vehicles, such as Titans from There Is Only War mod and Mammoth Tanks.

Update: 8 May, 2020 @ 5:54pm

Scenario:

-garbage cleanup adjusted to account for a minimum delay of 2 minutes, a maximum delay of 5 minutes, 5 soldier bodies, and 10 vehicle wrecks

-all signs and user texture boxes may contain redundant init commands to force global textures. It is possible this is what is causing the host to lose sight of billboards and range distance markers when players join. These redundant commands have been removed.


Start Zone:

-unnecessary location trigger meant to remove unused AI soldiers has been removed.

Update: 5 May, 2020 @ 8:39pm

BLUFOR:

-errant BLUFOR soldier removed from Armor Range.

Update: 5 May, 2020 @ 7:33pm

Scenario:

-variable names have been applied to all targets on the Arms Range and Armor Range. A script with a "nopop=true" command has been created, with the action added to a Control Station laptop.


Arms Range:

-a laptop has been added with an action to reload any pop-up targets on the range. This is being done for consistency's sake, given that we are experimenting with the "nopop=true" entry as a means of correcting our issues with pop-up targets failing to perform in the desired manner on certain ranges.


Armor Range:

-a command has been added to the control laptop to reload any pop-up targets on the range. This is being done for consistency's sake, given that we are experimenting with the "nopop=true" entry as a means of correcting our issues with pop-up targets failing to perform in the desired manner on certain ranges.

Update: 4 May, 2020 @ 11:19pm

Scenario:

-init.sql file modified into becoming and initserver.sql file


BLUFOR: Players:

-single player entity redefined, as it had been accidentally removed.


Start Zone:

-Relocator trigger system adjusted to account for entities within syncronized trigger zones rather than syncronized objects (i.e., soldiers).

-image adjusted on Relocator imaging screen.

Update: 4 May, 2020 @ 9:56pm

Scenario:

-"Beep" audio will now play for all players upon entering the scenario as per an entry into the initPlayerlocal.sql script file. Map-based trigger removed.

-garbage cleanup for vehicles adjusted to address only vehicles that cannot respawn.

-Zeus Scenario Control entity set to be visible (so Zeus can actively participate in training operations if Zeus so chooses).

-Editable Objects and optional AI enabled for Zeus multiplayer mode.

-initialization scripts addressing local clients and the "server" have been cleaned up. The briefing will now execute for each local client upon individual connection.

-a 'teleporter' system has been established utilizing the Strategic Map. For the moment, this is accessible via walking into a location trigger. Map markers indicate the position of this teleporter.

-some respawn positions adjusted.


Control Station:

-laptop with experimental script commands added to the table. This laptop is marked by a "blue screen of death" background. This laptop retains script and action commands I am experimenting with. Interacting this laptop's actions may not execute the assigned scripts properly, so it is encouraged to leave this laptop alone.


Arms Range:

-as players noted that the range marker signs were not visible, an code forcing an object texture has been manually added to each panel's init box, although this may be redundant due to this exact code being run as a result of the texture .paa being entered into the 3Den Enhanced image field.

-a small control laptop has been added with an action that will remove all targets on the range. This is being made available for players, as recent testing has revealed that players enjoy engaging active targets created by Zeus on the Armor Range.


Armor Range:

-active vehicles respawn timer adjusted from 30 seconds to 5 seconds. Cargoholds cleared.

-second row of dirt mounds removed from councourse 1, as tanks during training sessions were getting mired between the dirt mound models.

-dirt mounds on concourse 2 changed to larger dirt mounds.

-additional targets added to concourses and range. Position of some targets and obstacles moved.

-testing has confirmed that ARMA's default Merkava, CSAT tanks, and Leopard tanks can all cross the dirt mounds successfully. Other mods' vehicles appear to have problems. Further testing is required.

-laptop and stand relocated from east side of armor range to concourse entrance pass; laptop now controls scripts reactivating the concourse ranges' targets and closing doors to structures on the second concourse.

-barricades in central part of the range lowered slightly to allow infantry to shoot over the wall more easily.


Assault Course:

-some errant scripts on the course reset laptop have been cleaned up. These were left behind for testing purposes.

Update: 3 May, 2020 @ 10:56am

Scenario:

-attempting to resolve issue with scripts and pop-up targets by modifying "animate" entries in scripts to "animateSource."

Update: 2 May, 2020 @ 10:38pm

Map:

-simulation disabled on all virtual reality objects, appropriate military base walls, laptops, signs, medical supply crates, and arsenal boxes to prevent them from being physically moved as a result of errant explosions.

-markings to indicate new border walls and armor concourses updated.

-garbage cleanup modified to address all scenarios objects, both soldier and vehicle entities, on a cycle of ten seconds.

-respawn points are now named.


Start Zone:

-all personnel are now considered Medics, Engineers, UAV Hackers, and Explosives Specialists for the purposes of training in all positions and stations.

-all personnel can now be wounded by gunshots and explosions.


Arms Range:

-position of some arsenal boxes adjusted.


Antitank and Demo:

-unneccesary military walls removed, as we have found a way to prevent spalling from explosions wounding personnel in the Start Zone.

-positions of targets adjusted.


Armor Range:

-guard towers added to allow for soldiers armed with shoulder-mounted launchers such as Javelins to see targets safely.

-armor range tank firing position expanded to account for wider entryway to the concourses.

-visible notice will indicate when a vehicle enters the armor concourses that it has been restored. Trigger area defined by ground markers.

-signs added to indicate direction to proceed to enter armor concourses.

-total concourse width and length increased significantly to account for very large vehicles or multiple vehicles. More obstacles, structures, dirt mounds, and targets added.

-active mobile vehicles added to the range for use on the concourses. They are set to respawn if disabled or destroyed after 30 seconds.


MOUT:

-second sign added to reverse sign of southern 'you are here' notice board.

Update: 1 May, 2020 @ 9:13pm

Armor Range:

-all targets have had their equipment storage cleared, have been locked from being boarded by any entity, and are no longer set to cook off ammunition when destroyed.

Update: 1 May, 2020 @ 6:53pm

BLUFOR:

-Zeus entity changed to a soldier wearing a VR Suit (NATO).


Armor Range:

-arsenal boxes added to the range.

-guidance arrows added to the ground near the concourse entrances.

-vehicle target respawn adjusted from 30 seconds to 60 seconds.

-pop-up target type adjusted.

-position of targets and obstructions adjusted. Additional obstacles added to the concourses.