Arma 3
Shipbuilder
34 Comments
Arcanum_wolf 24 Jul @ 12:17am 
Checked and was able to get it working... Looked like it was inside of it but I just made the interior bigger and it took... also replaced the module, camera object and billboard.
alsomjon  [author] 22 Jul @ 5:11pm 
Check to make sure your billboard is inside of the ship interior module
Arcanum_wolf 21 Jul @ 5:54pm 
All good. And in reference to what soyuz was saying, the camera object and the billboard object (for some reason) are getting swapped when its trying to do the camera... I synced it in the same order you did in the video and used the exact same object and it keeps putting actual picture for the camera on the object that is supposed to be the camera.
alsomjon  [author] 21 Jul @ 5:50pm 
There should be an option to set the ship's starting rotation. There is a real possibility I never pushed that update to the mod and its only on my local copy, I'll check this weekend
Arcanum_wolf 21 Jul @ 5:06pm 
Also it would help to have an orientation option in the ship module for allowing to pick the starting orientation of the ship in reference to the model (Some star wars models are backwards for whatever reason...)
Arcanum_wolf 21 Jul @ 4:07pm 
Did you ever plan to incorporate a timer for the escape pods to be put back where they originally were by chance? There was a star wars game for the PlayStation portable that you could use the escape pods to get down to the planet (had both space and ground combat at the same time) and I think it would be cool to be able to use that same concept here...

Also just a random question... whats to stop me from putting a teleporter "inside" the ship that goes to the outside of the ship? is there any negatives or will it attempt to put the person back in the ship or does it break something all together?
Faded™ 2 Jun @ 11:46am 
Instructions unclear, I now have 12 goats and a orb of steel the size of a city block.
alsomjon  [author] 5 May @ 4:43pm 
I'm not sure what item you're using for the billboard, but you likely have to change the selection, if I had to guess. The only thing the script modifies about the billboard is the texture
Soyuz. 1 May @ 10:48pm 
edit: I fixed it by changing it to a different billboard item, but I'm still not sure how the issue started either or how to resolve it.
Soyuz. 1 May @ 10:43pm 
Hi, I'm having a problem where the billboard I'm using for the camera screen disappears whenever I start the mission.
alsomjon  [author] 14 Apr @ 6:34pm 
@ChickenMon
Big appreciate for the detailed feedback. Obviously none of that should be happening lol
Any chance you could send me your mission file?
My discord is alsomjon
ChickenMon 11 Apr @ 2:10am 
3) For both ships, I utilized 3-4 cameras for extra navigation ability. I'm insure if that mightve cause the problem, but the refresh rate for the cameras in MP was very slow and sometimes randomly stopped, even when stepping away from the cameras to let them "refresh" it would not fix them.
4) In the dedicated MP environment, the hangar teleporter does not work. Granted, when I tested this it was with 3 possible teleporters active (1 in the "paris" rear hangar, one on each side of the corvette hangar), but each hangar teleport put us somewhere wildly outside the map, wether it be exiting or entering the ship.
I obviously am not demanding this be fixed immediately, this is a LONG list of work, but if it is ever able to be touched up on, that'd be awesome. The potential with this mod is massive, and I'd love to put it to use in a way akin to Nebulous Fleet Command.
ChickenMon 11 Apr @ 2:10am 
Gotcha, tested that out. I may have technically used the system not as intended, but I tried putting this system together for a ship vs ship naval action, a Paris Class vs a SDV Corvette, and found a few issues in a small scale MP test on an armahosts dedicated server:
1) I tried to utilize a T100 Futura as a discounted MAC gun in the nose of the Paris. This worked in SP, but in MP anyone who attempted to control the turret would not see the inside of the turret or scope correctly.
2) Several turret types that I wanted to use to spice up the Paris and Corvettes "assumed" arsenal, when destroyed force the player into a fixed camera POV that they cannot exit out of. This includes both vanilla Radar systems, the OPTRE M95 Lance AA turret, and vanilla Remote Designator.
alsomjon  [author] 10 Apr @ 8:18pm 
@Wiket
Definitely going to look into adding a repair station / some sort of damage control. Might be a little bit with all that life is but that'll probably be the next big update I do. Appreciate the feedback!
alsomjon  [author] 10 Apr @ 8:17pm 
@ChickenMon
You can absolutely attach hitpoints to the outside of the ship.
The mod just checks if its within the "Ship Trigger" radius to see if it should move with the ship or stay still
The Engines will also spawn fire when destroyed so there's feedback for your players on the ground to know they've destroyed the engines.
Wiket 9 Apr @ 10:18pm 
Can we get something similar to escape pods but for drop pods? Also, some sort of damage control mechanic would be awesome. I didnt realize this mod was brand new, good work man!
ChickenMon 9 Apr @ 3:00am 
can hitpoints be attached to the moving ship model as well? That way the ship can be damaged/destroyed without boarding it?
alsomjon  [author] 2 Apr @ 7:47pm 
@DJGeneralE
No limit to the number of guns that can be placed. Just double checked and tested on the live branch with 20 turrets and had no issues.
Assuming you're not getting any RPT Errors, double check that your Console/Laptop/Controllery thingy is within the bounds of the Ship Trigger. That's how I figure out what the console is Vs the turret. Other thing to check would be make sure your turret module is connected to the ship module. Its super easy to lose things the mess that is all of those sync lines
DJGeneralE 1 Apr @ 8:52am 
is there a limit to the number of guns that can be added to a ship I am running into issues where even though they are connected exactly the same as working guns they are not being able to be accessed?
alsomjon  [author] 24 Mar @ 6:27am 
@minermail01
Ship rotation added :steamthumbsup:
alsomjon  [author] 22 Mar @ 2:13pm 
If I'm thinking of the same mod it would probably work, although its for certain not the intended way to use it so I would expect some issues
Reckulation 19 Mar @ 5:23pm 
From a almost 20 year Arma vet with well over 12k hours in between them all, who has not even played Arma in over 2 years... Guy this is the shit... Would this work with something like the Nimitiz mod on the water? Cause if so where were you like 3+ years ago lol... Amazing work, keep it up!!
DT747 19 Mar @ 5:00pm 
I love this mod thank you for making this
alsomjon  [author] 19 Mar @ 4:29pm 
I'll put that on my list, it shouldn't be to hard to implement. I'll probably have an update out monday for some bugs I found that need squashing
minermail01 19 Mar @ 9:48am 
Also something i noticed when trying the mod with some of the star wars mods is, that it would be nice if there was option to rotate the ship model. IE, manualy set the way ship is pointing after getting attached and being allowed to move.
alsomjon  [author] 18 Mar @ 3:34pm 
Appreciate the positive feedback!
Sebaya 18 Mar @ 9:16am 
Going to test this on a dedicated server with my unit since this is the coolest thing I've seen in Arma, ever
Popo Bigles 17 Mar @ 12:36pm 
This is dope af. I haven't tried it yet but it looks super cool and understandable. Thanks for making it, the video, and the composition example!
alsomjon  [author] 14 Mar @ 5:16pm 
That being said, if you were to modify the "SB_partHealth" variable, you could increase it via setVariable as a workaround.
alsomjon  [author] 14 Mar @ 5:14pm 
There isn't any way to repair them currently. It might be something I'd consider adding in the future.
minermail01 14 Mar @ 3:19pm 
Looks pretty great. Though i'd like to ask, is there a way to repair the destroyed/damaged hitpoints ?
alsomjon  [author] 13 Mar @ 10:37pm 
Added an example ship :steamthumbsup:
Commander Kibbins 13 Mar @ 1:01pm 
This seems like a really cool mod, maybe having an example composition linked in the description would be a good idea as well so that people can use it as a template.
Ant 13 Mar @ 11:03am 
very complicated...