VTE ARMA SUGGESTION BOX

VTE - The most detailed and comprehensive Vietnam modification for ArmA

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VTE ARMA SUGGESTION BOX

Post by anzacsas » 2007-10-14 13:25:38

ZSU static AA cannon from OFP VTE?

I have some Bombing missions for Nam 25k but it seems a little boring without Serious AA fire. lol.

A few Tall/short palms ?
A few long and small bushes ?

Its nice to be able to hide something that might be a little rough on the eye and you can create concealment at a spot that didnt have any in the case of a specific mission requirement,


A Bunker or two, sandbags?

I am using Barrels at the moment for enemy mg positoins, for i think the arma stuff sticks outa little too much.The wrong colour pallete. Maybe a simple retex job and we got extra Nam colour pallete bunkers and sandbags that are bugfree and have a low fps cost .


The editorUpdate102 is an almost must have for mission making as it can help to execute missions in places that are missing one or two elements for a misson to work nicely.this i am pretty sure is open for everyone to use /include in mods the way it was in OFP when it was released for RES.
It has all objects from arma (and i mean everything) which obviously is a massive bonus to non NAM era missions aswell. It is only a cfg file so basicly it is very small file for a massive increase to scope of game.

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Post by anzacsas » 2007-10-14 15:17:44

An F4 in the TFW colour scheme(green camo) in the "superbomber" configuration(12 bombs) and Cannon, Like the USMC one i think.

Also another one with a laser designator no bombs just aim9s and cannon maybe, for the wild weasel role,and laser designator role. Might have to be a two seater

Also i have noticed that you have to have a gunner to get targets That have been Identified to appear on the target list unlike in OFP.


M60 Patton From VTEOFP

M551 Sheridan From VTEOFP

T55 From VTEOFP

PT76 From VTEOFP

HAWK Nimitz - Rename it Kittyhawk(I dont know if its possble but the A4,F4,A6, looked great onboard it.The A1 skyraider was used By the Navy onboard carriers in Nam very early on in the War .I added Catapault and arrestor sounds to the Hawk-Carrier if you guys could get it in game i still have the sounds and the old nimitz to work off to do it again.Obviously permission would have to be sought to use the model and scriots .But i miss it badly.Nighttime carrier landings would be Addictive in Arma lol).

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Post by Snake Man » 2007-10-14 20:33:34

You have lot of items on that list, one of them is the bunkers and sandbags which we already have as objects, but in ArmA there is no working config at the moment. MI_Fred actually did a sandbag wall generating script which should be somewhere on the VTE_objects, or sounds, dunno need to check.

I'm very happy with those existing models, we just need to bring the config online so they can be placed in mission editor. I'll try my best to get that done for next release.

And one more item which interests me, is the aircraft carrier. Now that we have much more nicer water environment with ArmA I think having a static (as we cant have moving) aircraft carrier would be really cool for those offshore missions, also launching some zodicas etc for SEALs would be great. I'm not sure what aircraft carrier models have been released already, but for the static purposes, perhaps we could build one inshop here at VTE, just for NAM use. Anyone have blueprints and measurements?
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Post by anzacsas » 2007-10-17 10:19:15

i do have some very basic measurement m8 but i think anyone could get a hold of these through yahoo or googleor something dudesry i cant help you m8 but as i said i do still have the oldnimitz maybe that could be of help.The Main reason i prefered this ship toothers released was mainly the sripts were far better for arresting aircraft and not to mention the launch. If you still have OFP installed i can send it to you for you to check out how it was done successfully years ago.It had all the scripts inside one pbo(including sounds) and was almost totally MP friendly.

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Post by Snake Man » 2007-10-17 12:36:56

I think I have it too, no need to send. Also need to find out from BIS forums (or anyone who knows) if there is still the geometry size limit in o2/models so you cant have the ship working in one piece, you have to build it from several objects or something like this. But if its static carrier on the water I can live with anything thats just solid and can have roadway where you walk around and land plane/helicopter.
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Post by anzacsas » 2007-10-17 13:28:46

i am afraid to say that i read somewhere that the same size limitation for objects that was in ofp still applies, but i am not totally sure.

Static ship made from pieces like the old OFP way is fine by me m8 .

Its nice to see we are on the same "wavelength". lol
Last edited by anzacsas on 2007-10-19 11:45:51, edited 1 time in total.

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Post by anzacsas » 2007-10-19 11:39:33

snake man ,
I was going through my old OFP installation yesterday and i noticed that i had a 50KLM NAM style island/s i had made for my bro and myself. It had some villages,roads an stuff.It was made up of 2 large land masses ,1 small island in between them in the middle of a vast expanse of Ocean seperating all of them .Of what i remember it was finished although it could prolly do with some thickening up now we have the arma engine.The reason i made this island was purely for longrange North Vietnam style b52,f4 bombing raids and was exceptionally good for migcap missions.It used to run good and load quik as most the objects were res or seb/vte objects.This island is no good to me now as i dont have the time to learn how to import OFP islands to Arma. I thought i would offer it to you guys before i dumped the pbo.Now there is Arma VTE i dont play OFP at all anymore and i am clearing out alot of the old OFP stuff because i am starting to run out of storage room on my pc.

Is it any good to you/s ?

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Post by Snake Man » 2007-10-19 11:46:27

Rar it up and put on the filefront, I'll take a look at it.
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Post by anzacsas » 2007-10-19 19:02:08

no worries m8, thx.Its called "test" i mustnt have gotten round to nameing it ..lol

http://hosted.filefront.com/anzacsasSteve/

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Post by anzacsas » 2007-10-21 10:01:21

snake man, try this m8 this time its just the wrp.I have thrown in a couple of others with a desciption for em so they dont get confused.Hope they can be of some use to you.


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Post by Snake Man » 2007-10-21 16:47:18

I checked out the terrains, the changes look pretty ok;

Vietnam 25km for the big city I was scared thats its blown to pieces or something but you kept it really the same just reduced buildings and I believe adjusted couple of roads, was ok work. Also I liked the airstrip marsten-mat in the base at NE corner.

51km terrain is interesting, however I'm never been real keen on those "capture the island" or "attack my base" etc type of terrains build specificly for such mission type. I mean I try to put features in my terrains which support gameplay, but I dont solely build terrain to be "CTI MAP!" type of thing. Just if that was the goal here, I really dont see that representing anypart of Vietnam real terrain or umm even gameplay. I dont say its bad, but not just something I get excited about. Perhaps we could do some MP trials on this as "addon to VTE" or something like that, if guys like it... who knows.

fbvalley was nice on WrpTool for sure, I liked how the base(s) looked at least in WrpTool, but what I've seen so far I think they will be great ingame too. Also the small size makes it interesting, if not else than in some nice change for those big islands.

I was thinking that if you're interested, we could try those MP trials of "addon for VTE" type of thing with these islands, at least the new ones. But you would need to make them VTE compatible, ie removing seb_ilo dependency and fix the ground textures for ArmA. I can do all that in a heartbeat but I'd rather stick to my usual VTE routine, so if you can do the work I can walk you through all editing steps necessary to have them ingame ArmA. Interested?
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Sugjestions

Post by Hata Killa » 2007-10-22 00:07:04

Ok ty for letting me join btw....
I have a request for the Bradly (Father of the m1a1.) not sure what its code name is though.(if u want i can do research for you).
I would also like to see some military bases on some of the maps.
I think there should be mortars which is probably what you are working on.
Opfor needs a better air advantage. so far they only have the Farmer and its getting kinda boring just shooting those down.
I would also like to put in a personal request for the B-17 Flying Fortress because my grandpa flew one. Along with working gunners which would be great for interception / escort missions.
A PT boat, minus the torps because that would require some heavy scripting.
And maby a landing craft (like the ones on D Day)
Ill think up more later

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Post by anzacsas » 2007-10-22 05:35:24

snake man
The concept for the 51klm island/s was purely for longrange b52,f4 bombing and air combat missions. I think i forgot to mention this in the description i included with it.From memory my bro and i did a few pilot rescue missions aswell but it was for aircraft use almost exclusively.Is it possible to list the various steps for the ofp/arma convert?Is is it already here somewhere in this library of info thats called PMC Tactical? It took me a while to get to grips of WRPTool as i am not very Software compatible(I was built in the mid seventys),but I would be interested if it wasnt a massive job.I may need to download the latest version of WRPTool becuase when arma came out (about 5months ago in Australia!!) i tried to open the sara.wrp and it came up with errors so i uninstalled it.

thx

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Post by Snake Man » 2007-10-22 05:59:17

Yes there is PMC ArmA WRP Tutorial. The easy part is that with VTE editing you only use VTE_objects basically, I mean that would be the ideal scenario and you can reach far by just doing so. Yes there are some important objects in ArmA, but those you can implement later.

Also use the search feature of the forum and in the wiki, its a powerful thing.
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Post by anzacsas » 2007-10-22 06:36:20

thnx snake for pointing me in the right diresction m8.
I would love to resume island making m8 but i think this is getting a little over my head.I am returning back to work very soon and i wont have the time or energy.Maybe in the future if/when some friendlier software is released. Thank you for your time.

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Post by anzacsas » 2007-11-14 12:03:14

As always i have been fiddling with sounds and have managed to get a smoke sound on the smoke grenade.When the smoke starts you get a hissing sorta sound that lasts for a little while.If you want an example to look at i can send yous a copy or post it upon request.

Also i tried using the default M16a2 sound from ARMA for the M16a1 in VTE and it really suits it.Recomend you guys try swapping it for a few days and having a few games cos its a nice fit.The default volumes and soundfile is obviously professionally done by BIS.

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Post by Snake Man » 2007-11-14 15:32:52

Send me the smoke grenade sound and I'll take a listen. As for M16 sound, were fine with the one tpM made.
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Post by anzacsas » 2007-11-15 06:28:04

The smoke sound-

http://files.filefront.com/smokewav/;90 ... einfo.html

Seeing as this is for suggestions I am sorta using this thread as a place to Air my Ideas and results from tinkering/experiments.So if an i post an idea or whatever its just for thoght and if you/s have time for some experiments these are some things to have a play with :D

.The sounds were really aimed towards Tpm "the sound dude".If hes a sound man he'l prolly b like me and cant help himself when it comes to swapping and changing sounds.I think its good to try different things on our own cfg's because sometimes a change can make you apreciate what yo used to have and make you realise you were right in the first place before you changed it,hahaha.


Also is the view Pilot Position in the F4 able to be raised for it seems very hard to fly low.When flying it you have a tendency to fly it into the ground trying to see out of it.
I flew the AV8 and the SU 34 and they seem to sit higher and you can see more out of it.

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Post by anzacsas » 2007-11-17 08:03:49

Hi dudes Steve again,

I was lookn through some sounds again the other day and i seen an alarm/warning sound that i am pretty sure is a correct reproduction of a real UH1 huey systems warning alarm.

heres the sample for you guys to have a listen to-

http://files.filefront.com/hueyalarmwav ... einfo.html

Also i have been thinking of trying to do a sound for brushing past/through bushes and fat leafy low trees.Also a sound for trees crashing down which i think OFP had but Arma doesnt anymore i think(or maybe i havn't noticed).

This brings me to another problem that exists in the standard game and that is APCs will almost reliably get stuck up against larger trees.

This presents a major problem for any AI controlled APCs as they rarely make it anywhere.

I was wondering if this could be modded to allow the APCs to crush all trees like the m1a1.

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Post by anzacsas » 2007-11-18 11:46:00

Hi dudes,

I was playn a mission the other day with a group respawn and was killed.When the camera zoomed out and around some Arma music started to play .This music could be changed to have a more "Nam" feel.I'd say this Parameter would be in the default arma respawn scripts and could play a track included in the mod but the sound prolly should be unique to this use only.

Was looking through some old OFP Nam screenshots and i seen a couple of things that i thought might be worth mentioning .

1.
The Heli-dust was a much darker brown than the standard Arma dust and i reckon it gave it a richer look to the game.

2.
The screenshot had the VTE version of the MTY_Bell47G in it .This model was very very nice in OFP and i think it would port over nicely.It also give the screenshot a real distinctive NAM feel.

So anyway thats my thoughts for another day ,lol.

Eagerly awaiting new Patch :D :D :D

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Post by Snake Man » 2007-11-18 15:09:22

The bell is out of the question. It has some texture ratios that crash dedicated servers.
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Post by anzacsas » 2007-11-19 04:14:12

no worries m8,

thnx :)

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Post by Dr_Eyeball » 2007-11-19 06:49:56

What's the situation with jeeps in this mod?

Are they planned? Were there any in VTE for OFP?
Not sure whether you guys are developing new models or mainly looking for existing ones.


Could use these for U.S. side:
http://en.wikipedia.org/wiki/M151_MUTT
http://en.wikipedia.org/wiki/M422_Mighty_Mite

Not sure what VC side used. Could try:
http://en.wikipedia.org/wiki/UAZ-469

Even OFP's jeep models & UAZ models would suffice.

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Post by Snake Man » 2007-11-19 08:26:04

In v0.4 we had the one WWII era jeep which name escapes me now, for NVA we had the GAZ by Remo. We could of course take those from the mentioned v0.4 easily. At the moment we use ArmA UAZ for NVA.
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Post by anzacsas » 2007-11-21 08:10:36

Regarding Editor Objects,

All the Trees,Plants and low grass type peices that you can find time to get in game/editor will be fine for now m8.

Great ,thnx.

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Post by anzacsas » 2007-11-21 16:59:45

I read on a Forum somewhere that in amongst the Queens Gambit objects that there is a Water object to use for above sealevel waterholes etc.It is in the Alex Sworn Island that was released on the various websites.

I was thinking that this would be a nice object to have available in the editor.
To expand on this idea the object would be nice to have in a brown ,blue,green watercolor to use for Flooded RicePaddys etc.

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Post by anzacsas » 2007-11-21 17:58:09

Also there was a "sprintfix" addon released the ohter day on armaholic website.This addon fixed the "overrun " while sprinting and a few other good animation fixes.

The bad news is this doesnt work in conjunction with VTE.
So my question is,

Can this be included in the VTEMod?.

These fixes are very very good.

Also there was a very small addon released a while back and it increased the sensitivity parameter of soldiers.

This fixed the OFP/ARMA problem of opposing groups not engaging eachother (or even seeing them!) when they are more than 1 or 200m .If you put two opposing groups on the runway or a open area approx 150m apart in full veiw of each other in sara you will see that they wont do anything!

I can send you the pbo if you like as i cant remember what it was called and which site i got it from.As i said it adjusted the sesitivity parameter only,1 line of code in the whole addon from memory.This we also run on our server and it is so much better.It makes the AI alot smarter and very rarely just stand around and let you pick em off like "nooby" bots.

Highly recommend trying this 1 out if not to just try yourself in SP :)


Heres the link to try if ya want-

http://files.filefront.com/AI+DET+RANGE ... einfo.html
:)
Last edited by anzacsas on 2007-11-22 15:59:16, edited 1 time in total.

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Post by anzacsas » 2007-11-22 15:55:44

A while ago i sent you guys some sounds to have a listen to.
In the sounds was an AK47 sound and i think i mentioned this came from the AKMS and AK47 from the JAM2 addon from OFP.
What i didnt mention is this sound is very very similar and may even be the AK47 sound from The Game Vietcong.

Just thought i would post this as a few people have mentioned the game and the immersive quality of sounds it had.

If you guys havnt played Vietcong before, have a listen to it.
But yous will prolly remember it from OFP.

Any way just "shootn the breeze". :)

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Post by Aussie Dave » 2007-11-22 22:10:00

Vietcong had the best weapon sounds out 8-)

vietcong2 was good for sounds too.

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Post by anzacsas » 2007-12-01 15:20:36

Hi all,

Snake man i got another idea m8.

Could the time be increased for Dropping of weapons once the player(and AI) have been swimming too long.

This would help for some of the river crossings.Also its can get frustrating with AI losing weapons in the rivers.

Hows the A1 going?

Did ya get the blacked out cockpit problem fixed?(was that the problem?cant remember)

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Post by Agamoth » 2007-12-02 18:06:20

there is a script somewhere that increases the time of the weapons being dropped, can't help you with where though, just saw it being mentioned in a thread on the BI forum some time ago

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Post by hanky » 2007-12-02 19:08:50

The ambient sound is really quiet for some reason. You have to turn your volume up really loud to hear it and then when you fire your gun you blow out your speakers. It would be nice if you could actually hear the jungle sounds without having to crank up the volume.

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Post by anzacsas » 2007-12-03 06:21:11

Agamoth- Re dropping weps.

Ill have a look around for the script .thnx.

Though i was talking about changing the "coding" of the game to achieve this as the game already does this and seeing as this is a full mod a simple change in 1 or two lines should do it without the hassle of executing external scripts in all the missions.



Hanky- Ambient sounds.

I was thinking the same thing but i havnt had the chance to to see if its the sound file or if it just needs a cfg tweak.

1 or 2 of em are OK but most do need a little bit of time playn with em.

Tpm are you able to take a look at em.

Btw i have some Ambient sounds if you guys are getting a bit sick of the old ones.[/quote]

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Post by Snake Man » 2007-12-03 06:48:50

Ambient sounds were added by me, tpM has nothing to do with them. I took the existing v0.4 sounds and configs and added them in, however ArmA plays the sound somewhat differently so the values went all out of the window.

In fact... the ambient work is just thrown there, for example apparently the ocean... umm and rain, or some other thing dunno (I think I commented the config) dont work at all, the others I didnt bother to tweak try ingame, tweak, try ingame and tweak some more looping this forever :)

Any help on ambient sounds would be very much appreciated *cough* ;)
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Post by hanky » 2007-12-03 07:35:53

*cough*
I would work on it but I have no idea how one would go about doing such a thing. Is it just a ini tweak or something?

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Post by Hata Killa » 2007-12-03 22:29:53

I got an idea for the hueys from a friend. I checked this with him and he said that it did really happen.
Some pilots put speakers on their hueys and played music very loudly in battle, I believe some tanks used it too. I thought this was a cool idea and historic step tword realistic nam.

anzacsas
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Post by anzacsas » 2007-12-05 04:06:42

I had a look for some sounds(Amb) last night .I have a few day/night and some altrenatives for both so i am thinking about different sounds for some islands.

The sara or desert cfg's dont have sounds listed so i am thinking that this is done (for default sounds) in the mod somewhwere else,so i had a look in the BIN file but i still couldnt find it .

So what i think ill do today is see if the default sounds (Ocean,Wind etc) are in there to start with.I am thinking we prolly dont need to change the water sound as i dont remember a problem with it.

ARMA does business different so ill have to experiment a little to see if i can see how these parameters should be applied.

Btw cos i havnt seen the way BIS has set up the Amb.sound cfg i was wondering if they(BIS) are still even using the same setup as OFP?

Windhills.
Ocean.
Meadows etc .

I'll get back to you when i have done a little more experimenting.

anzacsas
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Post by anzacsas » 2007-12-08 06:29:47

I havnt looked at the Ambient sounds yet cos i have been refining the Aircav missions.

I noticed in the cfg forthe editor-objects there were VTE trees etc. Can we get these "unlocked" for next release too plz.There are some in the editor but not all that are listed in the cfg. :)

Snake Man
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Post by Snake Man » 2007-12-08 06:56:01

Well the jury is still out if vegetation should be in the editor, I mean do you realize that the trees and bushes dont sway in the wind when placed in editor?
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anzacsas
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Post by anzacsas » 2007-12-08 15:00:10

No i havnt noticed m8 :o Doesnt matter to me if they sway or not as i dont use many, just a tree or bush here and there to get some extra detail in thats hard to do with the island building tools.If it was done everywhere it would make the island run too heavy.

Also you can put them around VC bunkers to help conceal them from immediate view. 8-)

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