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#1 Posted at 2014-04-20 07:53        
     


This link takes you to a video introducing some scripts I'm working on to bring a modicum of life to the "submarine_01_f" static scenery object, if I can make it work reliably in MP (it's being a pain). StickSubA3 uses bangabob's Live Feed Control scripts and some others, along with the lower decks of the required Nimitz mod (used as a "theatrical set") to provide the illusion that you're riding on the submarine. This will allow divers to deploy all over the map, and frees up mission makers from having to force linear missions to keep divers near their AO. Presently it comes with a "mini-DDS" (best I could do with available objects) and one deployable/loadable SDV as well. I have "strap to" scripts allowing 4 additional divers to hang onto the SDV, giving it 8 diver transport capability. Sure, you can drop divers from helicopters, and I applaud such deployments (in contrast to forced linear missions), but it's not the same as having your own JSOC SSGN.

The video description contains a link to a DefenseDaily story about the Tactical Trident SSGN program.

Eventually these scripts will include missile launch capability and maybe some kind of useful periscope (maybe) as additional Arma 3 features become available. I'm having a blast with this thing so far, and I think you will, too, once it's been tested enough to be released.

~ Stick
UPDATE:
The above video and description are old. Live Feed cameras have been abandoned, but the new approach is even better. I'm releasing Version 1.0 now and you'll see for yourself. TESTED ONLY ON HOSTED SERVER but designed for dedicated server, to the extent I can see ahead to dedserver operation (I have no access - see README file).

This post was edited by Foxhound (2014-05-02 16:29, ago)

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#2 Posted at 2014-04-21 05:56        
     
I'm having a boner! :-[

This definitelly will be in my scenarios as soon as you'll publish it.

You made my day Stick Hogue :)


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#3 Posted at 2014-04-21 07:16        
     
Really awesome work man!!! Most certainly looking forward to this


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#4 Posted at 2014-04-21 11:22        
     
Information age and reliable placement of objects on the theatrical set continue to plague me, but I'm hopeful I can overcome these problems soon. (I've added settargetage and reveal commands but have yet to MP test since that change.)

After tweaking it in test (since posting that video) I drove the boat up the harbor south of the big airfield on Stratis, turned around, and backed up along the pier, close enough that the "exit port side" option dropped me on the pier. It's gotten easier to drive (since the video), with the practice time I've put in building this and the control improvements I've made. I've added "depth hold" and "heading hold" commands and removed all but the four cardinal "steady on" directions, reducing the number of actions in the menu. The menu stays open now, and you get positive confirmation of your commands. I've removed the redundant text data on the map marker and added Depth To Keel data to the flashing titletext hud data. After discovering that Altis has some really deep seas I added an 800 ft depth option, so you can pretty much take this thing anywhere. That also led me to add some collision detection with the sea floor - bad drivers *will* experience consequences. So the video is already outdated.

Anyone know how to give divers a working flashlight? You can take this thing down to depths where it's hard to see. I wonder if I can add floodlights to the sub and/or the SDV...

The big problem is the four laptops I used as camera screens at the helm position are not reliably placed. Sometimes one to three of them don't stay on the table at all, and then no matter how many times I reassert their position, they never reappear. It's very frustrating, and it's different as the host and as the client - they can appear in perfect position for one but not the other. But I have a few more things to try and haven't given up yet. It's just too fun to not beat this obstacle.

~Stick
UPDATE:
The above video and description are old. Live Feed cameras have been abandoned, but the new approach is even better. I'm releasing Version 1.0 now and you'll see for yourself. TESTED ONLY ON HOSTED SERVER but designed for dedicated server, to the extent I can see ahead to dedserver operation (I have no access - see README file).

This post was edited by Stick_Hogue (2014-04-26 17:02, ago)

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#5 Posted at 2014-04-23 09:49        
     
The good news is that object positioning seems to be working reliably now that I use attachto on the Nimitz theatrical set.

But I just read the following bug reports:

http://feedback.arma3.com/view.php?id=13873#bugnotes
and
http://feedback.arma3.com/view.php?id=17448

which could both be related to the difficulties my buddy, Mik, and I are seeing in MP testing of this concept.

What I'm doing here is simple: teleport players who have boarded the submarine far away onto a theatrical set, and if they open their map it's jumped to the position of the sub to help you feel like you're on the boat. Cameras feed streaming viewpoints (via Bangabob's Live Feed Control scripts) to laptops at the 'helm liaison console', and actions available to whichever unit is sitting at that console allow that unit to control the ship.

But this means you are actually *far away* from the submarine object until you exit the theatrical set and are teleported back to the object. INFO AGE is a real issue, because while at the helm console your cameras are moving with the sub and they need to stay in synch with its position in order to allow you to effectively pilot the sub. And when you exit the sub it's extremely important that it be in the same exact x,y,z position and heading on client machines as it is on the server. MP testing is showing these to be problematic issues at present.

I'm still experimenting with combinations and timing of SetTargetAge and Reveal commands to try to overcome this. The above issue tracking entries are not yet flagged as closed, so I'm concerned this concept may be doomed from the start because the game simply may not be set up for this kind of smoke and mirrors trickery from afar, or at least may have to wait until these issues are fixed, if, indeed, they're still a problem. Maybe I'll find the right combination of SetTargetAge and Reveal commanding/timing. So far something is working better than before, because synching is happening, it's just less frequent than is preferable (several seconds in between updates instead of multiple updates per second).

UPDATE:
The above video and description are old. Live Feed cameras have been abandoned, but the new approach is even better. I'm releasing Version 1.0 now and you'll see for yourself. TESTED ONLY ON HOSTED SERVER but designed for dedicated server, to the extent I can see ahead to dedserver operation (I have no access - see README file).

This post was edited by Stick_Hogue (2014-04-26 17:02, ago)

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#6 Posted at 2014-04-25 20:10        
     
The info age problem is a plague upon this idea based centrally on Live Feed cameras.

But Mik and I have come up with a compromise.

So, while having cameras on the submarine is incredibly fun, that part of this product as currently envisioned has been abandoned, but we now use a hidden SDV and make use of its cameras and its periscope. Overall, it's an improvement, although there is no belly cam for shallow water work. Be careful.

~Stick

Added 7 hours 31 minutes later:

I'm happy to say we've got it working very nicely now. We abandoned the live feed idea, but returned to my original idea of using an SDV as a control console. The "hideobject" command is what made that workable.

It's very close to release. I want to take a whack at making missiles work in a rudimentary form, and do some real MP testing with my gang first.

~Stick

UPDATE:
The above video and description are old. Live Feed cameras have been abandoned, but the new approach is even better. I'm releasing Version 1.0 now and you'll see for yourself. TESTED ONLY ON HOSTED SERVER but designed for dedicated server, to the extent I can see ahead to dedserver operation (I have no access - see README file).

This post was edited by Stick_Hogue (2014-04-26 17:02, ago)

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#7 Posted at 2014-04-27 08:02        
     
This new video shows the v1.0 release in action.

StickSubA3 v1.0 is currently in the validation queue here at armaholic. :)

~Stick

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#8 Posted at 2014-05-01 02:40        
     
Released:
http://www.armaholic.com/page.php?id=25517

Hotfix for v1.1 can be downloaded here.
This hotfix to StickSubA3 v1.1 does the following:
1) fixes the problem of the control station SDV's cockpit cameras being suppressed when starting the mission with the submarine surfaced (they came back on when you drop to depth, but this is an unacceptable condition), and
2) attempts to further optimize the behavior of the "fell through the deck" protection so it does not fire when it shouldn't.

This post was edited by Stick_Hogue (2014-05-01 14:18, ago)

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#9 Posted at 2014-05-02 05:19        
     
Version 1.2 is currently in multiplayer testing. It features assault boat refueling at the sub, plus MISSILE LAUNCHING! Plus some other improvements to the overall experience.
Soon!
~Stick

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#10 Posted at 2014-05-02 16:29        
     
Sorry for the delay, I did not see the hotfix release.
It is now up on the frontpage and you can find our updated mirror here:




** I also moved the topic to the scripting area, afterall these are scripts ;-)

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#11 Posted at 2014-05-04 08:33        
     
this might be just me but if i go to the download area i can only download the hotfix and not the scripts itself. any idea what i might be doing wrong?

officer -....We could use a tactical approach and...- general - Just shoot them basterds-

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#12 Posted at 2014-05-06 05:31        
     
# Face521 : this might be just me but if i go to the download area i can only download the hotfix and not the scripts itself. any idea what i might be doing wrong?

It's possible the armaholic folks didn't understand that hotfix was a subset of the whole package.
But it no longer matters. V1.2 has just been submitted and it's vastly superior to the previous versions. Give it a try when it's posted by our kindly armaholic hosts.

~Stick

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#13 Posted at 2014-05-06 07:29        
     
thnx man, gonna give it a try right away :)

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#14 Posted at 2014-05-06 07:57        
     
Sorry, I did not know the hotfix was an additional file. I thought it was a complete update :-)
Anyway, the new version is up on the frontpage and you can find our updated mirror here:



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#15 Posted at 2014-05-06 20:30        
     
Hi Stick,
Would you please consider making an example mission? I don't know much about mission making or how to get a Sqf file. The main mission file in mine is a SQM file.
Thank you.