Arma 3
[Obsolete] Venator - "The Eclipse"
Showing 1-7 of 7 entries
Update: 27 Oct, 2021 @ 3:38pm

Final update

The Venator has received yet another update. This time I've redone the briefing area.
Now the venator shouldn't be as heavy on the frames as it used to be in the rear of the ship, this is due to the removal of many Legion Studios hallways. Instead the entire briefing room has received some love and has been remade. I've used the latest techniques in scaling objects to a larger and smaller size. And this also works just fine in multiplayer. (Yes, I have tested it on my server).

What has changed compared to the previous update:
Added:
- New briefing room
- 2 Massive doors to either side of the ship (can be opened from the ATC just like the moon pool or by walking up to it)
- Main flight deck door (can be opened from the ATC just like the moon pool)
- Added the module from Legion Battlefields to stop you from face planting when teleporting to a higher altitude.

Changed:
- Vehicle spawners have been updated with most of the latest vehicles such as: V-19's from both legion studios as 3AS. LAAT's from both mods, ground vehicles from both mods. LAAT/C from both LS as 3AS have been added to the 3rd spawner in the main hangar.
- On the vehicle spawners I finally (forgot in one of the previous updates) included the proper code to detect whether you are above sea or ground for spawning in vehicles.

Removed:
- Old briefing room
- floating gonk droid to the left side of the ship
- removed other junk

Known issues:
- Free fall module may not work as it is still a W.I.P. iirc.
- The 2 massive doors can be flown through, it may just kill your engine. You cannot shoot through it.
- Main flight deck door has no collision. It can be shot through so it's aesthetics only.

object count?
A nice 1250.

Update: 8 Jul, 2021 @ 4:05pm

Update 09-07-2021
- Added a full fledged bridge. Can be deleted if deemed unnecessary.
- Added lights through game logics. Might be a bit bright for NVG users.
- Moved the medical and arsenal rooms to the bottom level. People kept getting lost. So i moved em.
- Rearm pads have been given another function: Change pylons. the script will select 1 vehicle on the repair pad location and on that, it will open the change pylons menu. If your settings are set properly to rearm new pylons automatically, you can now rearm your vehicles quicker.

With the addition of the bridge, the object count has gone up to 1271 in total. Again if deemed unnecessary you can remove it.

Update: 14 Mar, 2021 @ 7:35pm

Changed up a few more items. Item count stayed on 937.

Update: 14 Mar, 2021 @ 7:20pm

Update 15-03-21
- Fixed the 'AggregateReflectors/' is not a class ('color' accessed), this was caused by the 3AS NU class shuttle. You can still spawn it in through the console on the main flight deck but there are no more Nu Class shuttles pre-spawned.
- Added another 40 platforms under the flight deck. Some platforms still liked to bug out. These 40 'should' help to counter it.
- Replaced the arsenal holo troopers. These would sometimes fall to the ground. Replaced with 3AS Gonk droids.

Current object count: 937

Update: 21 Feb, 2021 @ 4:15pm

Fixed/improved:
- Updated the scripts to spawn in the Z-95's with. It had a typo which now is fixed.
- Added 34 platforms under the flightdeck to help out with possible glitching of platforms, bringing the total object count to 897.
- Added 1 times medical crate on flight deck for easy access to the ACE heal.

Known issues:
- 'aggregateReflectors/' is not a class ('color' accessed) can be thrown upon mission load on server or Eden, might have to reload mission a few times on the server to have the mission load. (I'm looking into why this is happening.)

Update: 20 Feb, 2021 @ 1:40pm

Update: 20 Feb, 2021 @ 1:38pm