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Close Quarter Battle Mod (CQB-M) [WIP]

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Close Quarter Battle Mod (CQB-M)

sckGczp.jpg


What Is CQB-M?

Close Quarter Battle Mod is an ArmA 3 modification that seeks to expand individual areas of the Close Quarter(s) Battle subject area. The scope of our modification is to:

 

  • Realistically increase the operational capabilities within this environment with additions such as Explosive Methods of Entry and other core features.
  • Make workarounds for the current engine issues when it comes to Close Quarter Battle.
  • Create entirely new and unique assets for the ArmA 3 community to experience.



This mod is not meant to be a singular fix or cure-all for ArmA's inherent engine issues when it comes to Close Quarter Battle. We are going to try to do our best to expand on this foundation. Wish us luck!



Our Current Goals

We are currently developing the following:

  • Explosive methods of entry—including the use of flex linear charges, doorknob charges, open SLAP charges, and so forth.
  • Mechanical methods of entry—including the use of a sledgehammer, battering ram, hooligan bar, and others.
  • Ballistic methods of entry—including the use of breaching shotguns with breaching rounds, and more.
  • Room entry aids such as noise-flash distraction devices.

 

We Need Your Feedback!

Join Our Skype Group: Ryeonaaf. I will add you manually!


The Development Team

Our team consists of the following:

Lewis—Founder, 3D Artist
Rye—Worst Project Manager Ever, Quality Assurance

https://forums.bistudio.com/user/1078360-souldrinker/'>Souldrinker and the Project Overwatch team—Second Worst Project Manager Ever, Quality Assurance, Models

Zorilya—Scripter
Shay—Scripter, Coder
Ogirdor—UI Artist
Thom—3D Artist
Assifuah—3D Artist, Texture Artist
Alphasambo—Audio Engineer
RC Ironside—Military Advisor
Ando—Military Advisor

Apply for the Team!

We currently have openings for scripters, animators, and texture artists. Testers are not required at this time.

In order to apply, contact Rye through the Bohemia Interactive forums. Please provide a portfolio, preferably including picture and/or video references. Our application template is as follows:



Thank you! We hope you enjoy this announcement.

 


Bar Mine
The L9 Bar Mine is a large rectangular British anti-tank landmine which can be used for breaching purposes.
http://i.imgur.com/ww2vwtE.png (87 kB)

Alford Strip
The Alford Strip is a linear charge used primarily to open doors by explosive cutting mechanisms.
http://i.imgur.com/ndaE55z.png (107 kB)

The Crowbar
The Crowbar is a mechanical tool used to leverage open doors.
http://i.imgur.com/rMPgEGX.png (86 kB)

Halligan
The Halligan tool is a mechanical aid used to leverage and force open doors.
http://i.imgur.com/6pSYdvJ.png (107 kB)

M1030 Breaching Rounds
The M1030 Breaching Rounds are specialized breaching rounds used to disengage locks and open doors.
http://i.imgur.com/aOHOg3K.png (144 kB)

Breaching Ram
The Breaching Ram is a mechanical tool used to force open doors.
http://i.imgur.com/xJnvcYw.png (136 kB)

Serbu Super Shorty
The Serbu Super Shorty is primarily a breaching shotgun used to gain access to locked doors and other entry points.
http://i.imgur.com/69lSEOW.png (361 kB)

Collection found here. Enjoy!

  • Like 1

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Have long thought a well implemented 'SWAT 4' mod based on this game could be a huge winner. Good luck!

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oooooo would it be possible to make a breach option for AI or is that too far in BI's field?

i love mp5's... i cant wait :)

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Great potential. Any plans for post-breach cqb movements? Or is this just to gain entry?

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this is an interesting idea but can you have all that in arma ? and need some buildings to do that most arma 3 buildings are to small i think or you cant blow a hole in the wall would be super cool if you guys can pull it of

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oooooo would it be possible to make a breach option for AI or is that too far in BI's field?

I believe this is far into BI's territory, yes. It wouldn't be easy to get them to use the gear involved in our mod and it is not a goal of ours presently.

Great potential. Any plans for post-breach cqb movements? Or is this just to gain entry?

What do you mean by post-breach CQB movements? Do you mean in terms of animations?

From what I understand:

Breaching—The creation of an entry point or port of which to observe, engage or enter through. E.g. An EMOE with a flex linear charge. (So don't shout "breaching" as you enter!)

Entry—The process of entering through the formed entry point. E.g. a buttonhook on a corner-fed room. ("Do you even buttonhook mate?")

So, our focus right now is on breaching mechanisms and general improvements. I do not know where we could take it after that in terms of the entry, you can already do most (not all unfortunately...) entries in ArmA without a mod. I have a few problems in mind none the less during this process but I am unsure how to solve them, I am unsure if they are just an inherent problem of the engine. Part of this mod is about discovery in that way.

How are you guys going to handle having doors be locked? Love the potential with this mod.

Well, we have to consult a coder or scripter but essentially we what a module approach which randomly locks doors around the given map. We have brainstormed a tonne but we need to cement these concepts in the foundation of the engines limits. It's not perfect but it's an improvement from ArmA 2, a large enough improvement for us to work with.

this is an interesting idea but can you have all that in arma ? and need some buildings to do that most arma 3 buildings are to small i think or you cant blow a hole in the wall would be super cool if you guys can pull it of

Yes, you can.

We're aware of that and wall, roof and other types of EMOE aren't our main focus as of now. Standard door breaching is our ticket as it makes sense to the current engine. We will see what we can do in the future either with other objects of walls and doors or a map in itself like Cinder City. But again—that is only potential in an relatively unexplored avenue of ArmA. I personally want to see that type of expansion though.

We're always looking for advice, feedback and potential avenues for us to take this mod. Thank you for your replies. :)

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I had an idea like this ages ago, but I lack the necessary skills. Nice to see CQB being expanded in ArmA 3 considering its the most obvious improvement over A2 so its a shame more attention isnt paid to it.

Only problem I forsee is as someone else mentioned, the lack of true high fidelity CQB environments in the community at the moment is somewhat of a problem. Mission makers have to put together ad-hoc environments using copy-pasted walls etc. Even the impressive work of guys like MBG is still quite limited to small european houses. Theres no real multi-story, multi-room structures to speak of out there. Although as BI's ghost hotel clearly shows, its certainly possible.

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Would be nice to see a reaching animation for doors that slightly interrupts any aiming. Speaking of doors, these are one of the biggest problems imo as 1. There's just too much delay in the keypress and the actual opening of the door. Reminds me of those old horror action/adventure games from the 90's. The other problem is the doors that literally push Player out of it's way as if having no control to actually well, just not let that happen :p

Anyways any CQB tactical addition is a welcome one -good luck!

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Does this mod come with air soft gyns?

No, Dutch. There isn't. You troll. :p

Would be nice to see a reaching animation for doors that slightly interrupts any aiming. Speaking of doors, these are one of the biggest problems imo as 1. There's just too much delay in the keypress and the actual opening of the door. Reminds me of those old horror action/adventure games from the 90's. The other problem is the doors that literally push Player out of it's way as if having no control to actually well, just not let that happen :p

Oh don't we know it. You can't run doors to the wall either, they always stuck out at some angle. They're frustrating! We'll look more intently into doors in the coming two weeks.

Edited by Rye
Dumb spelling mistake!

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Had it been an other team behind this i would' ve thought that this was one of those mods with no future, but seeing some of the names here i have huge hopes for this.

Can' t wait to see wip videos of the game mechanics that you will introduce, my excitation level is over 9000.

Best of luck in this huge undertaking folks.

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Oooooh snap, this looks amazing. I can't wait to see where this goes, if you guys pull this off this could become one of the best ArmA 3 mods.

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Glad you guys are looking forward to this. We are working very hard to create the best CQB Mod, we have made some small advances and hopefully soon we'll be able to update you guys on new models and other features.

OG

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Oh man, Im totally hyped for this. Think you could possibly do some AI tweaking as well so that units will react semi realistically in cqb? (ie. Not going prone inside a building). Arma is great with wars and firefights, but CQB for special forces type missions aren't the greatest.

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We'd also like to welcome RC Ironside and Alphasambo onto the same. Ironside is a Marine Military Advisor who has provided us with technical information amongst other things. Alpha is a Sound Engineer making some custom sounds for us. ;) Welcome guys!

Had it been an other team behind this i would' ve thought that this was one of those mods with no future, but seeing some of the names here i have huge hopes for this.

We really appreciate this comment. Videos will be coming—not today though.

Oooooh snap, this looks amazing. I can't wait to see where this goes, if you guys pull this off this could become one of the best ArmA 3 mods.

I think ACE3 and their pesky bananas will top slot it. :yay::yay::yay: We hope that this is complementary to large projects such as ACE.

Oh man, Im totally hyped for this. Think you could possibly do some AI tweaking as well so that units will react semi realistically in cqb? (ie. Not going prone inside a building). Arma is great with wars and firefights, but CQB for special forces type missions aren't the greatest.

As mention previously A.I. are not our present focus and we are unsure if they ever will be. It's not that we wouldn't like to, because we have the ideas, including what you have mentioned, it's just we don't have the time or scripters currently. This mod will certainly fill out to "Green Role" applications and standard soldiery though. Nice picture of the Irish ARW by the way!

Edited by Rye
Welcoming the new guys.

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How are you guys going to handle having doors be locked? Love the potential with this mod.

Provided it doesn't conflict MCC has the ability to lock all doors in a general area using on the of the brushes. Also, with MCC or AGM (can't remember which) certain player types can lock doors making for good MP barricaded subject scenarios.

Looking forward to seeing this in action, as well as hoping it plays nicely with AGM/CSE

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Oh man, Im totally hyped for this. Think you could possibly do some AI tweaking as well so that units will react semi realistically in cqb? (ie. Not going prone inside a building). Arma is great with wars and firefights, but CQB for special forces type missions aren't the greatest.

You could fix that yourself with some minor scripting I believe. Just some ad-hoc execution for within 1m of a structure setunitpos "UP" etc

I dont think any modder could fix the inherent flaws in ArmA's AI however. Suffice to say I dont think there is ever going to be AI doing buttonhook and crossover entries lol

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CQB-M Update 1

It has been just over a week so here is our first update. We have been working on refining old models as well as creating new ones, sounds with multiple variations for each action, the UI system with a breaching interface, light scripting with Zorilya and other helpful community scripters, an attempt at front-kicking animations, lists, dimensions and pictorial references of our future and current models, and we are beginning to work on our worn-looking textures. For our next update we hope to show off more core models and the beginning of the UI system specifically looking at the breaching interface.

We'd like to welcome RC Ironside and Alphasambo to the team, too!

M9 Bayonet

http://i.imgur.com/XNOCC6a.png

The M9 Bayonet is a standard issue bayonet used for close combat engagements.

Tomahawk

http://i.imgur.com/K1QNKxc.png

The Tomahawk is a close fighting tool that can be used to gain entry to wooden doors and structures.

Thor's Hammer

http://i.imgur.com/JKM6Aiq.png

The Thor's Hammer is a dynamic hammer which on angle creates more impact force for opening doors.

Portable Ram (DeTwin Turbo)

http://i.imgur.com/RuOXu8Q.png

The Portable Ram is a ram that can be carried and utilized to forcefully open doors.

Fenceclimber

http://i.imgur.com/aHMu3Jr.png

The Fenceclimber allows players to climb chainlink fences.

Fireman's Axe

http://i.imgur.com/VklEWbo.png

The Fireman's Axe is an axe used to gain entry to wooden structures or as a secondary entry tool upon failed breach.

Collection found here. Enjoy!

Bonus GIF: http://i.imgur.com/z4Zecm2.gif.

Bonus IMG: http://i.imgur.com/6CyVV9U.jpg.

Edited by Rye
Spelling as always. Bonus IMG!

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Looking forward to this guys. Wish I didn't have so many projects on the go.

On a brief note, some of the ai behaviour for cqb makes sense for foa and samo.

Mikey has already added a town check so that ai stay closer together in town and I would also like to see ai stop going prone in buildings.

I have long wanted a frag the room command and intended to add it to samo if I could figure it out so am quite excited for some of your plans... keep it up :)

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any plans on working with ACE3 together ? just asking

Not that we know of but we're willing to merge or share with bigger projects as mentioned in the first post.

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I'll be happy to help.

Did some progress just for fun in MCC and i'll be happy to help guys.

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I'll be happy to help.

Did some progress just for fun in MCC and i'll be happy to help guys.

That looks insanely good! I have added you on Skype Shay.

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