zooloo75 834 Posted April 28, 2013 (edited) **Statistical-Based Visualisations** > Download Statistical-Based Visualizations < *This link will always have the latest version* This script will... -Provide a semi-cinematic experience -Enhance upon the fatigue system (player collapses if too exhausted, and even dies) -Allow you to feel the weight of every step you take -Tweak the health system with health regeneration and bleedouts -Integrate new camera effects such as camera shake, color correction, and motion blur -Blinking -Screen blacks out when killed -Uphill climbs will cause more stress on the body -Feel the roughness of the terrain as you drive, but also feel a smoother drive on roads -Pilots will appreciate the sense of speed they are flying at and the slight camera sway -Hit reaction (screen will flicker bright for a split second when taken substantial damage) -Camshake when firing from vehicles -If you are too close to another persons gun as it fires, it will temporarily deafen you -When flying fast and close to the ground, the camera will shake a bit more -Heartbeats while exhausted -Blood splatter sounds when shot -Time slows down when shot -Gunshot reverberation And a few more gems added into this that you can see in the script. Made by Zooloo75/Stealthstick -Recommended to use SweetFX along with this *----------------------------------* Installation 1.Place SBV.sqf into your mission folder. 2.Create init.sqf in the mission folder. 3.Insert this line into the init.sqf... execVM "SBV.sqf"; 4.Place all the sound files into the mission folder (.ogg's). 5.Place SBVMusic.hpp and SBVSounds.hpp into the mission folder. 6.Create or open your description.ext and copy and paste what is in the SBV description.ext. 7.Start the mission; if you see the "Statistical-Based Visualizations Initialized..." hint message, then you installed it correctly :) 8.Enjoy! Please leave feedback on the forum thread @ http://forums.bistudio.com/showthread.php?154021-Statistical-Based-Visualizations-Script&p=2383651#post2383651 *Optional* 9.Customize which settings are to be enabled/disabled -example below- [1,0,1] execVM "SBV.sqf"; - Terrain Reverb enabled, blinking disabled, AI melee enabled. *-------------------------------------------------* Please credit me if you use this in your own mission :) *MADE AND TESTED FOR SINGLEPLAYER ONLY* *----------* UPDATES *----------* 5/5/2013 Tweaked some code (disabled AI melee if player is civilian) Added options via arguments passed with execVM. 5/2/2013 Fixed script errors. Changed terrain-reverb sound. Other minor tweaks. 5/1/2013 Terrain reverberation added. 4/30/2013 Fixed friendly AI meleeing player. Gunshot reverberation added. 4/29/2013 Tweaked heat exhaustion death. Blinking tweaked. Enemy AI will melee the player if within range. Time slows down when shot. 4/28/2013 -Camshake when firing from vehicles -If you are too close to another persons gun as it fires, it will temporarily deafen you -When flying fast and close to the ground, the camera will shake a bit more -Death sound (fits in with ArmA3's style) -Heartbeats while exhausted -Blood splatter sounds when shot -Some other tweaks (Installation Instructions updated) *-------------------------------------------------* Get it from Armaholic! Edited May 5, 2013 by zooloo75 Share this post Link to post Share on other sites
Guest Posted April 28, 2013 Thanks for sending us your work :cool: Release frontpaged on the Armaholic homepage. Statistical-Based Visualization [ALPHA] Share this post Link to post Share on other sites
zooloo75 834 Posted April 28, 2013 Thanks for sending us your work :cool:Release frontpaged on the Armaholic homepage. http://www.armaholic.com/datas/users/news_download_a3_3.pngStatistical-Based Visualization [ALPHA] No problem! :) Share this post Link to post Share on other sites
twisted 128 Posted April 28, 2013 this looks good. will try it out. thanks! Share this post Link to post Share on other sites
vrcraptor 11 Posted April 28, 2013 great idea... I like it so far but it seems to be only single player minded... played in multiplayer with it and it works as well but when you die, it does not reset back to normal upon revive/respawn. mainly colors and sounds do not return to normal even though the player is new again. As I said, really nice effects... could we have some MP tweaking to make it that much better? Thanks -VRCRaptor Share this post Link to post Share on other sites
zooloo75 834 Posted April 28, 2013 great idea... I like it so far but it seems to be only single player minded... played in multiplayer with it and it works as well but when you die, it does not reset back to normal upon revive/respawn. mainly colors and sounds do not return to normal even though the player is new again. As I said, really nice effects... could we have some MP tweaking to make it that much better? Thanks -VRCRaptor I haven't tested it in an MP environment yet, and yes I made this for SP usage. A simple respawn eventhandler that executes this script should work fine. I'll also need to make the switchMoves executed globally since it is local. //MP Respawn Compatibility *---* Not tested, but give it a shot. player addEventHandler ["respawn","execVM 'SBV.sqf'; 1 fadeSound 1; 1 fadeMusic 1;"]; Share this post Link to post Share on other sites
zooloo75 834 Posted April 28, 2013 Nice script. Thank you! :) Share this post Link to post Share on other sites
mikey74 187 Posted April 28, 2013 nice script.... Anyway your going to make this into an addon? By the way the blinking seemed abit to long and not very random so I edited the blinking part. Have a look and give it a try and see what you think. :) //Blinking [] spawn { while {alive player} do { if(cameraView == "INTERNAL") then { sleep (3 + random 7); if(cameraView == "INTERNAL") then {if (alive player) then {titleText ["", "BLACK OUT", 0.0021]; sleep ((0.05 + random 0.05) + (getFatigue player) + (damage player))/4; titleText ["", "BLACK IN", 0.0007];};};}; }; }; Share this post Link to post Share on other sites
zooloo75 834 Posted April 28, 2013 (edited) nice script.... Anyway your going to make this into an addon? By the way the blinking seemed abit to long and not very random so I edited the blinking part. Have a look and give it a try and see what you think. :) //Blinking [] spawn { while {alive player} do { if(cameraView == "INTERNAL") then { sleep (3 + random 7); if(cameraView == "INTERNAL") then {if (alive player) then {titleText ["", "BLACK OUT", 0.0021]; sleep ((0.05 + random 0.05) + (getFatigue player) + (damage player))/4; titleText ["", "BLACK IN", 0.0007];};};}; }; }; Thanks. The blinking is slightly random and depends on fatigue and health. The more exhausted and hurt you are, the longer your eyes will stay shut. BTW, I will try out your settings :) EDIT: I tried out your blinking settings and I like it better :) I will use your settings in the script - download updated. EDIT 2: I have no plans on making this an addon, but if anyone would like to make an addon for this, feel free to. Edited April 28, 2013 by zooloo75 Share this post Link to post Share on other sites
mikey74 187 Posted April 28, 2013 (edited) Thanks. The blinking is slightly random and depends on fatigue and health. The more exhausted and hurt you are, the longer your eyes will stay shut.BTW, I will try out your settings :) EDIT: I tried out your blinking settings and I like it better :) I will use your settings in the script - download updated. EDIT 2: I have no plans on making this an addon, but if anyone would like to make an addon for this, feel free to. I'm trying to but I really dont know what I am doing. lol So far this is what I have. For the PBOPREFIX I have SBV For the Config.cpp I have class CfgPatches { class SBV { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"Extended_EventHandlers"}; }; }; class Extended_Init_EventHandlers { SBV_Init = "this execVM ""\SBV\SBV.sqf"";"; }; edit obviously no its not work. I cant find a thread that just talks about scripts in a pbo. :/ Going to try this one class CfgPatches { class SBV { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"Extended_EventHandlers"}; }; }; class Extended_PostInit_EventHandlers { SBV_Post_Init = "SBV_Post_Init_Var = [] execVM ""\SBV\SBV.sqf"""; }; HAAAA Its looking for it now, BUT it cant find it!!!! ratsitfrakitfricklefrackle!!!! lol Edited April 28, 2013 by Mikey74 Share this post Link to post Share on other sites
bearbison 10 Posted April 28, 2013 Try the following: #define _ARMA_ class CfgPatches { class SBV { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Extended_EventHandlers"}; }; class Disable_XEH_Logging { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class Extended_PostInit_EventHandlers { clientinit = "[] execVM '\SBV\SBV.sqf'"; }; Should also clear up the RPT file a bit by disabling XEH debug messages Share this post Link to post Share on other sites
laxemann 1673 Posted April 28, 2013 So, just tested it a bit. Here are some negative aspects I found for myself: • Color correction is unnecessary if you ask me • Blinking is unnecessary aswell, since the player in front of the PC blinks automatically, there is no need to "twink twice" The rest is really nice and I like it a lot, even tho... you know, the performance/RPT problem. :) Share this post Link to post Share on other sites
mikey74 187 Posted April 28, 2013 Try the following: #define _ARMA_ class CfgPatches { class SBV { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Extended_EventHandlers"}; } }; class Disable_XEH_Logging { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; class Extended_PostInit_EventHandlers { clientinit = "[] execVM '\SBV\SBV.sqf'"; }; Should also clear up the RPT file a bit by disabling XEH debug messages 1st off thanks for the help. :) I'm still getting error Script SBV\SBV.sqf not found Ive got it in SBV folder and another SBV folder with the script PRE file and Config file inside 2nd SBV folder. I PBO the 1st folder with the 2nd SBV folder that has script, config and pre in it. Share this post Link to post Share on other sites
Flo 1 Posted April 28, 2013 great idea for singleplayermissions or intros !! we mirrored it... Share this post Link to post Share on other sites
zooloo75 834 Posted April 28, 2013 (edited) Upcoming additions... -Camshake when firing from vehicles -If you are too close to another persons gun as it fires, it will temporarily deafen you -When flying fast and close to the ground, the camera will shake a bit more -Death sound (fits in with ArmA3's style) -Heartbeats while exhausted -Blood splatter sounds when shot -Some other tweaks ---------- Post added at 09:21 PM ---------- Previous post was at 08:00 PM ---------- Updated! Edited April 28, 2013 by zooloo75 Share this post Link to post Share on other sites
mikey74 187 Posted April 28, 2013 (edited) HAAA I figured it out. I used another folder and didnt need it. lol Spent all day on it and I KNEW IT would be simple. lol ANyways here is the PBO of the version earlier and the edited blink part. In the RAR is the @SBV with an addons folder , the PBO file and the folder I used to PBO it. http://www8.zippyshare.com/v/15683203/file.html Edited this has the new updated stuff you just did.. ;) Edited April 28, 2013 by Mikey74 Share this post Link to post Share on other sites
zooloo75 834 Posted April 28, 2013 (edited) HAAA I figured it out. I used another folder and didnt need it. lol Spent all day on it and I KNEW IT would be simple. lol ANyways here is the PBO of the version earlier and the edited blink part. In the RAR is the @SBV with an addons folder , the PBO file and the folder I used to PBO it. http://www8.zippyshare.com/v/1344810/file.html Cool! :) See if you can get the latest version made as an addon - it has sounds now. The next features I'm going to create is suppression and having passing vehicles or vehicles with their engines on cause the screen the shake a little. Bullets will suppress the player, blurring and shaking screen, along with affecting fatigue and other effects. Lol, I should call this "Screen-shake sim" xD Edited April 28, 2013 by zooloo75 Share this post Link to post Share on other sites
mikey74 187 Posted April 28, 2013 I seen the blink was better... So far havent been hit to know if anythingelse is changed. BUT the coloring is great by the way. Maybe we could figure out how to put up an option for those who do not like blink... I may look into that if you want, but not tonight :P lol Share this post Link to post Share on other sites
zooloo75 834 Posted April 28, 2013 I seen the blink was better... So far havent been hit to know if anythingelse is changed. BUT the coloring is great by the way. Maybe we could figure out how to put up an option for those who do not like blink... I may look into that if you want, but not tonight :P lol Thanks, and blink can be disabled easily by commenting out the section of code that involves blinking. Share this post Link to post Share on other sites
mikey74 187 Posted April 28, 2013 yes through script, but if someone wants this in PBO I'll have to figure out how to make an option... Not sure how to do the user config thing yet, BUT Icould make to PBO's till then if someone likes the PBO idea but not blinking. ;) Share this post Link to post Share on other sites
zooloo75 834 Posted April 28, 2013 Create a dialog that is activated via keypress that has options to enable/disable stuff. Share this post Link to post Share on other sites
mikey74 187 Posted April 28, 2013 hahaha I'll look into that. Ive not done anything like that sense before all the news stuff on AO lol Share this post Link to post Share on other sites
bearbison 10 Posted April 28, 2013 @Mikey74, glad to see you figured it out. Using a userconfig setup is easy to do. You could have the userconfig file as \userconfig\SBV\SBV_settings.hpp with the contents: SBV_Blinking = false; True = enabled, false = disabled. Then in the file SBV.sqf change the blinking section to be: //Blinking if (SBV_Blinking) then { [] spawn { while {alive player} do { if(cameraView == "INTERNAL") then { sleep (3 + random 7); if(cameraView == "INTERNAL") then { if(alive player) then { titleText ["", "BLACK OUT", 0.0021]; sleep ((0.05 + random 0.05) + (getFatigue player) + (damage player))/4; titleText ["", "BLACK IN", 0.0007]; }; }; }; }; }; }; Something like that should work as similar to what I used in my digital compass heading, not tested this or the script/mod yet but will get round to it :) Share this post Link to post Share on other sites
mikey74 187 Posted April 28, 2013 Tested it online.... It stays black screen on respawn for everyone but main player. Whats a good MP work around? Share this post Link to post Share on other sites