Acriax 10 Posted September 1, 2013 Hi, I'm attempting to create a small mod with jetpacks. Problem is, whenever the player gets above 100m up, HALO mode turns on, making him agile like a brickfilled bathtub. I've tried overriding bis_fnc_halo like so: bis_fnc_halo = compile preprocessFileLineNumbers "fn_halo.sqf"; That made calling "[player] spawn bis_fnc_halo;" from the debug console do nothing, but if I get above 100m I still get halo mode. I've also tried inheriting cfgMoveBasic and cfgMoveMaleSdr and replacing all the poses inside class ParachuteFreeFall : NoActions with the sub-100m fall-pose (AfalPercMstpSrasWrflDnon). Nothing seems to work. I've looked all over, but can't find where it checks if the player is above 100m and enables halo mode. If someone could offer some insight into this matter, that'd be awesome. Thanks! Share this post Link to post Share on other sites
Acriax 10 Posted September 1, 2013 I managed to override the animation states, so now I can atleast aim and fire etc above 100m, but the unit still changes his handling, so strafing gets disabled, adds altimeter and radial blur. Can all the official arma 3 functions, vehicles etc. be located in the Arma 3 addons and dta-folders as .pbo's, or is there stuff "hidden behind the curtains" so to speak, that we can't access (yet)? If I were able to unrap all the official files and convert the config.bin to .cpp's, I'd probably be able to find the logic for auto halo jumps pretty quickly using sublime texts find in files feature (given that it actually is specified in any of those). Is there any tool to unrap and convert the bins automatically? Share this post Link to post Share on other sites
incarnum 1 Posted September 8, 2013 Bump, also would like this resolved. Share this post Link to post Share on other sites
scorch_052 127 Posted March 21, 2014 Im assuming you guys never found a solution to this. Really need to be able to disable this. Share this post Link to post Share on other sites
MitchTWC 10 Posted March 22, 2014 Im assuming you guys never found a solution to this. Really need to be able to disable this. Apparantly some guy called Goblin has done so, but he won't tell anyone how until he releases his Halo script thing. Personally I don't think he has solved it yet, hence his refusal to share the info, I've spent AGES trying to stop this 100m halo stance from happening. Share this post Link to post Share on other sites
Von Quest 1163 Posted March 29, 2014 Apparantly some guy called Goblin has done so, but he won't tell anyone how until he releases his Halo script thing. Personally I don't think he has solved it yet, hence his refusal to share the info, I've spent AGES trying to stop this 100m halo stance from happening. Never disabled animations or used configs. (for my HALO setup anyway) All I did was put players into the faux-flying C-130 and let them walk around so they can Jump out the back. As far as "sharing", there is nothing to share. Teleporting players around is an old and common practice. (or no?) I'm guessing you guys are talking about some other type-of-project? setPos, setvectorUP, vectorDir, disableSimulation, etc. Share this post Link to post Share on other sites
colinm9991 20 Posted April 1, 2014 Where do i go about learning arma 3 altis life map editing Don't hi-jack threads, this has absolutely nothing to do with the original post. If you must know, then all you have to do is DePBO the Altis Life mission from your "%Userprofile%\AppData\Local\Arma 3\MPMissionsCache" Share this post Link to post Share on other sites
H229Accord5LX 10 Posted April 1, 2014 im sorry i didnt know i am new Share this post Link to post Share on other sites
scorch_052 127 Posted May 5, 2016 2 years later and still not fixed. FFS Share this post Link to post Share on other sites
Jackal326 1181 Posted May 5, 2016 2 years later and still not fixed. FFS What exactly are you trying to accomplish? If, like Von Quest its simply to put guys into the fake C130 or similar, isn't it just a case of getpos/setpos'ing the player(s) into position and then performing an empty switchmove to reset the animations? Share this post Link to post Share on other sites