kremator 1065 Posted June 18, 2014 There is a vault mod already out there. I can't remember the name of it, but I have it buried in my @alwaysuse modfolder. When running (and with enough stamina) V makes you do a running jump/vault. Share this post Link to post Share on other sites
Redphoenix 1540 Posted June 18, 2014 Very neat addition, but I suggest one thing: Create a custom animation for climbing. Holstering your weapon, climbing and then unholster it takes a ton of time. Share this post Link to post Share on other sites
taumargin 13 Posted June 18, 2014 (edited) The vaulting mod is Dynamic movement Gole/ Das Attorney. I tried this yesterday mapped to the same key as L_Climb. I found that both Climb (double tap) and Vault (tap v when running) worked well together but I could no longer do the traditional scissor kick step over. I could climb up on to Hesco's and drop down with Dynamic's descend feature quite nicely. But I would imagine they'd work best together when mapped separate? ps I actually find the first version of dynamic movement worked more freely. See thread http://forums.bistudio.com/showthread.php?173138-Dynamic-Movement-Descend-in-Style ps another very usefull mod LAxemann Thanks again Edited June 18, 2014 by taumargin Share this post Link to post Share on other sites
laxemann 1673 Posted June 18, 2014 @Vault addon, there is one from ProGamer and I think it's very neat, should work just fine with Climb. :) Download. I honestly don't see the need to implement a feature that many other mods already implemented. Very neat addition, but I suggest one thing:Create a custom animation for climbing. Holstering your weapon, climbing and then unholster it takes a ton of time. Unfortunately, I have no idea of animating stuff and I never even touched 3d modeling software. That said, I tend to have too many hobbies and adding another one might blow up my head. So, if there's anyone who is able to do new nice climbing animations, go ahead. I'd need different animations for each selected weapon + different ones for at least two heights (above belly/below belly). Also, a friend of mine who's working on CMS might get a chance to do stuff in a mocap studio but that's future stuff. And as for the time it takes: Even though it isn't pretty, I really like the time it takes at the moment. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted June 18, 2014 Thanks a tons dude! :) I had a look and I couldn't replicate the issue..I turned off the double tap work around first and tried it but combat pace toggle (and the 'hold' version) all worked without issue For reference this was my modified keyhandle.sqf private "_climbhandled"; _key = _this select 0; // The displayeventhandler hands over the pressed key _shift = _this select 1; _climbhandled = false; // "handled" is used to tell the handler if everything was handled. We set it to false first if ((_key == L_Climb_Key) && (_shift)) then { _climbhandled = true; // It was the right key so it's "handled" L_canClimb = false; // ... so we disable the climbing while it ... [] spawn L_fnc_climb_main; // ... executes the main function }; _climbhandled; // Returns the bool to the displayeventhandler Share this post Link to post Share on other sites
laxemann 1673 Posted June 18, 2014 I had a look and I couldn't replicate the issue..I turned off the double tap work around first and tried it but combat pace toggle (and the 'hold' version) all worked without issueFor reference this was my modified keyhandle.sqf private "_climbhandled"; _key = _this select 0; // The displayeventhandler hands over the pressed key _shift = _this select 1; _climbhandled = false; // "handled" is used to tell the handler if everything was handled. We set it to false first if ((_key == L_Climb_Key) && (_shift)) then { _climbhandled = true; // It was the right key so it's "handled" L_canClimb = false; // ... so we disable the climbing while it ... [] spawn L_fnc_climb_main; // ... executes the main function }; _climbhandled; // Returns the bool to the displayeventhandler Haha, the workaround wasn't the double tap but having to press shift :D Try removing && (_shift) and it shouldn't work anymore :/ Share this post Link to post Share on other sites
Kerc Kasha 102 Posted June 18, 2014 Haha, the workaround wasn't the double tap but having to press shift :DTry removing && (_shift) and it shouldn't work anymore :/ Ohh I've been looking for the wrong problem haha. Well that makes the issue more obvious. This works: keyhandle.sqf private "_climbhandled"; _key = _this select 0; // The displayeventhandler hands over the pressed key _shift = _this select 1; if ((_key == L_Climb_Key)) then { [] call L_fnc_climb_inputcheck; } else { false }; inputcheck.sqf if (isNull player) exitwith {}; // Don't do stuff in case the player isn't "there" if ((vehicle player) != player) exitWith {}; // Also don't do stuff if the player is inside a vehicle if (!(L_canClimb)) exitWith {}; // _Also_ don't do stuff if the player is currently climbing // The next part might be hard to understand; We want the button to be pressed twice // so we ... L_climbThreshold = L_climbThreshold + 1; // ... increase the variable by one if (L_climbThreshold == 2) then // If the variable is two the button has been pressed twice already... { L_canClimb = false; // ... so we disable the climbing while it ... [] spawn L_fnc_climb_main; // ... executes the main function L_climbThreshold = 0; // Oh, and the threshold variable is set to 0 again true; } else // If the button was only pressed once so far... { [] spawn { sleep 0.3; // Wait 0.3 seconds, giving the player enough time to double-tap if (L_canClimb && L_climbThreshold > 0) then { L_climbThreshold = L_climbThreshold - 1; }; }; false; }; Only issue is that the first tap will always use in engine execution but I don't think there's a way around that Share this post Link to post Share on other sites
laxemann 1673 Posted June 18, 2014 Just tried it... DUDE! That's awesome! Thank you so much! :) So, the problem was that I didn't return anything in the inputcheck? Or did I get something wrong here? Anyway, thank you mate! Will be updated in the next version, hopefully with the new features. :) Share this post Link to post Share on other sites
heyvern69 22 Posted June 18, 2014 The problem with other "vault over" mods is that it can't be mapped to the same key as the "step over" command. But if it's not your thing . . . no biggie. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted June 18, 2014 Just tried it...DUDE! That's awesome! Thank you so much! :) So, the problem was that I didn't return anything in the inputcheck? Or did I get something wrong here? Anyway, thank you mate! Will be updated in the next version, hopefully with the new features. :) Kinda, the main issue was _climbhandled was always returning true whenever the key was pushed and didn't account for the fact that it was pushed twice so I moved the bool to input check and made it so it only returned true on a double tap Share this post Link to post Share on other sites
laxemann 1673 Posted June 19, 2014 Kinda, the main issue was _climbhandled was always returning true whenever the key was pushed and didn't account for the fact that it was pushed twice so I moved the bool to input check and made it so it only returned true on a double tap Ohh, I get it - thanks for the explanation! :) Share this post Link to post Share on other sites
nozomunz74 10 Posted June 19, 2014 great! this is what we were waiting for since arma1 was released! XD Share this post Link to post Share on other sites
james_manring 1 Posted June 20, 2014 Would you consider adding some kind of grappling hook feature to this in the future that enables climbing to higher rooftops? Share this post Link to post Share on other sites
laxemann 1673 Posted June 21, 2014 Would you consider adding some kind of grappling hook feature to this in the future that enables climbing to higher rooftops? Not planned since very complex, but I'm currently implementing a feature to push another player up so he can reach higher places. The then can help you up and tada, you're good :) Share this post Link to post Share on other sites
laxemann 1673 Posted June 21, 2014 Alright, there we go, a first MP test of helping eachother out! Share this post Link to post Share on other sites
james_manring 1 Posted June 21, 2014 (edited) I think I might be in love. If you are familiar with the buildings used on ArmA 2 maps and could make sure that this new buddy feature works well with the typical single story building heights that would be awesome. The group I play with has a tide mod and the ability to get on top of buildings to be picked up by a helicopter in a flood would be invaluable. Edited June 21, 2014 by James_Manring Share this post Link to post Share on other sites
laxemann 1673 Posted June 22, 2014 I think I might be in love.If you are familiar with the buildings used on ArmA 2 maps and could make sure that this new buddy feature works well with the typical single story building heights that would be awesome. The group I play with has a tide mod and the ability to get on top of buildings to be picked up by a helicopter in a flood would be invaluable. Hey mate, the 1 storey buildings in e.g. Agia Marina have a height of around 5-6meters, that's a bit high. :P The maximum height you'll be able to push/pull someone up will be around 3-3.4m, which already is pretty damn high. Share this post Link to post Share on other sites
Von Quest 1162 Posted June 22, 2014 Finally got the vid to work so I could see it. Super slick, man. Far out! Share this post Link to post Share on other sites
laxemann 1673 Posted June 24, 2014 After some more work I can proudly update my roadmap: • First release with basic functionality (Yup) • Add the possibility to push another player on top of higher places (Awwwyeaaah) • Add the possibility to pull another player on top of higher places (Oh yes, it freakin works!) I'll look into it again tomorrow and if everyhting goes well, you'll get the new version within the next two days! Here's another video showing off both features during MP testing: The cool thing: You don't need any more keys, everything is completely context sensitive. There are three options: • Double-tapping the climb button when having an obstacle to climb on/over in front of you results in climbing over it • Double-tapping the climb button while looking at another player while you're on a higher position than him will send him an offer to get pulled up • Double-tapping the climb button while looking at another player while you're on ~ the same height as him will send him an offer to push him up the ledge behind you (if there is one). I hope some of you are looking forward to it! :) LAxe Share this post Link to post Share on other sites
kremator 1065 Posted June 25, 2014 Anyone finding a conflict with MCC? I seem to get a error about /ladders not being in scope or something. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted June 26, 2014 Anyone finding a conflict with MCC? I seem to get a error about /ladders not being in scope or something. I have this error too and "init player" hint... are those a conflict with MCC? Anyway, its just a pop up error, doesn´t cause issues with saved games (NLSG issue) nor disables one or the other, but it would be good to get rid of error messages of course! Share this post Link to post Share on other sites
laxemann 1673 Posted June 26, 2014 (edited) Anyone finding a conflict with MCC? I seem to get a error about /ladders not being in scope or something. I just started it together with MCC and got no errors at all, so if there was a conflict (can't imagine tho :P) it's most likely "fixed" in the new upcoming version. :) Edited June 26, 2014 by LAxemann Share this post Link to post Share on other sites
kremator 1065 Posted June 26, 2014 Cool. Will try it out later on today and report back. Share this post Link to post Share on other sites
laxemann 1673 Posted June 26, 2014 Now, if you can just make it's companion add-on: Throw! (So I can throw my rocket launcher over the wall, and then climb over. Hahaha.) Should be done, just gotta test in in MP :) Share this post Link to post Share on other sites
james_manring 1 Posted June 27, 2014 Hey mate, the 1 storey buildings in e.g. Agia Marina have a height of around 5-6meters, that's a bit high. :PThe maximum height you'll be able to push/pull someone up will be around 3-3.4m, which already is pretty damn high. That is why I mentioned ArmA 2 Buildings. There are many ArmA2 maps that are able to be used on ArmA3 with A3MP or All-in-Arma. Many of the village buildings for the middle east or africa, especially community made ones, are much lower in height and logically could use a buddy system to put men on the roof. I think they will be within the 3-3.4m range but wanted to make sure you had considered those in your testing. Share this post Link to post Share on other sites