Αplion 1122 Posted August 29, 2017 12 hours ago, bloodwyn1756 said: Well it should have proper GEO LOD and It should be declared as a ship (isKindOf "ship"). I can take a look, why it does not work now. If these are the only requirements I don't know either ... I'll do some more tests and I'll come back. Thanks for reply. EDIT: I've tried again and still can't make a player stand on any of my ships while moving ... are they need also some "path lod" ? and is something might has to do with that my ships inherited from "Ship_F" class and not directly "Ship" class ? Share this post Link to post Share on other sites
bloodwyn1756 130 Posted September 25, 2017 So after testing numerous ideas (like attachTo a local object, setvelocity tricks, or doing synchronisation with a local bot object) with badbenson to improve MP synchronisation of the playerpos, he came up with the idea to use setVelocityTransformation. (Thanks again babe ) For the riding player himself nothing behaves different, but for other players he does not jump as frequently. As you can see when going slow it looks way smoother and better. The faster the vehicle drives, the more the riding player will rubberband behind. I think I will implement a speed switch for both modes at about 30km/h in an upcoming update. some minor stuff I am also working on: - less snapping e.g. falling speed - more adaptive disablecollisionwith - better mod compatibillity 3 Share this post Link to post Share on other sites
NightIntruder 710 Posted October 6, 2017 On 29.08.2017 at 11:13 AM, Αplion said: If these are the only requirements I don't know either ... I'll do some more tests and I'll come back. isKindOf returns true for ship and any its derivatives. https://community.bistudio.com/wiki/isKindOf Have the same issue with my ship addon that has GeoLOD divided due to ship's size and most of the parts inherit from "house" class. Would be better if PhysX GeoLOD was taken into account in the WMO mod since there is no size limit in this particular LOD. It'd be handy in case of large object like big ships. 1 Share this post Link to post Share on other sites
bloodwyn1756 130 Posted October 6, 2017 1 hour ago, NightIntruder said: isKindOf returns true for ship and any its derivatives. https://community.bistudio.com/wiki/isKindOf Have the same issue with my ship addon that has GeoLOD divided due to ship's size and most of the parts inherit from "house" class. Would be better if PhysX GeoLOD was taken into account in the WMO mod since there is no size limit in this particular LOD. It'd be handy in case of large object like big ships. I will have a look at this issue. Getting always the parent object should be the way to go...(also proxies) I will post a "prerelease" version in the next 2 weeks, so that you can test those issues related to your mods and post feedback. 2 Share this post Link to post Share on other sites
NightIntruder 710 Posted October 6, 2017 I'd be happy helping you with those tests, sir :) 1 Share this post Link to post Share on other sites
bloodwyn1756 130 Posted October 22, 2017 I said I am going to realese a test version, so here it is: https://drive.google.com/open?id=0B2s61UEUJqVRQ1R6dGdrYi1mbzg changes compared to the workshop version: - cleaned up code - new functions: BW_WMO_fnc_isWMOobject, BW_WMO_fnc_collision, BW_WMO_fnc_getParent (recursively, so wow) - compatibillity with attached objects - compatibillity with objects without velocity (f.e. oneachframe setpos like ATS) - less snapping/falling speed - smoother MP sync as shown in a post above Issues: I disable collision between the player and the object that is ridden, to avoid damage and death. Thats why you are able to walk through walls of big ships etc. Its not a pretty solution, so I am experimenting with sacrifical GEO LODs, that do not have velocity. Also the attached object still have collosion so you will die when you touch a hitbox of an attached wall... Second, the current system has problems with slope climbing. I am currently looking for a solution. Feel free to give any suggestions to improve this prerelease version. It now also should work with most of your mods. 4 Share this post Link to post Share on other sites
Αplion 1122 Posted October 22, 2017 I did a quick test and I saw that (look at picture below) you can stand and walk on "blue" area but not on the "red" one ... it is not even possible to stand still on the "red" area when vehicle is in move ... this stands for all of my ships including the Anzac frigate you tested (ArmA 2 import to ArmA 3). Share this post Link to post Share on other sites
bloodwyn1756 130 Posted October 22, 2017 35 minutes ago, Αplion said: I did a quick test and I saw that (look at picture below) you can stand and walk on "blue" area but not on the "red" one ... it is not even possible to stand still on the "red" area when vehicle is in move ... this stands for all of my ships including the Anzac frigate you tested (ArmA 2 import to ArmA 3). "The exact value of the limit is not yet known, but it's somewhere around 50-60 meter from the center of origin (meaning that your object can be 100m wide/long at max if it is symmetrical to the center of origin)." - LOD I think this is a problem on your side. The GEO LOD does not exist there ingame. You could split the back part of the GEO LOD into a seperate model and then attach it. Spoiler Share this post Link to post Share on other sites
Αplion 1122 Posted October 22, 2017 Thanks for the advise, I'll check my GEO LOD and I'll come back later. 1 Share this post Link to post Share on other sites
bloodwyn1756 130 Posted September 4, 2018 Update Released Changelog: - compatibillity for attached objects - compatibillity for objects without velocity. F.e. oneachframe setpos like ATS by duda (WMO_specialObjects array) - sacrifical collision with the object that is ridden - improved stability (less dying, smoother experience overall) - improved Multiplayer synchronisation when going slow (<40 km/h) Notes for Developers: - pushback (object, classname or model) to the array WMO_specialObjects makes objects compatible with WMO (f.e. when it's not kind of land/air/ship)) - pushback (function) to the array BW_WMO_enter/BW_WMO_exit executes the function when the player steps onto/leaves a WMO Object with the object as a parameter. Notes: Slopes that point into the direction the vehicle is going might cause (more then usual) stuttering. Please provide feedback to this new version. I don't think that I can improve the walk on moving stuff feature much more in Arma 3. The limit seems to be reached for me. Have fun! https://steamcommunity.com/sharedfiles/filedetails/?id=925018569 7 3 Share this post Link to post Share on other sites
sammael 366 Posted September 4, 2018 can I walk in RHS C-130J Hercules when it fly or in vanilla VTOLS ? Share this post Link to post Share on other sites
bloodwyn1756 130 Posted September 4, 2018 Just tried it and yes. But it gets tricky when the vehicle gets faster or flys too high. Armas auto halo animation cannot be disabled. 1 Share this post Link to post Share on other sites
sammael 366 Posted September 4, 2018 22 minutes ago, bloodwyn1756 said: Just tried it and yes. But it gets tricky when the vehicle gets faster or flys too high. Armas auto halo animation cannot be disabled. I remember years ago RHS have a nice script for that in their C-130 Share this post Link to post Share on other sites
Mickyleitor 183 Posted September 22, 2018 It works impresively well on the BAM from the FFAA MOD, congrulations. I should edit the scripts in order to support this in case users active this addon with the FFAA MOD..https://i.gyazo.com/0a7d8abb6e71169ef422dd8c8a9c30ca.mp4 1 Share this post Link to post Share on other sites
0Y0 788 Posted October 18, 2018 I have a problem. With ACE when I am on vehicles, fatigue begins to fall very fast. It does not matter the vehicle is moving or not. This is normal?) Share this post Link to post Share on other sites
bloodwyn1756 130 Posted October 19, 2018 16 hours ago, 0Y0 said: I have a problem. With ACE when I am on vehicles, fatigue begins to fall very fast. It does not matter the vehicle is moving or not. This is normal?) Maybe the ace guys calculate their fatigue by checking the distance traveled? I guess this can be disable somehow but I'm not familiar with their scripting features. Share this post Link to post Share on other sites
0Y0 788 Posted October 19, 2018 6 hours ago, bloodwyn1756 said: Maybe the ace guys calculate their fatigue by checking the distance traveled? I guess this can be disable somehow but I'm not familiar with their scripting features. When vehicle is not moving, effect is the same) 1 Share this post Link to post Share on other sites
AirShark 147 Posted May 31, 2019 hello; I think on of the game updates broke your mod picture: https://imgur.com/zIKZUpd Share this post Link to post Share on other sites
bloodwyn1756 130 Posted May 31, 2019 4 hours ago, AirShark said: hello; I think on of the game updates broke your mod picture: https://imgur.com/zIKZUpd I think its not breaking anything significant, but Ill take a look.Thanks. Share this post Link to post Share on other sites
AirShark 147 Posted June 6, 2019 there is an issue with WMO.. when climbing vehicles and get down you can actually get through them pictures: https://imgur.com/xjoF1dbhttps://imgur.com/gjUQbYQhttps://imgur.com/rqkqoHqhttps://imgur.com/WVtEt6Zhttps://imgur.com/VKgG1UQhttps://imgur.com/yBJC4tthttps://imgur.com/sX3bG6Dhttps://imgur.com/q5J2SxJ Share this post Link to post Share on other sites
bloodwyn1756 130 Posted June 7, 2019 Yes thats because I disable the collision with the vehicle so that the player doesnt die. But I enable the collision again after getting off the vehicle. Maybe there is a problem there. Are you using any mods that could interfere with WMO? Share this post Link to post Share on other sites
AirShark 147 Posted June 7, 2019 9 hours ago, bloodwyn1756 said: Yes thats because I disable the collision with the vehicle so that the player doesnt die. But I enable the collision again after getting off the vehicle. Maybe there is a problem there. Are you using any mods that could interfere with WMO? nope, i tried it even without mods only (CBA) pictures: https://imgur.com/A7JgnQt https://imgur.com/oTsLFFd https://imgur.com/S5nivPZ Share this post Link to post Share on other sites
XOSPECTRE 40 Posted June 8, 2019 Hello there Is this possible to use on uss liberty attached to other ship I mean I attach liberty to assault boat with minigun to make liberty movable and wondering if I can walk on its deck Share this post Link to post Share on other sites
bloodwyn1756 130 Posted June 8, 2019 13 hours ago, XOSPECTRE said: Hello there Is this possible to use on uss liberty attached to other ship I mean I attach liberty to assault boat with minigun to make liberty movable and wondering if I can walk on its deck Yea it should be. Take a look at the last changelog. The liberty probaply has an okay geometry lod. 1 Share this post Link to post Share on other sites
stburr91 1005 Posted June 8, 2019 21 hours ago, XOSPECTRE said: Hello there Is this possible to use on uss liberty attached to other ship I mean I attach liberty to assault boat with minigun to make liberty movable and wondering if I can walk on its deck Sorry to get off topic, but how do you attach the USS Liberty to an assault boat? Share this post Link to post Share on other sites