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Magazine simulation: Open-source mod for magazines simulation in ARMA3.
Adds authenticity to long firefights, feel and overall visuals.

 

Short description: Using BIS' super-simple objects method mixed with various SQF code tricks, decals will stay persistent throughout mission time without affecting server and client FPS, it is a lightweigh addon; assuring very low network traffic and performance impact zero-to-none.

 

Source Code

https://github.com/the0utsider/mag-drop

 

Steam Workshop link

https://steamcommunity.com/sharedfiles/filedetails/?id=1373715042

 

*Requires CBA

 

 V1.26 - 04-25-2019;
  - Added: Extended debug options (CBA settings)
  - Tweak: Simulation improvements

Now you can disable default P3D getter method of simulate mag mod when things don't go as expected (weird placement / rotation of spawned magazines etc):

You add "author" name located in magazine's cfg; then add this using CBA option, this will force mod to use generic magazine p3d model for those authors' magazines.

example - 1A

 

If you don't want to mess with config viewer, you can enable debugging option. When you reload a magazine with this option enabled, author name will be copied to clipboard.

example - 1B

 

 

mod video (long, artistic version)

 

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Dunno which is better.  The mod or the Tchaikovsky. concerto. :don8:  

 

Good job, BTW

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hey thanks for feedback guys.

here is a small update

 

- Fixed: Player spawning particle simulation before hitting reload keybind
- Added: switch for detecting 'reloadmagazine' action for human controlled units
- Added: sound simulation and 7 different sound samples
- Tweak: positional sound effect below unit using modelToWorldVisualWorld and playsound3d commands

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update!

V1.23alpha - 04-04-2019 changelog:

 

- *NEW*: Persistent decals throughout mission time
- *NEW*: Using BIS' super simple object method to simulate dropped magazines
- *NEW*: Rewritten code and functionality for better simulation and efficiency
- *NEW*: particleSource detection and protection method (no more flying mags)
- Added: CBA WaitUntilAndExecute to improve mod performance
- Fixed: Red Hammer Studios' mods working again
- Fixed: models now stand on correct alignment on surfaces 
- Fixed: Multiple particle source's being stacked on model 
- Fixed: Soldier randomly spawning magazines is fixed for good
- Tweak: sound emission max hearing range decreased to 30m
- Tweak: Particle3D simulation weight and air friction adjusted
- Tweak: attachTo model memory points

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kind of a hotfix
  - Fixed: Mod not working on RHS class soldiers now fixed
  - Fixed: Magazines spawning random bug is gone for good
  - Tweak: Model getter method: All CUP and RHS weapons now fully working.
  - Added: Now using CBA ClassEventhandler method: improved compatibility
  - Added: Boolean for shooting from vehicle (mag simulation won't happen while shooting from offroad etc)

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UPDATE

- *NEW*: CBA options implementation
- Added: More error checking to deal with random situations
- Tweak: Muzzle event handler for 'rifle' and 'pistol' class (less overhead)

 

CBA Options: Some magazines don't have proper P3D models defined, or they have weird models rather than a magazine model. Causing bad rotation on ground, etc.

Now you can disable default P3D getter method of simulate mag mod when things don't go as expected.

BW-Mod for instance doesn't have proper p3d models for its magazines and this causes weird placement / rotation of spawned magazines.

You can add / find  "author" name located in magazine's config; then add this using CBA option, this will force mod to use generic magazine p3d model for those authors' magazines. (xcuse for grammar).

 

Also MP scenarios throughly tested on DS and on Listen server, I can say there were no errors, glitches, duplication of stuff, etc. Globals and locals are throughly tested.

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