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Zabuza

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Everything posted by Zabuza

  1. Zabuza

    Splendid Smoke

    I'm unsure if the AI really behaves this way atm. I think if they already know where you are then they keep doing some 'blindfire' (in the video I was not spotted before running through the smoke). However I have not tested this nor can I influence the behavior of the AI in this case. Yeah, I was surprised too. I think its because of the particle files. They are bigger then the actual 'painted area', the AIs sight is blocked by the particle dimensions itself, not by the actual painted area. Probably the only fix is to create a cropped version of the 3D-file. Good to know! What do you mean with 'smoke shells'? Do you mean the shells from the artillery and mortar? If yes, modded variants or the vanilla stuff? I thought I already support them, but honestly I've not tested it.
  2. Zabuza

    Splendid Smoke

    To my astonishment someone of the ACE-Team just told me that they are working on a module called ACE-Particles. It also includes a similar effect than I achieved with Splendid Smoke (and also lots of other particle reworks). However it is not ready for the stable release of ACE yet, but will be soon. As ACE-stuff really is some professional stuff - I'm looking forward to the release of ACE-Particles. Until then (who knows when 'soon' is), I'm glad we now have Splendid Smoke.
  3. Zabuza

    Splendid Smoke

    I think so, at least I did nothing more than to say 'particle is sight-blocking'. The rest, the AI behavior, is from the engine. Thanks for the suggestion. I've wrote it down for next versions TODO-sheet. I'd like to hear more ideas what this mod should or can include in the future. And what other effects should be improved and how. In the current version (1.0) this only includes the smoke of smoke grenades. Are you talking of this burning barrels, I may also include them for a next version. Sadly this mod will not improve your performance over the performance you get with vanilla. The particle amount and their lifetime (biggest factors) remain the same. However, if you're using other visual mods, like Blastcore, chances are high that they improve the particle amount for better effects. You may try to remove those kind of mods. You nail it, the order of loading the mods is important. You'll get the same size and movement-pattern of particles. However I think BC changes the particle data itself, so it may be possible that it looks awkward. If so, call back and I'll provide a patch.
  4. Zabuza

    Mighty GAU-8/A Avenger

    That is because we do not support this variant (at the moment). A page before (page 8) another user already mentioned that problem and I described how to add support.
  5. Zabuza

    Mighty GAU-8/A Avenger

    Does it sound like this: https://youtu.be/tVrnyoUIY1I?t=58s If not, can you record it? Well, I have no clue why it now sounds so weird. It seems ArmA has changed something in the sound engine, if someone knows how to fix - message me, please :)
  6. Zabuza

    Mighty GAU-8/A Avenger

    It's the same as with the other RHS aircraft: https://github.com/ZabuzaW/MightyGau-8Avenger/blob/master/%5Ctrunk/source/AlZab_mighty_gau8_rhs_a10a/config.cpp Line 8: Add the pbo where RHS_A10_AT is inside Line 5 & 19: The classname of what you want to override: RHS_A10_AT Line 21: Copy & Paste the content of weapon[] that RHS_A10_AT has by default, you can find it with ArmA's Config Viewer. Ensure it contains Gatling_30mm_Plane_CAS_01_F, which is the GAU-8. Line 29: Same here, Copy & Paste the default content of magazines[]. Then, which is the critical part, replace the default magazine of the GAU-8 with our modified version: 1174Rnd_GAU8_30mm_Plane_CAS_01_F That's it, pack it as pbo and you're good to go :)
  7. Zabuza

    Mighty GAU-8/A Avenger

    "Now", it does use some custom FX but we have not changed anything there since day 1 of this mod. I can not imagine how there could be an incompatibility issue with BC as we are defining our own FXs and not using other, existing FX, that could also be used by BC. This mod is open source, you can see the FX section here: https://github.com/ZabuzaW/MightyGau-8Avenger/blob/master/%5Ctrunk/source/AlZab_mighty_gau8_avenger/config.cpp#L267 Can you name the problem more specific? Can you still reproduce it just with BC and our mod loaded? Does it not occur only with BC, when you do not load our mod?
  8. Zabuza

    Mighty GAU-8/A Avenger

    No problems here. What are you trying to do? The RHS-pbo inside our mod adds support for the aircraft with class name RHS_A10. If RHS now has multiple A-10 or has changed the classname to something different, then this pbo obviously won't apply to your other aircraft. You may create your own support-pbo (read the thread, it is described somewhere here). I'm not familiar with the RHS aircrafts, are there now multiple A-10? On my end, it's working fine. Can you start ArmA only with our mod to see if maybe another of your mods breaks the sound?
  9. Zabuza

    Mighty GAU-8/A Avenger

    You're welcome, thanks for the heads up on the bug :)
  10. Zabuza

    Mighty GAU-8/A Avenger

    Well, at least I didn't change it! Maybe ArmA changed some stuff how sounds sound. The soundfile itself is the same as it was at day 1.
  11. Zabuza

    Mighty GAU-8/A Avenger

    Mhhh. Alexus seems to be a bit slowly :D You may just download it from GitHub until he edited the thread ;) https://github.com/ZabuzaW/MightyGau-8Avenger/releases/tag/v2.0 (download the AlZab.zip)
  12. Zabuza

    Mighty GAU-8/A Avenger

    The bug was fixed. The patched version (2.0) will be uploaded once I've signed everything and Alexus uploaded it (give us 1-3 days). Note that every pbo was changed with this update, so if you're using our addons to also support other planes, make sure to also update this pbo. Or simply just fully replace your content with the new version. Also note, if you made your own addons for using our mod with aircrafts that we do not support, make sure you add "A3_Air_F_EPC" to the requiredAddons variable of your mod. Details: The ArmA guys seem to have moved the A-10 from the pbo A3_Air_F to A3_Air_F_EPC with the EDEN Update. Our mod only had the old and not the new pbo in the requiredAddons variable. This variable ensures that the mod only gets loaded after the required mods. Because of that our mod was loaded before the vanilla A-10, thus the later loaded A-10 overrode some of our values. Resulting in the aircraft having the vanilla magazines but the weapon wanting our modified magazines. Thus, no ammo :) For example, the required-section for the RHS support now looks like this: The change is highlighted.
  13. Zabuza

    Mighty GAU-8/A Avenger

    Didn't knew that, we'll work an that and call back once it's working again. PS: Try to PM me next time, had no clue that there where problems :D
  14. Zabuza

    Mighty GAU-8/A Avenger

    Currently we do not add support for other mods nor update broken support, vanilla A10 and RHS A10 still work fine and they are the most important for us. However you can just take a look into the other patches, it's pretty easy to create one by yourself if you are at least on a beginner level. For example this is the patch for the RHS_A10: Just 3 steps: 1. Make sure the mod to patch gets loaded before the patch (line 8). 2. Add the weapon to the planes weapon list (line 22), copy the original weapon list and exchange the GAU. 3. Add the magazine to the planes magazine list (line 36), copy the original magazine list and exchange the GAU magazine. All you need is a PBOManager, Text-Editor and the ArmA-Config-Viewer, good luck :)
  15. Zabuza

    Blastcore: Phoenix 2

    Looks like BC uses models together with a tracer size of ~0.2 where ACE changes this to 1.1 which makes the tracers waaaaaay bigger than they should. Achieving that BC gets loaded after ace_ballistics fixes the issue so adding "ace_ballistics" to the requiredAddons[] of BCTracers does the trick. Before/After fix:
  16. Zabuza

    Blastcore: Phoenix 2

    Thanks for the heads up :)
  17. Zabuza

    Blastcore: Phoenix 2

    Having issues with the current version of ACE. Tracers are ... well they are messed up. Anyone having a fix already?
  18. Zabuza

    Mighty GAU-8/A Avenger

    ArmA has a particle limit. Increasing the sparks results in reaching that limit pretty fast which has side effects like not rendering other particles (smoke from smoke grenades get removed etc.). The dust can be created using few particles that move and get bigger. The visual effect of the real counterpart heavily depends on the underground. If your shooting on sand or dirt it will create dust clouds that reach about 6-10m. On other underground like street, metal, concrete it will propably also spark a lot. Anyway, thanks for your hint! :)
  19. Zabuza

    Blastcore: Phoenix 2

    BC2 also modifies the tank smoke grenades but it works well.
  20. Zabuza

    Mighty GAU-8/A Avenger

    Hey guys! Small but (for us) a needed upgrade: 1.9: - added lockability of laser targets Alexus will upload the new file in a short (probably tomorrow). Thanks again for your feedback! Another thing, a friend (SzwedzikPL) currently tries to pull us (slightly modificated) into ACE. Heres the link: https://github.com/acemod/ACE3/pull/1976 Cheers, Zabu
  21. Zabuza

    Blastcore: Phoenix 2

    I leaved that part as it was before in BC: "blockAIVisibility=1;" So if ArmA-engine keeps its promises it will block AI visibility (if it runs on the server I think).
  22. Zabuza

    Blastcore: Phoenix 2

    Here are some changements to get the smoke grenades going again: Diff-Snippet from SmokeCS/config.cpp: http://pastebin.com/nhrG5LP6 (original values in comments) Result:
  23. Zabuza

    Blastcore: Phoenix 2

    Hey guys, does anyone of you have an older version of BC where the smoke of the smoke grenades spreaded all around the place instead of being such small? The best would be the newest version where it worked. The problem is in the SmokeCS.pbo (you can leave that pbo out to have full BC but with vanilla smoke grenades). Probably we need only a few changes here: I'd like to diff the problematic files to see what needs to be changed. Greets
  24. Zabuza

    Mighty GAU-8/A Avenger

    Hey Mandilion, please be sure you integrated the extra support pbo for the RHS A-10A according to the readme file. If you only add the standard pbo of our mod only the A-164 will be supported. Hopefully this will fix your problem because I can hear the sound also in the A-10A :) And please check your version. If you have a lower version than 1v8 it could be possible that your RHS A-10A support is outdated.
  25. Zabuza

    Mighty GAU-8/A Avenger

    The new version of RHS changed some classnames. We updated our support for the RHS A-10A with v1.8 so v1.7 will not work with current RHS versions but v1.8 will. Our Gau8 should automatically apply to A-164s you spawned via Zeus, this should also apply to the Zeus-CAS-Strike-Module.
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