KiTooN
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Everything posted by KiTooN
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G.O.S Quick Mount is a simple but very useful scripted system allowing the players to intuitively and quickly mount vehicles, and while not perfect, it allows further improvements to to accomodate any groups. A lot of players in our community (and around the whole Armaverse) make mistakes because of the confused Action Menu while trying to get in vehicles (wrong seat is selected, charges are set, inventories are open, etc..). It can sometimes become critical, if charges are detonated, or a vehicle is immobilized due to precious time being lost in a process that should be as simple as getting in your car in real life. To avoid this, we developed a simple one-key system dedicated to get in and get out of vehicles, which completely bypasses the Action Menu, although the usual get in actions are preserved in case of malfunctions. All you have to do now is hold a key, walk up to the white line and that's it, you're in ! 1. Technical Description The system is based around a HOLD key, assigned to Get Out (Common keys, default - V). Once held, the player points at the vehicle he wants to get into, and the system shows which seats are available and where to advance himself to start getting in. Once in, to dismount, press V again, or to eject, press Vx2. The system uses the script command action to mount vehicles. The entry points are based on the memory points of the selected vehicles, and verify if the selected seat is empty, the vehicle is not enemy. If the base memory points are overlapping, the player will always get in first as Driver/Pilot, Gunner, Commander and finally Cargo. In case the get in points are cannot be reached (too high, too low, inside the vehicle), config values are available for each type of seat. 2. How To Use All you have to do is make sure your Get Out key is assigned. Remember, if you choose to let it on V, you need to reassign Get Over key to something else (like Vx2). Once ingame, press and hold your Get Out, get close to a vehicle and point at it to see the available seats. Once a seat chosen, walk to the vertical line to initiate boarding. To get out press the key again (engine native get out function) or Vx2 if you assigned an Eject key. Once out, you can use the system again. That's it ! No useless scrolling, no waiting at the door of the vehicle, everything is quick and painless. The HOLD key avoids any accidental boarding while moving around the vehicle. You can also use the custom key assignement User Action 10 instead of Get Out if you're really not into modifying existing keybinds. 3. Modding Any vehicle can have it's own get in points in case you are not satisfied with the default memory points. All you have to do is find a relative position to the vehicle (use modelToWorldVisual), then use the following parameters : class CfgVehicles { class MyVehicle { GOS_QM_DriverCustom[] = {{0,1,2},{1,2,3}}; // Allows multiple entry points GOS_QM_CargoCustom[] = {{0,1,2},{1,2,3}}; // Allows multiple entry points class Turrets { class MainTurret { GOS_QM_GunnerCustom[] = {1,2,3}; // Allows a single entry point per turret GOS_QM_CommanderCustom[] = {2,3,4}; // if the turret has subsequent turrets, this point is used }; }; }; }; GOS_QM_DriverCustom : Entry points for driver/pilot. Must be in the vehicle root class. GOS_QM_CargoCustom : Entry points for cargo. Must be in the vehicle root class. GOS_QM_GunnerCustom : A single entry point for the turret. Must be in the turret class. Only a single point is allowed for performance reasons. GOS_QM_CommanderCustom : A single entry point for the subsequent turrets of the selected turret. Only a single point is allowed for all subsequent turrets, for performance reasons. If possible, when using custom entry points, disable the preciseGetInOut config parameter for better visual integration. 4. Script variables GOS_QM_DetectDis : At which distance the system starts detecting a vehicle is pointed, and drawing the get in points. Default, 30 meters. GOS_QM_Height : At which height from the get in point will the icon be drawn. Default, 1.6 meters. GOS_QM_MountDis : At which distance from the entry point the player is considered to be close enough to start boarding. Default, 0.65 meters. GOS_QM_OVERRIDE : Set this variable to FALSE to shutdown all scripts from the GOS_QM. GOS_QM_getInPoints : Shows all current available entry points. Do not modify this variable, it gets overriden by a loop on each frame. 5. License You can freely modify, delete, or add to any part of this addon without the need to notify me, as long as you mention the original author, G.O.S KiTooN in the credits. Feel free to add the config values for default vehicles in case you find any inappropriate entry points for your content. Feel free to publish and share this mod anywhere you like. 6. Download Link : https://dl.dropboxusercontent.com/u/42110053/%40GOS_QuickMount.rar
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Simple and efficient, I like it ! No more flying back to base after taking 3 AA missiles. Gives you a reason to eject too, which is awesome !
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
KiTooN replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
I very much welcome this feature, but I think it lacks some key materials to accomplish its combined RWR/Radar role a bit more authentically, it lacks some specifics : - Target specifics, to better identify threats. For example, a ZSU or BUK are both equipped with radar so they'll both show up on this RWR, but while a ZSU can be approached to less than 3km, a BUK will shoot down its target at more than 8. Radar type can easily be identified using simple symbolics, like ZU for Tigris, CH for Cheetah, etc... and will allow the pilot to prioritize targets (which is a lot more useful for SEAD missions). A simple resolution to this issue would be to use a default icon per vehicle class if undefined, but if a custom icon is defined, use it instead, and use color to identify if it's friendly, ambiguous or enemy. Not too complicated programming-wise (I hope), but it would help to simulate a real RWR. - Range specifics, current weapon max, min, eff range in real time according to the target. It would definitely help for BVR to know your weapons characteristics a bit better, especially when coming from far away and to know when best to fire. It adds up a little spice, because it is always best to fire at efficient range instead of max, but it also exposes the platform to enemy fire. - Scan specifics. Currently, it looks like the sensor scans everything at once (which is good for phase array radars, but inadequate for ZSU-like pulse antennas). - Scan/Lock mode. Currently, it appears to be a combined scan and lock mode. In AA platforms like the Tunguska, it is adequate, but in a ZSU there's only a single dish capable of either scanning or locking. It would be a nice feature to separate scan and fire radar to simulate more complex systems like the S-300, or simple systems like a radar-equipped Vulcan or a ZSU. - A distinction between flashed, locked and missile fired. Similar to the previous note, it allows the pilot to know when you are being pinged by an enemy radar (possibly seen, I can see the enemy radar although I'm not sure if it sees me), locked by it (totally seen, I've been selected as a target by the enemy) and engaged (I'm in weapons range, if I don't attempt evasive maneuvers, I'll be toasted soon). A simple resolution would be a 3-state system pinged/locked/missile fired (instead of the 2-state current one : locked/missile fired). Definitely a must-have for SEAD missions and simulating stealth aircrafts. Although I'm asking for more, I'm totally in love with the stuff you've done so far, keep it up !- 957 replies
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I see, there's an error in the documentation (fixed by now), the arrays weren't stored properly (using brackets instead of braces). Try like this : GOS_QM_DriverCustom[] = {{0,1,2},{1,2,3}}; GOS_QM_CargoCustom[] = {{0,1,2},{1,2,3}};
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Thanks, glad you guys like it :) Well, basically, an FFV seat is considered as a turret, so all you have to do is find it in the config, and give it a relative coordinate (I would suggest to try it out using worldToModel first), like this : class Truck_02_transport_base_F : Truck_02_base_F { class Turrets : Turrets { class CargoTurret_01 : CargoTurret { GOS_QM_GunnerCustom[] = {1,-10,-1}; }; class CargoTurret_02 : CargoTurret_01 { GOS_QM_GunnerCustom[] = {-1,-10,-1}; }; }; };
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slight pull to the right when using PS3 controller
KiTooN replied to The Ferryman's topic in ARMA 3 - DEVELOPMENT BRANCH
You guys might want to check the raw values of the controller inputs, by going to Controls >> Controllers >> Select your controller and press Customize >> Find the button Show on the lower right. if the deadzone isn't working properly ingame, you'll see it there. -
Nice, looks like it works just fine ! Takes some workarounds to make it function in a vehicle though, but it's way better what I already had. Thanks oukej !
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We'd like to reuse the ragdoll switch from alive to inconscious (to make our own version of the revive system) but I can't find how it's done (as the files are crypted, and the functions viewer doesn't explicitly use a command to transition to ragdoll). Is it engine-based or a scripted solution ?
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I'll have a look, thanks for reporting that. Might be a key conflict. Would you mind sending me your profile settings ?
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That's a deal-breaker, right here. It's especially unfortunate with the Basic damage system. Imagine a no-respawn only revive system, it doesn't encourage the players to use open vehicles like SOVs, so they'll just go for 3-hour long walks. Is there anything planned to improve this point ? In my honest opinion, the Revive system is not complete until this is resolved, as it is unusable for any kind of combined arms gameplay (or even vehicle transport tasks in some cases). If nothing can be done, I would suggest to do this instead of killing the player : - Block all damage once near death if in a vehicle. Basically if damage exceeds 1, lock it at 0.9999. - Blur vision, occlude sound, like unconscious state. - If the player is the driver/pilot, gunner/commander, or FFV seat, he can still do basic things like drive straight or fire in a direction, but won't be able to do it effectively due to the blur. - Can't be healed until dismount. - No need for actions like unload unconscious players from vehicles, as the players can still dismount themselves. Or even better, let the mission designer choose whether the players should die or enter near-death state once 'killed' in a vehicle, using 3den attributes. There's literally no technical limitations to do this.
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You might be able to use simple math operations in the string, like that : depends="hitPoint1 / 2 + hitpoint2 / 2";
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Looks like you can easily modify it here : class CfgInGameUI { class TacticalPing { soundDelay = 1.0; soundDelayOnePlayer = 5.0; sounds[] = {"RscDisplayCurator_ping01", "RscDisplayCurator_ping02", "RscDisplayCurator_ping03", "RscDisplayCurator_ping04", "RscDisplayCurator_ping05", "RscDisplayCurator_ping06", "RscDisplayCurator_ping07"}; }; };
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Looking very good ! What's the design for critically wounded players inside vehicles ? Please tell me it's not insta-death :( +1 Carrying and dragging is essential
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I would smooch you right now, this looks fantastic ! (yes I'm excited, it's been squares since 2006 !) Is this hardcoded though ? In other words, does a modder have the ability to change the image per type of class ? I unfortunately didn't see any changes in LaserTarget class so, did I miss a parameter ?
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As far as I understand, you can lock guided weapons using multiple target types. IR relate to vehicles, laser to... lasers and NV to IR grenades (special grenades with blinking IR lights). More info on this very good review Can't wait to try it out, thanks Oukej !
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Why not :) this is already a thing with pictures on the HUD and icons on the map, so why not radar icons too (default or undefined value could still be the good ol' square but if the modder wants something else, he can do it). I'm not aware if it would be performance-costly or very readable on a small radar display, but as long it's more flexible than just squares and triangles, it would definitely be more useful than now. At least specific icons for different types of targets (IR,Laser,NV) would already be more readable. Now that you mentioned it, totally expecting an Easter egg T-Rex on Tanoa ! xD
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Excellent news ! Love it ! Can I ask if you guys plan to update the radar along with the HUD and targeting improvements ? One suggestion would be to simply differentiate between laser, NV and IR targets (all three are squares for now, could be a good thing to set lasers to display as circles and NV targets as diamonds, for example). Also, a more dynamic config value for specific vehicles could be a very welcome addition as the radar will the get more closely to some kind of RWR : In any case, nice job so far, keep up the good work :)