duda123
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Everything posted by duda123
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Yeah, I've been thinking about doing this. Any ideas about how to handle the climb up / rappel down keys while the player is standing on the ground? When the player is in the air, the move forward and move backwards keys move them up/down the rope. However, on the ground, they should make the player walk around (with rope still attached). Maybe Ctrl + Move Forward / Backwards move you up/down the rope when standing on the ground?
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If you turn off the engine, the pilot can rappel... but good luck making it down before the chopper lands on top of you :)
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Sorry, not currently
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Also check your server log. It will print out all of the mods and indicate if they were loaded.
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Any specific reason you're trying to use it as a script? It's much easier to install as a server-side only addon.
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Yes, it works on dedicated servers
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This mod was designed as a full replacement of vanilla high command. Vanilla high command or high command + HCC won't work with this mod. I wouldn't recommend using them together. This mod is designed to make AI group movement (land, vehicle or vehicle transport) easy and intuitive. HC+HCC provides a more fine-grained approach to commanding groups (but with that comes more complexity). Choosing one or the other depends on what type of experience you're looking for. Since they serve different needs, I don't think it makes sense to combine them.
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Well, that appears to be the behavior when using EM. There must be something in the EM code base that detects the player is the air prior to being placed on the ground (and plays the laying down animation)
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I assume you're using enhanced movement?
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I agree, I need to look into allowing players to walk with the rope still attached.
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Can you please give an example? There are no damage handlers used in rappelling. The only time damage is disabled (temporarily for 2 seconds via allowDamage) is when you land on the ground.
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No - they will remain as stand-alone addons
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Reminds me of the grappling hook in the Just Cause game. What do you think about the realism vs arcade-like balance? Should it support shooting the rope that high? Should the climbing speed be increased to match the rappelling speed?
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Preview of what's to come... If you know how to use the script version, you can find it on the Grappling github branch.
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You can find the script on the guthub page. Just exec the script from your init.sqf file.
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Might have not been added to the server correctly. Check your server's log to make sure it says the addon was included.
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It's now live! https://forums.bistudio.com/topic/192925-advanced-urban-rappelling/
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Rappelling from Structures WIP
duda123 replied to duda123's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's live!!! https://forums.bistudio.com/topic/192925-advanced-urban-rappelling/ -
Been playing around with weapon switching, but have run into an issue. Anyone know what's causing this: When I use the cfg below and then do (player switchAction "TestSwitchAction"), the player is put into a standing up state with rifle lowered (AmovPercMstpSlowWrflDnon). When switching to pistol via action menu, the animation works correctly and is switched to a pistol standing up state (AmovPercMstpSrasWpstDnon). Now, here's the problem: If I uncomment the ConnectTo lines below, the transition to the pistol standing up state no longer works. It gets stuck in some sort of loop, flashing back and forth between the rifle and pistol states. Even if I take the original ConnectTo as defined on the AmovPercMstpSlowWrflDnon class and put into the StartingRifleDownState class below, it still has the same issue. Why would overriding the ConnectTo attribute (with the exact same value as defined in it's parent class) cause the weapon switching transition to break? class CfgMovesBasic { class ManActions { TestSwitchAction="StartingRifleDownState"; }; class Actions { class NoActions; class SwitchWeaponActions : NoActions { HandGunOn="AmovPercMstpSrasWpstDnon"; }; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class AmovPercMstpSlowWrflDnon; class StartingRifleDownState : AmovPercMstpSlowWrflDnon { actions="SwitchWeaponActions"; //ConnectTo[]= { // "AmovPercMstpSrasWpstDnon", 0.1 //}; }; }; }; Here's a video of what happens when you uncomment ConnectTo: FYI - I run into the same problem when using custom animations as well.
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Rappelling from Structures WIP
duda123 replied to duda123's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Example of making enemy AI rappel on trigger activation You can check out the full readme here: https://github.com/sethduda/AdvancedUrbanRappelling/blob/master/README.md Waiting on one minor height adjustment to the custom animations. Should be on steam sometime tomorrow. Thanks for waiting :) -
Weapon Switching Animation Problem
duda123 replied to duda123's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
FYI - this has been resolved. Had to do with the chain of animation states. Within the chain, I had to make the second to last state align with the last state. (e.g. holding rifle in air ----> move from rifle to holding pistol in air ---> holding pistol in air). If the second to last and last animations don't align, it causes the flickering (e.g. holding rifle in air ----> holding pistol in air ) -
Try using this and let me know if you get hint messages (upper right) when you join. You should get a new message every 10 seconds. #define playerIsUnit(playername) ((missionNamespace getVariable [playername,objNull]) == player) if(hasInterface) then { [] spawn { while {true} do { if(playerIsUnit("SRROp") || playerIsUnit("sniperTeamLead")) then { ["FullCommand",true] call AIC_fnc_showCommandControl; hint ("Player Assigned FullCommand at " + str diag_ticktime); }; if(playerIsUnit("strikeTeamLead") || playerIsUnit("SRROp") || playerIsUnit("sniperTeamLead")) then { ["CSSCommand",true] call AIC_fnc_showCommandControl; hint ("Player Assigned CSSCommandat " + str diag_ticktime); }; if(!playerIsUnit("strikeTeamLead") && !playerIsUnit("SRROp") && !playerIsUnit("sniperTeamLead")) then { ["FullCommand",false] call AIC_fnc_showCommandControl; ["CSSCommand",false] call AIC_fnc_showCommandControl; hint ("Player Assigned No Command at " + str diag_ticktime); }; sleep 10; }; }; };
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Rappelling from Structures WIP
duda123 replied to duda123's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Here's the latest: Animations are working now, and support weapon switching! (pistol and primary). Tested on a dedicated server and appears to be working well. Players without the addon installed locally only see the vanilla sitting animation (and can't switch weapons). Mcruppert is putting finishing touches on animations now that everything is working. Should be released this weekend! -
Weapon Switching Animation Problem
duda123 replied to duda123's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Here's another example. I think I'm getting closer to the root of the problem. The cfg below should let you switch between rifle and handgun, and provide no other actions. However, when switching into the handgun, it gets stuck in the transition (see video above). I've found that if I change upDegree on HandGunOnStateActions class to match the upDegree on PrimaryWeaponStateAction, the switch works correctly. However, I'm no longer able to shoot the handgun if I use the upDegree ManPosCombat. Anyone know what might be causing this problem? class CfgMovesBasic { class ManActions { AURRappel="PrimaryWeaponState"; }; class Actions { class NoActions; class PrimaryWeaponStateActions : NoActions { upDegree="ManPosCombat"; HandGunOn="HandGunOnState"; PrimaryWeapon="PrimaryWeaponState"; }; class HandGunOnStateActions : NoActions { upDegree = "ManPosHandGunStand"; HandGunOn="HandGunOnState"; PrimaryWeapon="PrimaryWeaponState"; }; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class AmovPercMstpSrasWrflDnon; class PrimaryWeaponState : AmovPercMstpSrasWrflDnon { actions="PrimaryWeaponStateActions"; variantsPlayer[]={}; variantsAfter[]={}; variantsAI[]={}; InterpolateTo[]={}; ConnectTo[]= { "PrimaryWeaponState",0.1,"HandGunOnState", 0.1 }; }; class AmovPercMstpSrasWpstDnon; class HandGunOnState : AmovPercMstpSrasWpstDnon { actions="HandGunOnStateActions"; variantsPlayer[]={}; variantsAI[]={}; variantsAfter[]={}; InterpolateTo[]={}; ConnectTo[]= { "HandGunOnState",0.1,"PrimaryWeaponState", 0.1 }; }; }; }; -
Second mouse button should work. Keep the mouse still when you click. If that doesn't work, I've heard also holding ctrl or alt while clicking sometime works.