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PortalGunner

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  1. Jannings' post reminds me - Is it possible to add a variable in CFG.sqf for the backpack classnames for easy changes? I personally have Contact DLC, but others don't so they may prefer a backpack from a mod or even a base Arma one. Also, I don't know how much your script checks for the backpacks on players, but if it doesn't introduce lag, adding the option for items other than backpacks would work well with the above. I still use this script in missions. Keep it up!
  2. Some very nice additions this update phronk! Can't wait to check them out!
  3. The only reason we ever use global is when we need to talk to our Zeus while he is in-interface. If Zeus compatibility becomes reality then I doubt we'd ever need to use that channel. I think an option for side chat would be good, especially for smaller groups that can make use of direct team-to-team communication without using a middleman. But I certainly wouldn't say I'd prioritize adding it.
  4. I did mean the actual name of the channel. Only because I personally prefer "Support Channel" instead of "Air Channel", so having that as something quickly changeable would be great. No need to rush on Zeus compat if you have other priorities though!
  5. Thanks for the update Phronk! Hope you can work on Zeus compatibility soon! And unrelated but - would it be possible to have the Air Channel name be a variable in CFG.sqf? Glad you continue to improve this script!
  6. PortalGunner

    JBOY Birds Of Prey [Release]

    Would be cool to see some modification of this as an "anti-drone" bird. Another possibility could be messenger birds, and even messenger-bird hunters.
  7. PortalGunner

    AttachTo Vest to a Dog [Script]

    That specific line is to average out the vectors between the upper back legs and the spine. Because apparently there's barely any mempoints down the centre of the body >n< The only reason I was able to figure that out was because the vector commands are similar to normal math commands. Thank goodness we have the wiki.
  8. PortalGunner

    AttachTo Vest to a Dog [Script]

    This took the better part of a day, but it's in a working state. Lag with the vest adjustments is affected by how often the direction of the vest is set. For me, a while loop with a short sleep is fine, and the lag provides a nice little 'bounce' to the vest when the dog is running. For faster refresh, reduce the sleep time or use a draw3D or EachFrame event handler. Although the full script I am working on will be MP compatible, the code below is local. Any object can be attached to the Mark object if attach location is known. Completed solution code: The vest spawned in the above code has its scroll menu/inventory disabled to prevent pickup. If you want inventory access, use the below code also: If you can think of any improvements, I'm all ears!
  9. PortalGunner

    AttachTo Vest to a Dog [Script]

    I have it working! Well, mostly. I've attached an invisible object to the spine, and am attaching the vest to that with an offset. setVectorDirAndUp now acts on the invisible object instead. The only problem now is that there's a bit of clipping when the dog sits down, just because of the way the MemPoints I'm getting the directions from move. I have to find a balance where it doesn't look to far off when standing but doesnt clip through when sitting.
  10. PortalGunner

    AttachTo Vest to a Dog [Script]

    When I eventually finish my full edit I will contact you in case you're interested, johnny. I found out that the "hips" selection is actually not in line with the body and for some reason is on the right leg. Here's where I'm at with this: // Average vector from 2 back legs to spine _dir = (((_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "leftupleg")) vectorAdd ((_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "rightupleg"))) vectorMultiply 0.5; // Vector from model origin to spine _up = (_dog selectionPosition "spine2") vectorFromTo [0,0,0]; // Adding a small offset on the pitch since we are matching to legs, not hips _vest setVectorDirAndUp [[_dir select 0,_dir select 1,(_dir select 2) + 0.4],_up]; It's a little funky on death, but it works. The major problem now is that the centre of the vest is not the actual centre, so when the dog sits, the vest starts moving behind the dog. Is there a way to set the model centre of the vest? Or to calculate attachTo with an offset on the vest and not just the dog?
  11. PortalGunner

    AttachTo Vest to a Dog [Script]

    What a cute dog johnnyboy. An update: In some respect I have pitch working, but it does not bank/roll with the dog when it keels over (and dies). As well as this, the offset of the vest model means that when it sits, the vest moves off behind of the body! With: _tilt = (_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "hips"); _vest setVectorDirAndUp [[0.01,-0.99,_tilt select 2],[0.01,0.01,-0.99]]; vectorCrossProduct from the snippet I posted earlier is just returning [0,0,0]
  12. PortalGunner

    AttachTo Vest to a Dog [Script]

    I believe vectorDir is similar to vectorFromTo but uses the direction of the 'object' itself rather than the direction between two mempoints (hip/spine). Still, I will test it. It's the man himself! That screenshot is hilarious but awesome! Attaching to spine means its position will always be in the right place, no matter the dogs animation. Unfortunately that only works for the position, not rotation, so when the dog sits, the vest will stay horizontal and not pitch with the dogs back. Hence the use of setVectorDirAndUp. I'm not sure setting the vest as a simple object is necessary if you then use attachTo. Something I might try:
  13. PortalGunner

    AttachTo Vest to a Dog [Script]

    If I were any good with models I would certainly be giving those dogs the fashionable outfits they deserve! c; JBOY does have the best dog script in my opinion. This script is basically a small part of my edit of his (I've added too much to list >.>). I might consult him if he isn't busy. Unfortunately working with vectors and vectorDirAndUp is the one area I am not at all experienced in. It might be possible, if I can get the exact pitch/yaw/bank of the dog's spine, to send that data through example 1 from setVectorDirAndUp on the wiki. // set exact yaw, pitch, and roll _y = 45; _p = -80; _r = 0; _vest setVectorDirAndUp [ [ sin _y * cos _p,cos _y * cos _p,sin _p], [ [ sin _r,-sin _p,cos _r * cos _p],-_y] call BIS_fnc_rotateVector2D ]; But getting that data in the first place escapes me. It's also a completely different method than the two scripts I linked to earlier. It might just be easier to find a variant of those that works with the dog model, but finding that is also proving to be a hassle.
  14. - - - - - - - - - - - - - - - - - - - - - - - - - EDIT: Solution here. - - - - - - - - - - - - - - - - - - - - - - - - - Hi all, I've been spending a while trying to figure out the proper method to attach a vest to a dog and correctly move it with the animations. Creation of dog and initial AttachTo are working fine, but I'm having trouble matching the direction of the vest to the dog's position. This is what I have been trying to work with so far, but it does not match correctly: _dog = dogDmy; _vest = "Vest_V_HarnessO_gry" createVehicle [0,0,0]; _vest attachTo [_dog,[0,-0.4,-0.54],"spine2"]; _n=[_dog,_vest] spawn { _dog = _this select 0; _vest = _this select 1; while {_vest in (attachedObjects _dog)} do { _vest setVectorDirAndUp [(_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "hips"),[0.01,0.01,-0.99]]; sleep .1; }; }; There are similarities between this and a couple other scripts people have written, but they don't seem to work entirely for a dog. https://forums.bohemia.net/forums/topic/189737-attachto-trying-to-attch-a-lamp-on-torret/ http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ At the minute I am using While instead of a Draw3D or EachFrame EH to avoid unnecessary use of resources. Dog creation for testing: Thank you in advance!
  15. Hi there. I have been doing quite a lot of scripting lately and would like to take a shot at maybe slimming this down for my own mission and modifying it so atleast the basics are MP compatible. Would anyone happen to have a clear idea on what exactly the MP compatibility issues have been? I have seen things about feral dogs and AI patrols not working as intended, but my intention is to cut out anything not regarding the player's dog. I also do not plan to run this on Dedi so that eliminates more problems. I will take a look myself and try to convert it to my needs, but I just wanted to see if I could get a clearer idea of any issues I may face. Don't want to bother anyone ·3·
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