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0Y0

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About 0Y0

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  1. Animated Corner Shooting Steam link The mod implements a system of shooting blindly from behind cover. Weapon shifting works in all stances and positions.
  2. Posted the current version of steam. Link in the first post.
  3. High throw mod and at the end of the video, an example of inertia is shown when throwing a grenade from a running.
  4. Made effects for grenade initiation:
  5. Hi everyone again) I now started working on an extended grenade throwing. Steam link Here is a video of the first developments. Already implemented: Extraction of the grenade Change grenades Grenade initiation Swing with a grenade Grenade throw Also implemented inertia when throwing. That is, when throwing a grenade from a running start, the grenade will fly further. There are plans to implement several types of throws. There is also a lot of work to be done with animations, for the prone position, for the unarmed unit, and so on.
  6. No) if ((!isServer) or (((agltoasl _this) select 2) < 0) or (PiR_frags_on == 0)) exitWith {}; params ["_position","_frag", "_count", "_speed", "_xv", "_yv", "_zv"]; _count = round ((10 + (random 10)) * PiR_frags_on); _position = [(_this select 0), (_this select 1), ((_this select 2))]; IF ((_position select 2) > 2) then { for "_i" from 1 to (_count) do { _speed = 100 + (random 100); _xv = selectrandom [random -1, random 1]; _yv = selectrandom [random -1, random 1]; _zv = selectrandom [random -1, random 1]; IF ( str (lineIntersectsSurfaces [agltoasl _position, agltoasl [((_position) select 0) + (_xv * 5),((_position) select 1) + (_yv * 5),((_position) select 2) + 0.05 + (_zv * 5)]]) == "[]") Then { _frag = "PIR_frags_light" createVehicle _position; _frag setpos [(_position select 0), (_position select 1), ((_position select 2) + 0.05)];; _frag setvelocity [(_xv * _speed), (_yv * _speed), (_zv * _speed)]; }; }; } ELSE { for "_i" from 1 to (_count / 2) do { _speed = 100 + (random 100); _xv = selectrandom [random -1, random 1]; _yv = selectrandom [random -1, random 1]; _zv = abs ((sqrt ( _xv ^ 2 + _yv ^ 2)) * (tan (selectrandom [random 45, 180 - (random 45)]))); IF ( str (lineIntersectsSurfaces [agltoasl _position, agltoasl [((_position) select 0) + (_xv * 5),((_position) select 1) + (_yv * 5),((_position) select 2) + 0.05 + (_zv * 5)]]) == "[]") Then { _frag = "PIR_frags_light" createVehicle _position; _frag setpos [(_position select 0), (_position select 1), ((_position select 2) + 0.05)];; _frag setvelocity [(_xv * _speed), (_yv * _speed), (_zv * _speed)]; }; }; };
  7. Hi all. Such a question... We have a 3D vector. Which is located on a perfectly flat surface. Through the "surfaceNormal" command, we can find out the vector perpendicular to the surface. And with a perfectly flat surface, it is "[0,0,1]". The angle between our vector and the perpendicular vector to the surface must be constant. And the question itself .. what to do if our surface is at an angle to the horizon? Let me explain what I do. Here is a video where the fragments of the explosion are made of fish, for clarity. The scattering of fragments has a certain structure. And I want that during explosions on an inclined surface, the scattering of fragments would remain in the same structure, but the whole structure should be parallel to the slope of the surface.
  8. 0Y0

    Error with \config.ccp

    This bug is not in the mod. This is a config error. Looks like you screwed something up when you changed it.
  9. Thanks a lot) The setting is now displayed)
  10. Hi people. A question... Is it possible to somehow get the RTM motion vector parameter for animation in blender 2.92 and higher? I read the previous page... but I can't get this parameter.
  11. Theoretically, here is the code to hurt a unit: params ["_unit", "_shooter","_selection"]; _unit = unit name; _selection = "head" _shooter = _unit; _unit setDamage 0.9; IF ((!(PiR_DamageAllow_on) && (str (isDamageAllowed _unit) == "true")) or (PiR_DamageAllow_on)) then{ IF (isplayer _unit) then { [_unit, _selection, _shooter] remoteExecCall [ "PiR0", 2 ]; } ELSE { [_unit, _selection, _shooter] remoteExecCall [ "PiR", 2 ]; }; }; And this is the code to completely heal the unit: _unit setVariable ["dam_dihanie_statys",1,true]; _unit setVariable ["dam_puls_statys",1,true]; _unit setVariable ["dam_krov_statys",5,true]; switch (gestureState _unit) do { case "pir_medic_uncondition_1": {[_unit, "PiR_medic_uncondition_1_out" ] remoteExecCall [ "playAction", _unit];}; case "pir_medic_uncondition_2": {[_unit, "PiR_medic_uncondition_2_out" ] remoteExecCall [ "playAction", _unit];}; case "pir_medic_uncondition_3": {[_unit, "PiR_medic_uncondition_3_out" ] remoteExecCall [ "playAction", _unit];}; case "pir_medic_uncondition_4": {[_unit, "PiR_medic_uncondition_4_out" ] remoteExecCall [ "playAction", _unit];}; case "pir_medic_uncondition_5": {[_unit, "PiR_medic_uncondition_5_out" ] remoteExecCall [ "playAction", _unit];}; case "pir_medic_uncondition_6": {[_unit, "PiR_medic_uncondition_6_out" ] remoteExecCall [ "playAction", _unit];}; }; _unit setVariable ["dam_player_krovstoit0",true,true]; _unit setVariable ["dam_uncondition_injured0",true,true]; [ _unit, false ] remoteExecCall [ "setUnconscious", _unit ]; _unit setVariable ["dam_conec_istorii0",true,true]; [_unit,"UnconsciousOutProne"] remoteExecCall ["switchMove", 0]; [{ params ["_unit"]; _unit setVariable ["dam_ignore_CountTimeEffect0", 0 ,true]; _unit setVariable ["dam_ignore_HealEffect0", (24 - round ((damage _unit) * 24)) ,true]; }, [_unit], 2] call CBA_fnc_waitAndExecute; _unit setVariable ["dam_ignore_CountPlayerList0", [] ,true]; _unit setVariable ["dam_ignore_CountPlayerEffect0", 0 ,true]; _unit setVariable ["dam_ignore_Apteka0", 0,true]; [{ params ["_unit"]; _unit setVariable ["dam_player_lecit0",false,true]; }, [_unit], 2] call CBA_fnc_waitAndExecute; That is, the first part of the code gives the usual injury. It will be the same if you just shot a unit.
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