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LSValmont

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Everything posted by LSValmont

  1. LSValmont

    [RELEASE] Intrusion

    No only this an incredibly cool concept but also I don't know how you did it but this runs better on my system than the empty map! For real, I am not joking... - Malden empty on EDEN: 80 Fps - Malden while playing Intrusion: Alone = 110 Fps, with 10 players = 90. INSANE! This is starting to make me believe that Warlords, Old Man and Contact missions should be rewritten in SQX if it can achieve such speeds and levels of optimization...
  2. LSValmont

    [MP CO15 Campaign] Wolfpack Vol. 1

    On the vehicle, the units or all of them?
  3. LSValmont

    [MP CO15 Campaign] Wolfpack Vol. 1

    May I ask what was making the vehicle gunners invulnerable? I am also having that issue!
  4. LSValmont

    RCA3SFX

    Thank you! Much needed mod because A3's default footsteps sounds are meager at best! Did you manage to make a bug report on the Arma 3 feedback tracker about the engine bug? Would be really helpful if BI could fix this instead of having to rely on mods to get the issues fixed!
  5. LSValmont

    ETS - Enemy Tagging System

    Hey, that is extremely useful for mission making! Specially coop missions! Great feature, thank you for the heads up! By the way, just to give you some inspiration if you find the time for future development, I have always found quite amazing the identification system that the MERCS mission uses: After identifying a unit with a vision enhancing tool and if you are wearing A3's tactical glasses you get additional information on the enemy as a small UI on the right showing you the Ai's: 1) Name 2) Rank 3) Group 4) Weapon 5) Health status 6) Distance It is extremely cool!
  6. LSValmont

    Ravage

    Thank you for your feedback my friend but that does not happen for my server. I made a huge safe zone module for west, playable units in the middle, so zombies should be spawning like 200 meters away from the playable units. No ai units that could lure zombies in. Playable units do not move or fire a single shot. Set the zombie module condition to time>120 but everything else default. 120 seconds later zombies spawn 75 meters away from the playableUnits and well inside the safe zone module and then instead of leaving it they go straight for the playable units. I know that reducing the zombies' detection range and hearing will fix the issue but that is just a work around and doesn't mean that the module should not be fixed. I don't know if the safe zone module is really a trigger (I believe it is) or an area marker but with area markers it would be easy to add a condition to the zombies movement/waypoint script that if the current waypoint/movement location is inside this marker area then the zombie should be deleted or change its waypoint location. So I suggest using area markers since they are more performance friendly and do an equal job you just need to move the check to the zombies movement script instead of the trigger. I also believe it would be a good time to optimize ravage's performance a little bit, since just having the zombies and ai modules on default takes around 10 Fps from the server while adding the furniture/gear modules and the ambient modules could consume even more. PS: The new money item in OLD MAN is stock-able and there are several kinds too... A fatigue system would be awesome but what would be even more awesome is that Ravage includes a better persistence system to save in multiplayer, perhaps teaming up with or these amazing guys at https://github.com/gruppe-adler/grad-persistence, Persistence is what 90% of the mission makers struggle with when making missions and so mission tend to be made aiming for experiences less than an hour long not really letting the players appreciate all of Ravage's systems. Besides I've talked to the amazing @mcdiod ( ) and he had no issue helping @haleks incorporate a full persistence system on the mod.
  7. LSValmont

    ETS - Enemy Tagging System

    Very neat and clean code, thank you @hortzy and also for the mention. I might have found a small bug that could be easily fixed. If you tag a enemy unit while you are incapacitated/captive then the tag will be a friendly tag (green) instead of (red). That happens because when you are captive your side becomes civilian. The solution is simple, instead of using: side player; use: side group player; The side of your group is always on the original side (does not change to civilian when you are captive). With that small fix the mod is pretty much done (and amazing!)
  8. LSValmont

    Ravage

    Some stuff for our dear @haleks Bug reports: 1) Zombies still walk doing conga/Indian straight lines. (I heard there was a work around for this being developed a few months ago) 2) The safe zone module does not work (confirmed on hosted servers). (Configured to make zombies retreat rather than delete them) 3) The ai module is missing custom init fields for west, east, ind or renegades. So unlike the zombies module you cannot run custom code on them easily. I believe that with the new patch 1.98, all the assets that OLD MAN brings such as pick-able money etc it would be a good time to give Haleks feedback on what could be added/fixed for the next update. PS: I also wanted to suggest adding some "Ravaged" vehicle textures since A3's vehicles look brand new and not apocalyptic at all. Would bring some more immersion to what is already one of the most immersive A3 mods! PS2: Arma 4 is comming! (But that doesn't mean we should give up on A3 just yet!, it will be years before A4 gets to an ideal state for mods anyway!)
  9. LSValmont

    ETS - Enemy Tagging System

    Glad it helped such a noble endeavor as yours! And thank you on the heads up! I was using checkVisibility only on playableUnits so never tried it on vehicles but now if I ever want to add a tag to a vehicle I will just use your tweaked version! Yeah I was about to tell you that with checkVisibility you might not require many other checks/conditions as it seems quite complete already. If you ever run into a wall or a dead end just trow your issue here and we will jump in to help 😉
  10. LSValmont

    ETS - Enemy Tagging System

    I use checkVisibility for my name tags and terrain and even grass hides it (I believe). _isVisible = [objNull, "VIEW"] checkVisibility [eyePos player, eyePos _x]; if (_isVisible > 0) then {// Code to show the tags}; Here is my full script: It adds a dynamic onscreen compass on the bottom of the player (if they have a compass) and also adds name tags on friends when close or aiming at them. Works well and it is fast! Perhaps this could solve your problem or aim you towards the right direction.
  11. LSValmont

    ETS - Enemy Tagging System

    Sure thing! My pleasure
  12. LSValmont

    ETS - Enemy Tagging System

    Mission successful my friend! I can help you with that! Give me an hour until I get home.
  13. LSValmont

    ETS - Enemy Tagging System

    Thank you @hortzy, yes it is nearly perfect and there is no need to expand this so much that it becomes a beast of burden, so far it runs like a charm and does the job. I guess only mayor Arma 3 patches/changes would require updates in the future.
  14. Hey! Health comes before anything as the pandemic has shown, so take care and rest, disconnect a couple days if you can. In the mean time I will work on the UI side of the mission 😉
  15. Guys I have this hold action set up to revive downed team mates. My issues are: 1) How can I reduce the completion time if the caller is a medic? 2) Can I cancel the holdAction with a hint if the caller has no FirstAidKits? (I want the hold action to show even if the caller does not have the firsAidKit, I just want the hold action to exit with a hint, would if ((({""FirstAidKit"" == _x} count (items _caller))<1)) exitWith {hint "You need a firstAidKit";} work inside the conditionProgress field? Thank you!
  16. The uploaded mission might have a dependency on the OLD MAN workshop version @Larrow, if so just remove "A3_Missions_F_Oldman" from the mission file.
  17. Thank you! Here is the mission folder: https://drive.google.com/open?id=1477sHdr2I7R9paj9QcYRlQO9b1JJdlJm Host it in MP Sorry about the overwhelming info and code! Not in a hurry so take your time, having an adviser such as yourself is a privilege! Also just change anything you want on the mission and when you re upload I will check it out and learn from there... because posting everything here on the forums could be tedious. PS: When on the mission you can press "F" to access a custom script based ACE like menu that I made mainly to move my Ai squad around better but quickly expanded into a lot more but it is only 70% done. PS2: That "F" menu has the option to recruit Ai units you are looking at. PS3: In order to go undercover you need to holster your weapon by pressing "H". PS4: When playing the mission you should pick the last unit on the list (Hunter01: John "Big Boss" Sheridan) as he is the only team member who can steal civ uniforms and go full undercover, the others can only go partial undercover).
  18. Yours and Hunter 6 are my favorite missions for Arma 3! So thank you and godspeed with the update!
  19. This should be in LAMBS by default! So much immersion!
  20. Allright can I give you the whole scope of it? What I made is basically a custom system where players get two variables to represent their "HEALTH" status, one is "BLOOD" and the other is the default arma damage that I call on the UI "WOUNDS". Basically your BLOOD goes down while your WOUNDS go up. If your wounds are 35% or more you start bleeding. If your BLOOD reaches 0 you die. At 20% BLOOD you go unconscious. (Your wounds, AKA "damage player", can never go above 70%) so you can only really die by loosing all your blood and not by getting too many wounds. Unconscious players can be revived by other players or by themselves if they have First Aid Kits on them (But the self bandage progress takes more time than being healed by another player). When players heal their WOUNDS below 35% they start regaining BLOOD slowly. (That promotes revived/healed players not to rush back again into the action so soon after being incapacitated, they now have to wait for their BLOOD to go up again or face potential instant incapacitation on even the smallest wound). So, low BLOOD makes you go INCAPACITATED or DEAD but WOUNDS make you loose BLOOD. It is quite logical I believe. Here is the whole Script: All that wall of code just so you can understand what I am going after... it is quite complex but also understandable I believe. (I HOPE) And this is the code that loops on PLAYERS to complete the BLOOD system and another systems like my custom STEALTH/UNDERCOVER system: Again, sorry for the wall of code.... This is for a 12 player mission I am making in the veins of Hunter 6 but slightly less hardcore... Players do get only one life so that is why I am so forgiving in terms of the options they have for healing and also their Blood Regeneration when they are low on wounds... Perhaps it is better if I upload the whole mission for you? 10MB, no mods required other than CBA
  21. 1) I guess this would be the best approach for me: //initServer.sqf ( or where ever ) { [ _x ] remoteExec ["TAG_fnc_addStabilizeHoldAction",[0,-2] select isDedicated]; } forEach playableUnits; 2) Won't this also appear for the downed player? 3) Your code is not checking if the player is incapacitated, I guess I should re add that?
  22. Just WOW! Thank you so much dear @Larrow! Will test this ASAP 😉
  23. Thank you, I already knew about that but how do I change the 10 seconds to lets say 5 seconds...
  24. LSValmont

    ETS - Enemy Tagging System

    That is excellent hortzy! May I ask for the team to consider adding two optional settings: 1) Option to require using binoculars or other vision enhancing tool to tag. 2) Option to only tag friendlies... so if you try to tag a unit and it doesn't show a green tag then you must assume is enemy and call out. (This will make target recognition worth it while also eliminating any possible unrealistic advantage for players). Thank you!
  25. LSValmont

    ETS - Enemy Tagging System

    Very useful! But how could I make it so that the tags only appear when a player has a very clear visual of the target, like looking though Binoculars or seeing the target up close. (I don't want players to tag just be seeing an unrecognizable portion of the enemy).
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