Jump to content

AirShark

Member
  • Content Count

    175
  • Joined

  • Last visited

  • Medals

Community Reputation

71 Excellent

1 Follower

About AirShark

  • Rank
    Sergeant

Profile Information

  • Gender
    Not Telling
  • Location
    Home
  • Interests
    Realsims and realism

Recent Profile Visitors

1271 profile views
  1. AirShark

    Crew Hit Reaction

    sure ^ ^ Google drive link
  2. AirShark

    Crew Hit Reaction

    Final fix: -fixed mod wont initialize when you dont start the mission in a vehicle. -removed more unnecessary coding. download link: https://mega.nz/file/2xkFBAQJ#p5koGs2P-OVJhiOtUyPk9NGjn389KMMm4p2EHQdrrsQ im surprised that no one reported this
  3. AirShark

    Crew Hit Reaction

    Final Version: -added CBA custom settings menu. -separate APCs from the Wheeled category for appropriate adjustments. -fixed game freezes when multiple parts get hit simultaneously. -removed unnecessary coding and repeated checks. -rewrote the code for better response. -initializing the mod directly through the config. -cleaning typos. *the mod require CBA *the CBA custom values in the addons option applies only for certain exterior parts like hull and fuselage, interior parts like engine has fixed value inside the mod. Download Link for Final Version: https://mega.nz/file/nks3FSoR#AYbeUY0bBQ5S3STRE8B_2eEBV3rfrFVW1-ukaw-aMXs
  4. AirShark

    Crew Hit Reaction

    sorry but the mod is discontinued, i may add one more update to fix bugs if i found any and optimize the code but thats it .
  5. AirShark

    Crew Hit Reaction

    i apologize to everyone the 1.4 was a huge mess 1.4 Hotfix: -reverted duration camshake for tracked vehicles to 1 instead of 0.5 for exterior parts. -fixed camshake wont initilize for wheeled vehicles. -fixed all the vehicle types used the same values for the exterior parts. -fixed iskindof command wasnt functioning in the script as it should. -iskindof Boat were used instead of iskindof ship. Link for the mod version : https://mega.nz/file/y5Uy0DiC#VzVLdKP6f_Crzccoki4KLHKgyYhrkYFlJVURLVt2KFI Link for script version: https://mega.nz/file/ihEAVbKa#nFOlciaKonWFe3dSjrqmouQQtUsT9m2RV3J0h-lPDu0 Edit: the Hotfix is reuploaded to include fix for the performance spikes when the script initializes.
  6. AirShark

    Crew Hit Reaction

    glad you liked it ^-^ Link for script version and no it doesnt have bail on fire this wasnt suppose to be a mod in the first place it was a single line of code that i wrote a year ago and ended up with 300 lines somehow lol
  7. AirShark

    Crew Hit Reaction

    Version 1.4 -excluding the small calibers from causing the camshake e.g: from (rifles, LMGs, Pistols,...etc ). -excluding hand grenades from causing the camshake (when in tracked vehicles only). -adjusted camshake sensitivity based on the type of the vehicle (Boat 10, tracked 15, Air 16 ,wheeled 17). -increased camshake duration on Air Vehicles and lower its power for realism prospective. -add more hitparts with adjusted values (main_rotor and tail_rotor).
  8. AirShark

    Crew Hit Reaction

    feel free to upload it on the workshop yourself or anywhere else, just keep the credits and link the workshop page with this thread ^-^
  9. AirShark

    Crew Hit Reaction

    Version 1.3 //the mod is bug free now \(^-^)/ Fixed: -the camshake continues to happen when you bail out while the enemy still shooting at the vehicle youve been in. -the tracks had wrong values. -typos Added: -More Vanilla hitparts turretbarrel, motor, commander turret -ERA and Plates support with very reduced camshake (the vanilla ones only) //if anyone found sounds for scream or panic or even voice overs i will be glad to include them any suggestions are welcomed
  10. AirShark

    Crew Hit Reaction

    thanks glade you liked it ^ ^ Update V1.2 hotfix -fixed the script wont initialize if you dont start the mission in a vehicle -fixed the camshake will continue to play after the players bail out from destroyed vehicle
  11. AirShark

    Crew Hit Reaction

    yeah i will take that into consideration if i found good sound files 😉
  12. AirShark

    Crew Hit Reaction

    As far as i know thats not possible but i may check the Post process effects and see what i can find for visuals no promises though
  13. AirShark

    Crew Hit Reaction

    Update V1.1 Now the camshake is adjusted depending on the hitpart -internal components: engine, fuel tank, ammo case will cause more powerful and senstive camshake when getting hit -external compnents: wheels, tracks will have less camshake as they are separated from the chambers -fuselage: turret, hull will have medium camshake
  14. AirShark

    Crew Hit Reaction

    those should be done through the Ai level im sure Snk could do something about it, but he isnt active for a year also there isnt that much of mods that improves Ai vehicles, those issues that you have stated are there for a quite long time you can blame Bi for that 😅
  15. Crew Hit Reaction As we all know Arma is lacking the immersion when it becomes to Vehicles especially Tanks, this little addon adds players camera shake when you get hit inside any vehicle to simulate the power of kinetic energy of the shell during impact or at least to notify you when you get hit, especially when you are in a big Abram were most of the time you will never know what hits you due to heavy armor. P.S this is my first mod to release hope you enjoy it 😉 Download Link for Final Fix Version: https://mega.nz/file/2xkFBAQJ#p5koGs2P-OVJhiOtUyPk9NGjn389KMMm4p2EHQdrrsQ * require CBA //ChangeLog Version 01 -release Version 1.1 Now the camshake is adjusted depending on the hitpart -internal components: engine, fuel tank, ammo case will cause more powerful and senstive camshake when getting hit -external compnents: wheels, tracks will have less camshake as they are separated from the crew chambers -fuselage: turret, hull will have medium camshake Version 1.2 Hotfix -fixed the script wont initialize if you dont start the mission in a vehicle -fixed the camshake will continue to play after the players bail out from destroyed vehicle Version 1.2 Hotfix 2 -Optimized the code for better performance (using objectParent to check) Version 1.3 //the mod is bug free now \(^-^)/ Fixed: -the camshake continues to happen when you bail out while the enemy still shooting at the vehicle youve been in. -the tracks had wrong values. -typos Added: -More Vanilla hitparts turretbarrel, motor, commander turret -ERA and Plates support with very reduced camshake (the vanilla ones only) Version 1.3.1 -overall code performance optimization Version 1.4 -excluding the small calibers from causing the camshake e.g: from (rifles, LMGs, Pistols,...etc ). -excluding hand grenades from causing the camshake (when in tracked vehicles only). -adjusted camshake sensitivity based on the type of the vehicle (Boat 10, tracked 15, Air 16 ,wheeled 17). -increased camshake duration on Air Vehicles and lower its power for realism prospective. -add more hitparts with adjusted values (main_rotor and tail_rotor). 1.4 Hotfix -reverted duration camshake for tracked vehicles to 1 instead of 0.5 for exterior parts. -fixed camshake wont initilize for wheeled vehicles. -fixed all the vehicle types used the same values for the exterior parts. -fixed iskindof command wasnt functioning in the script as it should. -iskindof Boat were used instead of iskindof ship. Version Final -added CBA custom settings menu. -separate APCs from the Wheeled category for appropriate adjustments. -fixed game freezes when multiple parts get hit simultaneously. -removed unnecessary coding and repeated checks. -rewrote the code for better response. -initializing the mod directly through the config. -cleaning typos. *the mod require CBA *the CBA custom values in the addons option applies only for certain parts, interior parts like engine has fixed value inside the mod. Final fix -mod wont initilize when you dont start in a vehicle -removed more unnecessary coding. Credits -AirShark Big thanks to Snkman and the community for the support
×