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AirShark

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Everything posted by AirShark

  1. 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
  2. AirShark

    Crew Hit Reaction

    sure ^ ^ Google drive link
  3. 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
  4. 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
  5. 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 .
  6. 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.
  7. 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
  8. 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).
  9. 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 ^-^
  10. 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
  11. 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
  12. AirShark

    Crew Hit Reaction

    yeah i will take that into consideration if i found good sound files 😉
  13. 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
  14. 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
  15. 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 😅
  16. AirShark

    RHS Escalation (AFRF and USAF)

    if im not mistaken the config source is in CfgDestructionEffects.hpp in the rhsafrf_main.pbo class RHS_Engine_Smoke, set the values to 0 or delete that section and see if it works
  17. AirShark

    RHS Escalation (AFRF and USAF)

    @mickeymen i think the best solution for this is to disable the engine damage smoke when the whole vehicle is on fire due to ammo burning to make more sense, i wouldnt lie it annoyed me as well i tried to disable it through config but i thought it as a part of blastcore i wasted hours to find the variable 😅
  18. if the tank is grouped with other tanks or infantry, he will try harder to keep the exact formation thats why you see them going forward and backwards many times. also iirc the search function applies to infantry only. the issues you mentioned are related to the micro management, there is no variable in the userconfig that will fix that afaik.
  19. not only GM but other tanks as well, and yes i already tested this more than 6 times, also the vanilla M2A1 slammer and its CSAT and indp counter parts i think there are only the rhs tanks that seems to not break because they use their own system maybe.
  20. eventually i wasn't wrong after all, indeed it caused some tanks to shoot invisible smoke screen but its not the only mod that caused the issue. F-18 super hornet beta mod did the same as well so i had hard time finding the source of this issue. may i ask to investigate and see what is causing it ?
  21. AirShark

    LAMBS Improved Danger.fsm

    some round types has the piezoelectric fuze like the HE and HEAT others dont iirc
  22. AirShark

    LAMBS Improved Danger.fsm

    i have to agree of what mickeymen said these kind of suppression is not suitable for long combat journey as their ammo will be depleted with their first enemy contact maybe a system which let the Ai to decide whether they save or overkill, its the same reason why i hate Ai using AP shells against infantry too much ammo waste, however that kind of suppression is fixed in 2.5.1 i guess ... right ?!
  23. i have found a bug, your mod is conflicting with GM CDLC for some reason, your mod makes their T-55 smoke shells and smoke generator invisible edit: i may take back what i said it seems that maybe im mistaken
  24. Steam Workshop ? i dont think that the author has uploaded this to the workshop...
  25. me either i thought that there are custom values for Ai skills applied with most ai mods that overwrites the game skills setting, but i think that the one in the game option is the overall while mods changes the specific skills like spot time, courage, reload speed...etc i could be wrong though, however the value in the difficulty option is always an effective factor. it happens with many ai mods not tcl in particular...
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