kuIoodporny
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Everything posted by kuIoodporny
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ARMA 2: OA beta build 102936 (1.62 MP compatible build, post 1.62 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I had a little trouble creating hotfix, so I can only hope so :rolleyes: -
ARMA 2: OA beta build 102936 (1.62 MP compatible build, post 1.62 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
The AT problem is my fault. I left maxControlRange set to non-zero values, thus AI thought it was firing guided missiles. I've restored this in CCP, now AI shouldn't do this kind of crazy stuff anymore. -
What defines size of used model texture?
kuIoodporny replied to Redphoenix's topic in ARMA 3 - MODELLING - (O2)
You should consider working on UV so you can fit 2048x2048 textures. 4096 may be overkill and I believe they should be used only as source files, while for best performance 2048x2048 textures should be used ingame. -
A hint: sounds, like tons of other stock content config, can be inherited. No need to turn defensive on such non-issue.
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There's still something to work with, for example optics configs - but overall great job WR5.
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I guess the ACE mod wouldn't hesitate to adopt these babies. ;)
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setWeaponReloadTime
kuIoodporny replied to anythingbut's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's not about reloading weapon's magazine or changing weapon's reload time permanently. This command changes weapon state between "just fired" (1) and "ready to fire" (0), relatively to cyclic rate of fire (reloadTime). So, for instance you can make Fired EH which would reduce reload time of given weapon by half because it's executed every time weapon fires. Or, setting reloadtime to 0.5 in constant loop would make weapon appear jammed. -
ARMA 2: OA beta build 94364 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
New steering gained some issues recently: https://dev-heaven.net/issues/35558 -
Scripted weapon collision addon - looking for input
kuIoodporny replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think my aimpoints prototype can be of use. https://dev-heaven.net/issues/5290 https://dev-heaven.net/attachments/13745/zgb_aimpoints.7z -
ARMA 2: OA beta build 93965 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
If we are at inventory improvements, please consider following ticket: https://dev-heaven.net/issues/23430 -
ARMA 2: OA beta build 93965 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Great! Looks like somebody took good example of Jagged Alliance ;) -
ARMA 2: OA beta build 93666 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Lovely new functions!!! Please don't stop ;) -
ARMA 2: OA beta build 93296 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Things I have recalled from reviewing the scripting command requests on CIT: camera param get commands https://dev-heaven.net/issues/30458 visiblePositionATL and visiblePositionASL https://dev-heaven.net/issues/29553 & ASL variants of several useful commands https://dev-heaven.net/issues/24468 -
ARMA 2: OA beta build 93296 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Basically I need leaning angle. Returning camera direction and position ASL would also be helpful. torsoVectorUp unit or weaponVectorUp -> like vectorUp, but only for leaning part of unit's body or unit's weapon selection in real world coordinates. cameraDir -> camera direction vector cameraPos/cameraPosASL -> camera position ASL -
ARMA 2: OA beta build 93296 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Ha! Great job with eyepos and aimpos! ... if we get up vector of upper part of player's body, I'd be able to fully implement scripted reflex sights. Just EOTechs need the up vector ;) -
ARMA 2: OA beta build 93296 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Awesome. Wish there was more documentation of new functions out of box, but otherwise - BI, I love you -
ARMA 2: OA beta build 93296 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Frigging awesome. Now, to the N++! -
MP player and server stats
kuIoodporny replied to .kju's topic in ARMA 2 & OA - Servers & Administration
shshsh Nou, don't hint BI to turn into zombie games. :) Wonder about count of unique players connecting to Arma every day/week or so. -
Yup, it's already fair that you can lase and shoot hovering helicopters. IRL it'd be waste trying to use Hellfire against anything faster than usual ground vehicle
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Civilian mission idea - input appreciated
kuIoodporny replied to FallujahMedic -FM-'s topic in ARMA 2 & OA - USER MISSIONS
Some ideas for such mission (mostly for cutscenes, intros - pick 2 or 3): - drinking vodka (or stronger stuff) with friends - doing nasty stuff while drunk f.e. driving bike, losing control, passing out and falling when driven too far away from road, while trying to resolve task f.e. "get from Stary Sobor to Novy Sobor using old bike" - race against time and police - challenging bullies / bullying wimps from school, incl. city mayor - doing Postal 2 like tasks: buying food, visiting church etc. - feeding animals, ranting wife, , walking dog...- CWR Kozlice if player chooses force solution, collecting evidence to make police help you -
ARMA 2: OA beta build 91138 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
What about negative values? :P -
Congrats man! Looking forward to Julkat :)
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Advanced Combat Sound Environment WiP Thread
kuIoodporny replied to tpM's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You will need to create extra sounds and configs for 3rd party mods, but I will supply the documentation and examples for that. -
Advanced Combat Sound Environment WiP Thread
kuIoodporny replied to tpM's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
In theory we can set up as many custom conditions and soundsets as possible, however we wouldn't be able to deliver the mod before A3 then. -
ARMA 2: OA beta build 89223 (1.60 MP compatible build, post 1.60 release)
kuIoodporny replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
The Dslyecxi's ticket about making the ability to look up/down while driving optional, I find it very reasonable: https://dev-heaven.net/issues/28632 Personally, I love the changes (for me it's very intuitive and OFP-nostalgic), but as we can see many players have various issues with that. Ideally, the "camera deadzone" area would also be customizable, so player can decide if he wants zero deadzone or let the cursor roam the screen freely. == @PELHAM: Have You thrown the dump files at CIT to let BI prevent the CTD from occuring in the future?