DieAngel
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Everything posted by DieAngel
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and another update, i didn't solve yet this scripting error so help/comments are welcome. working some on the twisting mechanism handle, and polished the button slots, it starts to looks fairly good. I am still avoiding the bending system itself as i haven't yet all the details in my head. The little screen need some more details i noticed, i will work on this later. I will probably make two versions for the screen , like when you twist left or right the screen pop open (not showing anything unfortunately, but you get the idea) and when in straight mode the screen stay closed. the twisted versions will have a sniper like aimed mode, with screen borders and even some "low rez" pixel effect , depend what i can achieve, but when the gun is in straight mode, i will use the cool new iron sight of ArmA, through some magnifier, acog, or other, i don't know yet.
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Resident Evil: Cold Blooded Killers
DieAngel replied to morgwin's topic in ARMA - ADDONS & MODS: DISCUSSION
Im hoping to get Leon Kennedy,Chris redfield,Claire redfield and of course Wesker in the mod Unless you like to get bitchslapped, i would avoid doing knockoffs of any characters that are under copyright. If i was you i would craft my own characters style, much funnier, and you haven't to stick to what exist. -
here is the code i am fidling with for the init field of the units: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _u = _this select 0; //the unit _TwistLeft = -1; _TwistRight = -1; _TwistFwd = -1; While{ alive _u } Do { if ("CornerShot" In Weapons _u) then { if(_TwistLeft < 0 ) then { _TwistLeft = _u AddAction[ "CornerShot: Twist left" , "scripts\twistL.sqf" ]; }; if(_TwistRight < 0 ) then { _TwistRight = _u AddAction[ "CornerShot: Twist right" , "scripts\twistR.sqf" ]; }; if(_TwistFwd > 0) then { _u RemoveAction _TwistFwd; _TwistFwd = -1; }; }; else { if ( ("CornerShotL" In Weapons _u) || ("CornerShotR" In Weapons _u) ) then { if(_TwistLeft > 0 ) then { _u RemoveAction _TwistLeft; _TwistLeft = -1; }; if(_TwistRight > 0 ) then { _u RemoveAction _TwistRight; _TwistRight = -1; }; if(_TwistFwd < 0) then { _TwistFwd = _u AddAction[ "CornerShot: Straight" , "scripts\twistF.sqf" ]; }; }; else { if(_TwistLeft > 0 ) then { _u RemoveAction _TwistLeft; _TwistLeft = -1; }; if(_TwistRight > 0 ) then { _u RemoveAction _TwistRight; _TwistRight = -1; }; if(_TwistFwd > 0) then { _u RemoveAction _TwistFwd; _TwistFwd = -1; }; }; }; //sleep 0.5; }; however i cant make it work, it looks quite logic to me, but there is prolly some syntax error, is there a way for Arma to tell you wich line the error is at? O_o
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woah , that looks like some trouble but nothing not doable... too bad we have so few hooks...
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i wish i could be of any help dammit hehe
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I found a BIG problem... I dunno how fixable it is, but it seems the zombies are totally ignoring obstacles, they can run through the doors, in fact i used a bus at a moment to secure the entrance of a building and the zombie simply ran through it O_o. How do you take cover then ??
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i see two possibilities for making the infected units more.. Zombie like. The first one is to spawn a zombie skinned dude instead of the same civilian, although it makes the infection easier to spot, it is less realist than the current way to do. ( quickly hacked the scripts to do so, work well). The other way is to pump up their armour and make a setdammage so they get all covered in blood and wounds.
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yut how would you, like add an action when a defined weapon is equiped and remove it when the weapon is taken down? i couldn't find a satisfying even handler.
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for an actual good nvg would be nice to have a new mode lod, like "heat lod" which would be parts that kind of "glow" heat , like engine of tanks
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does it work for weapons?, if yes, how do i use it. I would like to add two special actions when the player has my weapon equipped.
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I am trying to move where the camera origin is when in ironsight/scope mode. Is it possible? ideally i would like to move the camera at the end of the barrel (my weapon has a built in camera right under it). Is it something to do in the config or in the model?
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well actually what i was meaning is that the zoom camera do not fully follow the character's movements, in my demo video when i point the cornershot up to peek through the bunker window, it should be tilted since the weapon is almost vertical, yet it isn't.
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yep messia, that's what i plan to do, make the zoomed sight looks like an lcd screen. Tho... for making this weapon really interesting i need to find a way to add the required action for straightening / twisting the weapon. Earlier in the topic someone suggested to swap between 3 different weapons. Would that be done by script? Something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> <<remove "twist left" action>> this removeWeapon["CornerShot-S"]; this addWeapon["CornerShot-L"]; <<add "twist straight" action>> how about the ammos? is there some way that i can count the ammo in the old weapon and have the same amount loaded in the new one?
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imodified the resurrection script slightly so a zombie is spawned rather than a civilan, did some troopmon simulation then very hard to balance zombies/civilians/soldiers in a city
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hm it's me or the zoom/aim camera seems to take only in account pitch/yaw Or is there any way to constrain the camera roll axis to follow the weapon angle?
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update! this is a little youtube video that present the "concept"
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hmm not much success in my collisions tests... i also noticed the camera stay perfectly horizontal, no matter what the weapon angle is (it's hard to picture, but since my gun has a tilted barrel, when you aim through the camera and you look down, the view should be tilted on the side)
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exellent!!! but i have another question, is there some way to prevent the gun to poke thru walls? it seems the eye camera is going into the walls sometimes, or is it just the player character that is physical? I tried to add a geometry lod to the gun but it doesn't seems to work.
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I am trying to learn add on creation and i was wondering if someone did already a set of config.cpp for the base classes of units, like: -Mens -Weapons -Vehicles , etc... I am using some Flashpoint tutorials and resources, but i realize that some bits of the class tree seems to have changed. i tried to read some of the config.cpp from BIS's standard addons but it seems they are just too complex for me.
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Well for what i know the corner shot can have the barrel lined with the frame, turned at +45 degrees or -45° a little update by the way.
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Well for the sake of balance, and to keep it simple, for now i will mount a handgun, i might eventually mount a very short smg once the concept work but i have the feeling it might create some unbalance ... I highly doubt the AI will react properly however... Also what shall i add to the weapon model for having proper ironsight?
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Okay so basically it would be kinda 3 guns but how would i swap from one to the other and keep the ammo count ? My idea is to have one ironsight different for each gun mode When straight you have the new Arma ironsight over the weapon, maybe with a nice reticle, i don't know yet, when using the bent left or the bent right, when going in ironsight it switch to a view a bit like OFP used to do and how the sniper rifles still do, where it would looks like you are looking through the LCD screen , where in fact your view would be at the gun's front, where the camera is supposed to be. That makes sense? -And if yes, I imagine the weapon swapping would be done by script, (but u dunno how :/ ) like using the action menu ( straighten weapon , bend left, bend right) I also imagine that when in the 45° axis camera, aiming might prove to be a bit difficult but that's part of the fun hehe.
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and another update of the modeling process! i am working in symmetry but once i am done with this side of the gun, i will make the other side properly, for now, it's identical
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oh no the color is on purpose it's a goth pale white/blue type i did for my character in another game , i just adapted it but it doesn't come out nicely
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Update, i think it's enough details for this folding butt stock Let's hope it looks nice in a normal map