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dslyecxi

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Everything posted by dslyecxi

  1. The color version is now available from https://store.bistudio.com/arma3-tactical-guide I received copies of the color edition yesterday, and they're really slick. :cool:
  2. Introducing the ShackTac Movement addons, by Rg If you've ever hung up in a doorway, on a tree, or generally found yourself falling all over yourself in close-quarters movement, you're going to get a kick out of this. "ST Movement" is a set of two tiny addons that bring a welcome change to your ArmA2 movement model. The first, st_collision, is based on an addon concept by Rocko and Kju from the ArmA1 days, redone in ArmA2 by Rg. This addon causes your weapon collision with the environment to be significantly toned down, meaning that you can now move sideways through doorways and generally find CQB to be enjoyable, versus feel like a rusted robot trying to navigate a terrifying alien world called 'indoors'. Try it out and see, it's simple and very noticeable. The second may or may not be a big deal, depending on how you move around in ArmA2. There is a combination of keys in A2 that, for reasons unknown, triggers you into a several-second-long evasive-sideways animation. Personally, this used to get me in trouble (or killed) frequently. The st_evasive addon simply removes this animation from the player's movement system, preventing any key combination from accidentally triggering it. Both addons can be seen in video form here: You can download them here, filename st_movement_v1.7z. File mirrors/sites: Please do not mirror this addon. The above link can be shared instead; it's a 3KB addon set, after all. ;)
  3. dslyecxi

    Dslyecxi's 'Paper doll' Gear Menu

    It's already part of the Steam Workshop version, yeah.
  4. The free version is now available on my site. I did a quick video to cover the different editions + launch of the free one:
  5. dslyecxi

    Dslyecxi's 'Paper doll' Gear Menu

    Cool! Can you e-mail them to me? This nick at gmail.
  6. Rehosting STHUD is not allowed. Please remove your link. The proper links are available from the DevHeaven page.
  7. As I understand it, this is happening because the first position of the bullet (tracked in the fired eventHandler) is traced to the first recorded position from the tracking script, which is spawned. There's a slight delay between the shot happening and the data being recorded. It's entirely possible for a bullet to go out, ricochet, and begin a new trajectory before that first data point is captured. The script then connects the dots - the bullet at the muzzle, and the first recorded location, so it looks like you see in your screenshot. If you set up the exact same scenario and then slow down time (ie with setAcctime 0.125) you will not see that behavior happen - it'll be a proper trace. This is made worse at lower framerates. TLDR: If you want to see the most accurate trajectory representation possible, you need to slow down time.
  8. Hi Hypnomatic, Great script all in all, thanks for releasing it! I did a slight modification of this for a video I worked up regarding Arma's ballistics. The caveat is that for it to work correctly, it's best to slow down time when using it. The modified script can be found here. The changes are so that it shows color-coding on the trail, based on the percentage of the bullet's muzzle velocity at any given point during flight. Red = >75% muzzle velocity remaining Yellow = >50% Green = >25% Blue = <25% White = <10% The video I made with it is this:
  9. dslyecxi

    Dslyecxi's 'Paper doll' Gear Menu

    I don't have time to play with the dialog any more. If someone is interested in fixing it, they're welcome to, but I have to spend my limited time on other projects currently. Same answer as above.
  10. dslyecxi

    Dslyecxi's 'Paper doll' Gear Menu

    I've added this to the Steam Workshop now, on Altis. You can find it here: http://steamcommunity.com/sharedfiles/filedetails/?id=188160845 @Das Attorney - I didn't find that functionality to be broken, so I didn't make the change. If you know something re: how those script commands differs that necessitates me changing it, let me know.
  11. The STHUD UserMenu aspect isn't part of the public A3 STHUD release currently, so that keybind won't function.
  12. Minor formatting fixes and similar..
  13. Welcome to Arma, thanks for the kind words! You're in for one hell of a ride.
  14. There's nothing more to say aside from what has already been said, sorry. If you can't read and appreciate the "Forward Looking" section I already posted previously in this thread, there's nothing else I can say that's going to make it click. I don't mean to be curt, but I have given my rationale and you can either accept it or choose to disagree. It is no different from my prior guides in that respect.
  15. That camo was in the alpha/beta during the time I was taking those particular screens.
  16. Well, it does state it up-front in a very clear manner. If you want to turn that into a point of drama, feel free, but it is done with the best intentions and is based upon my experiences of having iterated this guide for almost eight years now. If you read malice or deception into it, it's purely a product of your mind and whatever preconceived notions you had coming into this. Aw, c'mon, you can do better than that - I believe in you! To any negativity regarding having to "pay for" a 140,000+ word guide that has a reputation for being a top-notch production - it's free in two months. Take a breath and wait if you can't abide the thought of paying money to support a nearly 350-page guide in an age where the average game comes with a thirty-page manual at best. That upcoming free edition should cut that potential drama avenue right there. Complaining that a guide written about a moving target, for a game series and company that is well-known for post-release support and content additions, has some images of things that didn't make the A3 release version - isn't that a wee bit short sighted?
  17. For those that wanted to pick this up but don't have the Deluxe Edition of A3, it's now available individually in the BIS store, here.
  18. dslyecxi

    AI Discussion (dev branch)

    Shooting at moving targets at range in reality is a very difficult skill to develop - even well-trained shooters have difficulty with it. I hope that this has been kept in mind with these changes, and that we aren't going from a world in which AI are often pinpoint precise on static targets, to one in which AI are pinpoint precise on both static and moving targets at close and long ranges.
  19. dslyecxi

    Dslyecxi's 'Paper doll' Gear Menu

    Made a beta-compatible version. http://dslyecxi.com/shacktac_wp/shacktac-mods/dslyecxis-paper-doll-gear-menu/
  20. dslyecxi

    Bohemia Interactive @ E3 2013 - DISCUSSION

    Are there any community members attending this year?
  21. It's because you didn't read the documentation. You must go into ironsights and hold your freelook key for it to work.
  22. Vanilla test version is available here (updated from prior link).
  23. dslyecxi

    Dslyecxi's 'Paper doll' Gear Menu

    Slight update thanks to Bricks. Sliders now show the display name (vs classname) of the selected item, and the 'copy' function now copies out the gear + commands necessary to apply it in-game from a unit's init field. Download here.
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