dmarkwick
Member-
Content Count
7641 -
Joined
-
Last visited
-
Medals
Everything posted by dmarkwick
-
Search: AI fake death for SP and/or Coop
dmarkwick replied to quiet_man's topic in ARMA - MISSION EDITING & SCRIPTING
My first thought is that you're going to need to handle what happens when you shoot at a dead body which is "pretending" to be dead. Also, when a live AI is pretending to be dead, it should be preceded by a laying down animation, so that you can see that when you DO kill a soldier from a distance and he FALLS down, he really is dead -
... a friend of mine hosts our games, and ingame I tried out the VOIP functionality. By default it's mapped to the Caps Lock key, and when I press it I get the little microphone icon flash up for as long as I hold the button, but no other player hears me at all. My friend is not running a dedicated server, he is playing on the machine that hosts. As far as he can tell there's no settings for VOIP, and none of us know where any config settings are likely to be aside from the profile one, which looks fine. EAX on/off, hardware on/off, we tried it all. Googling and searching did not throw up any solutions, so I start a new thread to see if this is unusual or if there's simply an overlooked obvious answer for us. Anyone know of any procedure we need to follow to enable/fix the VOIP?
-
i'm wondering how can i insert a getpos item1 at the place of your coord (2500, 3000) Something along the lines of: [(getpos obj select 0),(getpos obj select 1)]
-
Just tried it out, looks wonderful I dropped one over Paraiso, my FPS was measured in SPF for a while But most of the surrounding buildings were dropped as I drove in to inspect it I saw lots of nice graduation of destruction as I approached. Trees down across roads etc.
-
Is there any method available of telling what killed a soldier? I don't mean who, I mean what. i.e. I'd like to identify soldiers killed either by grenade or shell, any explosion basically.
-
rgr
-
Wow, nice one:) reminds me of the OFP one I had, that would knock down all buildings & wreck all vehicles within it's line-of-sight, within a range. So you could hide from it if you were lucky, but roaming clouds of "fallout" were dangerous. That screenie looks like there's some light sources in there, I'm interested in that procedure, can you tell me how you did it?
-
WIP: stuff you are working on!
dmarkwick replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
You know I was thinking exactly the same thing. As it stands I'm just going to apply it to a few classes, one of which will be a fuel truck, but it might be nice to link the volume & longevity to the amount of fuel on any vehicle. -
This might be a problem
-
Suggestion for further refinement of this approach: The who_fired/time_fired variables should be an array, so if two different guys chuck nades at nearly the same time, they are both recorded in the global array as potential shrapnel killers. And the fired script should clean up the array. Every time its called, before adding the new who_fired/time_fired to the array, remove any entries whose time_fired is > 1 or 2 seconds. Good hunting! Hmm yes. Looks like I'll need to implement a "first in last out" rolling array that I'll need to interrogate for each soldier death yes? And if one of the most recent matches the killer variable from the killed eventhandler then apply the smoking code to the killed unit? So is there an easy way to tell if a fired weapon is a shrapnel weapon or will I just need to check for the class name for each shrapnel type weapon?
-
WIP: stuff you are working on!
dmarkwick replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
For the purpose of testing & working on it (my first time really) I disabled animated smoke sprites so all those billboards are the same. I probably will make some nice new ones which animate rather better than the default ones. I had to turn off animation as the "popping" between images was distracting. There's a few random things you can do as well to get it looking more chaotic. -
Will do I wonder if instead of doing all the work you suggested above, it might be more efficient to check the current weapon of the killer? That way I could still use the eventhandler I already have for tanks & helos anyway and bend it to work for soldiers based on what weapon the killer currently has? Only problem I can foresee right now is if the killer has just used his last grenade and is in the process of switching weapons. Anyone know if that switch is logically instantaneous? I guess 5 seconds from grenade lob to explosion/death might mean the killer is now holding a different weapon.
-
Working on a simple addon which makes some vehicles give off thick black oily plumes of smoke. One thing I noticed was that the smoke effects I apply seem to be unaffected by distance, giving the plumes a high contrast compared to the landscape & objects around it. BIS problem, or my problem?
-
@JohnnyBoy - this method works thanks @VictorFarbau - I will check out the scripts thanks
-
I thought I might expand on my little smoke addon and have short-lasting little puffs of smoke appear on recently dead bodies IF they had been hit by shrapnel. Just very little ones you probably would only see close up.
-
Smoke unaffected by distance?
dmarkwick replied to dmarkwick's topic in ARMA - ADDONS & MODS: DISCUSSION
You mean it's easy for BIS to fix or easy for me to fix? -
As far as I can tell, Hit and Killed only return the object that fired the projectile, not the projectile itself
-
Excellent thank you
-
WIP: stuff you are working on!
dmarkwick replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Aircraft fire, of the sort the addon will be emulating. Tanks, fuel trucks, helicopters etc will also burn this way. FDF mod had good smoke plumes that lasted & lasted, good for DAC based missions where the action could kick off anywhere: -
WIP: stuff you are working on!
dmarkwick replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Not to me -
WIP: stuff you are working on!
dmarkwick replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Better smoke for large vehicles & crashed aircraft: -
6thSense.eu Presents: CRDS (Player Hit Effects)
dmarkwick replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
Indeed I can pass you the texts from emails that I exchanged with Amos (one of the lead ECP devs/managers) but the upshot was this: He was going to contact the disbanded ECP group to see how they felt about conversions, I haven't heard anything since a little over 2 weeks. A previous conversation I had suggested that in the absence of any other interest then conversions were OK, but I no longer have that conversation, I think it's on a forum somewhere out there Would you like me to contact him again to clarify things? If there's a real possibility of conversion I can say so, maybe that would get a definitive answer. Did you take a look to see if the work is viable? One thing I forgot to add which was in the email - I can do new blood textures. Just need to know size & format. -
6thSense.eu Presents: CRDS (Player Hit Effects)
dmarkwick replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
No probs. Post up when you've got it & I'll delete it again. *link removed* I tried to keep the mod folder structure but only retain the relevent files that had blood references in. I was looking at an interesting piece of code that dealt with how the blood spatter is calculated but I cannot find it now. Hopefully it's there somewhere -
6thSense.eu Presents: CRDS (Player Hit Effects)
dmarkwick replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
Well I sent 'em I haven't had the email bounce back so I guess they went off OK. Let me know if you want me to send them again. Was about half a MB in size. -
6thSense.eu Presents: CRDS (Player Hit Effects)
dmarkwick replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
Ooh nice one How extensive do you plan to make this? I ask because I was recently interested in someone converting the ECP Blood Effects over to ArmA (I looked but it's way beyond me I'm afraid). It had bleeding out, blood drops, even spurting blood. Spurting blood was especially nice, not because I'm a sicko sadist but because it was genuinely useful in showing the direction of attack. If you found some dead teamies and wonder what happened to them, the blood effects told their own story. Also, the blood drops often helped me to track down fleeing wounded enemies. It was very atmospheric in tight urban areas. You fancy working some of this in? I can pass you the blood effects code from OFP if you don't fancy downloading the whole of ECP, I contacted the ECP developers to get permission and the reply I got suggested that no-one really minded what was done as long as credits are available etc. Usual stuff. ECP has disbanded and they have no interest in the project anymore. Anyways, I will try out this addon of yours, it certainly sounds like a nice start to something that would improve the CQBs immensely. Screenie of the blood spurt effects in use: