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Feint

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Everything posted by Feint

  1. I'll take a look at my Head Range Plus mod and see if I can fix this issue. There was no documentation regarding this speed change and I tried to fix the issue in my last update. Looks like it is still a problem. Thanks for the explanation of the defaults. I personally hate the "zoom change with speed" feature and plan to do my best to remove it or reduce it as much as possible. I just wish BI would make the FOV consistent from walking around to being in a vehicle and then allow players to set their FOV in the game menu options. Then if they removed the limits on head rotation, my mod would not even be needed. :) It was originally my intention to not even touch FOV because I know it's such a personal thing. And I have a slider on my joystick set to continuous zoom as a fix for the various FOV changes from vehicle to vehicle. EDIT: Version 2.9 now fixes this FOV bug and adds support for Jets DLC! :)
  2. Works perfectly! :) I've used the new commands to make this Mod.
  3. Thanks!
  4. Version 3.5 has bee uploaded in response to a bug report that multiple shovels were being created on ALiVE servers. I added a potential fix. Let me know if the fix works or if there are any other problems. I also added the fix to the camouflaging the boat script, the burying of the boat script and the rope throwing and dragging scripts/functions: VERSION 3.5 Changelog Added an "isServer" check to a few key scripts to avoid createVehicle firing on every machine in multiplayer environments. Please let me know if there are any negative issues with this fix or if the fix does not work.
  5. Feint

    Sailing Mod

    VERSION 1.2 OUT NOW! Check out the first post for links. Changed the way the display works - should scale correctly now Fixed the marker lights so red is on the port side and green is on the starboard Changed the way the marker lights look so they are more realistic (Arma 3 lighting upgrade version) Added a new light to the cockpit so you can see better at night
  6. Feint

    Sailing Mod

    Thanks you guys. I appreciate your help and feedback and suggestions. Thanks for the text suggestion, Soolie. I'm working with it now. I just discovered this: class RscPictureKeepAspect; Seems to work really well as a parent class. Now the aspect ratio of my images are no longer screwed up when rotating them which was primarily the problem at 1080p (but not 1920x1200 curiously). I'll release an update soon. EDIT: In case anyone searches for this later wondering what my fix was for aspect radio and scaling... here it is. This seems to work perfectly for both 1920x1080 and 1920x1200. The secret was using pixelGridBase instead of pixelGrid. #define UI_GRID_W (pixelW * pixelGridBase) // One grid width #define UI_GRID_H (pixelH * pixelGridBase) // One grid height #define CT_STRUCTURED_TEXT 13 #define ST_LEFT 0 class RscTitles { class RscStructuredText; class FNTSAILRscStructuredText: RscStructuredText { access = 0; // ReadAndWrite type = CT_STRUCTURED_TEXT; idc = -1; style = ST_LEFT; lineSpacing = 1; x = safeZoneX + (UI_GRID_W * 0.4); y = safeZoneY + (UI_GRID_H * 19.5); w = UI_GRID_W * 15.4; h = UI_GRID_H * 12; colorBackground[] = {0,0,0,0}; text = ""; size = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.5); // edit last number to change text size class Attributes { font = "RobotoCondensed"; color = "#000000"; align = "left"; // DOES NOT SEEM TO WORK CORRECTLY!! - WORKAROUND - SETSTRUCTUREDTEXT ALIGN="RIGHT" valign = "top"; // DOES NOT SEEM TO WORK CORRECTLY!! - WORKAROUND - MOVE THE SECOND SET OF NUMBERS DOWN BY CHANGING Y VALUE shadow = false; shadowColor = "#ff0000"; size = "1"; }; }; class RscPicture; class RscPictureKeepAspect; class FNTSAILRscPicture: RscPictureKeepAspect { type = 0; idc = -1; style = "0x30 + 0x800"; colorBackground[] = {0,0,0,1}; // does not do anything colorText[] = {1,1,1,1}; // tints the pictures font = "RobotoCondensed"; // does nothing but clears the error code sizeEx = 1; // FONT SIZE // does nothing but clears the error code x = safeZoneX + (UI_GRID_W * 0.1); y = safeZoneY + (UI_GRID_H * 17.5); w = UI_GRID_W * 16; h = UI_GRID_H * 16; }; class FNTSAIL_display { idd = -1; movingEnable = 0; duration = 500000; fadein = 0.5; fadeout = 0.5; name = "FNTSAIL_display"; onLoad = "uiNamespace setVariable ['d_FNTSAIL_display', _this select 0]"; class controls { // WIND DISPLAY EARS AND COMPASS BACKGROUND class FNTSAIL_windDisplayEars : FNTSAILRscPicture { idc = 3333000; text = "\A3_Sailing_Mod\data\windDisplayEars.paa"; }; // WIND DISPLAY CENTER BACKGROUND WITH TEXT class FNTSAIL_windDisplayBG : FNTSAILRscPicture { idc = 3333001; text = "\A3_Sailing_Mod\data\windDisplayBG.paa"; }; // WIND DISPLAY ROTATING COMPASS class FNTSAIL_windDisplayCompass : FNTSAILRscPicture { idc = 3333002; text = "\A3_Sailing_Mod\data\windDisplayCompass.paa"; }; // WIND DISPLAY ARROW class FNTSAIL_windDisplayArrow : FNTSAILRscPicture { idc = 3333003; text = "\A3_Sailing_Mod\data\windDisplayArrow.paa"; }; // BOAT HEADING DATA class FNTSAIL_BoatHeading : FNTSAILRscStructuredText { idc = 3333004; text = "888"; }; // BOAT SPEED DATA class FNTSAIL_WindBoatAngle : FNTSAILRscStructuredText { idc = 3333005; text = "88.8"; }; // TWS class FNTSAIL_TrueWindSpeed : FNTSAILRscStructuredText { idc = 3333006; text = "88.8"; y = safeZoneY + (UI_GRID_H * 29.8); }; // TWA class FNTSAIL_TrueWindAngle : FNTSAILRscStructuredText { idc = 3333007; text = "888"; y = safeZoneY + (UI_GRID_H * 29.8); }; }; }; };
  7. Feint

    Sailing Mod

    I noticed a problem today with my displays. on 1920x1200, the display looks perfect. On 1920x1080, it looks warped and the text is not aligned properly. Can someone please help me with this? The documentation is somewhat unclear to me: #define CT_STATIC 0 #define ST_LEFT 0 #define ST_CENTER 2 #define ST_MULTI 16 #define CT_STRUCTURED_TEXT 13 #define ST_PICTURE 48 #define SCALING_FONT_SIZE 0.013 * SafeZoneH #define UI_GRID_W (pixelW * pixelGrid) // One grid width #define UI_GRID_H (pixelH * pixelGrid) // One grid height #define UI_GUTTER_W (pixelW * 2) // One “gutter” width #define UI_GUTTER_H (pixelH * 2) // One “gutter” height class RscTitles { class FNTSAILRscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "EtelkaMonospacePro";// "PuristaMedium"; sizeEx = 0.02; // FONT SIZE linespacing = 1; text = ""; x = SafeZoneX; y = SafeZoneY; w = SafeZoneW; h = SafeZoneH; }; class FNTSAILRscStructuredText { access = 0; // ReadAndWrite type = CT_STRUCTURED_TEXT; idc = -1; style = ST_LEFT; // ST_CENTER + ST_MULTI; lineSpacing = 1; x = SafeZoneX + (UI_GRID_W * 20); y = SafeZoneY + (UI_GRID_H * 43); w = UI_GRID_W * 25;// pixelW * 300; h = UI_GRID_H * 25; //pixelH * 300; size = SCALING_FONT_SIZE; // FONT SIZE colorBackground[] = {0,0,0,0}; color[] = {0,0,0,1}; colorText[] = {0,0,0,1}; text = ""; font = "EtelkaMonospacePro"; }; class FNTSAILRscPicture { type = 0; idc = -1; style = ST_PICTURE; x = safeZoneX + UI_GRID_W; y = safeZoneY + (UI_GRID_H * 30); w = UI_GRID_W * 25;// pixelW * 300; h = UI_GRID_H * 25; //pixelH * 300; sizeEx = 0;// (((100/36)/100)*0.9); colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = "EtelkaMonospacePro"; // "PuristaMedium"; text = ""; }; class FNTSAIL_display { idd = -1; movingEnable = 0; duration = 500000; fadein = 0.5; fadeout = 0.5; name = "FNTSAIL_display"; onLoad = "uiNamespace setVariable ['d_FNTSAIL_display', _this select 0]"; class controls { // WIND DISPLAY EARS AND COMPASS BACKGROUND class FNTSAIL_windDisplayEars : FNTSAILRscPicture { idc = 3333000; text = "\A3_Sailing_Mod\data\windDisplayEars.paa"; }; // WIND DISPLAY CENTER BACKGROUND WITH TEXT class FNTSAIL_windDisplayBG : FNTSAILRscPicture { idc = 3333001; text = "\A3_Sailing_Mod\data\windDisplayBG.paa"; }; // WIND DISPLAY ROTATING COMPASS class FNTSAIL_windDisplayCompass : FNTSAILRscPicture { idc = 3333002; text = "\A3_Sailing_Mod\data\windDisplayCompass.paa"; }; // WIND DISPLAY ARROW class FNTSAIL_windDisplayArrow : FNTSAILRscPicture { idc = 3333003; text = "\A3_Sailing_Mod\data\windDisplayArrow.paa"; }; // BOAT HEADING DATA class FNTSAIL_BoatHeading : FNTSAILRscStructuredText { idc = 3333004; x = SafeZoneX + (UI_GRID_W * 1.5); //SafeZoneX + ((pixelW * pixelGrid) * 1.5), SafeZoneY + ((pixelH * pixelGrid) * 33) y = SafeZoneY + (UI_GRID_H * 33); //w = pixelW * 300; //h = pixelH * 300; text = "888"; }; // BOAT SPEED DATA class FNTSAIL_BoatSpeed : FNTSAILRscStructuredText { idc = 3333005; x = SafeZoneX + (UI_GRID_W * 20); // SafeZoneX + ((pixelW * pixelGrid) * 20), SafeZoneY + ((pixelH * pixelGrid) * 33) y = SafeZoneY + (UI_GRID_H * 33); //w = pixelW * 300; //h = pixelH * 300; text = "88.8"; }; // TWS class FNTSAIL_TrueWindSpeed : FNTSAILRscStructuredText { idc = 3333006; x = SafeZoneX + (UI_GRID_W * 1.5); // SafeZoneX + ((pixelW * pixelGrid) * 1.5), SafeZoneY + ((pixelH * pixelGrid) * 49) y = SafeZoneY + (UI_GRID_H * 49); //w = pixelW * 300; //h = pixelH * 300; text = "88.8"; }; // TWA class FNTSAIL_TrueWindAngle : FNTSAILRscStructuredText { idc = 3333007; x = SafeZoneX + (UI_GRID_W * 20.5); // SafeZoneX + ((pixelW * pixelGrid) * 20.5), SafeZoneY + ((pixelH * pixelGrid) * 49) y = SafeZoneY + (UI_GRID_H * 49); //w = pixelW * 300; //h = pixelH * 300; text = "888"; }; }; }; }; I'm wondering if it gets screwed up at 1920x1080 because my monitor is 1920x1200 and setting the game to 1080 is screwing up the pixelGrid and pixelH commands.
  8. Thanks for your continued work on this. The gangplank and number/tower changes look super cool. Nice work.
  9. Version 3.4 has been released. OK, so I noticed that a few boat mods and vanilla boats were using Rubber_duck_base_F as a parent. And since the OLD version was modifying that parent, I noticed a few unintended consequences in terms of boat handling. So I've changed the way the Paddle Mod modifies the following values: insideSoundCoef rudderForceCoef enginePower thrustDelay waterLinearDamping So now, instead of modifying Rubber_duck_base_F, the following classnames are modified: "Rescue_duck_base_F" "I_C_Boat_Transport_01_F" "I_G_Boat_Transport_01_F" "I_Boat_Transport_01_F" "B_Boat_Transport_01_F" "O_Boat_Transport_01_F" "O_T_Boat_Transport_01_F" (basically all of the vanilla Zodiac CRRC-style boats) So I haven't tested a lot of addon boats yet, but this might result in some of the handling benefits (and the ability to bury the boat and add camo to the boat) might be removed from those addon boats if they were using Rubber_duck_base_F as a parent instead of one of the above. This could be a good or a bad thing. Either way, if you have a boat addon and you want me to add your classname base to the Paddle Mod to adopt some of the above changes, please send me a PM. There are additional tweaks and fixes and changes to the Paddle Mod in version 3.4 too, mostly having to do with speed and efficiency of the code, but also some other things which will slightly improve the user experience I hope. First post modified.
  10. Feint

    Sailing Mod

    Thanks everyone. Happy that you are enjoying the new gameplay. :)
  11. Crap. That sucks. OK, I'll look into that.
  12. Hey all, Sorry for the bug with the Raven breaking up into pieces. I've removed that feature. I have a bunch of updates and improvements and changes to this coming. Thanks for everyone's feedback.
  13. No, you don't have to add anything your mission file. Check the keybinding. Check it without other mods. Maybe there's a conflict with one of your other addons.
  14. interestin idea. I'll have to try that.
  15. Sorry you're having health problems, Mankyle. Hope you get through it all unscathed. Take care of yourself first. Coding is bad for your posture, but probably a nice distraction. Get well soon!
  16. Thanks for the kind words. The camoBoat.sqf script is tailored specifically to the CRRC at the moment. I'd have to rewrite so much of the script for different vehicles that it would be better for me to think of a different way of doing things. It might be better to let the player pick where the brush/bushes would go. Probably the best way to do it would be to create "sticky bushes" that a player could generate, then go to and pick up, then go to the vehicle and hit a key to attach it to the vehicle. That would probably be better than adapting this script, honestly, as it would make it adaptable for other vehicles. But it would require a new script be written from scratch. I could theoretically create a script that adds bushes to the outside of the boundingBox of the vehicle, drops them, then adds an EpeContact eventHandler to each bush so that when the bush hits the vehicle, it attaches in place. It would probably be a bit iffy with the results being different every time, and I'm not sure the bushes would fall down when dropped or given a negative Z velocityModel vector. But they might. I know some people have asked me in the past about making a script for adding bushes to vehicles. This might be the quick (yet immersion breaking) way forward. What kind of vehicles did you have in mind? So far I've only seen tanks from WW2 and some spec ops jeeps using foliage for camouflage.
  17. VERSION 3.0 RELEASED! http://steamcommunity.com/sharedfiles/filedetails/?id=887302721 Lots of changes. Thanks everyone for your support. Sorry I was gone for a long while. Check the first post for changes and fixes and updates! :)
  18. Feint

    Tanoa Trains

    Honestly, for the first feature (adding a loading message), I would recommend just creating a startup sound that plays when you enter the train. Real trains take a long time to start up. This delay adds to the immersion. For the second feature (remote disconnect), I would not even worry about creating this feature. Yeah, it's a game and you want to make things easy for players, but remote disconnection sounds a little advanced for the purely analog connections between these trains in real life. In real life, you'd have to ensure that all of the trains are ready for connecting before bumping them together. And you'd also have to manually release the coupling by hand by walking to that train. So I think the existing method of walking to the individual train that you want to disconnect is the way to go. Plus it reduces your development time. I know I've had projects slow way down due to feature creep or because I personally wanted to solve some issue that probably didn't matter in the larger scheme of things. But of course, it's your addon. Have fun creating it! Looks great so far. :)
  19. I'm sure you've tried to restore an old recovery point. But even if a new P drive was created, the data will still be there on the drive until it's physically overwritten, which I doubt has happened yet unless you've copied a lot of data onto the drive. You should look into a file recovery service. They are usually expensive, but time is more expensive. They will send you a hard drive with everything recovered.
  20. My pleasure. It makes such a big difference when it's not there that now it really bothers me when you can't move your head. LOL.
  21. The rule is, "I before E except after C, or sounds like "A" as in neighbor or Feint." ;) To see what the ViewPilot or ViewCoPilot or ViewCargo values are for a vehicle, best thing to do is to put the vehicle down in the editor, right click on it and choose, "Find in Config Viewer". Then you can navigate that specific vehicle and see what the minMove and maxMove values are set to. Mainly, I've modified the X, Y and Z min and max values which allows one the "6 degrees of freedom" that TrackIR advertises. I've also often modified the min and max values for turning your head, but not always. This is to avoid hitting an invisible wall when turning your head. Having said that, it's probably best to keep the Head Range Plus addon above other addons you are running to ensure that the values set by HRP are the ones adopted. However, an addon maker obviously has the right to overide default settings or even my settings by setting their own inheritance structure for their vehicles. It gets complicated once everyone starts modifying everything. So what you end up with depends on several factors, many of which I have no control over. i hope this helps.
  22. Wooooo, almost the two year anniversary from when I first released this. Check out the newest version, 2.6 that now supports planes and helicopters from the Community Upgrade Project!! I started down the path of redoing all of the inheritances to make them more "correct" and avoid any future potential errors. But I couldn't get some things to work. So I held down UNDO and erased about a days worth of work. If it aint broke yet, don't fit it yet. :) Either way, I tested everything and didn't find any errors. If anyone finds anything wrong, please let me know. FYI, I know that on the little birds, the FOV and range of motion for the y axis (panning view left and right) is still limited for the ViewCopilot turret. Same with on the AH-64 / AH-1 and...another helicopter that I can't remember. I'll fix this up in a future update once I get it working correctly. I didn't want to wait to release this.
  23. Version 2.5 RELEASED! I've added support for the Mission Enhanced Little Birds including the versions that RHS uses.
  24. Unless I'm using this function incorrectly, the results of the BIS_fnc_sunriseSunsetTime function do not match up with the observed sunrise and sunset times. It seems to work in January, but not in summer months like June (on Altis). STEPS TO REPRODUCE: 1) Open Altis in 3Den 2) Place any unit 3) Set date and time to 2016, January 4th. 4) Preview mission 5) Hit Esc and in the code window, type: hint format ["%1",[] call BIS_fnc_sunriseSunsetTime]; 6) Compare results to observed sunrise and sunset times using the in-game camera and changing the times RESULTS: The results from BIS_fnc_sunriseSunsetTime are accurate. 7) Return to 3den editor 8) Change date to 2016, July 4th. 9) Preview mission 10) Hit Esc and rerun the above code 11) Compare the results to observed sunrise and sunset times using camera to change the time RESULTS: The results from BIS_fnc_sunriseSunsetTime are around 2 hours off for both sunrise and sunset. I have not tested every month nor have I tested other maps. PC version of the game. I hope this helps.
  25. If you're looking for the Feint.bikey, you can download that here: https://drive.google.com/file/d/0ByQshG747KqKWUNEMjRLMVRFTjg/view?usp=sharing
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