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Feint

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Everything posted by Feint

  1. I believe you can still use this with the freelook system, but it's a bit squanchy. You have to set a key to activate freelook, and then set keys or mouse inputs to the head movements. If you have rudder pedals, perhaps you could set the toe brakes to the left/right head movements. I use those for lean, but in an aircraft, you don't lean. Let me know if you try this and it works. I don't see why it wouldn't.
  2. Version 2.2 Released! Changelog: Added support for the Pacific VTOL aircraft.
  3. Just for fun, I decided to copy pbos from my copy of Take On Helicopters into a new addon folder in Arma3 which I activated like any other mod or addon. I got a few errors and the sound didn't work for the wind noise, engine noise, impact sounds, etc., but a lot of stuff did work including turbulence, all of the controls, names in the editor, doors on the aircraft, and more. I was able to get the "ambient" boats from TOH into Arma3 too which was cool. Anyway, this isn't any official mod I am planning on releasing, and other than copy and pasting, I didn't do anything special to enable this. This thread didn't seem to be a good fit for the General Discussion board, so I put it in Addons and Mods. But mods, feel free to move it if this is incorrect. Here's a video I put together: QZ39cZBDJPE
  4. I'll try to duplicate the problem. I've never heard of this happening from anyone else. My initial thoughts are that you should take a look at your key mapping and ensure that you don't have TrackIR head movements mapped accidentally to other movement keys that would effect the movement of the map. Try taking off your TrackIR and then going into the map to see if it's a key mapping problem. Also, try deactivating all mods except mine and see if the problem persists.
  5. Understood. Honestly I haven't even looked at the new vehicles or maps from Apex yet. Been too busy with RL. I'll take a look when I can and add in the new vehicles if I can. Thanks for your kind words and support. :)
  6. So I was alerted to some of my content (Paddle Mod) being posted to the Steam Workshop by a user named RERE without my permission. When I investigated further, I noticed that he had posted additional content from a lot of other users including: (me) Feint (Paddle Mod) - taken down a few days after I flagged it Gnat (Cessna Skywagon addon) Flay (HangGlider addon) RichardsD & ruPal (MTRV) Ohally (T-10 static line parachute) Mr Burns (MRB - Kartiniator) Randomslap & mukcep (C-17 Globemaster) This fellow is a real piece of work. Here's regularly posting angry comments about how outdated he thinks the addons that he's ripping off are, regularly uses racial slurs when yelling at commenters who ask where he got the addons or why something doesn't work... Here's his response to posting work he didn't create: "(Incase the one stupid ♥♥♥♥ that keeps putting comments down saying I stole this, no ♥♥♥♥, its a port.. and I never claimed I made it, ♥♥♥♥ing ♥♥♥♥♥) Anyway, somebody was bound to do it eventually. Guess i'm the only person who doesn't wuss out when it comes to porting this kind of stuff... don't complain, because you know you wanted it... " And his recent response to me directly: RERE [author] 3 hours ago N****r I don't care lol ifnhe don't want it posted on the workshop by somebody else he shoulda done it himself If you are any of these content authors and your work has been posted without your permission, I recommend you reach out to this person and ask them to take down your work and flag it through Steam (which is the only way I believe it was taken down because he never responded to any of my comments and I couldn't PM him). I've included the links that I could find. EDIT: Here's another user teddy268 who has been posting other people's content without permission.
  7. Can you use surfaceNormal to align the decals with the slope of the terrain?
  8. Feint

    Scirpting documentation

    Agreed. There are limited things we can do with the editors in the launcher, but would love to know if there are commands we can execute in-game.
  9. I apologize for that and appreciate the reminder. I usually keep the changelogs only on the BI forums and not on my website in case I forget to update one and not the other. The changelog on the initial post has been updated. Yes, version 2.1 has minor tweaks to all values and I've launched it on Steam. Thanks for PlayWithSix and Armaholic for also updating those mirrors. That's very awesome! :) I know Dslyecxi reached out to me to update this addon to include some of the tank commanders who couldn't move their heads easily. I looked and looked and could not find the dependency that I needed to change to fix this. There is some inherited value that's just simply not visible to me despite hours of searching and testing. I wish there was a tool that could tell me the exact pbo I need to crack open to find the original original values I'm looking for in configs. Even if I can find the name of the config, finding the .pbo it's in is often very tricky.
  10. SP mission ================= Mission name: SUBMARINE AND SDV DEMONSTRATION MISSION Version: 1.0 Author(s): FEINT Release date: 3/30/2014 Contacts: ================= Web: http://www.jonhillenbrand.com Email: http://www.jonhillenbrand.com/contact/ Required game: ================= Arma 3 Required addons: ================= None - official only Installation: ================= Move the mission folder into the Arma 3 "missions" folder in "My Documents" under your profile name. Typically - C:\Users\WINDOWS USER NAME\Documents\Arma 3 - Other Profiles\ARMA PROFILE NAME\missions. Then open Arma 3, open the editor and open the mission. In case of any problems try to contact author(s). You may also try to find a solution on official forums - http://forums.bistudio.com/index.php Description: ================= In this mission, I demonstrate how to generate the static submarine object in Arma3. I also demonstrate how to attach it to an SDV so that it can be submerged. I further show how to attach ANOTHER SDV to the hull of the submarine and attach a simple action to that SDV so that it can be detached. Features: ================= -Generate the submarine -Submerge the submarine (workaround) -Control the position and movement of the submarine (workaround) -Use attachTo to attach an SDV to a submarine -Create an action to detach the SDV from the submarine Changelog/known bugs: ================= VER 1.0 - Initial Release Credits: ================= Thanks to The SwissMAVERICK from allerting me to the existence of the new submarine. Also, special thanks to Arma3 for providing a neverending set of commands and toys to play with. Disclaimer: ================= Any unauthorized modification of the released files is not allowed without any written permission by the author(s). You are using those files at your own risk. Author(s) of those files are not liable for any damage or loss of data caused by using of those files. Usage of those files is also prohibited for any commercial purposes. SCREENIES: ​================= DOWNLOAD HERE
  11. Thanks for the feedback. I'll look into it. I previously looked into the armored commander positions for a few days and was not able to find a solution. In any vehicle, once in FFV view, you won't be able to move your head around, which is an engine constraint. But when not in FFV view, you should still be able to move your head around I would think. I'll see if I can figure it out. You can subscribe to this mod now on Steam which should make receiving updates easier. Link is in the first post.
  12. Download link updated in the first post.
  13. Already fixed. Will be released with the next update which is currently in testing.
  14. Yes. I am just finishing up some localizing and will release very soon.
  15. So I had this problem with CBA Keys. I wanted to find the assigned keys that the user had changed the keys to and display those assignments in game. This is for the RQ-11B Raven Addon that I’m working on. In the main camera view, there’s a button you can press that will bring up a list of the assigned keys. This is pretty helpful as there are 21 or so assigned keys. Having to hit Esc and drill down into the setup menu to find the name of the key assignment is a PITA. I used to use the command keyName and a userconfig with a bunch of assigned keys that the user could change outside of the game. But since switching to CBA Keys, that command doesn’t work unless you have the key number. I searched around for a function that would give you the key name from CBA Keys but didn’t find one. EDIT: A new version of CBA was just released which includes a function which will tell you the key bind info... [color=#FF8040]MAV_fnc_findCBAKeyAssignments [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b]{[/b][/color] [color=#191970][b]private[/b][/color] [color=#8B3E2F][b][[/b][/color][/color]"_addonToSearchFor","_keyToSearchFor","_keyConfig","_prettyKeyName","_shiftState","_ctrlState","_altState","_assignedKey","_keyResults"[color=#FF8040][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color] [color=#1874CD]_addonToSearchFor[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]_this[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b];[/b][/color] [color=#1874CD]_keyToSearchFor[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]_this[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color][color=#8B3E2F][b];[/b][/color] [color=#1874CD]_keyConfig[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_addonToSearchFor[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_keyToSearchFor[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] cba_fnc_getKeybind[color=#8B3E2F][b];[/b][/color] [color=#1874CD]_prettyKeyName[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_keyConfig[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]2[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b];[/b][/color] [color=#1874CD]_shiftState[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_keyConfig[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]5[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b];[/b][/color] [color=#1874CD]_ctrlState[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_keyConfig[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]5[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color][color=#8B3E2F][b];[/b][/color] [color=#1874CD]_altState[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_keyConfig[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]5[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b];[/b][/color] [color=#1874CD]_assignedKey[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]keyName[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#1874CD]_keyConfig[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]5[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b])[/b][/color][color=#8B3E2F][b];[/b][/color] [color=#1874CD]_keyResults[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_prettyKeyName[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_shiftState[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_ctrlState[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_altState[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_assignedKey[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color] [color=#1874CD]_keyResults[/color][color=#8B3E2F][b];[/b][/color] [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter So here's how you can use this: For me, I have a keybind set named "RQ-11B Raven Addon". In the Raven keys, I have a key named "Instructions" (default "J"). When people activate the Raven's camera, I want the assigned key to come up on the screen. So this is what I typed: [color=#FF8040][color=#1874CD]_openingCamTextResults[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"RQ-11B Raven Addon"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"Instructions"[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] MAV_fnc_findCBAKeyAssignments[color=#8B3E2F][b];[/b][/color] [color=#1874CD]_openingCamText[/color] [color=#8B3E2F][b]=[/b][/color] [color=#191970][b]format[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Press %2%3%4 %5 For %1"[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_openingCamTextResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_openingCamTextResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_openingCamTextResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_openingCamTextResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]3[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_openingCamTextResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]4[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color] [color=#191970][b]cutText[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#1874CD]_openingCamText[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]'PLAIN DOWN'[/color][color=#8B3E2F][b],[/b][/color][color=#FF0000]0[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b]; [/b][/color][/color][color=#ff8c00]// RESULT IS: Press "J" For Instructions[/color][color=#FF8040] [/color] Made with KK's SQF to BBCode Converter If I want to find a bunch of key codes, I just do something like this: [color=#FF8040][color=#1874CD]_instructions[/color] [color=#8B3E2F][b]=[/b][/color] [color=#7A7A7A]""[/color][color=#8B3E2F][b];[/b][/color] [color=#8B3E2F][b]{[/b][/color] [color=#1874CD]_testResults[/color] [color=#8B3E2F][b]=[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"RQ-11B Raven Addon"[/color][color=#8B3E2F][b],[/b][/color][color=#000000]_x[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] MAV_fnc_findCBAKeyAssignments[color=#8B3E2F][b];[/b][/color] [color=#1874CD]_instructions[/color] [color=#8B3E2F][b]=[/b][/color] [color=#1874CD]_instructions[/color] [color=#8B3E2F][b]+[/b][/color] [color=#7A7A7A]"<br />"[/color] [color=#8B3E2F][b]+[/b][/color] [color=#191970][b]format[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"%1 = %2%3%4 %5"[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_testResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]0[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_testResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]1[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_testResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]2[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_testResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]3[/color][color=#8B3E2F][b],[/b][/color][color=#1874CD]_testResults[/color] [color=#191970][b]select[/b][/color] [color=#FF0000]4[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color] [color=#8B3E2F][b]}[/b][/color] [color=#191970][b]forEach[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"Altitude Raise"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"Altitude Lower"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"Radius Increase"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"Radius Decrease"[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b]; // RESULT IS FORMATTED TEXT THAT CAN BE DISPLAYED AS: Altitude Raise = W Altitude Lower = S Radius Increase = D Radius Decrease = A [/b][/color][/color] Made with KK's SQF to BBCode Converter Hope you guys find this useful.
  16. EDIT: Modified first post to update it for new CBA version.
  17. Yeah, I miss the easy error checking ability of this program. But I've been using Sublime Text 2 and Poseidon and that works great!
  18. If you aren't using TrackIR, you probably won't get a lot out of this addon. It's a little more complicated with the helicopters as they often contain specificly named turrets for copilots. So I can't just set a general "this is the new head range" for class helicopters and have that be it. The values I've set for Vanilla helicopters were all tweaked specifically also because their cockpits are all different. If I were you, I'd contact RHS developers and request that they implement some of the similar values that I've set for vanilla vehicles. I don't think it's proper for me to modify the addons of another developer. They might have gameplay reasons for not implementing the expanded head range (such as limited cockpit models that are revealed when you can look over your shoulder). Thanks Jether. The up and down movement is present in some of the vehicles and aircraft already. Unfortunately, the range appears to be hard coded because in my testing I wasn't able to move my head down to my belly button level as you can in FSX and other flight sims. I tried a ton of different values and poked around a lot, but just couldn't get it to expand the range much further than what is already present in the vanilla game. Next time I update this addon, I'll take a look and see if that hard limit has been changed by BI as it's also a feature that I personally want, especially for the aircraft.
  19. Thanks for the feedback. I don't know of a way to do this for both users and non-users of TrackIR. I'll look into it though and see if there's anything I can change. As for turning your head 360°, the stock range of head movement for cars and boats and most vehicles was -150° to + 150° for the y angle axis. I've expanded that to +/- 170° resulting in a change from 300° to 340°. Link to your video? A lot of YouTube comments are ignorant and horrible. My channel has been lucky to avoid that for the most part. I think that means I'm not popular enough. :) The vanilla in-game head movements for infantry seem pretty good to me as is. What limitations are you finding with the Rift?
  20. The mirrors will render your vehicle if the mirror direction includes the side of your vehicle (see MH-9). Not sure if there's a way to redirect mirror direction. But yes, that would be useful.
  21. Thanks for the feedback on the trailer. I work hard on the videos and sometimes wonder if they are worth the effort. :) Vanilla aircraft have implemented more range to the head movement since I initially released my HRP addon. But a lot of the values they use are too limited in my opinion. But they are taking steps in the right direction. I don't know why they never implemented the 6 DOF for ground and water vehicles though. Thank you! Check your settings. I've never used Freetrack so I don't have any advice to give you on settings. But I know that in TrackIR, you can turn on and off your X, Y and Z movement tracking. If that's turned off or if that's not tracked in your in-game settings, you won't see the head movement.
  22. Version 2.0 is out now! Check out the link in the description.
  23. Feint

    Ingame 9Liners & Notepad

    This is awesome. Love the notepad. Very usable for me when working on addons BUG REPORT: For me, the clickable area of the right side buttons don't line up on the notepad. Here's how they line up for me (My screen resolution is 1920x1080): SAVE PAGE: click on "Clear Page" CLEAR PAGE: Click half way down right side of notepad CLEAR ALL: Click 75% of the way down the right side of the notepad CLOSE: Click on bottom right corner of notepad. These are consistent whether I move the notepad around my screen or leave it where it first appears. The left and right arrows work fine and the text entry works fine.
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