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Feint

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Everything posted by Feint

  1. I'll look into it. Thanks for the feedback. "Effing windows 98!" ---------- Post added at 15:33 ---------- Previous post was at 14:43 ---------- Fixed another problem with Zeus. Version 2.6 is up. Check the first post.
  2. Version 2.5 released! Download using the dropbox link until the mirrors are updated. Links in the first post. CHANGELOG: VERSION 2.5 ADDED: You can now slide the boat left and right when stopped with two new keybindings ADDED: You can now use the shortcut keys to shorten and lengthen the rope when holding the rope bag (shift arrows up and down) FIXED: Fixed a strange Zeus compatibility issue where you couldn't pick up the bag after using the Virtual Arsenal
  3. If you "run into it", i.e. if you are running and you decide to drop it and then you collide with it, you get injured. That's true of any object in Arma. The raven looks light, but it actually isn't. The workaround for this is that I've added an animation that stops your character when you drop the Raven or GCS. That way, it's almost impossible to run into the Raven when dropping it. ---------- Post added at 08:51 ---------- Previous post was at 08:48 ---------- The instructions say to place the userconfig folder into your root Arma 3 directory. Hope this helps. A lot of people have trouble with this for some reason. The install instructions are here: http://feintgames.com/rq-11b-raven-welcome/raven-addon-info/ ---------- Post added at 08:51 ---------- Previous post was at 08:51 ---------- Please see above comment. You have to install the userconfig folder into the root directory of Arma 3. ---------- Post added at 08:52 ---------- Previous post was at 08:51 ---------- https://www.dropbox.com/s/95rctquo2eqoo61/FEINT.bikey?dl=0 ---------- Post added at 09:04 ---------- Previous post was at 08:52 ---------- Thanks for the heads up. I just looked into it and yeah, wow. I'll fix this. Thanks very much! I've just implemented this into my Paddle Mod and wanted to finish that and get some understanding of it before I applied it to any of my other addons. The keybinding system is somewhat limited in that you can't turn OFF the bound keys when you aren't using them, as far as I know. So I have to be very careful with how I write the functions connected to the keys. Ideally, I would use this system, or come up with my own user interface for changing keys from within the game. But that's very difficult for me. But rest assured, it is something I'm trying to do. I just have to figure out how to implement it with my special case Raven addon. I might release early in order to fix this known problem. I looked into it and the path is correct. People just tend to install that file into the wrong place. A lot of times, the game engine will throw an inaccurate code because it doesn't know any better. This is the path to my raven_keys.hpp file that I have installed on my computer: H:\SteamLibrary\SteamApps\common\Arma 3\userconfig\RQ11RAVEN This is the path that is called for in the code (the path the keys file looks for): #include "\userconfig\RQ11RAVEN\raven_keys.hpp" So as long as you follow the install instructions, there should be no problems (relating to that file).
  4. That's weird. Maybe BI attaches some invisible object to the player when opening the virtual arsenal to prevent the player from moving while that interface is open. I'll try changing the condition to condition = "(str (""FPM_rope_bag"" countType attachedObjects player) == ""0"") && (isNull attachedTo this)"; and I think that should fix it. Thanks everyone for your testing, especially spec10 for the investigation of the weird Zeus attaching behavior! ---------- Post added at 17:47 ---------- Previous post was at 16:11 ---------- I've figured out also how to use the keys (Shift + up arrow) and (Shift + down arrow) to lengthen and shorten the rope when holding the bag. So that will get rid of those addAction items.
  5. Can you walk me through step by step so I can get a better idea of what's happening? Also, please use the addAction menu when holding the bag to change the length of the rope. The keys for shortening and lengthening the rope are only for when you are in the boat. I'll update the instructions to make that more clear. Also, I don't know what you mean by Arsenal. Can you be more specific? Also, if your loadout includes anything attached to your unit using attachTo such as a chemlight attached to your shoulder, that will screw things up.
  6. Thanks a lot for testing. I appreciate it. I'll see if I can fix that. Was the CRRC you were using created by a script or did you place it in the editor? As for the MkV blowing up, I'm at a loss. I did make a Push & Kill melee module for Arma 3 Alpha, but I don't know if it works anymore. It's still available for download here: http://www.armaholic.com/page.php?id=19506&highlight=PUSH%2BKILL I haven't used it in a while but plan to update it some time this year.
  7. Well, that's two steps in the right direction at least. Hmm. So if Robalo launched the bag onto shore, and you picked it up, the new rope was created attached to the bag but it wasn't attached to the CRRC, right? And the rope wasn't visible for Robalo, right? I wonder if the boat has the same exact name on your computer as it does on Robalo's computer. If not, that would explain the problem. I'll proceed with that assumption... Out of curiosity, are you creating the CRRC via a script or are you placing it in the editor? If you pick up the bag, you can't drop it onto a boat and have it do anything. At least it shouldn't. And if the bag is attached to a boat, the only way to get it off is to go into the CRRC and retract the rope. I'll add a condition to the rope bag so you can't pick it up if it's attached to anything. My original plan was that you COULD pick up the rope bag and drop it onto another boat and attach the bag to a boat that way, but I've not implemented that code yet. ---------- Post added at 19:14 ---------- Previous post was at 17:41 ---------- Version 2.1 RELEASED! First post updated. Please give the mirrors time to update if you go that way. Until then, use the Dropbox link.
  8. This looks super impressive. Downloading now.
  9. Thanks for the feedback. It's a known issue that should be fixed in the next update. Just waiting for testing to be complete and if everything is good to go I'll release this weekend.
  10. Yes! LOL, why didn't I think of that. You know, sometimes I feel smart, sometimes, not so much. Thanks for the idea and info! EDIT: OK, I changed the addAction to a useraction in the config and added a "Rope Bag" config item for the rope bag in order to avoid any lag. I also made the quad a local vehicle so it shouldn't appear for anyone else on a dedicated server. Fingers crossed. Robalo, I'll send you a PM to see if you want to test it with Hatchet_AS and anyone else you want to test it with. Please let me know if it works for you and I'll release the new version 2.0.1.
  11. Cool. That looks awesome. If you create a memory point where you would want the rope bag to attach, let me know the name of it along with a parent classname that all of your boats are using and I'll add some code in there to better interface with your boats. PM me the info and I'll incorporate it into the update. As for pulling the CRRC onto the back of the Mk.V, you can always shorten the rope once it's attached to something. Default control for that is Shift down arrow. Is that what you meant? I am figuring out how to do this now with the hideObject and addAction problems. I see the hideObjectGlobal command just needs to be run on the server only, instead of running hideObject on each connected client and JIP client. My only question is, how do I just run hideObjectGlobal on the server and not on the original requesting client? Can I just call it from the original script like I did with hideObject or do I need to wrap it in BIS_fnc_MP or something else?
  12. That's weird. If your key is set to the same key as some other action, that other action may be performed at the same time. For example, if you have Shift B set to throw the rope, and you are sitting in the front of the boat where you can normally use your binoculars, and if you have B set to use your binoculars, then hitting Shift B will throw the rope and take out your binoculars. To fix that, just change the keys you use for hitting the killswitch. ---------- Post added at 21:36 ---------- Previous post was at 21:20 ---------- Thanks for the feedback and kind words. So here's how the rope throwing works at the moment: 1) Anyone in the CRRC can throw the rope. 2) When the rope is in the air, the rope bag has an event handler added to it known as an EpeContact event. Basically, if the rope bag hits something, it will try to attach to that object using attachTo. 3) If the rope bag lands in the water or on the ground, the EpeContact eventHandler is removed. 4) If the rope bag DOES attach to something, and that something has a selectionPostion called "SlingLoadCargo2", the rope bag will move over to that. 5) The rope then gets recreated so that the object attached to becomes the tow-er and the CRRC becomes the tow-ee. So if you throw the rope onto the RHIB and it doesn't attach, that's weird. That happened to me once or twice in testing. But usually if I just tried again, the rope would connect and everything would be fine. Now if the rope bag hits land or the water surface, then you can pick up and move the rope bag around, but you CAN'T attach it to another boat. That's just a hurdle I haven't figured out yet. I was trying to figure it out, but I wanted to release the mod for now and figure that part out later. The quad is created for towing purposes. It will only be visible on dedicated servers. The hideObject command is local only and I have run hideObjectGlobal on all clients including JIP. I'll work on a bugfix to fix that and the problem of the addAction not showing up for players who don't throw the rope.
  13. Hmm,I can insert waitUntil {alive _quad}; and I think that would fix that. I'll PM you.
  14. Thanks everyone! Sorry you are having some trouble. I'll see if I can implement a workaround for the addaction not showing up on dedicated servers.
  15. Version 2.0 is out now! You can use ropes for towing and dragging, you can camouflage your boat, CBA keys is enabled, and more! Link in the first post. NEW FEATURES (VER 2.0): In-game key menu (config addons) - CBA is now required Throw and retrieve ropes Shorten or lengthen ropes Attach ropes to other boats Pick up and move ropes to drag boat Camouflage your boat mini-game Move from driver seat to cargo seat and back
  16. Feint

    Do donations work for arma modders?

    I agree with TheEvanCat in that I do this as a hobby and enjoy getting good feedback from people who use my addons and mods. However, I have found that people do enjoy being able to say thanks through a financial contribution. I regularly interact with people who raise millions of dollars for non-profits and they have informed me that giving people the opportunity to say thank you in this way is a great way of building a strong community and getting people invested in what you are doing. Through that reinforcement, the people doing the work are spurred on to keep going and try harder, in order to honor those contributions. In turn, the people making the donations feel a sense of generosity and are happy that they helped contribute to something that many of them enjoy greatly. I do have a donations section on my website (feintgames.com) but I don't really promote it outside of my website's footer. I just use a simple PayPal interface where people can give as much or as little as they want. So far I've received 3 donations in my years of making it available totaling $30. That's more than I ever thought I would get and I'm very grateful for the financial and moral support. One other time, I did give incentives to anyone who joined my facebook page. I gave out a pack of screenshots for addons and mods I was working on which I didn't make available anywhere else. No money changed hands, but people did give up their time to go to facebook and click Like on my page. I think these sorts of things are all a part of building a community. It may seem self-serving on the surface, but I'm glad there are different methods of direct communication between addon-makers and users of those addons.
  17. Thanks Goblin. I was hoping someone would make a scuba tank or a pair of scuba tanks for the game. I can't 3d model at all, though I've tried.
  18. That's cool WarLore554. Feel free to make one standalone and release it. I think that's something I personally would love to see ever since I saw a working one in BIS's VBS2, I think!
  19. Thanks for your patience everyone regarding this mod. A lot of people have been posting questions to my website and in PMs and in other threads, so here's an update and some insight. 1) What's the the delay? WTF - Making addons and mods for Arma 3 is my hobby. I'm a pretty busy photographer and filmmaker in my regular life and I really only get stretches of time when I'm on a rare vacation and don't have any other obligations or a girlfriend to spend time with. Does that mean that I don't take this seriously? No. I love the Arma modding community (for the most part) and love giving things away to people that they can enjoy as much as I enjoy working on them. Also, I changed graphics cards back in October and couldn't get the damn game to load for about 2 months. 2) What is the current status of the UDM? - There are a few details I'm not going to go into regarding the development of this mod from it's Arma 2 concept through to today. Let's just say that there were a few features that were planned that won't make it to the final release. Having said that, here's my current list of features: Buddy Breathing - Buoy line from boat - CANCELLED: Replaced with throwable ropes in my Paddle Mod (ver 1.5) which does the same thing but much better Ability to remove dive gear while swimming Ability to hold or drop a chemlight while swimming Dive computer with open and closed circuit functionality (tracks gas type, noDeco time, mandatory deco stop time and depth warnings, custom sounds, battery countdown, backlight) Dive light - ON HOLD - too complicated for me to figure out as I'm terrible with weapons Dive Station - Change from Closed Circuit to SCUBA, change gas type, refill batteries for Dive Computer, refill underwater flares (maybe not) Underwater Flares - I'm going to try to get this working via inventory stuff as I've learned a few things about this Limpet Mines - This is working pretty well, but I'm not happy with the collision between boats and the mines yet - some boats don't have good collision models and are a problem that I can't figure out how to solve. But the mines are an inventory item now, stored in backpacks. Throwing grenades while on the surface of the water - 3) Why don't you finish one addon/mod before starting another one? - When I start work on other addons or mods, it's because I've reached a point where I need to solve a problem with my current addon/mod, or I've gotten inspired to do something else while working on the first addon/mod. That sometimes leads to the creation of a new project which can sometimes delay the release of the original project. I can see how that would be frustrating for the fans of the first project, but they usually get the benefit of a second project as recompense. I'm a creative person. Creativity in its raw form can be somewhat erratic. Usually that's tied down by uncreative people who manage projects. That's how my job is where I am reined in by others less creative than I. But my hobby doesn't have to be like that. So it isn't. 4) What's the status of the Arma 2 version? - I put the Arma 2 version on hold because a lot of problems I was having with the Arma 2 code, such as being able to know if you are underwater or not, if you were going to clip through the ground or not, the actual act of getting underwater, if you were able to breath or not, etc. were solved in-engine with commands such as underwater and isTouchingGround and stuff like that which were all implemented in the Arma 3 game. These commands don't exist in Arma 2 and won't work. I had created these commands myself through scripting in Arma 2, but they were never that good. And seeing them implemented in Arma 3, I knew the developers and I were on the same page finding the same problems and tackling them. The nice thing for them is that they work for Bohemia Interactive and can change the game engine. I can't. So Arma 3 came out and everyone still wanted me to finish the Arma 2 version. But I keep thinking, what's the point? Arma 3 is better in almost every way, there's diving implemented right into the game, there's diving animations in Arma 3, so I don't have to make them, etc. So as for now, the Arma 2 version is cancelled. Everyone playing Arma 2 still, consider upgrading to Arma 3. It's a much more developed game engine. 5) What's the ETA for the Arma 3 version? Will it ever get finished? - I'm at a crossroads regarding this mod. Trini Scourge came out with his Diver Stats addon which added open circuit diving to the game. If you haven't checked it out yet, it's great and has many of features that I had planned on implementing myself. I've intentionally not looked at his code because I don't want anyone to accuse me of copying his work if I ever decide to release anything. But it made me step back and question whether or not I wanted to continue with my UDM since his dive computer and implementation of an open circuit system was one of my main goals and I think he did just as good or a better job at that then I could have. These projects are a lot of work and hopefully are enjoyed by lots of people. But if I don't see the benefits of something, I'm not sure I want to do the hard work part. I'm sure that makes sense to some and not to others who can't see past their own desires. I've also considered releasing parts of this mod as individual "features" kind of like BI releasing DLC. I think this would be an interesting marketing strategy (I work in Marketing in the real world, kinda). And part of me wants to release the "finished" items now, instead of waiting to release everything together. Maybe I could make an "Underwater Diving Mods Series" of releases, like "UDM: Limpet Mines" or "UDM: Dive Light" or "UDM: Surface Grenades" or "UDM: Buddy Breathing". It's just a different way of packaging things which might make releases faster and more fun for the community. 6) Will you release a beta or give me early access or just release what you've done so far? - I don't like doing this because then I get a ton of followup questions about "broken features". As it stands, I often make choices for gameplay with others disagree with and call "broken". Also, 12 year olds screaming for release dates and accountability over "promised features" and screaming about something being broken wears on me and makes me want to do something else like go ice skating in downtown Chicago. Let me put it this way. Have you ever played a game that was broken and that prevented you from moving forward with the game? It's not fun. It seems fun for a second until you reach the broken part. That's how game development is. People ask you to just release what you have if you aren't working on it. But I've seen others do that and it's rarely a good thing. Feint's Final Thoughts: As always, I'm working on quite a few things which I find interesting. The Paddle Mod is close to a big update with new cool features like the ability to throw a rope and stick it to a ship or another boat. I think it could lead to some kind of seaborne underway boarding mission or piracy mission. I'm also working on ground handling for Little Bird type helos. It's going perfectly well with just a few problems on aircraft carriers, where it would be most useful, frankly. I'm playing with making a dog, but working with AI is new to me and I might not. I've gotten a few requests to add more content to my Head Range Plus addon, specifically to non-aircraft. I've tried doing some more with tanks and had no luck at all. I've also tried making a working winch for helicopters, but winching people is very problematic (you have to basically get them falling before you can winch them realistically, otherwise they stick to the water/ground and break the rope). I've made a lot of updates to the Raven addon and will be releasing that soon. It got delayed because I wanted to see if I could implement CBA keys as they are a lot better than userconfig stuff. Oh, I've also implemented a few changes to XH-9 helicopters such as checklists, realistic starting sequences, and other stuff that is similar to TOH. I don't know why BI doesn't just release a TOH module for Arma 3 or let us use TOH content legally for Arma 3 (I asked them if I could port content over and they said no). But I got doors working well and the starting sequence is promising. Aerial refueling is probably dead as it was too complicated. But ropes would make aerial refueling more fun as the hose would move around more and you'd have to stay attached to it for real and really fly in formation. I don't think Arma's flight model is accurate enough to make this fun. I tried it and it was sooooooooooo hard. EDIT: Oh, I'm also working on camping equipment. Basically, I'm trying to take advantage of things already in the game which have no current function. You can carry tents and sleeping bags and pillows and lanterns, you can drop the items and pick them up and move them, turn the lantern on and off or hang it in your tent, build your tent, put the sleeping bag and pad inside, get into them and sleep, wake up the next morning, go fishing with ropes, pull out fish and cook them, etc. Might be fun. It's kind of a back burner project.
  20. Thanks guys! The way this mod is written, it modifies existing boats (CRRC types) giving them new features. So the slingloading and firing from vehicles is already in those vehicles and my mod doesn't change that. Thanks, and thanks for your interest in my other work. I've answered a few of these questions on my website and in PMs, but I've intentionally left the status a little up in the air because I don't want to commit myself one way or another to the fate of the Underwater Diving Module. I'll add an explanation there though since a lot of people still ask me about it. Look there in a little while for an update.
  21. That's a good idea, with a hard max limit based on hydro-resistance or whatever. I'll see what I can do. Upcoming changes: VERSION 1.5: -FIXED: Tweaked water splashes sound levels -FIXED: Tweaked water splashes sound to be different on different surfaces -NEW: Added camoflage mini-game feature where you can add bushes to your boat to help hide it -NEW: Added dragging feature -ADDED: Speed limitation to paddling forward and backward (10 kph) -ADDED: Ability to throw a 45 meter long rope -ADDED: Ability to attach a rope to another boat and get towed by that other boat -ADDED: Ability for player to move from driver to cargo (if there are empty positions) -ADDED: Ability for player to move from cargo to driver position (if empty)
  22. Any progress updates Flay? As a professional photographer, this is something I've always wanted to make myself in Arma 2 and 3.
  23. Well, I'm really at a loss. I've tried everything and Arma 3 crashes since I upgraded from my dual GTX 480 cards to a single GTX 780 TI overclock edition by Asus. I've tried underclocking the card and bumping up the voltage using GPU Tweak. I've tried pretty much everything I've read in this thread with no luck. Keep getting error: D3D Error: DXGI_ERROR_DEVICE_REMOVED Can anyone help? I've not been able to play this game since October which has pretty much removed me from the modding scene.
  24. getPosASL returns a different z value than getPosVisual/visiblePosition. I'm not clear on when to use one over the other. Any clarification available?
  25. How does getPosVisual behave when underwater? Does it return a Z value above sea level or terrain level? If ASL when underwater, will it return a negative number?
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