-
Content Count
3304 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by Sniperwolf572
-
Scripting Discussion (dev branch)
Sniperwolf572 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Such speed. :D Thanks DarkDruid! Here's another thing that can be improved by you guys, after analyzing the image carefully, click it for the ticket.- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
I'm aware of that, but that's like saying adjustable stances kinda existed because when you pointed your weapon down you could hide more of your body behind walls.
-
I'm not sure, but I certainly hope so. The tone of OPREP does not quite strike me as adding the necessary things for it that Smookie mentioned a while back. I really hope it also assumes making anim blending/layering a first class citizen, but that they just haven't mentioned it. I have a feeling the a vaulting/climbing feature would certainly piss someone off to the point of demanding a revamp from programmers of the interactions between anims and controls system as it would involve many more "regular" animations, states and the need for connecting it to all the things. I can't even imagine the pain of whoever had to deal with the inclusion of tactical pace and adjustable stances. I recently watched some videos on Unity's Mecanim, and the way it deals with animations seems out of this world. I really hope that the devs might be getting something akin to that.
-
FHQ M4 for Arma 3 (Prerelease)
Sniperwolf572 replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, was just editing my post to add that downside of it. :) -
FHQ M4 for Arma 3 (Prerelease)
Sniperwolf572 replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Apologies for butting in, as the issue does not really affect me. :p There is another workaround, but it's not really awesome and universal as the common mag well you proposed. You could provide an optional .pbo that adds mag compatibility and dependency to your weapon classes. Those who use and want the Mk262 mags can use it, and those who don't can remove it. But, of course, this opens the can of worms of what happens when another addon appears with more Stanag mags. -
Can you describe the process for getting and processing the data? I have the exact same HDD and the SSD is Samsung 840 Pro with a bit better rig I believe. My friend has the almost exact same PC specs as I do. The difference being no SSD and a bit weaker hard drive and the performance difference is much greater (double digits) between the two rigs at the same settings, which we chalked up to the SSD providing a performance boost. I've never tried to run Arma 3 on my machine from the hard drive due to that. I'd really like to check if we can replicate your results on my machine. If what you concluded is true, maybe there's some hardware issues on my friends system.
-
Minor weapons config question: Angled launcher sights
Sniperwolf572 replied to ante185's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Camera direction for the optics is determined by the entries: ... memoryPointCamera = "eye"; // Where the camera is positioned at cameraDir = "look"; // What that camera is looking at .... These are the references to the two vertices in the memory LOD of the launcher, named "eye" and "look". Think of it as if you close one eye, place a finger in front of your open eye and look at the finger at all times. The "eye" vertex represents the location of your eye and the look vertex represents the location of the finger. -
It's not possible in Zeus. You can't place waypoints on objects (or directly place objects on object without planting them on the ground first, or hit a helo with a lightning bolt, etc.) as the place you click on the screen is always determined to be on the terrain, which I'm assuming is due to the way screenToWorld behaves. This is a suggestion fo a feature/command that might be useful to implement for many things, including the above mentioned use cases for Zeus.
-
Scripting Discussion (dev branch)
Sniperwolf572 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
I'd just like to raise awareness of this ticket, which advocates adding scripting commands to get the currently equipped items in the night vision and binocular slots, so we can have a complete set of built-in commands to query each inventory slot with ease and without the need to loop over every equipped item. Seems like a logical and trivial thing to add. :)- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the mirrors fellas, much appreciated. :) You're welcome, glad to hear it's being used. :) I've downloaded ALiVE and launched it alongside this mod and it seems to be working fine for me. Both in the editor and while playing their provided showcase, "Foursome", which did throw some ALiVE scripting errors on mission launch, but that didn't seem to interfere with weapon switching. Maybe some other mod is somehow interfering? Also double check to make sure the addon is loaded and the keys are bound to proper action. :) -
Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks to some friends who staged a 5 man MP test tonight, I wasn't able to notice any horrid MP bugs with the approach present in 1.4.3 during a basic test and over a couple of PvZeus sessions. Version 1.4.4 has been released and the links can be found in the first post. This version also implements the scripted prevention for the launchers to fire during the switch, which should make using this with the launchers slightly safer. Would be nice if one of the disableWeapons, disableWeaponsLong, enableMissile, canPullTrigger properties found in configs worked in gestures to block the launchers from the config but this works as well. Thanks zGuba. ;) As I'm feeling comfortable that this will not wreak havoc in MP after tonight, I've also signed the addons (hopefully properly) and the keys are available in the 1.4.4 archive. Feel free to mirror the 1.4.4 version. -
It's only available on the dev branch.
-
Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. ;) It's not how it works unfortunately, soldier animation applies to the entire soldier and all his gear (except for the Gestures system which is what makes this addon possible, but can't be sanely used for rifle-on-chest thing). For the rifle to be slung on your chest while your pistol is drawn, every single animation (approximately hundreds of various states) that is used for the pistol movement would have to be adjusted. There's no proper quick fix for this unfortunately. :( -
Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's most certainly possible, I'd love to see it and it would most certainly look way more natural than the current "weapon on back yoga". :D But, right now, it's not practical and that's probably why nobody is doing it. To make that happen, one would have to alter most BI animations that have the weapon on the back so it's slung across the chest. Moving weapon proxies in the animations wouldn't be a big deal, but unfortunately, I don't think we have access to source files of BI animations, so you'd basically have to remake the whole animations in their entirety that match the quality of the animations we already have. Additionally, with or without the source animations, certain ones would have to be remade entirely anyway so they fit with the new weapon position. Now, even if I decided to remake a lot of animations animations, I'm no animator and the resulting animations would be horrible compared to BI mo-capped animations. Even this mod wouldn't have happened if I hadn't found a way to reuse the BI .rtm's that are already used for the static weapon switches. Maybe the solution here is to bribe Smookie somehow. :p -
Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe I have solved the MP issues I talked about earlier with this addon. Most of it seems to be caused by the timing issues between the order of things happening on the client and the local effects of switchMove. I've tested it with 2 clients on LAN and it works ok there, but that's as far as my testing resources will take me. Due to the fact that I'm doing something potentially dumb in the MP environment which could cause issues when there are more than two clients and higher pings involved, I'd be grateful it if some of you could take it for a spin over the internet with more players and report back on how it behaves. You can find the experimental 1.4.3 version here. Please don't mirror it elsewhere for the time being. -
Not exactly. You can drop 3 AI "grunts" with one trigger pull (red lock-ons), but you're better off with a more conventional pistol versus human opponent (They call them "pilots", orange lock-ons), as you can only lock on to a single human opponent and it takes 3 times longer. Basically the game has "trash" AI, the game calls them "grunts", littered around that you can kill to speed up your titan deployment timer. This gun helps that a bit. While it reeks CoD, I'm really glad that they're pushing this type of fast paced run and gun gameplay back to the UT-like settings. Fits better. Here's what surprised me, the game has a slight "simulation element". It keeps track of your magazine state. Reload a half empty magazine, it'll still say you have the same amount of magazines, but eventually when you reload, you'll run into that half empty mag again.
-
I'm glad it didn't turn out to be a CQ/KotH mode with a gimmick. I think the countdown to an announcement should have been avoided. Countdowns make more sense when you're actually releasing things. 90% of complaints in this thread about this framework/module can be remedied with an on/off switch for the "Cloud based wireless tactical current/voltage delivery system" in the module options. I'm surprised we are not seeing more of those people who go "We need this VBS thing, brah!" actually excited about BI providing, from what I can tell, a more user friendly RTE. As are the other people, I really really hope this is a precursor to a proper 3D editor.
-
"Oh come on, how many times has Person X bullied me and taken my lunch money, now he's being a hypocrite and has no right to complain about Person Y kidnapping him and forcing him into human trafficking". If you read my post really really carefully, you'll notice I don't say that Google is a saint. But even so, why refuse help to fight a common enemy? I'm just saying it makes more sense to fight this alongside Google and others than without or against them. Think Game of Thrones. Or WW2. :p
-
I think you're reading too much into it, the game mode is probably called "Eye of the storm".
-
This is the best I could find, I'm sure there's documentation on the forums. The idea is ok, but some problems are: You'd need to account for multimonitor setups. Very wide PIP planes could be a major performance loss You'd need different, specialized PIP planes for each scope I do not think it's possible to selectively blur the areas of the screen (making the hole in the blur) Blur can be expensive Last I've heard, weapons and attachments do not support PIP, so the plane would have to be an external object
-
If you pay attention you can see how it works. There's a small circular PIP object in front of the scope that he creates and removes via the radio menu. The issues with shadows, particles and other stuff are the same as with the other PIP stuff in the game.
-
There is a difference between freely cooperating and cooperating under threats and gag orders. See Lavabit. While I agree that, yes, these companies will track and collect your personal information, it's one thing to hoard it for themselves for profit and a whole other thing when that information is forced to be handed over to a third party under threats for whatever purposes.
-
When has that ever stopped good old Granny from still buying you socks? :p
-
It's a disconnect between BI and the community in regards to what the large chunk of people want and what BI is prepared to offer, not much to it really. It's like grandma hyping up her Christmas present for the kids. It's always socks. Eventually you grow up, learn not to bite into it and just say thanks for the socks and stop writing the Christmas wishlist because it's futile.
-
Which does not warrant the hype they're trying to built for it.