Jump to content

sakura_chan

Member
  • Content Count

    730
  • Joined

  • Last visited

  • Medals

Everything posted by sakura_chan

  1. sakura_chan

    AI run over

    Adding a handledamage eventhandler script could be used to only allow death from weapons or enemy vehicles. The basic logic would be: Check who did the damage. If they are shot, then allow damage. If the damage is from "unknown" then check to see if a friendly vehicle is nearby. Don't allow the damage. If the damage is from "unknown" and no friendly vehicles are nearby then you can allow the damage because it was from falling or being run over by enemy forces.
  2. sakura_chan

    Sakura_Chan's mods???

    All of my mods use the tag "saku" so just do a search for that. There are quite a few mods out there that include my sun and lighting mods, maybe it tagged along with another addon you had?
  3. Non-hilarious civilian and pistol animations. Imported from good old Arma 1. 5ILFN5upG1g Features (applies only to civilian and pistol movements): ------------------------------------------------------- All running and sprinting animations replaced Added missing pistol kneel -> sprint Sprinting from kneeling position no longer changes stance, you will return to kneel position after sprinting Changing stance while sprinting doesn't stop the sprint, rather you just go to the new stance when you stop sprinting Changing stance while walking or running no longer stops the character (civilian movement had this bug) Complete redux of footstep sound timing, all footsteps now synchronized All move animations have a smoothed death transition Currently NOT Signed or even binerized, I'm going to let people give it a test for a few days to sort out any bugs/ respond to feedback. It will be released as a completely free to use and modify mod. This addon uses many nicely labeled .hpp files and #define entries so editing for any mod is a breeze. You can easily change the speed of each animation from one file, for example. ACE and DAYZ compatible. I tried it with an older version of ACE at least. Dayz should be okay. Version 1.01 http://www.fileden.com/files/2012/10/22/3359494/SakuAnim_1.01.zip Changelog ====================================== Version 1.01 *Fixed pistol to rifle instant switching *Added missing pistol kneel death transitions Version 1.00 *release P.S. Can't wait for Arma 3 where BIS is going to do a REALLY REALLY good job not only in the actual animations but also in the proper coding and debugging of their animation system Right BIS? RIGHT? 0_0
  4. I've had a few requests for this old addon over the years, so I thought i would release it as a stripped down example. The only thing it does is show how to set up turrets with a gunner that can move and keep his hands on the handles. Not the most complete effect but still miles ahead of the gunner just sitting there motionless. It has no other animations or textures and is just a kitbashed model from the Arma1 mlods. Everything is free to use of course. The effect can be seen in this old vid: 73nRw6YcH1w History: This addon is so old that the original mod was done before the Arma 1 tools were released. I retextured the default uh-60 and then added the MH-60 parts by setting them up as a soldier that would then board the chopper through scripting, thus adding the new parts. Once the tools came out with the open mlods I tried doing some fancy things with animations. It had blades that curved with load and I simply attached the gunner to his turret and added an animation to turn him in the reversed direction that the gun was turning. It looked neat. This effect could be applied just as easily to a unit that turns with the gun (like a tripod) and only would need to be animated for the elevation. Arma3 is hopefully going to have a similar effect. download: http://www.fileden.com/files/2012/10/22/3359494/sakumh60.pbo <3 beeteedubs I'm sure this is the right section; it is not a complete addon and is just an example of config.cpp, model.cfg and .p3d editing
  5. This is not a playable addon. It doesn't even have rotor blades.
  6. fixed and updated; The instant transition was from some experiments in weapon switching while moving.
  7. I am wondering if there is any drawback to heavy usage of the # commands in a config.cpp. An example would be only a few actual #include and #define commands but have them called several thousand times. I guess what I want is a better understanding of how the config is compiled at Arma startup and also binerization's effect on the command. When you binerize it, does it merge them all into one file or does it still keep the separate .hpp files? I'm working with a lot of classes and files I'm trying to keep it as simple as possible, making generic config files that are later filled in by simple included defines.
  8. Perfect thats what I was hoping for! This is gonna save me a lot of headaches.
  9. I've been using the standard BIS functions to get the pitch and bank of a plane, but as most know it doesn't return an accurate reading at all, especially when the plane is pitched a lot. Does anyone have a script that returns the correct pitch and bank in degrees?
  10. I've done a lot of AI testing to do with my upcoming mods, and I discovered something. For a unit in your squad, there is a difference between shooting at a target that pops up and shooting at a target that was assigned by the player. For example, if an AI tank is "free to engage" and an enemy tank shows up at a long range, on his own he will only lightly engage it with machine guns. Only at close range would he switch to cannons. If you actually tell the unit to target the tank, they will switch to the cannon even at 3000m+ ranges (I love 29palms haha). This might be an intentional system that was designed to stop your team from wasting expensive ammo like rpgs every time they detect some unknown vehicle far away. The low cost of a weapon would mean that it is okay to fire it at a distant target that might not be an immediate threat or part of the mission. A high cost weapon would be used only for immediate local threats and specific targets.
  11. Does anyone know offhand how to set a map as the default map? This map is so good for addon and script testing that I want it loaded at startup. BTW phaeden, could you please add the horizont back in there? it's absence leaves an ugly edge around the horizon and when flying you can see the stars below the terrain level. The darker sky is pretty cool but it does cause some strange over saturated lighting sometime around dawn (at the default time and date). It's really bad when you have hills on all sides and the dark sky is above you. edit add "-world=wgl_palms" to the commandline!
  12. This is another revision of my non-blinding sun mod. This time it updates the 3rd person lens flare as well. signed addon http://www.fileden.com/files/2012/7/14/3325932/Sakusun.zip mirror at will
  13. sakura_chan

    Non-Blinding Sun version 4

    I don't disagree with you. What I should do is make the 3rd person lens flare a separate addon so people are able to use whatever flare they want (even the vanilla one). When I release these different versions I'm not really updating them per say, but rather releasing different styles to choose from. As for the detail of the 1st person lens flare, I cannot change it unfortunately. If I make the image higher res, it changes the size of the flare. It looks like Arma 3 will be better for lens flares at least. You are welcome and thanks to everyone for the positive comments and mirrors! Its a work in progress, but it is mostly scripting and that takes time because I suck.
  14. In Arma the vehicle's flight model or weight can't be changed in-game. This sounds like an interesting idea! Best of luck to you.
  15. Hey everyone! This is my own little thread about my addons and such. I'm currently working on 2 large projects for Arma2/AO, which I will be posting about when they are more complete, but until then here are a few of my smaller projects that I'm working on update jan 21, 2011 SakuGetinoverwatch---------- --------------------------------- Something I made today, it is basically a script that casually scans for when a group needs to board a vehicle. The script then calls another more active script that oversees the entire process, making sure that units disengage from combat and move to the vehicle. It makes sure that the unit doesn't get stuck behind "AI walls" or decide to completely circle the nearest building before entering the vehicle. Added a little switch so the dang chopper gunner doesn't "friendly fire" the troops that are entering it. I'm still thinking about trying to script it that the AI will pick up dead and injured squadies and load them on the chopper. pretty complex problem, as you have to account for the situation ie. The U.S. "leave no man behind" mantra vs opfor "haha Habib is gimped lets GTFO here". It is a very important system I think, As vehicles are what gives any army their mobility. The better you can control them or use them, the more effective you'll be in bringing the fight to the enemy. If you get killed because of broken commands then it takes away not only the thrill of combat but also the immersion. I plan on a CBA release as well as a stand alone module release. ------------------------------- SakuMenuColor ------------------ --------------------------------- A simple mod that lets anyone choose their own inferface colors. Complete control of every item, including color, transparency, and shadowing. Will include the ability to make custom 3D HUD colors for airplanes as well. It will come in 2 varieties, one which lets you micro-manage everything individually and one that only requires a few options, so you won't have to know anything at all about modding but can still customize the look. (some blacked out parts are still wip) SakuOutMap ------------------ --------------------------------- A basic little gamelogic addon that allows you to easily move units far outside the map. Great for setting up dogfights, placing artillery at useful ranges, setting altitudes and flyinheight with less typing and can also reposition any synced units relative to the gamelogic. I think something similar was released but it still differs enough that ima release it. Its perfect for setting up B-52/Tu-95 flights... SakuWeaponFire------------------ --------------------------------- Originally released for Arma2, this addon replaced the horrendous non-directional weapon smoke with a different effect. I intend to update this mod, it currently does work with AO but I believe my effect was too light, it was perhaps a good rendition of a suppressed weapon but not a full auto rifle SakuLight------------------ --------------------------------- Another Arma2 release, I want to re-release this addon to bring A2 up to the AO standard, as well as clean up a few things in AO that I don't like
  16. sakura_chan

    Sakura_Chan's WIP thread

    They will not leave the formation and pursue enemies, they will stay in cover or formation and simply target enemies from their position. There is some consideration for the difference between soldiers and vehicles, because sometimes you want a chopper or plane to engage the enemy on its own. As for soldiers, the idea of running ahead on their own is suicide.
  17. this has already been applied to tanks
  18. sakura_chan

    "Tab" targeting issues

    I am a defender of realism, but instead of going on and on about it or zeroing out some values, I am actually putting effort into making a mod to correct the situation. A realistic approach would be more fun and challenging without reducing modern tank warfare to a game of angry birds. Improve don't remove. I won't post anything else until I have a download link.
  19. sakura_chan

    Sakura_Chan's WIP thread

    well here is the basic layout of the command interface with the controls labeled. Some stuff is missing and the get in command button doesn't work, but the basics are there. This is just the main menu, there are submenus and whatnot but they will be revealed later. http://i179.photobucket.com/albums/w312/lethalSakura/sakuteam.jpg image is over 100kb, don't know if the forum's annoying thumbnail system is handling it or not. I tried posting it split into 4 parts but the thumbnail system breaks it. As you can see there is plenty of room for new commands.
  20. [0,20,0] would make it shoot upwards 20m/s. the vector is a little different in the particle array, it is [x, z, y] not [x, y, z] like everywhere else. Also setting "rubbing" to 0 would stop the wind from affecting it. Rubbing: _kawooshParticle setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0], "", "Billboard", 0.4, 0.01, [0, -1, -0.25], [0, -20, 0], 0, 1.275, 1, >>>>0.5<<<<<rubbing, [2.6, 0, 0], [[1, 1, 1, 0.8], [1, 1, 1, 0.7], [1, 1, 1, 0.7]], [500], 0, 0, "", "", _kawooshSource];
  21. color[]={{1,1,1,-20},{1,1,1,-10},{1,1,1,-5},{1,1,1,-2},{1,1,1,-0.5}};
  22. I thought I understood, now I don't. Maybe he thinks you have to edit the unit's command line in a txt editor in order for it to show up in the mission editor?
  23. sakura_chan

    NVIDIA 3D Vision

    could you post some screens that are two frames side by side so I could look at them in cross eyed 3d?
  24. sakura_chan

    flyinheight not working?

    maybe post the code you used and the version of arma2 you are using
  25. sakura_chan

    Formation configuration

    I found that if you use indexes below -1, you can have some very different behavior. You can place individual units that are 'independant' ei. they don't follow another unit but instead just try to move relative to the leader. Could be useful in some situations. I'm not sure what the cause was, but when messing around I made a few formations that would crash the game when non-player units were leaders (or because there were too few units) Wouldn't just adding a new class of formation and using (group player) setFormation "NEW FORMATION"; work?
×