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sakura_chan

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Everything posted by sakura_chan

  1. sakura_chan

    Gunner leg IK doesn't work?

    Well it seems very simple. You just define the animation that the hands are attached to, and then they move with that animation. The specified animation would be listed in the model.cfg and uses the actual name of the animation, not the source or model selection name. Just think of it as though the characters hands become part of the vehicle's 3d model, and the arms bend to match. Once you fully extend the arms the wrists will begin to stretch but the hands will still remain attached. The stretching only appears at the wrist. It didnt spend much time on it, but it should be possible to make a vehicle with the ability of the driver or gunner to move their hands dynamically around the cockpit, like clicking switches or levers without the need for animations. Actually, if the leg animations worked you could make custom driver and turret seating positions without custom animations. Could be very interesting although the legs dont seem to work.
  2. I may not be a mission designer, but I am making an upgrade of sorts for the mission editor. One problem I found was that it is not possible by any means to copy and paste a unit while retaining its 'playable' condition. Also, laying down groups requires that each unit needs to be manually set as playable in the editor. I'm not sure if this has been suggested but I thought I would throw it out there anyways. Maybe sticky? This can save people a lot of time. Individual Units Place the unit to be copied. If copying the player, make one copy first and use that copy for the base. Set up anything that you want applied to all the copied units Make sure you DO NOT set it as 'playable' or 'player' Set the "elevation" (or "Pos Z" in my mod) to a specific low height, I used 0.001 Copy and paste the units as you see fit, then save the mission. Minimize A3, and open up the mission.sqm in notepad (or whatever you use). It would be a good idea to back it up at this point. Using the 'replace' option, search for the elevation condition that you set for the units you want playable. An elevation of 0.001 would be offsetY=0.001; replace it with player="PLAY CDG"; Save the mission.sqm and reload it in A3 Any units that had an elevation of 0.001 are now playable and elevation is reset to 0 Groups Same idea, but a little different for groups. Place your group, set its direction to 0.001 Don't rotate the group yet, keep it facing 0.001 Save the mission, load it in notepad. Back it up. Using replace, find the azimut line for the group. A little weird, but it won't be exactly 0.001, here it is 0.00099999993 azimut = 0.00099999993; Replace it with player="PLAY CDG"; Save the mission and reload it in A3 Any units that had a heading of 0.001 are now playable. Now you can rotate the group.
  3. sakura_chan

    description.ext gear

    yeah they removed it. I made a little mod that brought it back : http://forums.bistudio.com/showthread.php?168092-Map-and-Briefing-team-inventory-fix
  4. This addon re-activates the "inventory" option on the map and briefing screens. It was removed by BIS for some reason. It was the only way to manage your squad's gear during the mission. http://sakumods.armaholic.com/Arma3/SakuMapInventory/SakuMapInventory.zip 38kb signed
  5. sakura_chan

    Map and Briefing team inventory fix

    Yes, we are on the same page. The items and attachments will show up if they are listed under 'class weapons' but they are completely useless ingame. You cannot mount them to weapons or change uniforms, making it useless anyways. This is probably because items are a new thing for A3, and the existing system is just legacy code from A2. BIS either plans to remove it completely or fix and replace it later on. I think the best course of action is to make a scripted solution simular to VAS that could be added to a briefing without an addon.
  6. sakura_chan

    Map and Briefing team inventory fix

    It does work...the screenshots were taken from an Arma3 mission I loaded up.
  7. sakura_chan

    Keys - Enhanced Interaction System

    That command is located under 'legacy controls'. There are no missing commands at all, every one was pulled directly from ArmA3.exe
  8. sakura_chan

    Keys - Enhanced Interaction System

    Updated version...fixes the conflict with the CMI Command Improvement Mod. Dowload link on first page
  9. sakura_chan

    CMI Command Improvement Mod

    pretty sure the non-centered menu is my fault, I left some unnecessary definitions in the menu class, specifically the x,y co-ordinates for the menu. I posted a fixed version.
  10. sakura_chan

    Map and Briefing team inventory fix

    yes you can...just list them under class Weapons -> in the config file they are defined as weapons. However they don't work ingame haha. Maybe someone should add the virtual ammo box to the briefing screen
  11. Its possible to do this without cba or eventhandlers. All you have to do is add the keyboard script to the vehicle's UI. This way it gets loaded automatically whenever you get in the car.
  12. the source is "rotor" just like an airplane's propeller. This stuff is actually easy to find, just open any .p3d in notepad. Any selections, axis, or animation sources are still written in English.
  13. sakura_chan

    Keys - Enhanced Interaction System

    It is kinda dumb, but you actually have to hit the gun/launcher key again to switch to the rifle. There is no specific action to select the gun. In part II of my mod you will have direct 1-2-3 selection of weapons.
  14. sakura_chan

    Keys - Enhanced Interaction System

    Okay lots of questions and a little confusion here. I was a little anxious to get the first release out for the campaign so the documentation is a little weak at this point. A few notes: 1. At no point in this version or any future version will there be any 'hard coded' keys. Absolutely everything can be changed to your preference using the standard keybinding menu. 2. This version, "Part I", contains absolutely no scripting whatsoever. This means that I cannot change the way the icons are displayed outside of the current limits (like having them bound to objects). 3. This mod will never ever forcefully change your keyboard setup. I will at some point remap the default keys, but unless you choose to use it your keybindings will be untouched. 4. I hate the weird moving icon too, so set "Configure > Game > Adaptive Crosshair" to "disabled". Turn off crosshairs and 3rd person view while you are at it lol. In later versions you will be able to have much more control over the appearance of the icons. 5. Under "Configure > Game > Layout" move the action menu just below and to the left of the crosshair. It is useless to have it off to the far side where you have to glance away to see it. The colors and appearance are all very work in progress. 6. There are a few things that aren't obvious unless you use the 'SakuKeysHint' addon. For example, the inventory key will open your parachute if you are falling, and it will also open your artillery screen if you are a gunner in an artillery piece. 7. My recommended keybindings are not a complete list, and don't include some conflicting commands that were changed. The only change I feel is necessary is to unbind the spacebar completely and rebind it to the "default action". This means you don't have to leave your movement keys to use actions.
  15. sakura_chan

    Keys - Enhanced Interaction System

    Yes that is the plan.
  16. sakura_chan

    Keys - Enhanced Interaction System

    Oopsi forgot about the countermeasures...i have them bound to insert and delete but mainly they are bound to my joystick. I use a custom keybind so I may have to clarify a few things.
  17. It would take too much typing to explain it so I made a video. It is basically a new interaction system for ArmA3 that uses an action key and the mouse wheel for interacting with buildings and vehicles. The goal is to remove the action menu altogether. I made this in response to Dslyecxi's anti-action menu video 70CoVoicgDA I will release a demo mission once I have it set up to use vehicles. ********Update 08/23/13*************** Hpvli2yMWJA This time I show off a more integrated system and show off some object interaction. Bonus sort of unrelated video: Fun with map objects xTT_ivQHWEU ********Update 08/23/13*************** New update video! Chutes and Ladders: BPFHuLpqwv4 ********Update 10/06/13*************** New video! A preview of the release content t_91RNobyb8
  18. sakura_chan

    KEYS: No action menu

    Welp it is time for release! http://forums.bistudio.com/showthread.php?167744-Keys-Enhanced-Interaction-System Mods, could you please close?
  19. sakura_chan

    KEYS: No action menu

    It will be out tomorrow. I've been playing with something that might fix a huge AI squadmate annoyance/bug
  20. sakura_chan

    KEYS: No action menu

    Well I do still have this old thing laying around: http://i179.photobucket.com/albums/w312/lethalSakura/sakuteam.jpg (176 kB) I also have a super-context sensitive command menu. At any given time you only have 1 command available to you. It also incorporates 1-2-3-4-5 weapon selecting. It seems that other people have been improving the command system as well.
  21. sakura_chan

    KEYS: No action menu

    Well I'm gearing up for release. The first release will lack most of the customization I have planned, but it will be enough to get people going. I will include an optional addon that adds a key press hint to the action menu. If you select an action that has a keyboard shortcut, it will be displayed, otherwise it will just display the "use action" keyboard command. This might help some people find the new connections without having to read a manual. Actually a lot of games have this by default. Also, included will be a small fix for the command bar, I noticed that the unit numbers became unreadable when you assigned them a team color, due to dull colors and a black shadow. I brightened the colors and removed the shadow. I tweaked it a little bit more so now it always displays the "combatmode" and "behavior" of your squadmates. Before it would only display if they were in certain modes. I plan on releasing this around Monday, it should give me a day or two to fix any bugs (none currently known) and respond to user feedback. It will hopefully be enough for people to have an enjoyable playthrough of the campaign once it hits the stable version. Once initial release is done, I will push out the scripted part which is also fairly complete right now. Once everything seems to be running fine in MP I will look into porting this to ArmA2. Really this probably just means DayZ, as ACE uses its own system anyways. I will definitely have to gauge the interest from A2 players. For what its worth, the first release version which removes or re-orders action menu items should be totally compatible with A2.
  22. A new version of my lighting mod is now available. It doesn't change much this time, because BIS did a better job with the lighting in the beta. Basically I just adjusted the lens flares a bit, making them fade out gently as you enter or leave the light's cast cone. I did a revamp of the chemical lights, I adjusted the color and fixed a data error that made the yellow and blue lights 10x brighter than they should be. I replaced the 3d models for them as well because their default models were missing the glow effect on their LODS. On a side note, for the beta BIS disabled over half of the streetlights in the game. While this might seem silly, the game in its current state just can't handle multiple overlapping lights very well. A few little tweaks could get the lights working again, but it just causes slowdowns and flickering. Also, there are a ton of LOD errors with the streetlamps, you will notice that most of them are missing the light emitting parts. This results in the streetlamps looking totally dark but with a goofy lens flare just hanging there. A few if them shine only in the first LOD. The chemical lights also had this problem. Download (1MB) *updated 10/24/13 http://www.sakumods.armaholic.com/Arma3/sakunightlights/sakunightlights.zip Also, I now have a website for some reason: http://www.sakumods.armaholic.com
  23. sakura_chan

    Streetlamp + chemlight upgrade - Beta 1

    Thought I would repost this. I updated it a bit to fix an error with the full version. I will update it further later on as well. One bug that only BIS can easily fix is the missing flare effect from "Land_LampStreet_F". There is geometry in the way of the light position, so you only get the light but no lens flare. If they don't bother fixing it I would simply make a new streetlamp model. Anyways this is actually mainly a test of addon packing/signing for me. Please let me know if you have any problems with the signed files. http://www.sakumods.armaholic.com/Arma3/sakunightlights/sakunightlights.zip
  24. This is the first baby step towards a truly expanded mission editor. No new functions or options, but a basic re-sizing of the 'insert unit' menu. Features: Expanded init code area with larger text Widened listboxes that display the longest unit names multiline 'condition of presence' box longer description box longer azimuth box to cover long decimal places Adds room for theoretical position and gear controls future plans unknown... most of the editor is hardcoded but there are many editor specific script commands... Ideas? Updated version! Reconfigured the module screen Huge init line space Resized info window so scrolling isn't required Adds room for additional module options Bigger condition of presence line Relocated buttons Combo Boxes resized to display the longest module names Edit Update Fixed module editor in 4:3 aspect http://sakumods.armaholic.com/Arma3/sakueditor/sakueditor.pbo
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