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menjoo

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Posts posted by menjoo


  1. 2 hours ago, dmarkwick said:

     

    I actually achieved it several months ago, but I scrapped all my mods & started all again from scratch, and I can't remember :(

     

    I have a feeling it probably involved removing a pbo rather than changing any optional setting. This is how I removed the ACE3 fatigue so I could get back ArmA's fatigue (which I prefer).

    Yeah, that's exactly what I had to do, a fresh install. It's a real pain to get all settings to what I had before :(


  2. Hi, I get the mod to work fine for all units, except the Zombies. Their heads won't pop, no matter what I try. I tested i with only the head_gore mod and the Zombies loaded as well as with bloodlust, with and without cba. With and without placing the module with all possible caliber settings. All with the same result, no joy. All mods are loaded trough the Steam workshop. Anyone that could help me with this?


  3. New update and Video on 1st post of this thread.

    Just a heads up, you forgot to put the pbo in an addon folder inside your @AISS folder.

    And for further convenience, could you put the hpp file folder (AISS) also already in an Userconfig folder?

    Makes the unpacking so much easier. Anyway, thanks for your mod, it's great for sp players like me, that don't have so much scripting knowledge! Keep it up! ;)


  4. Great ! And its another version of the dssignfile.exe. So After 3 different verison of dssignfile.exe it seem to work correctly now (I double checked it).

    I'have updated the version on the main with the new pbo signature (the server key hasn't changed), please let me know if it work ok and I'll do a release 03 with... I don't know , it doesn't feel right making new release just for signature update :(

    Maybe lower the turning rate when prone?


  5. Ollem, thanks for the response.

    I didn't QUITE understand it, so tell me if I'm following what you said in that post:

    Basically you're saying that the radius has to be 10m because otherwise the bullet may not be "caught" and "detected" by the script, so it could potentially take more rounds for the suppression to go into effect because some bullets will travel through a smaller zone before being detected?

    That's correct.


  6. I could implement a very 'realistic' hearing, but it would unnecessarily waste precious CPU power.

    Even BI did it that way, so that their eventhandlers only go to about 75meters (which is far too low, but what to do)

    I could hang eventhandlers on every armed unit in the map that would then notify the undead module about who fired where, but that would

    create an enormous overhead in intense fights for every single shot fired for a small feature that would be nice to have in a more realistic way.

    CPU cycles are too precious for that.

    Of course. Thanks for explaining it tough! :)


  7. The undead react to line of sight and gunfire. Smelling would be an abstraction, but it is implemented in a way that the migration patterns are leading the undead to locations that contain humans and make them stay in such locations and search for the humans. So you could say that they 'smell' the humans.

    The "Undead2-framework" seems to run pretty good under Arma3 so far in the first tests by the way.

    I see. I was under the impression that they "magically" knew your position. How far can they hear gunfire/surpressed fire then?

    I guess I have to do some testing tonight. :) Also, I found a script for Arma 3 that allows for silent take downs (stealth kills). Maybe you could incorporate something like that in to the mod too, i.e. tied to a weapon (hatchet, club etc) in your inventory. That would be really cool.


  8. 0.9 was a dead-end and at that time i didn't find enough time to finish the implementation.

    I will release Undead2 for Arma2 before Arma3 comes out otherwise all those hundreds of hours of development time of Undead2 would

    have been for nothing. I am always not 100% satisfied with the versions, but at the end of the day it's just minor details when compared

    with the whole product.

    Arma3 version is also in the works, but turns out to be more tedious than i thought due to the new characters skeleton and the resulting animation incompatibilities

    as well as the config structure having changed. But so far it looks good.

    Awesome! Cant wait for it.

    One question: For the Arma 3 mod, would it be possible to have the zeds only hunt you if they hear/see/smell you? That would make for some great sneaking scenarios where you are unarmed at first and such. Anyway, keep up the good work!


  9. Where can i get the asr_ai3_settings.hpp? It's not in the download. Can I just use the arma 2 file and rename it properly? Would that work? I use your latest Arma 3 version (asr_addons_21_03_2013).

    edit: It tells me the .hpp file is outdated when I just rename it. So, where do I get the newest .hpp file?

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