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Varanon

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Everything posted by Varanon

  1. Varanon

    FHQ TaskTracker

    Yeah, the problem is that the script will always first wait for briefing, then for tasks, so if you don't add a briefing, you won't receive tasks.... I'm in the process of reworking the script completely. It will end up being a "plug-in" for the function module. On Arma 3, this allows automatic initialization which makes it possible to safely use Tasktracker calls in triggers. In fact, it's already done, but I didn't find the time because I was on a well deserved (! :D) vacation trip to the sea last week! Expect an update in the coming week
  2. I know, and no definite plan, no promises, no ETA, nothing. Just frustrating to see what could be and being totally in the dark about when or even if we ever see it. VA is not "integrated" in Zeus, either.. you need to predefine the loadouts in VA before going into Zeus. That's the point, though, why not handle the 2d Editor the same ? Just let the user pick a loadout from the list of loadouts previously saved with VA ?
  3. Why isn't it possible to make it compatible ? I mean, I have no idea about the internals, but as far as I can see, the loadouts created via VA are profile variables. Why isn't it possible to read those in the editor and create an initialization that simply replicates that loadout for this unit ? We're approaching a situation where the Zeus RTE is much more powerful than the original Mission editor, and quite frankly, that's a real shame, because from my "uninitiaded" standpoint, there's only so little to do to turn Zeus's RTE into the real 3D editor we've been crying out for for the last nearly 10 years.
  4. Varanon

    Legal discussion regarding Steam Workshop

    While it is true that this can happen anywhere, the particular problem with Steam is that there is little the original author can do to get it removed.
  5. Varanon

    ASR AI 3

    I just tried on the Comrades in Arms Server (which is running ASR_AI), but it worked without a crash. I don't run the ASR AI client side, though, it's only on the server.
  6. Update is forthcoming, ETA ASAP.
  7. OK, I've been experimenting a bit with the diag exe, and I can only say "thank you" for releasing it. One thing, though, the documentation is negligible. For example: What are the different colored arrows that appear ? I think green is the forward thrust, and blue seems to be the actual forward movement... correct ? Or not ? A bit more information would help tremendously.
  8. Varanon

    Arma 3 IS NOT "Military Simulator" genre

    What's funny, in Arma 2, you could actually take a C-130 and fill it up with all the people that give a damn about whether it's a military simulator or not. What was the actual point in this thread ? Should we go through new iterations of "realistic" vs "authentic" vs "simulation" vs "experience" or whatever ? Honestly, how gives a damn ?
  9. Varanon

    Fatigue Feedback (dev branch)

    This is a flawed example. You have no feedback whatsoever indicating your stance, especially not with the different intermediate stances. Camera height, yeah, right... as if you could determine whether your in-game eyes are 150 or 180 above the ground... So, what part of wheezing and blurring doesn't convey that information already ? Contrary to stance, there are several sources of feedback that show you your fatigue state. A fatigue indicator would not relay more information than we already have right now. The feedback that is in (blur, sounds) is more than enough. I agree that the wheezing sounds a bit like sex sometimes and could do with some refinement, but the fact that it is there already negates the need for a specific indicator. I can only repeat, an indicator would not convey more information No. But I'm a little bit tired of presenting arguments and being countered with opinions. ---------- Post added at 05:42 PM ---------- Previous post was at 05:41 PM ---------- Whoa, that door swings both ways :D
  10. Varanon

    Fatigue Feedback (dev branch)

    How would you be able to predict when you are ready ? If you KNOW how fast fatigue goes down, you could, but again, how would you translate those values you get from the indicator to an actual time of readiness ? The only clear indication you have is if you can line up a shot. No indicator will ever tell you that any better than just aiming and trying to keep your aim steady. As such, any sort of indicator is unnecessary. You see the weapon sway, you see some blurring on the sides, you hear your breathing. More, you do not know, and an indicator would not help you in any way. ---------- Post added at 02:07 PM ---------- Previous post was at 02:02 PM ---------- Again, how would an indicator give you any more information than you already have ? Moreover, assume you had a full awareness of the percentage of your exhaustion (something you don't have in real life either). What threshold would you take ? 50 % ? Naw, I can run... 51 % ? Ok, now I have to stop. There are visual and audible indicators that tell you how fatigued you are (basically, it's like a green, yellow, red indicator, like, you're in the green when you don't see/hear anything, you are in the yellow when you start breathing heavily, and you're in red when you start having the blurry border). There is all the information you need. And again, the ultimate fatigue indicator is the look over your weapon sight at the target. I fail to see how a fatigue indicator could be useful or transfer more information than you already have. Go ahead and convince me.
  11. Varanon

    Fatigue Feedback (dev branch)

    Why do you even need to know how fatigued you are... if you aim down sights and see the gun skip around like crazy, that should be a really good indication about how fatigued you are. Even if you have some sort of indicator, be it numerical, or bar, or whatever, what will you do with that information ? The only thing it can tell you is that you will be slower (which you already notice when running anyway), and that you can't aim for shit (which you will also see when you try to aim). So, in essence, adding a fatigue indicator will NOT convey any information at all. What do you do when you ran some, and get into a firing position ? You lie down and aim... assuming there IS a fatigue indicator, what would you do ? Look at the indicator until it's "green" again ? Or look down the sights and open fire when you think the sway is controllable ? I know what I would do, and that does not include an indicator. So, could those that are in favor of an indicator tell me what they expect to read from it that they can't already experience in the game ?
  12. Varanon

    FHQ TaskTracker

    I'll think about it. It shouldn't be too difficult to add.
  13. Varanon

    FHQ Arma 3 COOP missions

    Added Choplifter ---------- Post added at 03:30 PM ---------- Previous post was at 03:00 PM ---------- Added link to COOP pack #2
  14. Hmm... does your engine have enough power to move the car ? Is the weight correct (in the p3d file) ?
  15. Does that also apply to publishing missions from the in-game editor ?
  16. Are you sure the engine actually switches off ? Or is it just silent ? I had a similar problem with my SUV: The engine would play the sound of the start, but then be silent. I could drive, but no sound. Sound is computed as a linear interpolation between idleRPM and redRPM. If you use the sample car sound.hpp, you will notice that it has a line "#define MAX_RPM 6900". This is the maximum RPM of the engine according to the sound, but it has to be defined in physx.hpp. The test car doesn't do that, and probably goes with engine defaults, which might be wrong. So, just add "redRPM = 6900;" to the physx.hpp and you should hear the engine. You might need to tweak this to the actual settings of the engine you've defined. Regarding the hands: The hands will stay at the same position relative to the bone you define (drivewheel here). You can not move them apart. There are two options: You could make a new static pose for the driver with the hands properly aligned to the wheel. Or, take the easier way, and adjust the position of the driver proxy so that the hands end up correctly aligned to the wheel. Judging from the video, your driver's viewpoint is pretty low, you can't see the street in front of you, so adjustments are necessary, anyway... Hope that helps.
  17. Not saying yay or nay to the payment idea, but are you serious ? "Modding community is there to make free stuff for me" is what you are basically implying. These "ridiculous ideas" stem from the fact that for some mods, the amount of work that has to be put into them rivals that of a normal day job (which, usually, IS paid). So, the alternative is that these mods are delayed or scrapped. Payment wouldn't be needed if people would donate, but I can tall from my own experience hosting a Neverwinter Nights server hosting one of the largest persistent worlds, that only a tiny handful of people will ever donate. The server was rented, and in it's six year existence I paid in excess of 2000 Euro to keep it running, and I got a total of about 50 Euro in donations in six years. No, people will not donate. They won't even give you feedback. Not even that. I have several missions on the workshop with between 300 and 800 subscribers (not that much, I know), but hardly anyone ever gives feedback. People WANT free stuff, like you, but very few are willing to give, not money, not even feedback. If something doesn't work in terms of mod or mission, they discard it and load the next. That's the ugly truth.
  18. While you're at it, the script exported has the line "_unit = player;" at the beginning. Why not make it "_unit = _this;" so you can use it like westMan1_1 execvm "loadout1_1.sqf"; westMan1_2 execvm "loadout1_2.sqf"; westMan1_3 execvm "loadout1_3.sqf"; etc..
  19. Varanon

    Development Blog & Reveals

    Yeah, I'm waiting for the voice-over: Kerry ? Kerry ? Keeeeeeeery !
  20. Varanon

    Development Blog & Reveals

    Bootcamp update Very interesting... finally a loadout editor, it seems... plus, as was already apparent from recent dev branch updates: weapon inertia... seems we can finally get rid of the ridiculous Machine guns and sniper rifles in CQB
  21. Varanon

    FHQ Arma 3 COOP missions

    Updated missions Point Insertion (fixed link to static object problem), as well as Camp Rogain (the latter getting a general overhaul with lots of bugfixes)
  22. Indeed, that worked for me as well. Good find! Thanks!
  23. Sigh.. sorry, yeah, that's what I mean.. the fact that the script command addUniform no longer adds a uniform to a unit unless it's the same faction. It will break a lot of missions. Heck, setCaptive basically makes you civilian, I wonder if that also means you can't add a uniform of the correct faction to a captive unit ? Yes, forceAddUniform will enforce this, but it will break a ton of missions now that addUniform no longer works. I don't understand the decision behind it.
  24. It has not been part of the Alpha. It's a recent change. Only after last patch, half of the loadouts don't work anymore. It used to work before that. So, no, it's not maintained over a year at all. I post it into the dev branch because a) I don't want to start a thread specifically about it, and b) there's no thread about the latest patch, and c) it's a very recent change, so the dev branch is as good as anything.
  25. Can somebody please explain to me the rationale behind the uniform restriction ? Why can't I take a uniform of an enemy and put it on ? And please no "Geneva Convention" excuse, because that is just plainly NOT the reason (see cluster bombs). This has broken many a mission, and as such, was a bad move
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