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Everything posted by jtgibson
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WIP UH-72Lakota project
jtgibson replied to heripai's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Wow, that is awesome! Good job! -
WIP UH-72Lakota project
jtgibson replied to heripai's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Wow! I will use Simple English to be easy to understand. Will we be able to turn the searchlight on the wing? Will you make other mods which change the searchlight on the wing? For example, can it also be a Hydra rocket pod or an M134 machine gun? -
Advanced Cockpit Interaction
jtgibson replied to Enricksolt's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I thought so... the video looked like it was tied to the player's facing and I was about to ask whether it would still be stable in flight. (I love it when developers prove they care about what they do and share the implementation details straight up!) I was about to pick up my jaw from the floor, since I spent the last four days practising, practising, and practising some more on DCS: P-51D Mustang so that I can start and stop a Mustang from memory with my eyes closed (okay, no, not really, but I can do it with them open ;-)), and every so often I pop back into Arma 3 and immediately feel a pang of sadness that we can't have the same level of detail in Arma. Don't get me wrong, there's a snowball's chance in hell that BIS could even begin to put that level of detail into even a single Arma 3 unit if it took Eagle Dynamics years to put that much into a grand total of (count 'em) 5 units -- but that's where crowd-sourced development (i.e., the mod community) comes in. Of course, BIS implementing the ability for full-fidelity is almost as painstaking as actually creating the content, so we're limited to "cool, but not quite there". Fantastic work all the same! I can definitely see myself using this as an excellent compromise, at least in SP (since adoption in multiplayer will be constrained to the tightest-knit of groups: it's not for your typical Wasteland/Day Z fan). -
80s, 90s, early 2000 US Military
jtgibson replied to Delta Hawk's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Weeeeird. I was going to claim the other possibility, which I considered more likely, was that the photograph itself was flipped/developed horizontally for aesthetic purposes by whatever journalist took it. However, the English faces of the Pepsi cans (q.v. the jarhead behind Bush Sr.) are definitely printed in the correct direction, so my theory is out. Thinking on it, it wouldn't really matter, since it'd be backwards on the wrong sleeve anyway. ;-) -
TPW EBS: engine based suppression
jtgibson replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've been considering the one problem with this, which is "ineffective fire". If someone is far enough away that their bullets are passing near you but there is minimal or no chance in heck that they would actually hit you, you will still be suppressed under this system. On the other hand, from my experiences in multiplayer, once you start to realise that the fire is ineffective, it stops suppressing you and you gain confidence. Perhaps a way to simulate this would be a boundary on suppression -- if bullets are passing near you ("you" being an AI), in addition to the normal suppression effects, the radius of the collision sphere would gradually shrink -- so that to remain 100% suppressed, the shots would actually have to be directly on the hard cover you're hiding behind: an MG gunner opening up and laying down a wall might be scary, but if none of those bullets are actually passing closer to you, after the initial shock wears off you realise that he's firing near you, not at you. The only limitation is that it allows players to lull AI into a sense of false confidence by suppressing them directly and then suppressing them nearby, so that the collision radius shrinks and they "realise" the fire is ineffective -- and then once they pop out to retaliate, you just make the fire effective again. But that can be done already anyway, even against human players, and a full simulation of "is he still there?" is almost impossible to codify into an artificial intelligence. [edit] Thinking on it, maybe the shrinking sensitivity would be reduced by a factor of 50% each time the target is "resuppressed" -- sort of like, fool me eight or more times, shame on me, fool me seven times or less, shame on you. ;-) -
Star Trek: Road to the Stars - Infantry Pack Beta v0.5
jtgibson replied to abs's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hrm. I'm a smidgeon underwhelmed by the full-auto phasers. Would it be possible to add in two separate weapons, one each for stun and kill, and use a user action and removeWeapon/addWeapon to switch between them? (I also made a mention of this on the MODDB page as a guest.) Phasers in Star Trek have never been depicted as being anything other than solid-state laser weapons, so the rapid pulsing looks incorrect. Since I'm sure the Arma 3 engine won't have support for solid-state lasers, the kill should maybe take after the Star Trek reboot semi-auto instead -- and simply cause more damage. (Naturally, scripted effects would have to apply to the stun setting eventually.) The other possibility is using two muzzles on the same weapon and treating one as a GL. -
[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
jtgibson replied to SaOk's topic in ARMA 3 - USER MISSIONS
Problem partially exists between keyboard and chair, as it turns out. After verifying game cache which checked out fine, and a full reinstall, I found out that I had a version of Whole Lotta Stratis from April sitting in the MPMissions folder, which was what I was trying to launch. That explains the missing class error, since BIS did some refactoring of their classnames over the last few versions. Just to clarify, though, the SP version goes in Missions and not MPMissions? It's not appearing in the Scenarios window -- I just get prompted for Steam Workshop, which I'm about as likely to use as a tampon. [edit] Okay, this problem also exists between the keyboard and chair. Multiple Steamapps folders and I was digging around in the backup. Move along, nothing to see here... -
[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
jtgibson replied to SaOk's topic in ARMA 3 - USER MISSIONS
Hm. I'm on Dev-Branch with absolutely no mods and I get a prompt that I'm missing the downloadable content "A3_Static_F_Mk6" when I attempt to load the Dropbox release of the SP mission. Are there any dependencies that I might be missing? The OP suggests most of the optional content is designed to gracefully fail. (I believe that's the base game mortar class, though...) I did successfully play this mission way back in early Alpha, but the new changes and drones support are interesting enough that I wanted to give it another go. -
ShackTac Littlebird Enhancement Mod (beta)
jtgibson replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Fantastic work, sir. Well done. I should quickly swap the pan of vinegar with one of honey so no one's the wiser... -
ShackTac Littlebird Enhancement Mod (beta)
jtgibson replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm starting to wonder if someone should just rewrite this from scratch, since based on the sound of things it's a custom animation and an attachTo script plus some addAction/control hijinks -- it's just using existing BIS features for their intended purpose, save the animation, so as long as someone doesn't do anything derivative of the existing code or animation, it should be entirely possible for someone else to make it. I'd make a TODO item on my end, but I'm notorious for missing deadlines too (and making animations is especially painful with O2), so someone else should probably step in. Unless of course Dslyexci is just building suspense or something. ;-) I mean, uh, I fully support Dslyexci's version and would never consider a third-party replacement! I bet Dslyexci has something planned in, like, a day or two tops! -
Cold War Rearmed² - Public Beta
jtgibson replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Am I the only one having so much difficulty with the Defender mission in the 1985 campaign? This was my eighth attempt, and the cursing is growing increasingly louder from my general direction. ;-) Anything I'm missing here? Is the mission just unwinnable with the Arma 2 engine, or have other people been more successful on this? Any suggestions? -
Clears things up nicely. *edits his MP3 tags accordingly* ;-)
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Huh. I'm a little dismayed to discover that Track 10 "Logistics" is the exact same song, note for note, as Track 05 "The Dock" by Kasny Jaroslav in Alpha Prime. Likewise, Track 14 "Close Quarter Combat" is the exact same song, again note for note, as Track 10 "Specops" by Kasny Jaroslav in Alpha Prime. You can download the Alpha Prime OST directly from the game's homepage. I'm confused. Was this plagiarism of Alpha Prime (preceding Arma 2 by a couple years), is Kasny Jaroslav just a pseudonym of Ondřej Matějka, or is this simply a case of mistaken credit?
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I wholeheartedly recommend EditPad Lite. Free for non-commercial use (e.g., modding). Clean interface (but I suggest tweaking the preferences to make it a little cleaner), no unnecessary bells and whistles, and it includes handy features like auto-indent, line numbers, etc. EditPad Pro is much more hard-core and is pretty decent if you want to go up that road instead, but I don't think it's worth $50. (Incidentally, EditPad Pro claims it can be installed on USB memory sticks and whatnot. What is not also mentioned is that EditPad Lite also can be installed on USB memory sticks just by copying over the executable and the .ini file.)
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Camera and cinema border
jtgibson replied to mandoble's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It seems to work for me with the following script (an SQF which is called from an addAction-type action): _source = _this select 0; _id = _this select 2; _pos = getPos _source; _posx = _pos select 0; _posy = _pos select 1; _posz = (_pos select 2) + 1000.0; _pos = [_posx, _posy, _posz]; //Create the camera _cam = "camera" camCreate _pos; hint format["Camera: %1", _cam]; showCinemaBorder false; _cam cameraEffect ["EXTERNAL","TOP"]; //Adjust its angle _cam camSetTarget [_posx, _posy, 0]; _cam camCommit 0; _cam camSetPos [_posx, _posy, 0]; _cam camCommit 5.0; This does what it says on the tin: creates a camera 1 km up from the source position, then zooms down to 0 metres AGL at 200 m/s. I made sure to call showCinemaBorder after creating the camera -- maybe that will give you better luck? (Still can't convince the bloody thing to give me any view other than internal-from-back, but that's a different issue...) -
Surrendering module
jtgibson replied to petteerr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, I was hoping I could at least slap on a restraint kit. Seems pretty unusual that we would just let an enemy soldier stand around with his hands behind his head, right next to an assault rifle by his feet... -
I'm trying to make a faction-based game where there are a large number of different, competing interests in a single game environment. The player is the head of one such competing interest. These factions would have different allegiances to one another and to the player, and allegiances should be able to change during the player's political choices, or even as an immediate result of the player's hostile actions. I'm running into a wall here where it's looking as though I'm limited to a selection of three sides -- BLUFOR, OPFOR, and GUERRILLA. Is there any way to provide additional sides instead of the side = 1 for west, side = 0 for east, etc.? We'll tackle the AI problems when we come to them... I'm more concerned about the engine's ability to handle it. My methods are all failing, but if there's something I'm missing I'd love to hear it.
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Creating an entirely new side
jtgibson replied to jtgibson's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hm. Does setFriendly not work on sideEnemy? As long as you managed to keep anyone from joining that side spontaneously (easier said than done, I guess, with the geniuses in online multiplayer ;-)), it could be adjusted so that it was its own friend and everything else would just behave as normal. -
Creating an entirely new side
jtgibson replied to jtgibson's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Civilian is right out, since there would of course be civilians and empty vehicles in the game. Enemy/renegade might be usable in a pinch, bumping it up to four, but the default setRating stuff would have to go in favour of adjusting faction relations instead. The enemy side does have the advantage that I can go ahead and assign the default "always hostile" faction to it, and everyone will shoot them on sight and they could shoot everyone else on sight. However, that means there are only two other factions, not including the player's faction. That limits me only to the biggest two. I wonder how hard-coded the sides are. I think I'll go ahead and make a feature request. http://dev-heaven.net/issues/show/3577 -
Little bump, but it's for a good reason. I just want to say thank you to Bohemia Interactive for listening to the community and at least making an effort to implement the throttle, even if it wasn't perfect out of the box. It must be so disheartening to add a new feature out of the goodness of your hearts, after the game has already been produced and sold and seeing no further profit, and have it thrown back in your face. Eagerly awaiting the next patch!
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I'm having a strange problem where I can't even install the game whatsoever. About halfway, two-thirds, or even three-quarters of the way through installation--it's random every time--my computer locks up entirely during install. I'm thinking it could be a hardware issue, since I just upgraded my computer and had to rely on the stock CPU cooler rather than the big rig I had bought (motherboard is AM2+ but was listed as AM2 by the seller, so the AM2 aftermarket fan didn't fit... thankfully I bought an AM2+ CPU anyway). However, if anyone else has been having this problem, I'd love to hear about it. I'm tempted to try installing "manually" by copying the files from the DVD to my half-completed ARMA2 folder (and of course also unzipping the gzipped binaries), but I am of course deeply concerned that this might trigger off the DRM. Any thoughts?
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ArmA2: The All New OFFICIAL "where to buy?" Thread.
jtgibson replied to Placebo's topic in ARMA 2 & OA - GENERAL
In Burnaby, BC, Canada, at Lougheed Mall, the EB Games store there confirms July 22nd for the release as specified by the computer itself. Went there today hoping to pick it up, wound up picking up a pre-owned copy of Assassin's Creed instead. Well, at least I get to get my parkour on until Wednesday.