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tupolov

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Everything posted by tupolov

  1. tupolov

    Naught.Net

    Naught, Congrats on the release! Awesome to have some regex capability with this. What are you guys using it for? I'm assuming downloading of network based files... for config? I'm interested in what you are doing around parsing. Are you aware of the CBA_fnc_parseYAML already? I'm personally looking to do JSON parsing in SQF. I already have an HTTP addon and file reading/writing addon complete for my mod. I also have get real time, get server name, get ip address and lots more. I'm using Addins for Scott W's Arma2Net addon.
  2. WIP Advanced Combat Ability Features: - Weapon Resting - Bipods - Melee - Duck to cover - Stealth Takedown - Bayonet and bayonet attack (coming soon) Thanks to VTS and ACE for the inspiration. THIS ADDON INCLUDES 11 ANIMATIONS CREDITED TO BIS AND FEATURED IN ARMA 2. Credits to BIS for these animations featuring in this addon. These RTM files are licensed work of BIS. I have asked permission to include these in this addon. Please do not redistribute. To Do: - Smooth "fast" animation switching for duck to cover (animation config) - Smooth switching between standard anims and melee animations (config and playMove use) - Bipod animations (animation creation and config) - Recoil and weapon sway tweaking (config) - Adjust key bindings to suit - Module to enable/disable Stealth Takedown - Weapon Resting for Binocs etc EDIT: Now available... here If anyone can help with animations (creation of, or config) please let me know. Specifically, looking for someone who has experience getting animations setup for smooth transition between A3 anims and custom (i.e. connectTo, connectFrom config entries etc). Creation of custom animations would be awesome.
  3. Hello mate, been really busy with RL... sorry. Will take another look at it soon. Good news, I've got the bayonet stuff working and permission from the animators. Cheers Tup
  4. tupolov

    STALKERGB's British Infantry

    Great work once again Matt! Thanks for your hardwork!
  5. tupolov

    WIP British Infantry

    awesome stuff, really looking great!
  6. v4.3 released!!!! Over 20 sample missions including: Hazar-Kot, Eden, Tigeria, Qom Province, CLAfghan, Lingor, Tora Bora, Podagorsk, Cicada, Takistan, Chernarus, Zargabad, Celle and Utes A2CO, ACE, CWR missions AVAILABLE! COOP, TvT, CTI missions AVAILABLE! Major bug fixes and minor performance improvements Get the latest 4.31 Missions AND MSO Code Base here Requires CBA Documentation You need ELITENESS to depbo these missions Note: We will be regularly patching/fixing the code and missions as feedback comes in, so please check back here for any newer versions. What's New for v4.3? Over 150 bug fixes or improvements (see Changelog.txt) Core - Fixed NOMAD bug - Moved init radio messages to player diary - Time sync no longer set as default - Fixed issue where caching was running on client Support - Fixed CAS - Fixed CASEVAC - Fixed Multi Spawn - Improved recruitment code - Fixed EOD Loudspeaker for MP and JIP play - Fixed EOD THOR III issue not appearing on dedicated server Enemy - Added AAA sites - Fixed major bug with Enemy camps - Improved Enemy camp locations - Improved compatibility with custom factions and groups - Added parameters to control enemy types - Improved Enemy to patrol buildings and towns - Fixed IEDs spawning near players or at FOBs - IEDs only spawn once and not again after players leave area - Added parameter to limit anti-air missile usage by enemy - Added support for Lingor and Iran forces Ambience - Disabled Emergency Services as suspect causing server crashes - Minor fixes to dogs and shepherds Missions - Updated missions to include Patrol Ops 2 - Added ACE mission for Hazar-Kot Other - Added Debug Mode for testing modules Known Issues - PO2 tasks sometimes throw errors if there is no suitable position/building available - UAV stops Shift-Click and Alt-Click from working if you do not use the context menu - Server Crashes with Ambient Emergency Services - Playing with more than 14 players on default settings can lead to poor peformance (suggest turning off all ambience first, then Terrorist Cells if applicable) Feedback, issues, bugs Report any issues here. What Is MSO? Multi Session Operations is a modular mission framework. Essentially it is a collection of scripts that create a persistent, living scenario in which the player operates. Unlike regular missions that have pre-scripted objectives, MSO procedurally generates enemy forces that are unpredictable and (semi) random. Players have to think beyond the mere tactical level and build up the intelligence picture, carrying out recce patrols to identify enemy locations and conduct deliberate attacks to neutralise them. Everything is persistent, including equipment, ammo, vehicles and even player lives. MSO is designed specifically for Dedicated Server use. Recommended Settings / Peformance Due to the dynamic nature of MSO and its reliance on scripting to generate ambience and dynamic enemy, it can be resource intensive. The default settings are the recommended ones for most maps (although I would recommend All Factions for ambient air if used). If you have a large map with lots of locations (Chernarus) or a large number of players you will want to consider disabling or dialling down ambience or enemy. If you enable ALL the modules, please do not ask us why it performs so poorly. Credits The MSO team would like to welcome VRCRaptor and Dingbat to the test team! Thanks to: - MSO development team: Wolffy.au, Tupolov, Ryan, friznit, highhead, WobblyHeadedBob, zorrobyte, HateDread, kieran, Kolmain, and Rommel - Ryan, Antipop, Rommel, Militant, Scarecrow and Australian Armed Forces (AAF) - Friznit, Tupolov, DaveP and Volunteer Commando Battalion (VCB) - Krause, Beta, Sandiford, JollyResq - United Operations (UO) - Kremator, SCAJolly, Katipo66, vengeance1, VRCRaptor, Dingbat, CebAlmighty, Jayc-astv, 16AA, VCB and AEF clans for testing - Alef and Sickboy for CBA conversion for A2Free - Xeno and Mikero for their Mission Builder Script - Spyder for Object Network Update (ONU), LoyalGuard for ARMA Electrical Grids (AEG), ArmaIIholic and Highhead for World In Conflict (WICT), LurchiDerLurch for AC130 CAS - Robalo, USMCWall, Muzzleflash, Wobbleyheadedbob, Hatedread, Zonekiller, VoW Widow, Swedge, Lonestar, SBSMac, Prymsuspec, zGuba, Fireball, Nou, Jaynus, Norrin for bits and pieces we got from you - CWR² team, IceBreakr, Shezan, Commander, Old Bear for making your mods and islands MSO friendly - Roy86 for Patrol Ops 2 Module - Enigma for Weather Module
  7. No the AI won't use the duck to cover or melee unfortunately. Not quick sure how that works to be honest. I'm sure TPW or the other AI guys would know.
  8. independent of each other for now.
  9. tupolov

    Hidden Identity Pack v1.

    proxyEarphones is the way to go ;) and then config in a new inventory slot... As I said, anyone know if such a proxy exists in the A3 character model? It is included in the config.cpp for A3.
  10. tupolov

    Hidden Identity Pack v1.

    I noticed in the config, there is a proxyEarphones... can we abuse that in some way to achieve balaclava/shemagh/etc + headgear + nvg + googles? Does the A3 Character support the proxyEarphones? Anyone know that?
  11. Hey spec, Rog, will switch the controls around. So, weapon rest shift-space, auto cover - shift-ctrl Could try melee with a mouse button? Shift right click? When prone with bipod, I think that BIS have a couple of idle anims that cause you to adjust slightly, causing the brief movement. I will take a look. With regards to resting weapons on the ground. This is essentially the prone position anyway. Are you suggesting you want an even lower aim sway in prone for non bipod weapons? I'm looking at resting the binocs etc.
  12. Spec, That's a good idea. The issue we have at the moment is that the stance modifiers only work with rifle or pistol :( I pointed this out to BIS and they said they were too busy to provide stance modification for Binocs etc. They said it wouldn't be used by anyone. See here (http://feedback.arma3.com/view.php?id=11952) Not that we need stance modifiers particularly, but would be good to be able to adjust your stance to rest the binocs on the nearest object. /rant But, yes we can do it - I'll add it to the list of things to do! Latest update from me... 1. I looked into the custom actions - basically it doesn't really work well with other mods... I'll look at switching the controls. I personally found that the stealth button needs to be a "thumb" operated key as you are usually doing Turbo+W and then hitting the stealth key. 2. I have a "borrowed" knife takedown animation and victim animation in game. Just need to get permission to use it. 3. I have a bayonet in game along with a "borrowed" stabbing anim. Again need to get permission. 4. Have upgraded sound effects for punches, stabs and knife takedown, hits and victim reaction 5. Hoping to get a bayonet model from a modder soon..
  13. I haven't created any anims ;) they are stock A2 ones! If anyone can create anims, please let me know...
  14. for weapons with a bipod yes. I guess for those without you don't get the additional reduced weapon sway etc when just resting on the ground, you are already getting the benefits of the prone position anyway.
  15. I don't script anything that would impact BTC revive. I have included a variable that defines if stealth takedown has occurred already. TBH I didn't think of PVP. I can change this. Keep up the feedback and I'll change it once there's a set of requests
  16. Hello there, I'm not working on this addon at the moment. There are a couple of reasons. 1. A3 2. ACRE2 is in development I developed this mainly for VCB, so will update when they switch to A3 or if they adopt ACRE2, whatever comes first! In order to enable other vehicles with racks you'll need to depbo acre_sys_bowman and edit config.cpp. You'll see in there the following: http://pastebin.com/40PzHMVK Just add your vehicles in there using those configs and you should be good to go. Use the Jackal one for HMMWV and the Merlin one for UH-1H. If you're not sure about depbo and config.cpp or vehicle classnames, then you'll need to read up on it! :) Good luck and thanks for taking an interest in this mod. Regards Tup
  17. Damage should occur when punching someone, although it isn't as damaging as hitting them with a weapon. You need to punch them a lot to really hurt them. To land a punch you need to ensure the cursor is on the target, otherwise you miss. The AI should react to a punch (as seen in the video). There is no pistol whip anim, any animators out there to contribute? If there's consensus on this then I'll update. I'd like to be able to allow custom key binding, but not sure how to do that atm. Thanks for the feedback! Glad you found it ok ;)
  18. Ok, now available on the first post... ;)
  19. Have a client side script that checks for the acre addon. If its present then give the player a radio.
  20. Yes that pic has a lot of people wet ;) Fix Bayonets! Hoping we get a good community effort to bring you guys melee with knives, gun stocks, bayonets and fists along with stealth takedown. Regardless, its VERY difficult to get close to enemy AI in Arma 3, so you are looking at 'niche' scenarios.
  21. I believe that a certain modder is working on this, so I won't include in my addon. :) Hopefully he won't kill me for this..
  22. Many people have asked. They are the awesome Two Steps from Hell, tracks are Fortress of Seduction, Return to Darkness and Heart of Courage.
  23. Those things don't save in the DB atm unfortunately. Should be quite easy though to update the construction script to give each object a "name".
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