-
Content Count
815 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by tupolov
-
Stealth Takedown, Weapon Resting and more...
tupolov replied to tupolov's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just updated first post with... To Do: - Smooth "fast" animation switching for duck to cover (animation config) - Custom animation for takedown (animation creation and config) - Custom animation for takedown death (animation creation and 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) EDIT: Will release this if I can get help with the above to-dos. 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 "takedown" animation and "takedown death" animation would be awesome. -
Stealth Takedown, Weapon Resting and more...
tupolov replied to tupolov's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Client side addons. Each feature is a pbo. No editor logics. They are just experimental pbos at this point. They are not features of ALiVE (a mod from the MSO team) - but might be included at some point. After experiencing the animation system in Arma, I'm leaning towards handing this over to someone else. Cheers Tup -
Stealth Takedown, Weapon Resting and more...
tupolov replied to tupolov's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes, apologies, I'm sure it does require more time to make it production quality! Its not rocket science though to do this stuff :) . playMove wouldn't play my anims, assuming that is possibly due to connectTo/connectFrom/interpolateTo etc settings for my anims? Will try playMoveNow. First time playing around with anims.... Personally, I wasn't sure of melee/takedown, as its damn difficult to get near enemy AI. Unless you have an obstacle between you and them, its impossible to sneak up behind them. Won't be used as much as the Splinter Cell fans would have hoped! ;) And I need a better anim - does BIS have a stock throat slitting anim at all? anyone? I took a look at TMRs auto-rest/bipod, very very nice code, although it does seem a bit perf heavy. He does pretty much the same stuff as me - weapon sway reduction through anim configs, recoil reduction, object intersection checking for player's weapon/position, bipod config. Although he has nice icons and realistic sounds :) VTS doesn't have the reduced weapon sway, but they have nice object detection code. Bad Benson has melee, but not weapon resting (although I hear it may do :) at a later date). -
Tao, Nice job on the addon! Just wanted to get your thoughts on your implementation. 1. Can you use the CBA key handler function instead? 2. The perFrame checks to see if player is intersecting with something seems like a heavy FPS-hitting approach. I guess its the only way of doing auto-rest, have you thought of using a key to rest the weapon instead? 3. The use of the objects for geo reference, is that needed? Should you disableSimulation on those? Impressive stuff though! Cheers Tup
-
Stealth Takedown, Weapon Resting and more...
tupolov replied to tupolov's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well I thought the SMK guys ended up working for BIS on the new stances, shame they didn't take it further as their mod was amazing. I think one of the main points here is that this took about a day to put together. I'm sure it would require a few days of a devs time to implement basic features like this properly. Considering these features are at the top or near the top of the tracker, you'd think they would put them in as a "fit and finish" type thing. These are quick wins for BIS that keep the community happy :) Working on this, I've realised how time consuming their animation system is! -
Stealth Takedown, Weapon Resting and more...
tupolov replied to tupolov's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I think it's more applicable now with the different stances, in RL you'd pretty much just get down without faffing around, although I'm sure the hardcore out there will cry it smacks of CoD. ---------- Post added at 11:36 AM ---------- Previous post was at 11:35 AM ---------- Yes, I'm still learning about the animation system. I've had issues with playMove which would make it smoother, so using switchMove for now. ---------- Post added at 11:41 AM ---------- Previous post was at 11:36 AM ---------- My hope is maybe we can combine forces on this one and contribute it back into ACE3 too. I'll take a look at TMR and Bad Benson's and probably suggest a combo of all the good bits if they are up for it. We shall see. -
Stealth Takedown, Weapon Resting and more...
tupolov replied to tupolov's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Practice! I wanted a quick project to flex my coding skills and video editing. I chose something that had a lot of requests on the feedback tracker to see how easy some of these requests are to fulfil. I took a look at the VTS weapon resting and at how ACE2 does weapon resting. I basically took the good bits from both and merged them. VTS didn't reduce the weapon sway and ACE has an antiquated way of doing object detection. I've offered for this code to go back into VTS and ACE2/3. So those guys have first dibs. The melee/stealth stuff is based loosely on the old ACE/CSE knockdown feature. The animations are not available in A3, so I have had to config them in. Still learning that bit, but it seems ok atm, just some funky transitions between anims. Duck to cover is something that should just be in game tbh. Again, this utilizes some awesome object detection code by VTS. So props to L'Etranger for that. Anyways, may well release as is and let VTS/ACE/TMR use it for their own purposes. Cheers Tup -
‘Simulation fever’ - No bipods without weapon resting?
tupolov replied to Mirudes's topic in ARMA 3 - GENERAL
There are weapon resting addons out there chaps! -
http://thearmainterviews.blogspot.co.uk/
-
Watch this space! Some exciting work coming up from the makers of MSO...
-
Try placing the dlls or the addin folder in your arma2 root folder (or the beta folder)
-
Tutorial: Installation & Configuration of ArmA3 Dedicated Server
tupolov replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
http://feedback.arma3.com/view.php?id=10166 -
Tutorial: Installation & Configuration of ArmA3 Dedicated Server
tupolov replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Guys, (NMDANNY) I had a similar issue. When running a dedi svr on a machine that has the steam client running. You need to ensure the dedi svr is launched before the steam client. I found that the steam client blocks the steam ports so that the arma3server.exe cannot accept connections. Hope that helps. Tup -
MSO is and has been for a longtime. A few guys got most of it working for A3.
-
callExtension can cripple main process, even if spawned
tupolov replied to killzone_kid's topic in ARMA 3 - GENERAL
Arma2Net supports async function calls. -
Multi-Session Operations v4.5 released
tupolov replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
Might be that your player record is corrupt in that servers DB. Try deleting the player record for that mission. If all else fails, post the arma2netsql logs to pastebin and link here. -
Works already...?
-
ARJayLIB Agent System - Populate the world!
tupolov replied to arjay's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ARJay, Your code looks very very good. Loving how you've structured it and gone about things, the AI routines are cool. Think there are some definite synergies here. MSO is a framework currently with a whole bunch of modules integrated, that mission creators can add/delete as necessary, which provides a very dynamic and "full map" experience. We are taking this one step further with a "new" approach for A3. This will allow people to drag and drop modules into the A3 Editor and have a very easy way of creating dynamic, immersive and persistent missions. We've got a system already that works out strategic locations and an "operational commander" that can take control of EN forces. We have HC integrated as well as a caching/distance based spawn/despawn mechanism (similar to you). There's a civ pop module which generates Civs, traffic etc. We have suicide bombers, car bombers, IEDs, insurgent groups, ambient enemy air/ships, ambient sounds, civilian interaction... we have a whole bunch of other goodies too and would love to have you either contribute/join the team or allow us to use your functions :) We have a skype dev channel (text) chat, so let me know via PM if interested! We've got devs in Sydney, UK, Europe and US so timezone wise we are pretty covered. Cheers Tup -
ARJayLIB Agent System - Populate the world!
tupolov replied to arjay's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey ARJay, Great work! We've been doing something similar in MSO for a while now. You may want to take a look at some of it. We populate all maps dynamically with a range of civ and enemy patrols, bases, insurgent homes etc. We even store the state of these locations to an external database. Would be great to collaborate on things if you are interested. Cheers Tup -
ArmA2Net and ArmA2MySQL
tupolov replied to Fuzzy Bandit's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
https://dev-heaven.net/projects/mso -
Online Interactive Map for MSO
tupolov replied to gunny1979's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Awesome work Gunny! -
I also see the FPS drop when looking at water... drops by about 10 FPS.
-
Radio Addon: BOWMAN (Suggestion inside)
tupolov replied to Velyks's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
http://forums.bistudio.com/showthread.php?144240-British-Armed-Forces-Bowman-Radio-System-an-ACRE-plugin I more than welcome any assistance in porting this to A3. Obviously there is a reliance on ACRE at the moment. The other challenge is moving to the new backpack system in A3 and support for ACE. -
Really? Play the game for a while and you'll find that it soon becomes very natural to move up and down in the stances. I don't need to know if i'm in high standing, I just standup and adjust up, if I can't adjust up anymore, then i'm high standing :) I think the stance indicator thing will soon become useless once everyone gets used to the (awesome) stance and movement controls.
-
Awesome stuff! Congrats BIS on a great start to A3.