old_painless
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Everything posted by old_painless
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UPSMON - Urban Patrol Script Mon
old_painless replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi jgaz-uk, would be very kind of you if you could check the link, gives me a 404 error ? Cheers, OP -
The code part with the now illegal calls is this bit from ups.sqf (calls in green text): _lead setSpeedMode _orgSpeed; _lead setSkill skill _npc; [color=#00ff00]_lead setVehicleInit _initstr;[/color] [_lead] join _grp; _grp selectLeader _lead; // copy team members (skip the leader) _c=0; { _c=_c+1; if (_c>1) then { _newunit = _grp createUnit [typeof _x, getpos _x, [],0,"form"]; KRON_cloneindex = KRON_cloneindex+1; _newunit setVehicleVarName format["%1%2",_nameprefix,KRON_cloneindex]; call compile format["%1%2=_newunit",_nameprefix,KRON_cloneindex]; _newunit setBehaviour _orgMode; _newunit setSpeedMode _orgSpeed; _newunit setSkill skill _x; [color=#00ff00]_newunit setVehicleInit _initstr;[/color] [_newunit] join _grp; }; } foreach _members; Removing these statements will make the script not yield errors. Although not really sure if removing them may destroy the functionality? Could someone offer some replacement syntax with the new suggested syntax, until Kronzky fixes the script ? -OP
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CAUTION: Don't crash your PC while updating Arma 3...
old_painless replied to sproyd's topic in ARMA 3 - BETA DISCUSSION
That would be quite a feat. Probably resume, if install/download was paused in an orderly fashion, but an abrupt disconnect would lead to spurious file parts being present. I would assume it does a complete replace (full re-download) of corrupt files -
How to set Helicopter Controls with Joystick?
old_painless replied to Biggus-Dickus's topic in ARMA 3 - BETA DISCUSSION
I use the Logitech Extreme 3D Pro and these are my settings: Note that setting collective *analogue* on the joystick throttle, means that you can set a certain amount of collective (lift) and it then stays there. If you use the other collective (raise/lower) it will drop off and you will constantly have to work the throttle up to maintain lift. -
Really painful to see how far the DayZ standalone game is taking this aspect: http://dayzdev.tumblr.com/post/33639244299/interior-work-in-progress-screenshots-taken-from. Even more incredible screens if you scroll down on this page: http://dayzdev.tumblr.com/
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Enhanced movement and more
old_painless replied to bad benson's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Actually, my question regarding the AI scaling walls, is probably not within BBs otherwise mighty reach. Probably hardwired into the AI how they treat walls. So Yokhanan, no worries ! (not that I would mind being proven wrong:) ) -
Enhanced movement and more
old_painless replied to bad benson's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That looks great! Keep it up By the way, will it affect AI as well as the player character - and will they consider scaling walls in stead of going around ? -
Nice groundwork! Perhaps a ticket on the feedback tracker could be set up ?
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if we could convince the AI of when they are in outdoors mode (only current mode available) or in indoors mode. Both modes would have their own FSMs etc. Indoors mode would include the entering of buildings
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the gears being shifted by the automatic transmission
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Having Java as a language for accessing the capabilities of the Arma engine would primarily mean that more people could get into scripting faster. For someone scooled in any kind of procedural language (Java, C++, Python etc.) SQF has some quite strange syntax
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Listen carefully to this :) A mission can play out totally differently dependent on whether you issue this command to the team (as team lead). In the infantry showcase you can not, since you are not leader
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yeah those were examples, it's the cheating that should be avoided
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Remember from the Falcon 4 days that it is important that the AI is subject to same flight model, as heavy wind, turbulence etc. needs to also affect the opfor.
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FM of FSX, IIRC
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Isn't this simply that lift (collective) drops to zero as soon as you let go of the Q button, cf. above. This way, if you maintain a downwards angle of attack while map reading, you will eventually crash And if the collective setting stays like in TKOH problem will be solved ? OK, has been experimenting with a joystick (Logitech Extreme 3D Pro). I found that if I bind the joystick throttle to collective up/down (analogue), the lift or collective will stay at the level determined by the throttle. So no need to keep pushing the throttle, like we have to with eg. Q as key. Note that this nice effect does not happen with the non-analogue controls for collective. Basically, if the throttle can go from 0 to 100, the 50 (middle) position, is neutral collective (hover if horizontal), while pushing it to 80 will provide lift and dropping it down to 20 will give descend. So with a joystick and using the analogue versions of collective control, I find the A3 helicopters very manageable. As for looking at the map while airborne: I tried having set the throttle at a positive lift, and then bringing up the ingame map. This does in no way affect the controls of the helicopter, ie. no loss of lift or altitude. Of course if I had brought up the map at a time where I was on a descend, it will continue the descend while I am looking, but looking at the map while ascending will not suddenly drop the helicopter. I think the key is to use the analogue versions of collective in the helicopter movement controls, rather than the other collective (unbind those).
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I could live without dynamic shadows since it would be such a performance hog. However, it worries me a bit more about the flashlight-shining-through-walls issue, perhaps that could be fixed more easily?
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I'm not really sure that I follow - holding down collective down key (default binding Z) works fine at my end and provides descend. Of course, it doesn't drop like a brick. I am on the stable version of Arma 3 though, not the developer branch one ....
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Right, thanks. Makes sense that TKOH had a more "correct" system. So I'll hold down my Q or Z button for now :) And then we can hope for some TKOH improvements into Arma 3 Edit: Just noticed a nice thing with the working instruments in the MH9: there is a dial showing collective! If you hold down Q and get lift, you may read off the lift from that dial as a positive number of meters-per-second. And and as soon as you let go of Q that dial drops to 0, explaining why we have to hold in Q continously. The dial is in the second row of instruments ( they are in a 3x3 grid, IIRC) Becoming quite fond of the new dials, just too bad that the cockpit view has only the three top ones visible, not the collective one. You need to freelook to see that. Joystick, coming up Cheers, OP
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Undoable, really? I thought the GPU hardware had come further. Oh well, but it still looks fake, as in nice but fake, that the night lights do not cast any shadows, especially at that intensity. Out of curiousity, what makes the daytime shadows work and perform? Is that because the sun is the one and only source of light so not many calculations ?
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Good pictures, rebelvg. They also highlight that shadows are missing, as someone else also pointed out. Especially apparent in the Dev build images with the intense "floodlights" but even so no shadows (not a setting on your side, is it ?) The shadows would really make the scene come alive
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Flying with keyboard and mouse here. I think I finally got my head around collective vs. cyclic terminology and what key bindings are not relevant ( I now have empty bindings for the analogue cyclics and the left+right turn). Just one thing I wondered, while blazing across Stratis: With a cyclic pointing forward (helis angle-of-attack is downward pointing eg. for strafing), does the collective up (Q default binding) have to be pressed constantly, or at least "refreshed" from time to time? I thought that a press of Q would tilt the blades and leave them at that tilt to produce some lift to offset the angle-of-attack, but it seems that i need to push it quite a bit? There are many places to read, but I found this site useful in that its terminology was quite strict: http://www.rchelicopterfun.com/rc-helicopter-controls.html Also still contemplating a joystick, since I miss freelook when flying with the mouse and the joystick "hat" ministick could be useful for that
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Thanks for doing the test, saw 23 fps at 1:12 and 21 fps at 1:55, otherwise decent (30+) fps during the darkest hours. Gotta agree that the intensity of the street lamps (around 1:03) are not befitting a country that should monitor its finances :)
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Looks absolutely stunning, the new lights at night. I am not worried, they will sort out the fps drop. But the video made me wonder if you can shoot out streetlights? That would be a very exciting twist on, say, hostage rescue missions at night. You and the team with NVGs, guards without in a lit environment, loosing a lot of SA when the lights go -OP
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Aspect ratio 21:9 for Ultrawide monitors
old_painless replied to Forrest's topic in ARMA 3 - BETA DISCUSSION
that LG looks really nice! Another thing I wondered: What aspect ratio is the artists using when drawing objects for the game? A 6 foot infantryman drawn in 16:9 would look unnaturally tall in 16:10 and fat in 21:9 as long as we only get the picture stretched. I'm guessing they use 16:9 but it would be good to know if anyone has an idea?