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gobbo

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Everything posted by gobbo

  1. gobbo

    Altis map - planned changes

    I already love those changes and can't wait to see them deployed to the dev branch. An abandoned hotel is exactly what I need for a mission I'm working on (well, I didn't know that I needed it before the announcement, but it gives me perfect material to work with). A pity this change will likely break some missions referencing certain objects, but I think it's worth it and a mission can be fixed easily if you know your way around mission making. I also have to admit that I'm slightly mindblown by this: Great continuity there! (Whether intended or not)
  2. Because I've had no internet for a while now, I have had a lot of time to bring a few small projects to a finish and polish them for public release. And because that's more than I want to spam threads, I'm going to collect them here (and probably update the thread for new addons in the future). All addons are made by myself, unless otherwise mentioned. I don't know if there are other addons that already do the same, I just love to play around with configs and scripts, so please refrain from posting stuff like "but addon x does that already and was released y years ago, you copied the idea!" gob_angelwings This addon changes the C-130J's flares to represent the proper signature "Angel Wing" flare pattern they have (which BIS actually made, but for some reason didn't use). It also adds a new flare launcher that fires 10 sets of flares over 2 seconds, to be closer to the actual thing. Short demonstration video: Download: http://www.armaholic.com/page.php?id=21983 gob_nogroupicons This addon removes the squad leader HUD, which is very useful (and actually made) for player-only multiplayer. Doesn't work with ACE's "compact" HUD, you'll have to disable that in the ACE Clippi tool first. Download: http://www.armaholic.com/page.php?id=21984 gob_noperivis This addon removes the annoying peripheral vision icons, good for screenshots. Download: http://www.armaholic.com/page.php?id=21986 gob_pins This addon drops a pin whenever you throw a grenade, handled completely clientside. Requires CBA. Optional ACE config that can be switched off in-game together with the ACE cartridge system included. Pin model and texture by Donny. Download: http://www.armaholic.com/page.php?id=21988 Licence cc-by-nc-sa, with the following additional terms: You are not allowed to modify the addons themselves, however modified configurations requiring the base addon can be done. I would like ot be notified of those if they are made public, though. In any case, the original author(s), must be credited. You may not port these addons to any other games, they are intended to be used solely with Arma 2, its expansion Operation Arrowhead, and DLC British Armed Forces, Private Military Contractors, and Army of the Czech Republic.
  3. Definitely at some point, but I won't be able to do that for at least two weeks as I'm currently not at home.
  4. Cheers, Foxhound! Actually gob_pins doesn't need ACE; the only requirement is CBA for the Extended EventHandlers. I have made and included an optional ACE patch that hooks my system into the ACE cartridges system, so it can be switched off.
  5. I'm currently playing around with the FxCartridge classes in an attempt to get a new approach at staying brass. However, when I apply the simulation "thing" to them, they bounce like bouncy balls for about 10 seconds before finally settling down. The result is that rifle casings will occasionally travel well over 100m, bouncing up and down in a very unnatural looking fashion. I've also tried "thingX", which will cause them to not get any sideways velocity at all, but drop straight to the ground from the ejection port, to simply stay there. Neither of these is what I'm looking for, but the "thing" approach seems like what I want, except for the extreme bounciness. Is there any way to get rid of this ridiculous behaviour? I've tried different weights and different airFrictions, but neither seems to have any effect at all, which leaves me stumped.
  6. I'm currently trying to "load" an ammobox into an MH-9 with attachTo. As I expected from precious Arma 2 attempts at the same issue, the helicopter takes engine damage and goes up in a ball of flames as soon as it starts moving, so I was very happy to see the disableCollisionWith command, and tried it out: box attachTo [helo,[0,1.35,0.75]]; box disableCollisionWith helo; However, the command doesn't seem to have any effect at all, so to confirm my suspicion, I placed down two Hunters. And again, I presumably disabled their collision with each other: car1 disableCollisionWith car2; To no avail. The cars behaved just as I already expected; they collided with each other as if the command was never executed. Am I missing something or does the command simply not work as of Alpha 0.54.103957? Edit: And yes, I've double- and triple-checked the names.
  7. Make another trigger, put this into the condition, assuming you named the three OPFOR triggers "ClearedLocation1", 2, and 3: ((triggerActivated ClearedLocation1) && (triggerActivated ClearedLocation2) && (triggerActivated ClearedLocation3)) (replace "this" with this code) Sync this new trigger to the task state instead. Basically this activates the trigger once all three locations are cleared. It's an easy workaround that should do exactly what you want.
  8. The logistics part will allow you to pick up ammoboxes (and very possibly other objects as well) and store them in vehicles. This is very likely going to happen on a physical basis (i.e. the boxes will be visible, other than various logistics scripts, where the boxes get moved away and exist only as a list item). Here's a screenshot of the ArmA 2 version (1.12MB). The resupply part will basically be a big ammobox that gives out supplies, i.e. you can approach the box and fill a smaller ammobox with items for ammo resupply runs. I'll put up a video of the unfinished Arma 2 version soon, so you get a better idea.
  9. I may be a little late for the party, but try appending a "Global" to each command, i.e. addMagazineCargoGlobal addItemCargoGlobal addWeaponCargoGlobal
  10. The hardest part about that would be making the animations and models. To be able to mount the bayonet to a rifle, you'd need the model of the rifle without bayonet, then the rifle with bayonet, and if you want the bayonet to be usable separately, you'll also need a model for the bayonet. The rest is fairly easy to implement, due to the stabbing rather than slashing nature of the bayonet, which can be simulated by a bullet and an animation working in sync. Like I said, let me know if I can do anything for you in that regard. :) That I did indeed, and if I wasn't busy with other stuff, I'd probably be working on the CMS as well. ;)
  11. I consider myself somewhat competent in scripting, PM me if I can do something for you. I'd do the bayonet in the config, though. Have a stabbing animation and make the bayonet fire a slow bullet. Not pretty, but it's the easiest way without introducing new problems. Very excited for the addon, I absolutely LOVE BDUs and DCUs (you are going to do DCUs as well, no?), and seeing them in such fidelity makes me happy like a little child on Christmas. Keep it up!
  12. I'd absolutely love to see a "MagazineType" config value. Currently it's a pain in the rear to add new magazines, because you have to update all affected weapon base classes. Having MagazineTypes, like "556x45_STANAG", 556x45_G36", "762x39_AK", etc. would make it easier to do this. Here's an example: caweapons.pbo, config.cpp would contain the base class with the MagazineTypes[] instead of the magazines[] value class cfgWeapons { class M16_Base: Rifle { [...] MagazineTypes[] = {"556x45_STANAG"}; }; }; somesillymod.pbo, config.cpp would contain the MagazineType in the magazine class. class cfgMagazines { class some_silly_magazine: CA_Magazine { [...] MagazineType = "556x45_STANAG"; }; }; Hope I didn't write this too confusing. At least in my head the idea and even its implementation is clear... :o
  13. Sorry for the radio silence there. We're still alive and working on the modules. Over the last two months, we've been running a series of successful tests, which have turned up a few minor bugs and flaws. At the moment, we're working on them as well as a code restructure to allow the scripts to run even smoother. The medical station has already been on my personal wish list for a while, and I'm certain I'll get that in eventually, however, at the moment we have a few more important features we want in there before we can take on that one. But we'll get around to it. At the moment, the hearts and minds portion of the scripts keeps track of actions of BLUFOR individuals, e.g. killing civilians makes them more hostile, while giving them food or water raises their disposition.
  14. Thank you for taking the time to make the mission and plan all this, we really enjoyed it!
  15. What's the word on sound mods? Which, if any, are allowed?
  16. Bah, who needs a Metis when you can have two dozen people slap their flip-flops on the hull? Drives the crew insane in no time and leaves the tank intact for capture! :p
  17. Too bad Dslyecxi is not there, he'd out-ninja the government troops single-handed. :D Get your flip-flop smack ready, we gotta be able to keep it up until they get out of their tanks and run home to their mommies crying!
  18. Currently building interest within the 16AA, looks like we can get a few guys together.
  19. Is there a way to get the AN/PVS-14 proxy working properly on other soldiers as well? It seems to be defaulting to the AN/PVS-7 proxy on other units (e.g. the vanilla BIS ones).
  20. I've been trying to figure out the CMFlareLauncher, more specifically how to define the flare pattern for a vehicle. When I added a flare launcher to a helicopter, the flares spawned in the middle of the rotor. However, I want the flares to get spawned at the bottom of the aircraft and launched outwards, like the OA Chinook. I've been looking at a lot of configs for the last 2 days, but nothing seems to work. So here's the question: Where and how are those flare patterns defined in the config?
  21. So unless the model has those memory points defined, I'll have to jury-rig something with "fired" eventhandlers, basically scripting the flares where I want them. Cheers, will try out a few things then. :)
  22. We are actually developing the module using ACE, so at least ACE compatibility is given. It is going to be a set of scripts packed into a module (added to the editor with a few addons) you just drop onto the map to enable it. There will be modules to spawn individual insurgents, and we have plans to include modules that place random insurgents and IEDs in the mission as well.
  23. I've got one! High res version, cropped to 16:9, png format (1440x810px, !1.87 MB!)
  24. Short update: As Glowbal is currently away, I'm working on fixing a few bugs and integrating a few new minor features at the moment. Apart from soldiers now only being able to take one suspect with them (previously a bug allowed you to take every single suspect on the map with you if you wanted), I added randomized weapons for insurgent gunmen as well as this: IEDs and evidence now show up in a vehicle's content list, and if an IED gets disarmed, a disarmed IED gets displayed in the menu. (The vehicle content in this picture has been set to contain both IED types as well as evidence for debug reasons.)
  25. As announced by Glowbal, here's my little update on what I've been up to. Firstly, let me introduce myself. I'm gobbo, maybe known to some. I was part of the DayZ development team, mostly responsible for the German translations and bad ideas (:P). I've been scripting SQF since ArmA 1 and currently am learning C++ config coding. When Glowbal asked for help in our community (16AA), I offered to do some SQF scripting, expecting to toss in a few lines here and there, but my C++ coding ended up dragging me completely into this project. I've mainly been working on two things so far, the interactions with vehicles and civilians. Interaction with vehicles was previously limited to searching the vehicle. A hint would pop up, telling you what you found in that vehicle. Sometimes that script would generate an IED in that vehicle, but it was all completely at random. If you didn't remember what vehicle contained what, things could get messy, which prompted us to change something about the script. Which is where my C++ knowledge came in handy, as demonstrated by the following picture: The vehicle interaction menu. It contains a list of random junk in the vehicle (same on all clients in MP) as well as some interactions. If the vehicle has a live IED, the "Disarm IED" button becomes available. IEDs are now generated in a separate script that Glowbal has been working on, allowing mission makers to place vehicle-borne IEDs in the mission, giving them complete control over all IEDs involved. When a player tries to disarm an IED, there is a chance he might set off the IED. This chance is lower for engineers and demolitions experts, as they are trained in handling and disarming explosives. There is a small chance the players can find evidence in the vehicle. In that case, the "Take Evidence" button becomes available, adding an evidence item to the player's gear. For this, I rewrote the entire vehicle interaction script from the ground up, and I'm fairly satisfied with the result. Glowbal liked the menu a lot, so I went ahead and uncluttered the action menu by creating another menu: The civilian interaction menu. With this menu, players can interact with civilians. It basically collects actions previously found in the action menu and moves them into a neat menu. The "Arrest Options" become available once the civilian gets subdued using keycuffs (currently the ACE ones, but we're working on an own keycuff item to be independent from ACE). After arresting, the menu looks like this: Now the player can interact with the subdued civilian. He can take the civilian with him, put them down on the ground, load them into nearby vehicles, and release them again. That's all from me for now, but there will be more coming soon. If you have any questions so far, feel free to ask! Fun fact: While making the vehicle interaction menu, I crashed my ArmA 2 about a dozen time due to sloppy C++ coding. However, the civilian interaction menu went without crashes. ;)
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