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Everything posted by bad benson
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while i agree that things can get toxic, i don't like the picture that is being painted. seems too generalised to me. while the stuff described definately happens i also met some really nice people in this community and made friends even. i also think it's naive to think money will not make it more toxic. imho of course. when i lose faith i go to the scripting section of this forum. sure there is the occasional noob getting yelled at for not googling properly but overall you see people helping eachother and learning super fast due to it. agreed. the game industry is booming.
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Best GUI Coordinates Method
bad benson replied to ShadowRanger24's topic in ARMA 3 - MISSION EDITING & SCRIPTING
check this out. https://community.bistudio.com/wiki/GUI_Coordinates shows you the differences and will make it more clear why people use what. i don't think it's down to preference but rather what you need for the task at hand. -
IGN Events Framework v1.1 - Global MP Events / Remote Execution Added!
bad benson replied to igneous01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
looks interesting. i've been using something similar for both addon and mission stuff. your stuff looks real organised. i will probably learn some new stuff from looking through it. thank you for sharing. i was wondering since i couldn't find it yet. what method do you use to cycle through your EHs? like what kind of loop. addstacked frame EH? BIS_fnc_loop? just curious. sorry if you're not lookign to answer specific questions. np. i'll eventually find it -
Custom keys to activate scripts
bad benson replied to reggaeman007jah's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if you're going to use this method use > 0 instead to make it more responsive. also i wouldn't advise spawning the function (certainly not calling i either lol) because using scheduled environment for something that needs reliable instant reaction like a key press is a bad idea. so many ways to slow it down and make it delay and stuff. use this instead: https://community.bistudio.com/wiki/BIS_fnc_loop or similar stuff like stacked frame handlers. aka looping inside non-scheduled environment without halting the main sqf scope. if you are just looking to detect a single key i'd definately use what theend3r posted. -
Structures - Ambient Occlusion Improvements
bad benson replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
arma would benefit so much from this. it can already look stunnin gat times but these technologies that most games have these days and arma doesn't always kill immersion. that video up top shows it so well with the weirdly lit walls inside. it's not only a lack of lighting but also creating these ugly glitches. i hope, if there's gonna be an arma 4 or similar game, that they put all the tech in there they can. inlcuding pbr and more complex procedural animation technology. open games like arma benefit so much more from these dynamic technologies than some fancy looking shooter with tunnel levels where you can prebake all kinds of stuff because lighting won't change. -
shit's getting real! good stuff guys. can't wait.
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Structures - Ambient Occlusion Improvements
bad benson replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
looks great! still praying everytime before bed that arma will receive dynamic lighting through a DLC. maybe steal some of those DayZ graphics coders (i know it's not that easy). the day that happens i will be able to die happy. -
i generally agree that paying for addons is more problematic/harder to get right than server slot subscription. and i'd prefer to not make mods about money. but i feel there's a big issue with server monetization that is directly linked to mods. sure there are probably a few successful monetized vanilla servers out there. but let's be honest, the big chunk of monetized servers is using mods (looking at you dayz clones). at that's where it gets problematic. i generally, with my own stuff, mostly just want people to be able to use it anywhere so they can enjoy it without hassle. but it still rubs me the wrong way that there are servers out there having for example climbing as an advertised feature and then indirectly making money off of it that way eventhough the usage of the mod itself is not behind a paywall. having certain features on your server absolutely will influence the decision of people to pay for a slot. and with arma, no offense BIS, the game would be dead without all the free content created by enthusiasts. it's just a the truth. it just doesn't feel right. it's a little bit like with streaming services and musical artists. no one would use streaming platforms wihout the actual music. but still those companies get fucken rich as fuck using other people's stuff to make people use their service while the artists get a tiny cut. and yes muscial artists are finding other ways to make money but the truth is that they're getting ripped off. i still don't think the solution is to monetize everything. i'd rather have it removed overall. people will make money off of retards either way. why legititimize them and thus backstabbing modders just minding their own business? to me there is a big difference between making no money and making no money but knowing others are making money with what i make for free.
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@3ZUB watch this also added this to the first post. sorry but documenting things is so much work. and many people will ignore it anyways. so excuse my lack of it or sloppy approach to it. ____________________________________________________________________________ as for the save game stuff. i found the issue. it's pretty deeply rooted though. doesn't mean it's harder to fix but it is very likely that savegames made with older versions will break after the next update. in older versions i was using a traditional key handler and all kinds of hacks based on it to kind fo solve it. but i want to come up with a better way to solve this once and for all in a solid way that doesn't break as easily in the future. might take a while and i will try my best to provide something to fix older save games but no guarantees. the current way with reloading a savegame after resume shoudl be fine for a bit. bare with me guys while sort out this mess, bare with me
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Scripting Discussion (dev branch)
bad benson replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
is it intended behaviour that the "loaded" mission EH is not firing after the game is fully restarted and you resume a mission from the last save? might be me fuckign up debug again but everything i see points to it not firing there. i'd either like an explaination why this is intended behaviour or confirmation that it is not so a proper bug report can be made.- 1481 replies
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so i investigated the new save game issues and so far it's all really weird. i'm honestly not sure what i changed that broke. even now with an internal fix that makes everything including the menu load properly, the keys don't trigger eventhough the data is all there. i can't fully immerse myself in it currently. so bare with me. i'll do my best to fix this asap. probably just another accidentally deleted line while restructuring stuff. edit: wtf. i just had an instance of the game in the background running for a while. it started working after at least 10 minutes. that is weird. please see if you can reproduce that behaviour and maybe give me some numbers. k. little extra info. definately fixes itself over time. seems to be reproducable. all the code is runnign fine from the start though. so not sure yet what the cause is. _______________________________________________________________________________________________________ here's a version to get you guys up to my state (please don't mirror this yet since i might fix this tomorrow or something): https://drive.google.com/file/d/0B5Y0VNgK9JXiNUhmTjN6QVZzc1E/view?usp=sharing TEMPORARY FIX: after resuming just load the same save game again. should fix it reliably
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wait. actually i see something now. is the little cam dome half transparent or am i crazy?
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can you please elaborate more? i'm not sure i see the issue in that picture because i don't know what i'm looking for. i know it's probably obvious to you but it's no to someone not knowing the background. that might help getting it fixed now that they are working on it,
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if you are looking for a tactical shooter then don't waste your time. i played the closed beta and it is even more shallow than i expected. real shame since the terrain technology is the best i've seen. AI on the other hand is so simplistic and dumbed down that it literally hurts my feelings. if this doesn't change until release it will take a price drop to around 10 bucks for me to waste money on it. you'd expect it to be a mix between arma and gta. but i can assure you. it is not. it is merely a tech demo with the most superficial game shoved into it you can think of. now to elaborate more. even in gta you can't do everything without consequences. it's called game design. gta is consciously arcadey in many ways but still it has carefully crafted balance that creates an awesome game world with it's own rules. consistent difficulty and, to a point, predictable and thus logical AI behaviour that then creates interesting gameplay by working around it. it's its own little reality which makes it so intriguing. the stealthy heist missions are better than anything i experienced in wildlands. wildlands however is literally just a bunch of retarded enemies spawned into fixed places. stealth makes no sense at all other than getting more XP because you can overwhelm these slow reacting puppets so easily. so if anyone tells you "well you gotta play tactical then" let me tell you what they mean by that. all tactics in this game are role playing. non of it is balanced in a way where you feel like stealth makes more sense. simple examples of this working well are the latest hitman and splinter cell just to name a few. sure you can try to kill everyone in hitman, if that is your goal. but it requires effort and tactics because you die really fast adn things ge super messy. in wildlands you get spotted and even hit but sound ranges are so small that you can constantly recover jsut by shooting people in the face with a silencer 10 m from anotehr guy. it's like it's made for babies. anyways. this is just my opinion and i don't want to piss in anyone's cereal who just wants to enjoy the game for what it is or turn a blind eye to enjoy the amazing graphics and gameworld. i'm just really disappointed about the total waste of amazing potential. but that is my fault for expected anything more than the farcry formular from ubisoft. i'm not against updating old franchises with smooth UI and streamline some clunky stuff, infact i love it, but i hate when the game itself degenerates to nothingness. sadly there is not many examples of "accessibility" going hand in hand with great game design. sadly the former gets a bad name due to this.
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Render to Texture PiP Aspect Ratio
bad benson replied to chronicsilence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is controlled, afaik, through the UV layout of the actual model. so if you have access to the model make sure to relax the UVs as much as possible so it's close to 100% proportional to the actual model face. if the model is bad and you have no access to it, i'm afraid you're out of luck. -
@-Snipes- k, so i took a deeper look at stuff and turns out the fact that there is a limit there is not by design (EM code). actually all weight limits are already disabled by default as far as i can tell. only thing that happens is that there is a scripted stamina penalty calculated from the load you carry and also the animation speed of the climb is altered based on load. it's funny. i'm now starting to relearn what i actually did back then lol. so what i found out is that when the engine forces you to walk because of your load is also the point where certain climbs don't work anymore. i often play with stamina disabled or my own experimental stamina system that only limits sprinting. so i never noticed it's caused by the engine implementation. thx for letting me know. i'm assuming you play with stamina disabled too judging by your pictures. would explain why you didn't mention the forced walk. i'm thinking it's related to animation interpolation set up in the config. (found it, it's caused by me setting all weight limits to 1 aka 100% which made sense until i realised it can go above 100% which is exactly the point where it forces you to walk with stamina on) i was already starting to think i'm crazy since there seems to be nothing in the code forcing a weight limit right now and. makes sense since i talked about this before some time back. so turns out i already removed it. anyways. my points on mission vars still stand of course but i stand corrected. not working as intended it seems. will make sure it's fixed in the next update.
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i might add an option in the menu at some point but honestly i'm against it for mentioned reasons. also, snipes, what you said about you just being a dude that joins servers exactly shows that you are not aware of the complexity of the issue. i don't know if you noticed but the stamina option only works in SP for a reason. your expectation of setting the mod up just how you like is simply unrealistic. it would simply be considered a cheat if that was possible. as i have said numerous times, i will review how it works now since i have said my, fucken, self that i don't like how it is now. would be great, if people would read what i write when i open up a discussion about this very issue instead of breezing by it and just voicing their own personal needs as if i never said anything. yes, indeed, it gets annoying. i want there to be some depth to how it works with weights, period. however, i think i might've set it all to the same limit in some earlier update, honestly can't remember. the functionality to have it disable stuff in steps is there. always has been. also consider this. go to aweapon mod's thread and nag at people to change or help you change damage values. in my book that's exactly the same thing. see how it goes. anyways. tired of typing. cy'all later.
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Scripting Discussion (dev branch)
bad benson replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
nvm.- 1481 replies
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have you read the mission maker guide? i'm sorry to say but, if you neither possess these basic skills nor are willing to aquire them then changing these settings will not be for you. those are meant for communities and mission makers to influence global balance for all players, if needed, and not for every single player to change frequently. i like options but i also have my own views on what this mod should be like. sure i could easily add those settings to the menu but that defeats the purpose of them. as much as i like the whole tool box approach, i'd like to reserve SOME control of how things play out by default, you know? either way. read it first then come back with specific questions. don't ask "how do i do the whole thing" when it's documented for the very reason that i don't have to type out what i'm currently typing out at this moment everytime someone asks.
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guys guys. all this has been possible since forever. please just read the first post of this thread. there is a guide there how to change variables too. blackburnrus. you have been asking this several times in the past i think. it's all there. i also made sure the anim speed var is explained too. i'm almsot certain you are the one who asked for it. it basically allows you to mess with anim speed coef as a mission maker without EM resetting it to 1 every time. so everytime you change animspeedcoef in your mod or mission make sure to change the EM anim speed variable too. let me know if something doesn't work properly and i'll look into it. i will definately review the setttings that are default. but don't expect any major changes. any change already creates a lot of tears so i try to keep it at a minimum.
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works as intended. what's your point? you want this limit to be removed? because i'm thinking about it at the moment as the last few posts illustrate.
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i would sign this all day.
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i was just trying to help. it's not like i consciously make sure it's not updated there. all other times the six people instantly updated it themselves like foxhound has been doing for ages. probably just need to wait till one of them notices. or just let them know yourself.
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OPX - American Building Pack
bad benson replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
clicked "like this" before looking at the picture because i knew it would be good :D -
@cpl_davis yea i like suggestions. i just tend to drop these walls of text because i usually have pretty elaborate visions for all these things. sorry lol. coffee is also and issue. i think it's great that you can pick and choose though as long as mod makers make sure stuff works alongside eachother. @scimitar a good and easy way to locate your mods from the workshop is go to your arma 3 folder and then up in the address bar add \!Workshop. it's a hidden folder. ofc you don't need that, if your folders are all unhidden by default. even, if you don't like the workshop, you will easily be able to copy those folders to the arma 3 root folder to create local versions of them you can then easily manage with the arma 3 launcher incase you need a version of a mod from the workshop. do people even know you can do that? not using the arma 3 launcher even, if all your mods are local (manually managed) seems like a waste to me. it's so convenient. arma 3 launcher =/= workshop. i jsut feel that BIS put a lot of work into that launcher and that it paid off and the hate is not reasonable. _______________________________________________________________________________________________________ anyways. that's not really what this thread is about is it? :D _______________________________________________________________________________________________________ i had a report that EM stops working now after you load an SP save AFTER RESTARTING THE game. otherwise it's supposed to be fine. i'll drop some test versions for SP players. so would be great if those guys could let me know, if first of all they have this issue too and second if those test versions will fix it. sadly the whole thing is full of details that take account for all the arma quirks. so changing things can easily break stuff. sorry. there are also some reports about error messages concerning the laser since it is not present now. since i have not had these i assume it is also SP related where old EHs remain in the mission eventhough the addon itself has been removed. i'd also like confirmation on that one and also let you know that i'll add in automatic clean up for those. should fix it. as for the weight stuff. i'm torn now. i'm starting more and more to think that changing stuff will only cause more trouble at this point. i'm thinking going reverse and adding SP exclusive options to the menu. for MP the mission variable method always stays valid. i'm thinking this is best because you can already change the way stuff gets impacted by simply using the disable stamina option. and i made the menu to add options liek these in a matter of minutes. and now since i rewrote it things are even faster and more flexible. but i'll defo look into making stuff more elaborate, as in slower climb speeds more noticable. that was planned anyways but i had to be sure the slow mo bug is fixed because it is caused by that very sytem.