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bad benson

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Everything posted by bad benson

  1. bad benson

    Zombies & Demons 5.0

    here's a crazy idea guys. don't use ACE medical for that one halloween play session.
  2. inside your model.cfg change this isDiscrete = 1; to isDiscrete = 0; not entirely sure how it works but by setting it to 0 solved similar issues for me in the past.
  3. great effort man. finally someone did this. one question. the original author of these models is "argument", right? would be great to see his name dropped at least once somewhere. not saying it was left out on purpose. just a small suggestion since he did a great job on them and i bet it was a pain in the butt. maybe he doesn't care :lol: , who knows. just thought it couldn't hurt. either way. awesome work by you too. i guess it's finally time to revisit Chernarus. this could potentially open up a lot of possibility for new eastern european maps too.
  4. bad benson

    Enhanced Movement

    no worries. it's just for debug mode. might have to remove it. i'm not sure if battleeye has a problem with that. that pbo has been obsolete for ages. i'm afraid you'll either have to start over or tinker with the savegame. another idea would be creating a fake version of that pbo. if nothing works and your savegame is very important to you i can helper you out with the last suggestion (send PM). i'm wondering though. did it ask for that pbo or for CfgPatches? i recently removed the landign animations because their config got worse and worse with updates. they would transition really badly. maybe make a screenshot of the error. i can add an empty CfgPatches entry in the next version. i had to do that for the raptor modules too sicne i had to rename it and didn't want to break people's missions.
  5. bad benson

    Raptors, Zombies and more!

    way ahead of you :P been playing some Skyrim the other day. i was only planning to add a claw or tooth but i like the hide idea a lot. instant profit for people using this in game types with shops and stuff. selling that stuff for good money. maybe even having a hide for each skin variation so it's like a collectable. @wiggie: yea i gotta see about vehicle damage. it's one of those things where the code is potentially taking into account too many things. so right now you can be injured by the raptors if you are in an open vehicle, otherwise only the vehicle itself gets damaged. i can't fully remember if or how i pick the hitpoint (some of these functions have been written several years ago). it might be overkill to try to do it precisely and i might have to do it just randomly. vehicles overall are a ball buster when it comes to these kind of addons. i've noticed that the agents really don't like to get close to a lot of objects. makes campfires and even ammo boxes have like a safe little aura around them. i suspect that is also the cause for the issues with static weapons. that is also the reason raptors have such a long damage range for vehicles now. otherwise they would rarely even hit them. either way. gotta look into it. thx reporting.
  6. bad benson

    Raptors, Zombies and more!

    @khaos: such a great video man. i watched it untill the very end (good decision lol). this is the best payoff i can wish for. i would like to know if that mission is going to be released. looks like a lot of fun. it would also be interesting to see what settings were used in the modules. EDIT: let me actually quote that so no one misses out. bad luck there with the last post on the previous page.
  7. bad benson

    Tanoa Buildings Indestructable?

    to be fair though. they made a great effort that roofs are accesible and the overall layout of Georgetown, for example, is pretty well done. so it's not like these urban areas are totally useless.
  8. bad benson

    Enhanced Movement

    @jarred: that is weird. i didn't really test it with all weapons. looked ok-ish on the MX. i'll look into it. remember though that it's just a test feature. there is no way that i know of so far that allows me to procedurally place it in the correct place (origin of IR laser). i'm just using the generic weapon position atm but seems there's an issue. @CNutter: the reason that variable is global is for you to change it without having to unpack the mod. theoretically all you need is do this: EM_weightlimits = [1, 1, 1, 1]; with whatever values you need. do that at mission start or in the init script of your own addon. you could also make sure that the variable is initialised to avoid yours being overwritten like this: 0 = [] spawn { waituntil {!isNil "EM_weightlimits"}; EM_weightlimits = [1, 1, 1, 1]; }; this will be handled with a module in the future which will be kind of the last feature i will add. i'm busy with all kinds of monsters atm though. so for the time being just do the above. also please don't discuss modification of the addon in this thread. i don't have a problem with you doing experiments for your own use per say but discussing it openly here might give people the idea that it's open source or whatever. see if that stuff i gave you (which is mostly in the first post btw) will do the trick. if not i can see if i can modify things in a later update.
  9. this is awesome. definately going to use it in an example mission for raptors/zombies.
  10. bad benson

    Door gunning animation? What happened

    i think feature wise this is already possible and easy to activate. i'm guessing the problem is making it look good while keeping the current turn range of the gun.
  11. Tweaked: Randomization of footstep sounds was improved (e.g. branch breaks and wood creaks) awesome!
  12. bad benson

    Raptors, Zombies and more!

    remember that lots of the work has been done by others. all models and anims for raptors are by McRuppertle and as mentioned some of the zombie anims are made by teacup. so this is a team effort. however, it also means that i can only add new things i already have models and anims for. if by DLC you mean paid, then for sure lol. btw. i'm not really happy with how sounds are chosen (too much repetition) and the sounds themselves, especially for the zombies. if someone has a nice raspy voice and is willing to record some nasty stuff, PM me ;) EDIT: post updated with link for non-steam users.
  13. bad benson

    Raptors, Zombies and more!

    update: https://drive.google.com/file/d/0B5Y0VNgK9JXiUG1pN1hBN2FuMlk/view?usp=sharing changelog: - now with zombies (early and experimental) - damage coef now fully functional (old code was a brain fart) - fixed: Raptors only attack vehicles of type "Car" but not static weapons and any other, they will now attack everyhing including tanks (handling tanks differently will come in the next patch) - fixed: Raptors would not realise a vehicle is empty and keep attacking it - tweaked: handling of sounds changed to prevent MP issues due to overload (WIP) - tweaked: handling of multiple modules optimized - fixed: raptors would fall over for no reason (shitty anim config) BIG THX TO tooqik again for pointing me to one fo the issues - added: support to spawn agents of different sides (aka: east, west, civ, ind) be aware that raptors and zombies won't attack each other for now. i will add a full system for this in the future so you can make them hostile to eachother. i just wanted to get the animation config fixes out asap to keep those buggers from passing out randomly :lol: also... DISCLAIMER: for all non-steam users. the babe_raptors_modules.pbo is obsolete now. all future craetures will be handled by the same module. also... this is a work in progress so be warned that things might change. i will do my best to keep class names as they are and tried to plan ahead in terms of that a much as i could. things can still happen though so don't hate me, if an update is broken. still shifting things around in a major way. i hope to get the babe_raptors.pbo into a final state asap though because it's the largest one i think. just having to update the new babe_am.pbo will be much faster since it's almost only code. EDIT: forgot to mention. two of hte zombie anims are by teacup (will add him to the credits now). two are mine. if you see a shit one you know i made it :lol: as with EM i usually got my hands full with coding so anims quality lacks a little. if i ever have soem time i will update them.
  14. bad benson

    Raptors, Zombies and more!

    that's not due to them being agents, i just forgot a line of code to force path replan. so the answer is no. don't worry, i'm uploading an update as i write this that has improved that. be aware though that there will always be a way to evade them. it's still just arma's engine path finding which will never be able to compete with human random movement 100%. you should see a big difference after the update though. as for the module stuff. i will see if i can make them spawnable later but the purpose of a module is placing it to have the benefits of a UI etc. so it's not a priority right now. feel free to unpack the addon and look inside fn_am.sqf. i think all of them should be in there.
  15. bad benson

    Ravage

    i like haleks' overlay more for the simple fact that it's subtle and blurry. having a focussed sharp texture makes it look like your eyes have the mask in focus instead of where you're actually looking. much like you can cross your eyes to look at your own nose (if it's big enough lol). jsut since we where talking realism. i'd actually love if the vanilla "3d" scopes in arma would be out of focus too but oh well.
  16. bad benson

    Aliens

    all this "alternative" stuff these days is giving me that warm ofp feeling back when i used to browse http://ofp.gamepark.cz/ let me start up my military simulator to go hunt some raptors while flying with my jetpack on a sci fi map. good times!
  17. bad benson

    Raptors, Zombies and more!

    oh thx man! actually, that array wasn't supposed to be "variantsAI" i think but "interpolateto". must've happened when i did some furious copy pasta to add in the unconscious state. also i always wondered how exactly those numbers work but never looked it up properly. so thx for doing that for me. i had already fixed it somewhat on my side but i totally missed that one tbh. this will actually speed up the release of the update i was working on a lot. it was ready but i wanted to do some more work on that fall over stuff. thx again :wub:
  18. bad benson

    Tanoa Buildings Indestructable?

    oh that is nice to hear. actually i wasn't expecting that to change.
  19. bad benson

    [WIP] Great White Shark

    i'll be honest here. i like those suggestions and will consider some of it but i'm just trying to push all the code out that i was planning to release to take a break or at least take it slower. the reason i offered help is because i already developed a nice base that is easy to adapt to the sharks. it's also worth considering, if any of this will be worth it in terms of practicality and gameplay payoff. because to most people it will just look like their detection is not working well. of course it's easy to use all the exposed engine values as factors but that's only half the battle. making meaningful stuff that creates interesting gameplay, and most important is not way too easy to predict, takes a lot of testing and tweaking. too obvious or constructed formulars for aggression can be easily learned and exploited. total randomness is much more interesting and even that is not easy to achieve in a meaningful way. it's like with bears. sure it's much more likely to get killed by mama bear when she has cups but you might also get unlucky and be killed because some random bear is fearless and curious and decides he wants to chew on your face while you're still alive. all that being said. an aggression factor is planned for both sharks and raptors at soem point. from there everyone can add whatever they want if credit is given. i've been thinking about this alot lately actually and what would be the best way to make this work well. one simple approach would be adding randomness to detection ranges for each shark. i know it doesn't sound as fancy on paper but in game it could be interesting. you see that one shark seems friendly, you get closer and closer because you get cocky. turns out he's fine with you unless you get into biting range. you barely kill him and survive. you think you know the deal now, looking at the next shark from a seemingly safe distance, boom full charge, you're dead. another idea would be a hunger value per entity. it could increase over time and start at a random value for each shark. and when it hits max, make the shark actively go where prey is to satisfy its needs. combine those and you already get something unpredictable with a certain logic behind it. i also like the bleeding suggestion. only problem is that the need for a bleeding mechanic. i'll see if i can use that half assed bleeding that is already in the game. another problem i see with it is, if you know it'll get you killed why get in the water? if it's too obvious, it's useless unless you have a whole game mode designed around it that forces certain situations. anyways. that's how i look at it.
  20. bad benson

    Raptors, Zombies and more!

    @khaosmatical: first of all. ACE involved or not? ther is definately an issue with falling unconscious most likely caused by the animation config. however, i myself i'm barely running into that issue and i have the feeling it happens more with ACE for whatever reason. just wondering, definately need to find out what is causing it either way. this is quite early though. so no worries. i'm sure i'll find a fix. anyways. update coming in fast. - now with zombies - damage coef now fully functional (old code was a brain fart) - fixed: Raptors only attack vehicles of type "Car" but not static weapons and any other, they will now attack everyhing including tanks but will only deal damage if the vehicle is fragile enough - fixed: Raptors would not realise a vehicle is empty and keep attacking it
  21. bad benson

    Max_Women

    fantastic! now go make a god damn backup. make 10. we can't take losing this :wacko:
  22. i love this! and by the looks of it you seem to be working on a whole addon free zombie thing. i hope it's planned to be released. looks great.
  23. bad benson

    [WIP] Great White Shark

    i have to correct my post from earlier. i thought about this more and realised i totally forgot about zeus. so i decided to add placable raptors, sharks etc too. probably no gonna make it into th next raptor update but the sharks will most likely include it in the first release.
  24. bad benson

    [WIP] Curtiss P40 Warhawk

    awesome. i love old school stuff. one question though. are you using a material at all? it looks kind of flat. i'd either suggest using one or tweaking it a little (PM if you need some help). other than that it looks great.
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