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Everything posted by bad benson
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it's worth mentioning that you can place a single shark/raptor using the right settings in the module (local mode, agent count 1). and since that is the case i thought it would be wasted effort making the placeable ones work too. no need to have two methods for one thing to achieve.
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@anim DEVs: there appears to be an issue with the follwoing animation. amovpercmlmpsraswrfldfl it is the diagonal forward left limping animation with a rifle equipped. by the looks of it the rtm has been exported without a "step" named property. at least it behaves like one that has that problem. basically the animation moves forward left but once the anim is done you get reset to where you started. you can test it out by running this code in the console and then holding W and A at the same time. player setHitPointDamage ["hitlegs", 1] maybe someone could be so kind and make a ticket.
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awesome. can't wait. looks interesting. i'm also a supporter of context sensitivity. it's really powerful if done well. annoying as fuck if not. but i'm sure this is one of the good examples. :lol:
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haha. don't make them regret documenting something. seriously though. this really needs to happen at some point. we are pretty much at the end of the roadmap afaik. so it's about time. there are people literally waiting for this having reskinned all the other ones already. so this is not some random nitpick. it's needed.
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really awesome. is this for some kind of game mode or something or are you just trying out concepts? those interaction animations instantly gave me swat3/4 flashbacks. and that little set up you have there looks like a nice hostage situation map. i was also wondering how you trigger those actions since there is no scroll menu showing up (or i missed it). so i'm assuming keys?
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would it be possible to get all vanilla weapons set up for hidden selections? it's really unneccessary to be so inconsistent with that since it literally takes almost no effort unless a weapon is set up with a crazy amount of textures. even then... afaik not even the Katiba has those set up and it's one of THE two arch types for this game. PLEASE!
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Raptors, Zombies and more!
bad benson replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
nah sorry. i like them naked personally but the reason i can't add a feather one as a variation (which i'd like too) is that i don't have full access to the source. ruppertle doesn't have a full fbx anymore so i can't really add anything without having to do weighting in o2, which you'd have to put a gun to my head to make me do. when we were working on the original addon i had been making some new dino models with cleaner topography ready for sculpting nice detail and stuff but i never had the time nor motivation to make the animations and stuff for them. i would've loved to redo the UVs on this raptor to make a proper normal map from highpoly without stretching and stuff but that is also not possible without full source. the model itself and the animations are pretty amazing though. so would be a waste to not use them even, if i had more models with full access. if people would provide a full model with the needed animations perfectly set up for import i'd totally make variations of this but guiding someone through it or doing it myself is just too much work. at least when you're the one doing all the code too. i might attempt this later but who knows. it all depends on having a nice and smooth pipeline because otherwise it's a trial and error nightmare. typical arma stuff. -
Raptors, Zombies and more!
bad benson replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this would be how i would quickly set up what Jeza described. no bait needed. just a matter of settings. https://drive.google.com/file/d/0B5Y0VNgK9JXibWMxbEVCTExrTEk/view?usp=sharing i also tweaked some settings like sound probability (defo need to reduce that as default setting) and made them easier to kill. the key here is making certain radius settings high enough and setting them on auto aggro. i also set the respawn time pretty high so it could somewhat work liek a wave mode. add revive, a lose condition when all players are dead or down and maybe an arsenal box to this and you got yourself a little game mode. i will try to optimise these kind fo set ups in the future so that it only calculates what is really needed. -
Project ASTFOR - Astelandic Armed Forces
bad benson replied to PTV-Jobo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
god that looks nice! little clean though. can we have some larger pictures? stuff is kind of small even when you click on it.- 657 replies
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nooo...god nooo! stop! :o how did that giant thing even fit in there? do we really want this mod guys? is this what we want? :wacko: here's something to watch to calm down while you clean the shit out your pants.
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Raptors, Zombies and more!
bad benson replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
all good. no need to apologize. just letting you and everyone else know. as i said i encourage everyone to discuss settings and stuff here so we can organically create a resource for alternative set ups. the default settings are set up in a way that you can quickly test them out in the editor. i could make a readme later but the tooltips should make sense. i'm open to suggestions in terms of wording and stuff. also worth noting. the amount of local modules that is advisable has not really been tested yet. so if you happen to go crazy and find a limit in terms of performance, please share your findings here. -
Raptors, Zombies and more!
bad benson replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you can make them weaker by changing the damage setting. -
Raptors, Zombies and more!
bad benson replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
btw. i encourage everyone to read through all the module settings and try some combinations and maybe share some interesting set ups. also of course ask if something is unclear. i currently don't have the motivation to make a full blown readme so i tried to make the tooltips as self explainatory as possible. if you don't like the screeneffect you can set its size to 0 in the module. also good for screenshots. later i might add an additional setting that allows you to make a wave survival mode with just one module. you can already set them to auto aggro and handle respawn time to clear out areas temporarily but i still need to add something to handle real waves. not sure yet. i might handle that mission side. we'll see. oh yea totally. i just need to collect some good ones. i got rid of the original sounds for now because, while awesome, they were the same sound everytime. i kind of wanted to just have a pool of sounds for everything so it feels more organic and is potentially usable for any future creature. -
i hope to find some motivation to research some ways to place it better. but i need some rest now. raptors were taking all of my free time the last few weeks or maybe months. can't remember. good thing is that me and Baco can make fully functional sharks in no time now since all the groudn work has been done already. that includes him making an amazing model with equally amazing animations.
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here it is. exact same as current steam now. https://drive.google.com/file/d/0B5Y0VNgK9JXienZRX2dCSXl1aVk/view?usp=sharing laser line is limited to SP now to avoid battleeye thinking you are creating a tank for yourself or something (uses createVehicle).
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Low reaction to official news, updates, community interaction - why?
bad benson replied to .kju's topic in ARMA 3 - GENERAL
you are talking about the campaigns and missions though, right? correct me if i'm wrong, but isn't the game itself more simulation than ever before? stamina system and sway, advanced helo flight model, way more complex inventory management. i think some of the targeting stuff (missile lock on) might be different and mor simple but to be totally honest, i never really felt it to be compelling so i can't really tell if it changed that much. -
ACE 3 Extension Mod (Anim & Actions) + (Placeables)
bad benson replied to KokaKolaA3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
wha are you using to trigger the animations? playMove? switchMove? be aware that in order to use playmove you need to have the transitions set up properly in the animation config. switchmove is a more simple instant way to trigger them. maybe that helps.- 142 replies
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@foxhound and others: please don't upload yet. working out some issues.
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Raptors, Zombies and more!
bad benson replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
great video man. going to add it to the first post if you don't mind. -
small update. changelog: - fixed: the laser script error - added: automatic Exile support, compatibility pbo obsolete - added: experimental laser line (can't remember if this is new or not). it's in a pretty generic position since there is no way (that i know of) to get the IR laser position...totally optional - removed: landing animations...until i made something more pretty and smooth google drive https://drive.google.com/file/d/0B5Y0VNgK9JXienZRX2dCSXl1aVk/view?usp=sharing
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just to avoid confusion. the new addon does not require the old one like i mentioned before. the old one is discontinued (as far as i'm concerned). this is the new home for those babies ad whatever else that is similar that i find time to do. https://forums.bistudio.com/topic/195969-raptors/ -
i like where this is going! keep it up!
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Low reaction to official news, updates, community interaction - why?
bad benson replied to .kju's topic in ARMA 3 - GENERAL
while i personally also am not super blown away by all those "REPs" i gotta say that i often pick up things from them that i might've missed otherwise. i wouldn't ever expect to be amazed by them though. it's not like arma is some new exciting game in developement where every dev blog is going to make you dream of the final product. it's more of them having updated their PR game. might seem awkward at times but the information must be made public somehow. i also love the launcher implementation. without it i probably wouldn't have read any of the reps lol. @brighcandle: well put. although i'd rather have them fix long time issues or generally push the engine forward rather than being too careful, i just wish it all would've happened before any of us got their hands on the game. i've been making fun of their "release" from the start since it was quite obvious that this is going to be an endless WIP even after that imaginary milestone date. the sooner one comes to terms with that the better. this whole early access thing is shit. all it does is give devs and excuse to sell unfinished games and use the community for free QA and bug testing. i'm not accusing anyone of ill intend. the game was way cheaper afterall. i just feel that the system promotes bad planning and stuff. this may sound like a grandpa but having a deadline is not always a bad thing. all this with keeping in mind that the actual devs "in the trenches" losing real hair over squeezing new features into this weird old engine are not equal with "the BI" and whatever drives it (whoever calls the shots). can their progress be downloaded somewhere or will they never release anything? sounds like the map is potentially going to be released. while i agree that patches are a major pain in the ass i really hate seeing mods be developed not releasing any milestones and then just disappearing. so blue balls inducing. also makes it seem like even more of a waste of time for all involved. but i get it. i'd just love to play what they already had. total conversions are pretty rare for arma. -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
bad benson replied to Placebo's topic in ARMA 3 - GENERAL
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great effort. making those gas stations and fuel logistics actually meaningful.