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Everything posted by bad benson
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midrange terrain texture replacement
bad benson replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i haven't forgotten about this. jsut getting distracted by real life and other projects. i was gonan make it haoppen the other day but couldn't find my old files. no worries though. this is on the back of my mind. gonna update with signatures and stuff asap.- 282 replies
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curious about this too. i was also thinking that bandiging yourself could be cool using the hold action technology instead of scroll actio that triggers an animation that locks you in place. more like being forced to walk or stop while bandaging but havign that nice progress animation that can be cancled any time.
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hm. i'm not sure that is the exact problem seeing how the animation is performed on the bed and not on the top right away. looks more like the player controller slips upwards after going through the ceiling. pretty sure there is a check like that in the code. been a while but almost certain. and again. the fact the animation is performed on the bed indicates that the target location is at hte right spot. hard to explain how the system works but where the character goes in the animation is also the exact position that is the target inside the code.
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JBOY Molotov Cocktail script [Beta release]
bad benson replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
awesome stuff as always. i have one suggestion though. could you make it possible to tie your code to a certain ammo type? i feel like that would be a better solution than using the scroll action menu (i just personally hate it with a passion...so might be just me). that way you can handle the molotov cocktails like acctual inventory items and also throw them more easily. i'm thinking like a "fired" EH and inputting a string of the ammo type into your function could do the trick. i personally then would use purple smoke or something. or maybe chemlights since they were rendered useless, unless i missed an update. so it would just catch the right ammo type from the fired EH and then "convert" that projectile the way you already do. if it's not that ammo type, nothing happens. i did flashbangs like that before mission side and it worked nicely. maybe make that an option or something since i'm sure you have your reasons to do it like you are. just an idea. -
i love the idea. but instead of just making it a hardcore factor that you have no control over i'd actually use it to create a personalised quest to get back your vehicle. so it would just be put in a random location at a minimal distance from you with maybe a tent and a fire next to it with some bandits. so you could go get it back. similar to how you gotta get your personal car from the police place in gta. maybe also analyse the contents of it and randomly remove some ammo and food/drink items. maybe more the longer you take to get it back.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
bad benson replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
would it be possible to block the spawning of things when in multiplayer using a variable by the mission maker? just a simple boolean. at times when a friend who uses your mod joins it's a nice enhancer of the mission but more often it interferes too much, especially when the mission has its own ambient civs and traffic. i totally understand that overall it is intended and i remember from the earlier days of your mod that you carefully spread civ count across clients and simialr things. all i would ask for is an added switch for all features or atleast those that are not local. keep in mind that spawning civs on clients does not make them local (you know this, just clarifying what i need) effects. ideally i'd love jsut a global array of booleans for all or most aspects. that would remove the need for a module and the server to actually have the mod but add optional control over things anyways. please think about this. thx. sorry if that is already a feature. if so please point me to the documentation of it, if possible.- 5767 replies
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- single player
- realism
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(and 1 more)
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Weapon Switching Animation Problem
bad benson replied to duda123's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
please describe what exactly you want to achieve with that new animation. easier to see what's going on that way. -
New Respawn Screen (dev branch)
bad benson replied to DarkDruid's topic in ARMA 3 - DEVELOPMENT BRANCH
probably this inside the description.ext, not sure about the value though: -
(BIS_fnc_animalBehaviour) - Can't load my mission SAVE points anymore
bad benson replied to heyvern69's topic in ARMA 3 - DEVELOPMENT BRANCH
yea seems like you narrowed it down thoroughly. wasn't trying to point fingers at certain mods just trying to increase your rate of success in terms of meaningful responses. i wonder if they actually change stuff in terms of animals. CBA team i mean. -
(BIS_fnc_animalBehaviour) - Can't load my mission SAVE points anymore
bad benson replied to heyvern69's topic in ARMA 3 - DEVELOPMENT BRANCH
wouldn't it still make sense for CBA to take care of the issue, IF (and only if) it only occurs with it running? i'd also say that reporting this to CBA team directly makes more sense too. -
people are talking about the player avatar automatically spotting things. basically it reporting things you yourself haven't seen yet (or maybe never will). EDIT: so i checked ingame and as i remembered the "auto report" option disables the player avatar's auto reporting and keeps the AI reporting as it should be but it can't be changed in MP as a client, which makes total sense. i feel like a simple automated switch could be great. pseudo code incoming if ({!isPlayer _x} count (units group player) == 0) then { auto_report_enabled = false; }; or does anyone actually consider these cheat like auto reports a feature? i mean sure, i understand that your AI mates need some info but in MP it kind of breaks the game. with carelessly set up difficulty settings on the server you get enemies automatically spotted AND marked on the map. and considering things like recruit scripts (recruiting AI in MP), that allow dynamic occurance of all possible combinations (only players, players plus some AI), are a thing, a fully automatic switch that adapts in real time is the best solution imho. as in auto report automatically turning on once an AI joins the group so the poor fella has somethign to go by, and turning it off once the group is 100% human players again. Edit: :ph34r:
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so assume the auto reporting is intended to do the job of reporting enemies to your AI squad mates? i feel there is a middle ground missing. because what if you want it to automatically report stuff when you are with AI but don't (obviously) when you are with real humans? feels dumb to have to go switch the difficulty setting for each mission. also that begs the question who can actually change that. only the host? (i should probably go ingame and check :lol:) so i still feel it's a bug when you are only with players since it should be intended to use chat, map markers and your voice to report enemies not to mention the actually effort of spotting them first. i know there's ways to get rid of radio via script and stuff. but this is one of those issues that should be handled by default because in many cases you can't edit things nor influence difficulty yourself (still need to check that). as in not being the local host, maker of the mission or server admin.
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yea the engine should disable that automatically once the unit becomes a player. i don't see a scenario where the current state makes sense so this qualifies as a bug imho.
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yea that was kind of what i was hinting at. ideally i would love to have a slider for how far away lods start switching and maybe also one for how fast the gradual switch is done. not sure, if that is possible but that could be a nice addition. arma has and needs a lot of graphics settings since it's pretty demanding. would be great to have another tool to find that sweet spot for each individual system.
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is it me missing something or does the Syndicat faction miss a marksman/sniper unit entirely? just wanted to set up an ambush in eden but there isn't even a guy with a long range scope on the weapon. would be a great simple addition imho. my suggestion would be using the M14 to keep the old school gear approach intact. again. if i missed something, apologies. EDIT: hm. apparently no static turrets for Syndicat either. i'd really like to get the full repertoire. otherwise it'll be a pain in the ass to jsut set up a faction specific fortification and such.
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thx mate. you might wanna use the spoiler function though. i know people, who know the original "heart of darkness" material and the mention of the name in the changelog, saw this coming, but still.
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i was going to say you forgot about the action menu. but en3x brought it up. i feel like just that alone would catapult the game 3 steps further. i don't use it much anymore due to mods but everytime i'm forced to, like the few areas mods don't /can't cover, i remember how much enjoyment it takes away.
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@soulkobk: i think the issue is that stuff switches earlier to lower lods. as others have mentioned refering to grass, which might be handled a little differently, things pop through the lods literally right infront of you. it's almost like before there was a "safe-zone" around the camera that would show stuff in full res and now it just goes gradually overall down to distance 0.
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wow. i just noticed that not only are LODs blended into eachother but also that objects that aren't drawn at all due to being out of draw range smoothly blend in the same way once they are in range. fantastic! no idea if my earlier suggestion in here had anything to do with this but it got executed 100%. couldn't be happier. maybe in the future the pixely look could be a reduced a little but overall this is such a big step forward. i wonder why it got implemented so suddenly after being untouched for so long. did a specialist on this subject join you recently or did you just need someone in charge tell you to do this?
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@Inlesco: yea overall agreed. -------------------------------------------- i just don't want this thing go to waste since it could be a great way to actually quickly jump in and play this game for once instead of the constant hassle of finding a nice mission the needed mods and stuff or simply joining a few shit servers in a row and then go alt+f4 and play something else. i also can't see anyone, who doesn't mind it as is, being pissed, if options are added or even, if it gets changed overall. even just making the revive bleed out time much longer could help a lot since then you wouldn't respawn as much. but the current setup just makes no sense. the short time and the infinite respawn totally negates the need for revive at all. should be a no brainer. not trying to sound condescending. i just want this to happen quickly so i can finally go play it before no one is hosting it anymore. just a yes or no would be great.
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sounds great haleks! awesome progress there. i'd love to do a test run on cosmic's server with all/some of the other testers now that Tanoa is on stable. never saw you play your own creation. bet it would be interesting to watch :lol:
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Spatial Awareness Improvements
bad benson replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
i personally don't mind the lack of realism there but i like the idea of tweaking the size. maybe having it go bigger the further away it is to simulate the decrease of accuracy with increase of distance. although it's tricky since then it gets more in your face. maybe combined with increased transparency. just brain storming here. -
exactly! i was so pissed off by german media (guys commenting the game afterwards and in half time) painting it like Portugal accidently won this cup. it's so dumb. much butthurt. i feel exactly like that about the german loss against France. so pathetic to talk about possession and "dominating" all the time when the thing that people actually watch the game for you aren't able to deliver. and then just calling it luck. as if Portugal's defense was impossible to penetrate or the french in the semi for that matter. why so many chances then? i'm fine if my team loses but i want honest analysis instead of bad losers and lack of sportsmenship afterwards.
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can we get a statement on wether we'll at least get some options for revive and respawn? i'm checking this thread only for that now, since i don't expect a huge announcement about that, and i'd like a definitive answer now that it's officially released so i can stop doing that. it is indeed fun playing it coop as i expected but the respawn thing really ruins it. it's not so much about being causal, being able to kill too many people or not being realistic. it simply makes it feel pointless without a fail state. you can throw a whole army at me and i'll try to finish it but what's the point trying if i already won? while i feel the shit storm was overkill and there are probably people out there that don't mind it at all in the current state, i must say that this kind of goes against all game design common sense. and not in a "wow, this is innovative"-way. i consider myself pretty liberal in terms of these things, eventhough i always prefer more hardcore experiences, but i feel this is so damn unnecessary. i fail to see who is really profiting from this design. every so called casual coop game (like l4d) out there uses the simple principle of actually reasonable revive bleed out time combined with a fail state that is triggered when everyone is dead. why reinvent the wheel as a square? i really fail to see what is tried to achieve here. but i basically just want to know, if it will change (was expecting it to since it seems easy to do) because otherwise i don't feel like playing it. it's just not my thing at all this way and i kind of thought for good and commonly agreed on reasons.
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Enhanced Movement already features safe drop including custom animations. walk to the edge, look straight down, press the climb/jump key.