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Everything posted by bad benson
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Zodiac CRRC - Assault Boat
bad benson replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
would be great to have some screenshots/video to motivate a download. will test this anyways now and give feedback later. sounds good from th description. -
i want to emphasis again. the menu will NOT show up in the MAIN MENU OF ARMA. you will have to start a mission and THEN, when ingame, you press esc. just having a feeling here that this could be the problem for some of you.
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can you please run this without any mods before reporting anything? as you can see in the video there is a menu for key binding when you press ESC ingame, as described in the video. steam did some weird stuff with versioning yesterday though. i uploaded a new version but it created some kind of mix between the older and the newer or something. so it only worked after i uploaded a second time. please remove the addon and reinstall it. i'm using the steam version myself after each update and it's working fine for me. and please people. read what i write in the readme and in the video annotations. it's there for a reason eventhough the menu is pretty much fool proof. either way please report back if you still don't see the menu after clean install and no other mods. i tested with CBA on and off and also in combination with doctorSheep's interaction system and everything worked fine. EDIT: just a little heads up on what is on the next list: now that mod compatibility should be sorted and the architecture is improved, i can finally go back to the core of this and start crushing the most glaring bugs like random deaths, climbing when you shouldn't be able to, balancing (aka influence of fatigue and load), visuals (anims and their speeds) and anything else that should be addressed before i start adding new features again. EDIT2: i finally had time to test my addon with AGM. haven't gone deep into AGM's functionality but so far it works great alongside eachother. i explicitly designesd the code in a way to avoid any type of conflict so this should apply to any addon. of course there is always a possibility of overlap but for that you have the settings to turn off features and change keys. still thankful for any type of detailed bug report concerning this issue or any other.
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update is out on steam. changelog: - fixed: should work now after loading a savegame (excluding old savegames made without the current version) - improved: mod compatibility changed: CBA no longer required -added: --- fatigue indicator (optional) --- ability to disable fatigue (only in SP) --- menu to change mod settings and keybinds easily from ingame (press ESC to access) --- experimental bf3/4 like fast vehicle get in with driver, gunner cargo prioritizing (optional) --- option to turn off features in general to allow mixing with other mods standby for armaholic (Foxhound is probably sleeping right now like a normal person :D) for some reason annotations are not showing for me. hope they work. the menu should be super easy to use though. double click to interact and hold shift+leftclick to drag it (screen position will be saved), if you want to move it incase it overlaps with other mod menus.
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congrats on the release guys. the building and the economy sound interesting. gotta try it out. what i saw of the "antagonists" looked interesting too.
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update coming soon. no CBA. no key overlap. it's already working but i need to polish it a little bit. mostly visually. yea after i finished the next update that should improve usability and compatibility i will start working on making it more solid and less exploitable. after that, new features. updates will become more frequent again after i finished this major one. had to restructure some things.
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How to hide via script all HUD elements?
bad benson replied to Rydygier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the only way i could think of is finding out the idd/idcs of the HUD and the its controls and making them all zero size using ctrlSetPosition. other than that i think this was always a problem. have seen this question several times over the years without an easy solution. oh ninja'd. sounds liek a better version fo what i suggested :D -
hmmm. interesting. gonna investigate. but first i want to see if i can make it work after loading save games for all the SP guys.
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this is temporary. i just restructured everything to CfgFunctions and also added a new keybinding system. this will not only eliminate the need for CBA but also allow you to bind your keys in a custom little menu i made that pops up when you hit ESC ingame. there you will also be able to dis/enable certain features like the action key, if you prefer any of the other action mods. more info later today and probably the new version too.
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already fixed. please update your files.
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exactly. this is sadly a pretty rigid limitation of the models themselves. it would be ideal if each model had the animation set up in a way that the doors could open both ways. that would not only allow opening always away from you (realism aside, that would be just useful and eliminate the super annoying getting stuck inside doors) but also stuff like scripted doors breaching.
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now that you say it. i think there is some legacy code from my old interaction version in there. gonna remove it. the purpose was to be able to get out quickly using hte action button like in other games. seems like it's broken. standby for yet anotehr update..........then i really gotta go though. steam is uptodate thx again for the reports. very helpful!
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yea no worries. it is pre-alpha brooo!! seriously though. it's not "balanced" in the slightest at the moment and i'm very loose with when i allow it. that's on purpose. it will slowly change. especially after i'm sure it only does NOT work when i really want that ;) thx for the instant report btw. helps more than you think. EDIT: aaaand. new MP bug introduced....fixing. standby:o EDIT2: fixed! ............................... steam is uptodate this version is not compatible with other button based addons at all for now. need to add something to initialisation. will get on it once i get home. i hope this'll do for now
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UPDATE: changelog: - fixed (hopefully): broken spam block - changed: fatigue limit is now 95% steam version is uptodate too ok people, please try to break it ;D and report back. i had one too many spam checks in there. hopefully resolved now...that's what happens when you rush things..
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thx for the kind words. at this point sticky cover mechanic stuff is not planned. not a fan of it anyways in general. although i like the idea of blind fire in general. i might do something with that at a later point. maybe in a different addon. right now i want to focus on stabilizing this, improving the animations and adding cooperative climbing. still in the design phase for the latter. but i already have an idea how to make the players control it without it getting clunky or getting overlap of functions. but first i want to add a separate key binding menu for my mod so it can work better with all these other button based addons. about the amount of time it took. people might think, looking at my first video, that it actually took me this long just to make this. that's not the case actually. i took a very long break from it and was on and off over a long period of time. mainly due to getting involved in other projects and thus the lack of time to make this really work. however. the biggest chunk of time was eaten by just the research to find out how to make this work best while having it look ok at aleast. let me tell you. if it wasn't for visuals on could literally make it in one day or less. just making a script that gets you places and also plays and anim is very easy. it gets complicated when you want to have somewhat smooth transitions between anims and also have it interact with the environment properly. arma does not have any type of procedural (changable via script) movement in its animation system. so as always a giant hack was in order ;) yea i'm tracking this on down at the moment. it's not caused by other mods. please tell me. did it happen in MP or SP? also. not sure if i put it in the readme but so far the system is limited to when your fatigue is under 60%. maybe i should change that to 100%. makes a little more sense since the anims seem to procedurally slow down anyways. this is a temporary solution for now to calm down the realism crowd. that being said. i will make it more complex than that but the last thing i want is limit it too much. this is supposed to make you feel more agile and free and not drag you down and cause more clunk and frustration like overdone fatigue, sway and general animation and collision madness. EDIT: i actually just decided to remove the limit for now so i can get more precise bug reports. going to change it 100% fatigue. this means you should immediately be able to do stuff again once you rested a bit. however. keep in mind that all animations will fatigue you by default. so there is a still a big prenalty since you might be able to jump but not aim at all :D
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of course i want bug reports. before you report however please read the known issues section. i'm working on damage prevention tomorrow. should get rid of most surprising deaths :D and i just updated on steam to fix the double jump that made it possible to fly when jumping from high places. yea. i'm already tracking that one down. seems to happen more in MP than in SP. gonna have to test more. it shouldn't be related to the type of building though since i'm just scanning the area. not doign anything with class names. thx for your report.
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yea sorry. we still need to provide a class name list for mission makers. AI Raptor Class names: Raptor2 RaptorAIF2 RaptorAIM1 i hope that helps. -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MP is not fully supported yet, which doesn't mean it doesn't work though. i see no reason why it shouldn't work. so far i only tested it on local host though. and as mentioned it worked pretty well. http://i.cubeupload.com/LV6jAV.jpg ;) i have no server to test on but once we start full MP support i'll try to test dedicated server too as much as i can. -
Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you shouldn't even see the t-rex in the editor. i think it isn't even in the files. you might have an old version. about the raptor. it should work just fine. i played a test yesterday with a friend and was spawning a shitload of the raptors manually in MP and every single one of them worked as expected eventhough i was spamming them. please make sure you use the right class names. there are player and AI raptors as can be seen in the editor and is mentioned in the readme... and again. if you see the t-rex in the editor then you have a version from june which probably doesn't even have an AI routine. ruppert accidently uploaded an old version to steam the first time. so please make sure to update. the AI works just fine. we appreciate Rydygier's efforts and welcome them even but please don't suggest his AI as a fix for our AI being broken. it's not. try this code to spawn a raptor via mapclick: onmapsingleclick "createcenter east; _grp = creategroup east; _unit = _grp createUnit ['Raptor2', _pos, [], 0, 'none'];" .....just tested alternatively you can use this in a script: _ce = createcenter east; _grp = creategroup east; _unit = _grp createUnit ['Raptor2', _pos, [], 0, 'none']; ....also just tested in both cases createcenter is not always needed. depends if opfor units are alrady present. can't hurt to have it though i think. waypoints were only tested briefly by ruppert. not sure how AI behaves on the way to a waypoint. after reaching it it should work like normal though. -
thx for the kind words but, nah. i was involved in a very awesome different project which was priority number one until it was 100% finished. i just rushed this one out after we were done just because...so i took old experimental code and literally rushed this in 2 days. not BI's fault at all. thx Foxhound. first post updated.
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mirror for non steam version inbound...stand by (first post updated)
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Scripting Discussion (dev branch)
bad benson replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
i remember that i never got it to work underwater. very frustrating. would be useful for countless things including placing sachtels on boats precisely. and while we're at it. eventhough some of it has been mentioned before. here's a list of problems with intersect commands and features that would make them much more useful. intersect: - apparently can't detect stuff named "componentX" (x being a number) in geo lods...really? those are the ones you most vertainly look for in that lod....Nou should know more. he told me that's why it didn't work for me when i tried lineintersects/-with: - seems to use only view geo lod. this is insanely frustrating because a) it's very limiting for everything that requires just simple collision detection (geo lod) and b) due to the above limitation of intersect there is no alternative to fix this - no position output/return of where the intersection is happening. again very frustrating if you need that info very quickly. i know the usual workaround but it's slow and shouldn't be needed. why use countless small rays when all you need is the data that is already there from one ray? and also why the fuck not? it's just useful - doesn't seem to work underwater (for completeness' sake) can't log into the tracker for some reason. maybe someone wants to compile this and what else you can think of into a ticket.- 1481 replies
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signed!
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i've heard the argument to have to keep servers running a lot from life people when i asked why there are cars with prize tags on their page or donation systems in general. i'm 100% sure that the servers they run cost way less than what they make. and funnily enough the people actually making (porting?) content (aka doing dirty work) for them don't know how much the leaders make. it's a well oiled money machine based on "need to know". the pages with cars with price tags are ofc labeled as donation related and the cars are "presents" with ironically a prize on them...interesting. it's the same principle as bribes. you call them presents or donations too. doesn't change that they are used to make certain things happen. i really wonder how other arma servers run without systems like that, or any game server in general...:rolleyes: about being allowed to use stuff that was free. use yes, make money from it? no. BI's license is actually pretty strict even if you are the original author.
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
things like that might change in the future based on detailed MP testing so we can kind of balance it all properly. right now it is indeed based on the default anim setup which only aloows firing in slower paces and will after the first click switch to those instead of firing. lowered weapon is a possible cuase too, yes. same as above. fatigue values same as anim speed might change in the future if deemed necessary to provide proper PvP balancing. this might result in more fatigue and not less depending on the test results :p