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Everything posted by bad benson
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hm. i took a quick glance and first thing that comes to mind is the NVG goggles config that removes the vanilla overlay. that might cause it. since most units you place will have NVGs on them. not 100% sure yet.
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oh really? thx for letting me know. will look into it asap
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[WIP] Armageddon - a PVP game mode
bad benson replied to super-truite's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
if you ask me, you don't have to make a full mode for now aside from the PvP, which seems to be your main focus. as long as it's possible to have the end of the world stuff standalone, others can do the rest. like just add ravage modules or use it as a base for any type of mission. just a pure TDM while shit is dropping from the sky around you already be a lot of fun and if the natural disaster can be used clean one could simply add it to any existing Escape mode anyways...i think. either way. can't wait. unique fun stuff! -
yea but look closely. the guy that is up first stays floating in the air while the guy below climbs onto him
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well it turned out that i already fixed this in the very last commit. it was just the helper object not getting reset properly. boosting that way however is totally intended behaviour. i prefer this organic way over being locked in animations. and two player anims are hard to sync in MP which will make that look shit most of the time. so all this worked even before the major update. this has been showcased in my shitty feature showcase video ages ago. it will however work much better now because you won't slip off as much.
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man. people and the stuff they come up with are amazing. check this out guys. someone reported this on steam. as i said in the comment. almost too cool to fix it.
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i realised that the way i designed the framewrok it actually already DOES save the laser color settings. thx past me. you're always watching out for me apparently i forgot how it works lol. i found out that the new approach for the NVG overlays breaks with mission restarts (using hte ESC menu restart button) eventhoguh it only very slightly differs from before. gotta love arma and it's restarts and savegame loads. when i say love i mean hate. anyways. here's a little teaser on the update PIP scope concept. it is now done via a world object instead just through optics model 3d dialog stuff. that allows to overlay some post processing to get rid of the pixelation in the pip a little. don't get too excited yet though. this is very early and still has many problems. mainly it still needs away to intelligently adapt to any scope with any zoom level. that way i can avoid the need to set up every single scope seperatedly.
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well, i'm following this thread via the forums functionality so the it will let me know instantly when someone posts with a nice notification sound. it's pretty useful for authors.
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you should check out the addMissionEventhandler command and specifically the "EntityKilled" one. very useful to make things more modular for these kind of cases. can't do the handleDamage stuff like that though.
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that sounds good. with some cooperation this might be easily fixable on your side after all. i can share soem lines of code later to temporarily deactivate features. that way you wouldn't need to rely on the menu to have people disable it by hand. or something similar.
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[WIP] Armageddon - a PVP game mode
bad benson replied to super-truite's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
i like the PvP concept but i also really liked the original one. how modular will this be? will it be possible to just use the disaster modules and use this for a classic escape mission? -
stalker [WIP] Stalker Life Mod - online exploration/survival RPG
bad benson replied to ussrlongbow's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
wow all this looks promising. keep it up guys!- 43 replies
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nah man. you can't possibily expect me to read through all that. i'll fix anything i can, if you provide some more info on the cause and stuff. i mean sometimes just a video of what happens can help me see what's going on but just "it's broken" won't make me do anything. for the simple reason that it takes too much time and effort. sorry but i already got my hands full managing my own code. the only thing really different in this update is an invisible roadway lod object that will allow you to walk on anything even if poorly set up by BIS or the author of that specific object. my guess is that there is some kind of ray cast being blocked by that or something. maybe that helps you pin down the issue. mod conflicts are bound to happen with hacky features like this one. same goes for the ACE thing tbh. a little hint for other mod devs: teh helper object is called babe_em_help. it's a plane created usign createvehicleLocal. if you have a script that relies on doing ray casts downwards you might want to add that var name to be excluded from the ray cast search. don't worry too much about it though. i will definately add an on off switch in my menu for that functionality in the next update, which will come very soon. that will atleast be somewhat of a fix. things like these is why i built the framework. thx for letting me know though!
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quick hotfix for the roadawy lod thingy. it wasn't removed to default position correctly sometimes. thx to Lappihuan to reporting the issue DOWNLOAD---->https://drive.google.com/file/d/0B5Y0VNgK9JXiSGlkQWRXR0NrZW8/view?usp=sharing changelog - fixed: invis roadway lod wasn't removed properly on elevated positions (thx to Lappihuan for reporting)
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this'll get anotehr update very soon. the laser colors i added last minute. still need to make them be saved on the profile so you don't have to switch every time you restart. and the dot is still off near water. i think i'll jsut rewrite it and optimize it a little while i'm at it. should be useable for the most part though.
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DOWNLOAD---->https://drive.google.com/file/d/0B5Y0VNgK9JXiNFFGLVNOMHE4czQ/view?usp=sharing changelog NVG - fixed: goggles overlay was blocking visibility of the action/scroll menu - fixed: wrong inheritance broke anything but blufor NVGs laser - added: color settings...for now just green and red. open to suggestions though - fixed: laser line was offset when standing in the water...laserpoint still needs work...next update link replaced...hotfix
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DOWNLOAD---->https://drive.google.com/file/d/0B5Y0VNgK9JXiSDU0MGhlVFZyOEE/view?usp=sharing changelog Enhanced Movement - added: invisible roadway lod object to allow walking on anything including poorly set up models (thx again to bloodwyn for cooperation) Enhanced Interaction - added: support for BIS door locking - added: access dead people's gear (or that of AI in your group) with the use key - added: access seats from inside vehicles - fixed: accessing ammoboxes with the use key was broken let me know, if anything doesn't work as intended. i've been working on and off on this so i might've lost track of some things.
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ai command dlc C2 -Command And Control
bad benson replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
please stand by for the next update. i've been trying to change some stuff so it's easier to use for mad cheese. should all be working better after the next C2 update i think. -
update tomight. good news is that thx to a nice code experiment by killzonekid which i have been made aware of by Das Attorney i managed to keep the optional overlay intact while also having you be able to use the action/scroll menu (or rather see it). i also found the issue with the config i used to removed the vanilla overlay that broke opfor NVGs. was just an inheritance issue. same issue that john doe reported btw. i also experimented with new ways to do thee pip scope thing. won't be in this update but i think i'll use this mod as a home for it in the future since it's a visual enhancement thingy.
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tbh. this one will have to come in a hotfix. it's some weird engine stuff i will need to look into. i need repro steps for starters since i don't think i experienced this. i also still don't understand why you would climb on a helo when the update that makes that an action that actually makes sense isn't even out. or are you talking WMO? i dunno. i will definately not implement loops i think. i'd rather have people not do a thing they know will do that instead of sacrificing performance. as for the object blacklist. it's loosely implemented but i when testing i realised that many fences don't have a class name. so this might not be fully functional yet. not sure yet if i really want to search model names for certain words. seems a bit heavy. but will have to test more. first update tonight i think. everything looks good to me.
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you are talking about a "combat roll", yes? believe me, i have thought about it. i probably have thought about every suggestion people made so far. i'd love to make all/most of them, trust me . i usually wait until the concept is rock solid in my head before realising it. one thought i had was use the jump key combined with direction. but i wasn't sure, if that was a good idea since it could cause a lot of accidental combat rolls. i really want to keep the one key solution intact so an extra key is kind of out of the question. will have to think about it more. but i like the idea for sure. ------------------------------------------------------------------ been dragging out the update quite a bit. sorry. working on finalising it now. had some real life stuff like enjoying the summer and other more serious/tedious things. but the update is almost done. i cleaned up a lot of the interaction code. boy oh boy what a mess. it's so embarressing to look at super old code you made before you even knew slightly what you were doing but the learning never stops and it feels very satisfying to replace it with nicer and leaner stuff. i also got distracted with some cool things (mod ideas and prototypes). so i was probably more active than it seemed. so stay tuned for the update and other toys! i'm now jsut making sure i add all the easy to achieve things people suggested and i agreed to liek the object blacklist. i will probably forget some of them so forgive me in advance. i should really start maintaining an actual todo list instead of kidding myself thinking i can have one in my head lol.
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Unable to add event handlers to RscPicture
bad benson replied to MrCopyright's topic in ARMA 3 - MISSION EDITING & SCRIPTING
also try ctrlEnable true on RscPicture. someone told me today that would be needed for interaction. maybe it applies here too. -
this is just my personal opinion: the workshop made my life easier and it made the life of all the randos that just got arma and want to use my mod much easier too. i understand that people that make assets for a living feel uncomfortable about parts of the EULA but consider this. no matter where you upload the mod. anyone can get it and reupload it anywhere they want. it's the reality of releasing something for free on the internet. also consider that it's better to be the first one to upload it there. if your stuff is nice it WILL be uploaded there by someone at some point simply for simple reasons like to make it accessible to that person's lazy/dumb friends. and then stuff gets confusing. what is great about it as a modder is that you can push updates anytime and make frequent changes like that. it has also a changelog function that i sometimes use to track my own older updates. and the almost one click install and auto updating through the launcher is awesome too. anyways. you get it, i'm a fanboy. all that being said. i love and support armaholic and it's important to have a major and monitored alternative mirror. and armaholic has one major advantage. it monitors stuff before it gets uploaded in a way. on the workshop you need to flag it first so it gets reviewed. so atleast maybe consider a workshop release as an alternative. i would love it since as a consumer it's very convenient too because of the mentioned ease of use and install. either way, great stuff!
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spawning unit optimization
bad benson replied to dlegion's topic in ARMA 3 - MISSION EDITING & SCRIPTING
oh yea. just going by what the OP used. i wonder though how both syntax compare. gotta do some testing. -
spawning unit optimization
bad benson replied to dlegion's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes but i'm talking about this https://community.bistudio.com/wiki/Code_Optimisation#createVehicle.28Local.29 not sure if that is still valid but 200 times faster sounds worth doing to me (i wonder why it does getpos player twice though). i wonder if the 1k height makes any difference. probably not though.