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Everything posted by bad benson
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http://www.sendspace.com/file/jinfa1 download ---> http://www.armaholic.com/page.php?id=19525 (this download includes all versions released so far) screenshots and comparison: http://i.cubeupload.com/FfXCul.gif http://i.cubeupload.com/TKtDsV.gif http://i.cubeupload.com/x86fj1.gif http://i.cubeupload.com/SULXAb.gif http://i.cubeupload.com/jlLGtF.gif http://i.cubeupload.com/xMvqVN.gif http://i.cubeupload.com/mtRO7A.gif http://i.cubeupload.com/7oZKWQ.jpg http://i.cubeupload.com/x0AeC6.jpg http://i.cubeupload.com/vFn8FZ.jpg http://i.cubeupload.com/Rz84N0.jpg http://i.cubeupload.com/RmtFQ6.jpg http://i.cubeupload.com/yTrXEo.jpg http://i.cubeupload.com/1egPQ0.gif http://i.cubeupload.com/EiZWUW.gif http://i.cubeupload.com/jaijy7.gif http://i.cubeupload.com/N1hE3f.gif http://i.cubeupload.com/qkR7s1.gif
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Enhanced Visuals this is just the NVG (updated) and laser feature from "Enhanced Movement" seperated into a seperate addon. i will probably add the 3d/pip scopes to this later on once i updated them. also in general any visual feature i might come up with in the future. PICTURES https://steamuserimages-a.akamaihd.net/ugc/88224930532278052/FDE99537A5367224A398B40B109CF35C50E4CE73/ https://steamuserimages-a.akamaihd.net/ugc/88224930532275127/5754E9A3AF6B5B4AA109B93527EAE9A67B9ED6F0/ ________________________________________ Enhanced Visuals - BETA ________________________________________ DISCLAIMERS - use this at your own risk (obviously...) ________________________________________ FEATURES - NVG visuals changed: ---> bloom (especially lights and bright objects) ---> more film grain ---> less visible goggle overlay ---> scan lines overlay - Laser pointer ---> day light laser pointer ---> optional 3d line and dot ________________________________________ INSTRUCTIONS after installing the addon simply go ingame and press ESC. there will be a small menu that will allow you to bind your keys and adjust your settings. for a short demonstration see the video above. ________________________________________ KNOWN ISSUES (please read this before reporting things) - laser position is very generic, not much can be done about this for now - NVG sound plays when looking through scope while NVG enabled and then putting down the scope ________________________________________ FUTURE PLANS - improved laser position ________________________________________ CREDITS - ineptaphid for testing and general passion about these features ________________________________________ LICENSE modification of the contents of this addon requires the author's (that would be me) permission. the contents of this addon are not allowed for any type of commercial use. that includes derivatives of it. that includes using this as part of game modes/servers that have donation systems that are tied to ingame content as reward for donations, even if that content is not this addon specifically. this means the use of this is only allowed in a 100% free context. that obviously excludes normal servers that accept donations without ingame content perks. the use of contents of this addon (if permission was granted) is not allowed outside of arma games. that includes "very similar military simulators based on the RV engine".
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Enhanced Movement This mod allows you you jump, climb and improves interaction with bulding doors and vehicles (seat selection. ________________________________________ BETA release trailer ________________________________________ KEY BINDING ________________________________________ Enhanced Movement - BETA ________________________________________ DONATE: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=CPBSUGX4M6Q8S ________________________________________ TO LEARN HOW TO BIND YOUR KEYS WATCH THE SECOND VIDEO ABOVE OR USE THIS LINK: https://youtu.be/A64rrTyb-mY ________________________________________ DISCLAIMERS - use this at your own risk (obviously...) - this update will not fix (potentially break) old broken savegames ________________________________________ MIRRORS armaholic: http://www.armaholic.com/page.php?id=27224 BI forums: http://forums.bistudio.com/showthread.php?184977-Arma-Enhanced-Movement ________________________________________ FEATURES - one context sensitive key to: --> jump --> climb on/over and step onto obstacles - one context sensitive key to: --> open doors/hatches and perform any close by actions --> climb ladders --> access the gear of any object (vehicles, ammoboxes, etc.) --> get quickly into prioritized vehicle seats --> vehicle seat menu ________________________________________ INSTRUCTIONS after installing the addon simply go ingame and press ESC. there will be a small menu that will allow you to bind your keys and adjust your settings. for a short demonstration see the video above. ________________________________________ KNOWN ISSUES (please read this before reporting things) - some objects make you float (this has to be fixed by BI insdie the models) - some windows or general places are not climbable (again..this has to be fixed by BI inside the models) - clipping resulting in floating/clipping and generally unpleasing visuals ________________________________________ FUTURE PLANS - improved animations ________________________________________ CREDITS - various people i learned from over the years especially Einherj. the rest. you know who you are. thx! - thx Columdrum for the action code example - Apache7 for helping me sort some binarize problems and general rtm things - Macser for his awesome Blender rig that inspired me to make my own in max (coming soon) - Mikero for his great tools that simply work and do the job properly - LordPrimate for temporary signature solution - BI for this amazing and weird ass game series that i hate and love at the same time - dedmen for optimisations tips all beta testers and especially... Apache (indepth MP testing) Einherj (indepth MP testing) Deuce (indepth SP testing) Corporal_Lib (indepth SP testing) SerJames (indepth mod compatibility testing) ________________________________________ LICENSE modification of the contents of this addon requires the author's (that would be me) permission. the contents of this addon are not allowed for any type of commercial use. that includes derivatives of it. that includes using this as part of game modes/servers that have donation systems that are tied to ingame content as reward for donations, even if that content is not this addon specifically. this means the use of this is only allowed in a 100% free context. that obviously excludes normal servers that accept donations without ingame content perks. the use of contents of this addon (if permission was granted) is not allowed outside of arma games. that includes "very similar military simulators based on the RV engine". _________________________________________ SERVERS THAT ALLOW THIS MOD _________________________________________ MISSION MAKER GUIDE
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PIP scope and daylight laser pointer source
bad benson posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey guys, since i've been asked for this quite a lot i will release my PIP scope/daylight laser pointer proof of concepts as can be seen in ace 3/agm. for now it's just the PIP scope but i'll release the laser here too after i cleaned it up a little. this is just a proof of concept so parallel work with other stuff and possible unknown issues are not accounted for. my wish is that this thread can be used to share methods and and continue on improving the systems so we can as a community effort make this into the best thing we can. so if you come up with some improvements i, and i'm sure everyone else, would appreciate, if it was shown and shared here. i will make my own version of all this into a proper addon at some point but for now i just wanted to share this so everyone that has been asking me for it can play around with it. in this addon it replaces the SOS (classname "optic_SOS") PIP SCOPE https://www.sendspace.com/file/skfxzg https://drive.google.com/file/d/0B5Y0VNgK9JXiOGNFVFJWbzBRY2M/view?usp=sharing LAZOR ["babe_laser", "onEachFrame", { if (currentVisionMode player == 1) exitwith {}; if (player isIRLaserOn currentWeapon player) then { _lasercolour = [1,0,0,1.5-sunOrmoon]; // first 3 numbers are RGB _range = 250; // laser range _maxsize = 0.1; _rwrist = (player selectionPosition "rwrist"); _start = player modeltoworld [_rwrist select 0, (_rwrist select 1) + 0, (_rwrist select 2) + 0.1]; _lstart = atltoasl(player modeltoworld _rwrist); _lend = (player weaponDirection currentWeapon player) vectorMultiply _range; _end = asltoatl(_lend vectoradd _lstart); _int = lineIntersectsSurfaces [atltoasl _start, atltoasl _end, player, objNull, true, 1, "GEOM", "NONE"]; _endL = _end; _size = _maxsize; if (count _int > 0) then { _end = (_int select 0) select 0; _endL = asltoagl _end; _length = _lstart vectorDistance _end; systemchat str _length; if (_length >= _range) then { _size = 0 } else { _size = _maxsize*_range/(_length); }; if (_length < 1) then { _size = 0; }; } else { _size = 0 }; drawLine3D [_start, _endL, _lasercolour]; // comment this out to remove the line drawIcon3D ["\a3\data_f\car_light_flare2.paa", _lasercolour, _endL, _size, _size, random 360, "", 0, 0.05, "PuristaMedium"]; }; }] call BIS_fnc_addStackedEventHandler; screenshot: http://i.cubeupload.com/4XjluB.jpg https://youtu.be/nMoMykeBoWo- 29 replies
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Raptors modules to spawn hostile dinosaurs with a lot of options i'm making a new thread because this turned into a standalone thing and there is some potential other things coming using this as a base. i'm trying to keep things simple and clean to be able to maintain this with not much effort. this is like a remake and not a full blown new dino mod with a bunch of other dinos coming, so please don't ask for a t-rex or any other new creatures. this is just a recreation of the old features in a, hopefully, better way. what i plan to add (potentially maybe) is other hostile creatures that take almost no extra effort. like aggressive dogs (good for post-apocalyptic stuff) and maybe some prey animals that we have models and anims available for already like a wild boar (for some potential hunting gameplay). oh and zombies of course. everybody loves zombies. features: - modules to dynamically spawn raptors all around you or in fixed locations - countless options to make this as flexible as possible for mission makers - raptors adapt to terrain slope now which looks better and also keeps them from killing themselves what is different compared to the old Jurassic Arma addon? - this doesn't include player controlled raptors, for that use the old addon - raptors can now only be spawned using the modules, there are however placeable raptors (without AI), if anyone needs them for something - some things have been removed or are done in a more simple/clean way but i tried to keep this as close to the original experience as possible (minus the bugs) - tweaked materials to make them stick out less known issues: - raptors may get stuck if they are on VERY steep slopes - raptors sometimes fall unconscious near vehicles (investigating) - raptors currently only attack cars but no other vehicles (will be fixed in the next version) credits: Ruppertle: for his awesome raptor models, textures and animations Bad Benson: modules, AI routines, screen effects teacup: awesome zombie animations made for arma 1 zombie idle sounds: "https://www.youtube.com/watch?v=wg8u3AQj1Ac" google drive https://drive.google.com/file/d/0B5Y0VNgK9JXiR0J2ZXlXUWwzS1k/view?usp=sharing steam http://steamcommunity.com/sharedfiles/filedetails/?id=781602313 screenshots: http://i.imgur.com/ijD5bVV.jpg http://imgur.com/0tIJlvA videos: this version is kind of early so let's call it like beta 0.1. it's quite fleshed out but i haven't done extensive testing. just gave it to some people to see, if it works at all and stuff.
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just creating a home for these old files of mine i dug up. i thought they might be useful for some terrain makers. it's nothing special. just 1. a wheat object for wheat fields 2. corn plant 3. some green grass designed for high density placement 4. some random wheats to accompany the green grass i made these way back in arma 2 so excuse any weird set ups. but since it's not binarized it'll be easy to fix. i made the corn plant from fotos i took from an actual corn plant lol. makes it hard to let it go to waste. so maybe someone wants to use it on their terrain. i think some people have used my corn plants on some afghan terrains already but i thought having the source could be useful, if edits are needed. DOWNLOAD---> https://drive.google.com/file/d/0B5Y0VNgK9JXibDk5YnE1S2hiNDQ/view?usp=sharing pictures https://steamuserimages-a.akamaihd.net/ugc/88224496138772844/870B919CA78F45289AEAF92CB558CECFB5312520/ https://steamuserimages-a.akamaihd.net/ugc/88224496138772381/EAF6A0CED4183648BF4CACA4DA84C1277CF162F6/ https://steamuserimages-a.akamaihd.net/ugc/88224496138771924/3871605CF91EEC4CC873C9AAF7DE81E3A22BD43C/ https://steamuserimages-a.akamaihd.net/ugc/88224496138771378/D273014F9CDDF9362CF9C54E53823C05D927CCFC/
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EM is not allowed on monetized servers, period (i might've given like one or two permissions in the past but not anymore). the perks part is only to cover the old models where people basically used donations like pay to play or had shops to buy cars on life servers through "donations". grey area sneaky stuff. but i guess since BIS legitimized people making money simply by hosting a server now, that part is obsolete. my reasoning is very simple. i provide this mod for free. i will not tolerate someone improving the experience on their paid server using my free mod basically indirectly making money with something i gifted to everyone for free. i play many multiplayer games and i have never been required to pay to play on a community ran server. i don't see why suddenly everyone needs to turn their hobby into a business. if you can't afford the hobby, find a new one or find a job that pays better. this may sound harsh but this worked before. i don't see why suddenly maintaining a server is so hard to pay for now that you're allowed to make money with it. weird coincident. i realise that there might be legit servers that have a lot of their own work they monetize and stuff. but i will not waste my personal free time to look into them. sorry. the easy solution to that is just do it like i do and share your hard work with everyone for free and enjoy people enjoying it. i hope that covers it. thx for understanding.
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Scroll menu slow motion option
bad benson replied to RZNUNKWN's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
read this. there are ready to use examples https://community.bistudio.com/wiki/addAction -
Particle source in air spawning particles on ground problem
bad benson replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you must be new to arma modding but yea. also spaceobjects have forced randomised rotation. it's really sad. imagine what cool things you could do, if you could actually have the space objects upright or even better control the up vector. but yea. arma being arma with its quirks. someone made it random when making this on accident and never changed it. or it's some weird design decision that makes no sense. i don't know... -
Particle source in air spawning particles on ground problem
bad benson replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
at the end of your setParticlePrams array you don't have all optional parameters. some of those are surface related. i'm not sure this is a 100% solution but certainly worth a try. go here to find out about them https://community.bistudio.com/wiki/ParticleArray onsurface is the one. afaik it snaps particles to water surface. so depending how far above sea level you are they snap them to the ground instead. the other one is do make them bounce off surfaces to get for example a piece of stone that acts like a physcal object a little bit. -
Delete an Existing Building Furniture
bad benson replied to davidoss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if there exists a version of the same house without the furniture, you could replace the whole building. but i'm guessing it's a proxy on an arma 2 map, right? -
XListBox items not centered?
bad benson replied to Leopard20's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Leopard20 what is a ListXBox? does it have columns? -
CtrlSetPosition (x,y)
bad benson replied to RyanBolder's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@RyanBolder that's what the comment ontop of th script is about. basically when you do UI stuff using ctrlCreate you need to make sure you clean up after yourself properly because when you use the restart mission functionality arma does not clean up by itself. so without that isNil check and saving the control (line in this case) in the uiNamespace before hand you will get a new line everytime you restart (restart using the restart button in the ESC/Pause menu). they will start stacking up and only the latest one would react to your code. if it's not clear still, jsut remove the parts and see what happens. -
Make Dog Follow Player HELP
bad benson replied to gingerlikeme's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@gingerlikeme yea. posting the solution is not only editing forums etiquette for its own sake but also solves a purpose which is to create some type of encyclopedia of problems and their solutions here. this is the main advantage over something like discord where things are very momentary and come up over and over while here you can search through a rich history of discussions and often find the solution to your problem in no time without the need of discussion. sometimes a thread from arma 2 days might even solve your problem. it's a beautiful thing that we should keep going. -
i will post a version that is more modular and allows handling of more effects later. kind of distracted by my own stuff right now. you'll have to figure out which values to lerp yourself though.
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so what it does is simply take the default color settings and the target ones and then it smoothly transitions each value of those settings based on the condition. for the filgrain it only manipulates a single value the same way since you can show and hide the whole effect with that single value. so depending on how it works for each of the effects you posted one would have to adapt the whole thing. i can modify it a little later to make it more proper for more than those two effects i used in the example. so maybe see if you can make it work with you own color correction effect for now. i named the variables pretty descriptive i think. don't worry too much about the top part of the function though. that handles the switch of being in hte zone and out of it itself. no need to explain that in detail unless you want me to. the variable _per is the percentage you want to apply to all effects. ranging from 0 to 1. that is the main value that controls all teh lerping and stuff.
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i know it's a bit messy to look at maybe but have you tried understanding it? and if so, what did you not understand? it would be great, if you'd ask specific questions and try to understand all this or the most important part of it in the process so you and other people who might read this later can learn something from it. it creates the ideal situation of you expanding your skills and maybe being able to help others later so we get a nice chain reaction going here. i'd prefer that instead of making custom code for you for free. not trying to be rude. i will literally walk you through this step by step, if there is some willingness to be noticed. maybe we can make it leaner and more effective in the process too.
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commanding Tactical Satellite Feed
bad benson replied to Leopard20's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this looks very cool. i was wondering what you were working on. this makes me very happy to see my work used like this. the pathing stuff over different types of objects is very impressive. keep it up! i'll try this out tomorrow and give some feedback.- 65 replies
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enableEnvironment only in specific area
bad benson replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
considering that even the ambient rabbits and snakes are local, there might be a chance the effects of the command are local tbh. i'd like to know this for sure too though. since i already use this exactly like the OP tries to inside a large building with a trigger but i never cosnidered it could be global effect. -
Spawning magazine on dead unit
bad benson replied to FookinThicc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i've never seen this before. does this have any benfits over "select 0" other than way less typing and looking waaaaay cooler? i'm just genuinely curious. -
[HELP] Ambient Flyby using wrecked model
bad benson replied to EO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
wait...so what's the idea here? ghost planes? or do you just want that specific plane without extra addons. just curious -
[HELP] Ambient Flyby using wrecked model
bad benson replied to EO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the aircraft is created in line 78 stored in the _aircraft variable. so you should be able to do whatever with it starting at line 79. -
no. but maybe disabling filgrain will help. i don't get those pixels on my side though.
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https://drive.google.com/file/d/1srkjgqcDJwMgWSaeXnZQRC8GCgg0UHZ_/view?usp=sharing use this to make an effect and copy to clipboard. paste into init.sqf or whatever.
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i posted code to do this exact thing in this thread already. if something is unclear i need specific questions though since i already wrote some explaination when i posted it. @TPM_Aus "filmGrain" ppEffectEnable true; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectAdjust [0, -1, 0.1, 0.05, 2, false]; "filmGrain" ppEffectCommit 0; "colorCorrections" ppEffectAdjust [ 1, 1, 0, [0,0,0,0], [1,1,1,1], [0.33,0.33,0.33,0], [0,0,0,0,0,0,4] ]; "colorCorrections" ppEffectCommit 0; player setVariable ["ppFX", [time, 0, false]]; ["bb_ppFX", "onEachFrame", { params ["_time", "_mkrs"]; _lerpnestedarray = { params ["_default", "_target", "_per"]; private _lerpedarray = []; { if (_x isEqualType []) then { _lerpedarray pushBack ([_x, _target select _forEachIndex, _per] call _lerpnestedarray); } else { _lerpedarray pushBack ([_x, _target select _forEachIndex, _per] call BIS_fnc_lerp) }; } foreach _default; _lerpedarray }; (player getVariable "ppFX") params ["_stamp", "_oldper", "_state"]; _inarea = !(({player inArea _x} count _mkrs) isEqualTo 0); _per = if _inarea then { (_oldper + (time - _stamp)/_time) min 1 } else { (_oldper - (time - _stamp)/_time) max 0 }; player setVariable ["ppFX", [time, _per, _inarea]]; if (_inarea isEqualTo _state && {_per isEqualTo _oldper}) exitwith { }; "filmGrain" ppEffectAdjust [_per *0.1, -1, 0.1, 0.05, 2, false]; "filmGrain" ppEffectCommit 0; _targetcolors = [ 1, 1, 0, [0.77,1.25,0,0], [2.83,5,0.73,1.29], [0.33,0.33,0.33,0], [0,0,0,0,0,0,4] ]; _defaultcolors = [ 1, 1, 0, [0,0,0,0], [1,1,1,1], [0.33,0.33,0.33,0], [0,0,0,0,0,0,4] ]; _result = ([_defaultcolors, _targetcolors, _per] call _lerpnestedarray); "colorCorrections" ppEffectAdjust _result; "colorCorrections" ppEffectCommit 0; }, [ 5, //transition duration [ "marker_0", //markers to use "marker_1" ] ]] call BIS_fnc_addStackedEventHandler; Example mission: https://drive.google.com/file/d/1srkjgqcDJwMgWSaeXnZQRC8GCgg0UHZ_/view?usp=sharing