dissaifer
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Everything posted by dissaifer
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Addon idea feedback: Civilian Car Alarms
dissaifer replied to Simas's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Oh I see what you are saying, you don't want the headlights to turn on but the warning lights. Found this in the Six Config Browser class Reflectors { class Left { ambient[] = {0.1, 0.1, 0.1, 1}; brightness = 0.5; color[] = {0.9, 0.8, 0.8, 1}; direction = "konec L svetla"; hitpoint = "L svetlo"; position = "L svetlo"; selection = "L svetlo"; size = 0.5; }; class Right { ambient[] = {0.1, 0.1, 0.1, 1}; brightness = 0.5; color[] = {0.9, 0.8, 0.8, 1}; direction = "konec P svetla"; hitpoint = "P svetlo"; position = "P svetlo"; selection = "P svetlo"; size = 0.5; }; }; You may have to call it by the slavic... in this case, "L svetlo" and "P svetlo" -
Addon idea feedback: Civilian Car Alarms
dissaifer replied to Simas's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey simast, Get to the light off you can use this code "player action ["lightOff", vehicle player]" where vehicle player is the name of the car. I don't think shockwaves are in the game but you could just put an event handler Firednear "FiredNear -
surrender and arrest system could be better, as in add animations for walking while arrested
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I was just playing with my view distance and noticed that the as the view distance increases so does the object distance... but the thing that is odd is that the object distance is like 500 meters shorter. Wouldn't you want the object distance to be slightly more then the view distance so the objects would load before you could see them?
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Sweet, you and Benson keep it up! This is much needed stuff :)
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Dog did you add the cocaine or is the list in the .rar complete? Thanks.
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Addon idea feedback: Civilian Car Alarms
dissaifer replied to Simas's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It is a really good idea stick with it. This will add some unexpected and needed atmosphere to what are "normal" Arma fights. Just make sure it is a script that you can place on cars pretty easily, for mission makers, or have a random feature that just attaches it to some percentage of certain types of cars. -
GLT Mod for ArmA 3 - Work in Progress
dissaifer replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Seriously Soolie... there was a request for dinosaurs before the alpha even came out! Oh and you know what is great about this mod... everything! -
Good job, it looks like the ground textures need some work around cities. I guess the issue is that the black to tan is very jarring so it is super noticeable. Over time even the pavement begins to looks like the desert, so if you want to have something still be mostly grey (asphalt), the edges should have at least a little sand build up, so there is never really an obvious circle shape or a rectangle. Added some reference pics below :) Hope you get a chance to port this to A3 Here are some reference pictures City Oil rig
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Private Military Contractors [W.I.P]
dissaifer replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow these look really good! -
Very cool mod you are working on. I saw the post about the lag and was going to try to help but in using it noticed some things. 1. If you switch to the map from gunner mode, you have the gunner's target on the map. 2. if you are the gunner, and you set a Waypoint that gets ignored for the circling (auto pilot) 3. Idea about the circling, while the math is correct, it's a bit much to constantly calculate. i didn't have a problem on my machine with it, but a suggestion is to calculate like 8, 16, or whatever makes a smooth enough circle via waypoints from the center of your loop, make the last one a cycle. That way you only have to calculate the waypoints once. If the user hits a button to increase/decrease the loop, erase all the current waypoints and recalculate them. This should reduce the lag greatly for others. 4. Oh, and you can't switch from gunner to pilot - not sure if that was on purpose or not, but it'd be a nice feature.
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My first mission (Only about 1/3 the way done) video of a WIP
dissaifer replied to TheBoat's topic in ARMA 3 - USER MISSIONS
Looks interesting keep it up. Here is a command to have the squad start in the car if you want. These are arma 2 commands but should still work. {_x assignAsCargo nameofthevehicle} foreach units group nameofunit; {_x moveinCargo nameofthevehicle} foreach units group nameofunit; Also, Jester814 has some youtube tutorial videos you may want to use. -
I just watched the video and that demands a download just based on that. I'm terrible with choppers, but the detail of the work is already impressive. Can't wait to see a co-op version of the mission
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@Brain - If you can get me a front and side shot of it sure. @Rasden - I get it now... Meme - I'll think of a way to do it.
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I can do Australia. Version 3 is probably going to be doing some UV work to make it easier to put flat images on the masks, so people can make their own art without too much trouble. You can do it now, but it may take a few tries as the UVs are curved. Payday has a bunch of masks which ones are you referring to? Thanks for the encouragement, but I need to thank the community and BIS for giving me the tools to do it. 6 months ago I never modeled anything - now people have masks!
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@Neuro... thanks man, there are still things wrong with the models, I still need to put in LODs and something about contacting the ground that needs to be figured out. But yeah, have fun. @Rasden I'm not sure what I'd be doing with this. It's a picture of a crazy looking guy - what would the mask look like?
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Updated with new mask info!
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Well, I changed the geo model to convex hull so that simplified the shape and threw a mass on it ... and it is still there in the ground, when I take it off (mask)... tried taking into a building to see if that would fix it and it didn't. Obviously, I could still be doing something wrong as I'm pretty new to this, but at this point... stuck.
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Thanks for the help Max! I got the shadow lod working... so that is a huge relief. Now to fix the geo lod, the model is just sinking into the ground when it is there.
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ARMA 3 Addon Request Thread
dissaifer replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
PMC in normal clothes... White collar button down shirt, tucked in, with sleeves rolled up past the elbow, gloves(in game ones work), normal jeans, belt, and the shoes the US soldiers have in the game already. -
@Roykingtree - do you have Arma 2? I spent a long time trying to figure this stuff out, I don't know if there is an A3 setup yet, but the A2 setup works - with some changes. Been doing helmets in Blender, painting with Blender/Gimp, porting to Oxygen to get the .p3d. Seems to work. Need to learn Shadowlod and lods in general... What units is the mass in? Helmets are a 100 what.. grams? herrings? I'm sure this is going to be an issue later.
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Hey, Just saw this... check out the config. NVG config. You may want to try to start by inheriting from the NVGs instead of the HeadgearItem.
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ARMA 3 Addon Request Thread
dissaifer replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Request for a cigar boat pics I think it would make for some interesting drug scenarios. -
Just removing the action to click would help the ladder issue a bunch. In the middle of the action, run at the ladder... click then continue pushing up it. I would say facing the ladder plus or minus 5 or 10 degrees left or right you start going up it. Down is more of an issue - don't have a good idea for that.
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Awesome work man, keep it up!