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super-truite

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Everything posted by super-truite

  1. Again, this is a fairly 'quick and dirty' caching system that fit a really specific need (it is a by product of something we develop), but we thought it would be nice to release it because it could provide a simple starting point for other use cases. We made some effort to document and organize it as intuitively as possible (for once 😅)
  2. 1. just began to look into it. Since we do no need it a priori for what we develop, I do not know if we will have the time to do it though. 2. Players are already excluded, any units that spawn via script is by default excluded from the grid caching (you need to do a _unit setVariable ["UseGrid", True] for it to be registered). By default, all the units on the map at start, except players, are registered for caching. You can use this setVariable ["UseGrid", False]; in the init field of some units to exclude it.
  3. @[BL] Hannibal yes this might overlap with some of alive functionnalities. As @anthariel stated, we guess there are other caching system in already existing mods/missions, but we wanted our own that fits our needs. The goal is to be able to place a lot of AI units in the editor and let the system cache them if there are far from the players with an option to get a persistent state of the units if needed. Most caching systems I came across (one was called EOS I think) were spawning units via scripts in markers area, which did not fit our need for custom (tedious 😅 ) AI placement.
  4. super-truite

    ArmAGeddon

    ArmAGeddon is a Coop Multiplayer game mode. You have to flee Altis while the island is sinking! CSAT forces are fleeing as well and you have to try to steal a vehicle to escape. Tornadoes, earthquakes, meteor falls etc. will spice up your journey! The mission: https://steamcommunity.com/sharedfiles/filedetails/?id=330769044 The mission needs the ArmAGeddon addon: https://steamcommunity.com/sharedfiles/filedetails/?id=330769044 WARNING: You need to deactivate the addon when not playing the armageddon mission. Otherwise, the water level will be modified on Altis. Please report any bug in this thread. Addon Change log: v1.1: -added new sound effects Mission Change log: v 1.15: -fixed: Tornado Particle effect radius was too small sometimes -fixed: sound of thunder was not playing -fixed: the ghosthawk is now locked (avoiding people to repair it and flee right from the start ;)) -added: Sync of the tide level across network -tweaked: number of abandonned choppers increased (it should be less difficult to flee now) -tweaked: respawn is now closer to the group -tweaked: engines of abandonned vehicles are less likely to be destroyed -Fixed: respawn parameter issue -Fixed: Refuel with fuel cannisters is now working -Fixed: Respawn marker now invisible -Sync of tide is now a parameter for server admin (Impacts performances but prevent the AI from attempting to "swim in the air") If you like it, please show your support on the MANW page: http://makearmanotwar.com/entry/eba3yzQZev#.VEo9D_msVif media: several gameplay videos on youtube: https://www.youtube.com/results?search_query=arma+3+armageddon DEVs: Super-truite and Make Love Not War We would like to thank the community in general for the help and support on the forums, BI for organizing this contest and in particular DarkDruid, for explaining in great details the Particle effects mechanics on the forums. Super-truite would like to thank also the Armadeus team for testing again and again and getting killed by tornadoes, meteors, collapsing buildings ect. so many times ;). ---------- Post added at 12:18 PM ---------- Previous post was at 12:06 PM ---------- Typical game: * you spawn with few ammos, even sometimes with no weapons, no map ect. * Find equipment left by retreating CSAT forces in the buildings or try to eliminate the CSAT's which are left to get their gear. * Try to find a chopper quickly (remember the water level is rising). Either follow discretely CSAT's (they are likely to call for an extraction) or find an abandonedlicopter he (usually those have no fuel or need to be repaired (Repair tool kits and fuel canisters can be found in buildings if you are lucky) Tips: *Do not forget to take a repair specialist on your team. Your survival could depend on him. *Try tweaking your graphical options to be able to have the particle effects at least in 'high'. You will have better tornadoes, meteors ect. Also, there are two new options for particle effects: "Ultra" and "Armageddon" ;). The game mode will first undergo a maintenance period to fix bugs and gather feedback, but we will soon begin to work on the next phase which will be revealed later when we will have more people in the team. If you are skilled in 3D modeling, MP scripting, rigging or Map making and are interested in joining the team, please PM me or Make Love Not War to get more informations on the future of the project.
  5. super-truite

    Particle Editor

    I begin to port the Arma 1 tool made by ColonelSandersLite and Mandobole to simplify particle effects making: (http://www.armaholic.com/page.php?id=4859) The authors seems inactive on the forums since 2011. If you know a way to contact them or if they changed their nickname, please PM me. This tool consists of a mission in which you can change and see in real time particle effects. You can then export the parameters, which saves a lot of time for particle related coding (scripts or config). Here is the mission (put it in your SP mission folder): http://www.armaholic.com/page.php?id=21217 http://www.mediafire.com/download/s19o78cuegc9js9/AAA_Particles_Tests.Stratis(2).pbo media: (The last two pictures are a bit of a false advertising as you can't make those effects with this tool only and you need to work a bit ;)) Usage: I will make an user manual, but some knowledge of arma 3 particle system is recommended: http://community.bistudio.com/wiki/Arma_3_Particle_Effects In the test mission, you will have a bunch of user actions. The four firsts allow you to modify in real time the different particle parameters (note that some particles in the list are not working yet and that some are 2D, others are 3D and that mean that you won't see anything if you don't choose the proper type of particles: "BillBoard" or "Space Objects"). Once you are happy with what you see, you can copy to clipboard the particle parameters in script or config syntax using the user actions: "Export (script)" and "Export (config)". There is an example script using some parameters exported like this in the mission pbo (particles_tests.sqf). You can execute it using the radio and see what it does. This provide you with an example script in order to use your own parameters in your missions. Changelog: v0.1 (first release) v0.2: -fixed: remove some dialog errors Known Bug and issues: -A lot of functionalities are probably not working yet as I worked only on the particle parameters edition and the export functions -Error messages due to broken Dialogs - syntax mistakes in the config exporter (will be fixed soon) Notes: Compared to the original version I added a Config parameter exporter (to define particle effects for Adddons). Later, I will add a Light editor as well. please provide some feedback and report bugs in this thread. If you come up with a neat particle effect, please be generous and provide the parameters in this thread with a screenshot Original Credit and Thanks: A big thank you goes out to Sanctuary of the BIS forums for inspiring the copy and paste method and to bk1276 of the BIS forums for suggesting multiple particle effects. Another one goes to Mandoble of the ofpec forums for suggesting adding the ability to attach a particle effect to your squadmate and for pointing out that I had done all the render parameters wrong. A HUGE thank you aimed at Kegetys, Kronzky, & T_D (apologies if I missed someone) for their efforts in putting together a working method of manipulating strings. The whole import function would not have been possible had it not been for these people. Also, to those who have helped support this project by hosting the files, including: Old Bear, El nino Foxhound, Big, Stavanger and Imutep. Apologies if I missed somebody, too many to keep easilly track of
  6. Armageddon brings the apocalypse to Arma. The first playable content will be a PVP game mode. Two teams fight against each other. The water level is rising and the attackers need to reach high grounds to wait for evac. Meanwhile, the defender team tries to protect routes to the evac points. In practice a series of flags needs to be taken/defended in succession, each flag being higher in altitude than the previous one. Attackers can respawn at their current controlled flag as long as it is not under water. This respawn is updated when the next flag is taken. If all the attackers are killed and their flag is under water, the defenders win. The winning condition for the attacker is the capture of the last (higher) flag. All along the game, meteors, earthquakes, hurricanes and eruption spice things up and force the players to adapt. The mod is a revamp of the original Armageddon game mode that was develop with MakeLoveNotWar and myself for the Make Arma Not War contest. This first version was a survival game mod made in a rush for the contest and was difficult to maintain. We thus decided with Anthariel to start from scratch and develop a more stable platform to bring the end of times to Arma! The choice of a PVP game mode is also linked to this desire for maintainability. Release date is as usual soon™ ;), but we might do some multiplayer testing and will need some players to stress test the mission. We will come back on this topic to organize it. screenshots: Teaser: Follow us on twitter: https://twitter.com/ArmAGeddon_mod Website: http://armageddonmod.com/ If a developper is passing by, there is currently a bug with the particle system which would like to point out. It is quite a handicap for us especially when making meteors, volcanoes, hurricanes and stuff like that ! see this : https://feedback.bistudio.com/T119284 https://forums.bistudio.com/forums/topic/202663-annoying-with-vanishing-particles/
  7. I have some issues with textures or dialog pictures in .paa format: the color is unpredictable! When I do something in photoshop and export it in .tga, then convert it with texview, A greenish picture can become pink... I was not having this issue before and I don't see what I changed in my way of doing things, so it is getting quite frustrating! Maybe I don't export the picture correctly...Any ideas?
  8. super-truite

    Annoying with vanishing particles

    yes, random particle disappearing seems to be fixed! Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance) After further investigations, it seems to be with custom particles only, so probably a mistake on my end ... Not sure of what is going on though. edit: The problem was on my end. My custom particles were rescaled in the p3d for some reason (there should be 1m^2 for those having similar issues) ... everything seems back to normal
  9. super-truite

    Annoying with vanishing particles

    I don't remember exactly, but I think that with particle settings set to " high", the limit is somewhere near 15K particles (you can check the particle limit with the arma3 diag.exe in dev branch https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe ). you can push the limit a bit further by defining your own "Ultra" config option for particles with a mod: class CfgVideoOptions { class Particles { class High; class Low; class Normal; class Ultra: High { particlesHardLimit = 20000; particlesSoftLimit = 19000; text = "Ultra"; }; }; }; I did not test if you can go really much further than 20K particles since 64bits exe but I did not see any changelog regarding this, so I guess the limit did not change.
  10. super-truite

    [WIP] Armageddon - a PVP game mode

    we are a bit stuck atm by rendering issues with particles in Arma 3. In order to make this problem more visible for the devs, it would be nice of the people interested by ArmAGeddon to suscribe to this feedback tracker ticket: https://feedback.bistudio.com/T119284 more info in this topic : https://forums.bistudio.com/forums/topic/202663-annoying-with-vanishing-particles/ Thanks in advance!
  11. For the mod Armageddon I am really handicaped by this particle rendering issue. Even if there are improvments with 32bits and diag_x64 executables, the particle system is not completely fixed. One bug for which there is no improvment when switching from the regular exe to the diag_64 one is the disappearance of large 2D particles when the camera come close to the Billboards. I am working on a pyroclastic flow and you see clearly this issue in the following videos: regular (64 bits exe) https://www.youtube.com/watch?v=hN3lvudCvoU&feature=youtu.be diag_x64.exe https://www.youtube.com/watch?v=N_RI-5NlM4M&feature=youtu.be
  12. super-truite

    Annoying with vanishing particles

    For the mod Armageddon I am really handicaped by this particle rendering issue. Even if there are improvments with 32bits and diag_x64 executables, the particle system is not completely fixed. One bug for which there is no improvment when switching from the regular exe to the diag_64 one is the disappearance of large 2D particles when the camera come close to the Billboards. I am working on a pyroclastic flow and you see clearly this issue in the following videos: regular (64 bits exe) https://www.youtube.com/watch?v=hN3lvudCvoU&feature=youtu.be diag_x64.exe https://www.youtube.com/watch?v=N_RI-5NlM4M&feature=youtu.be
  13. super-truite

    [WIP] Armageddon - a PVP game mode

    yes, it is modular (not actual arma module though. I will think about packaging it this way). The original goal was to develop the escape mission after the PvP one (which is easier to develop). I don't know if we will have the time though. If we find other scripters interested in the project, it would be possible to do it in parallel of the development of the PvP gamemode.
  14. super-truite

    Annoying with vanishing particles

    Weird, on my end it does not work with the 32 bits exe. What specs do you have ? I tested on a G750JS laptop.
  15. super-truite

    ArmADeus 2.0 : French & Belgium [WIP]

    The download link for an older version (this "Armadeus 2.0"version was never released): http://www.armaholic.com/page.php?id=25926
  16. super-truite

    CH View Distance Addon

    hello, the scripted version works well but an error pops up when exiting a mission (or sometime even when loading the eden editor). In the RPT : ERROR: [CHVD_fnc_updateSettings] Error: type DISPLAY expected SCALAR on index 0 in [Display #46,4]" I did not try with the addon version.
  17. super-truite

    [WIP] Armageddon - a PVP game mode

    This is something we are thinking of. Not promising anything though ;). We started with MP to avoid dealing with AI path finding in flooded environments right from the start of the project. Thanks BI, for the nice presentation of the game mode in the SITREP !
  18. super-truite

    Annoying with vanishing particles

    When using config animated particles, the particles seem to disappear completely when using the splendid camera with the time cursor to zero. Not happening with scripted animated particle effect though.
  19. super-truite

    Annoying with vanishing particles

    One other thing I noticed: the bigger the particles the stronger the problem. With huge particles you have to zoom out really far away to get the particle to render. Is there an older Legacy branch still available (with an access code) in order to edit particles without this problem while waiting for a fix? I am doing a project which heavily use particle effects and the problem is so strong with some effects that I cannot even guess what the final result would look like when the bug is fixed .
  20. super-truite

    Annoying with vanishing particles

    I am having the same problems with custom config particle effects. Tested on Windows 10 64bits with Titan X, 1070 GTX, 870M (same problem with the 3 cards).
  21. Hello, I am trying to change the current angle limits of the Firing From Vehicle position on the civilian Offroad. More precisly, I need to change the angles for the third cargo position in "turned out" position. I tried this : class CfgVehicles { class Offroad_01_unarmed_base_F; class Offroad_01_civil_base_F : Offroad_01_unarmed_base_F { class Turrets; }; class C_Offroad_01_F : Offroad_01_civil_base_F { class Turrets : Turrets { class CargoTurret_01; class CargoTurret_02; class CargoTurret_03; class CargoTurret_04; }; }; class My_C_Offroad_01_F : C_Offroad_01_F{ class Turrets: Turrets { class CargoTurret_03: CargoTurret_03 { maxOutElev = 90; maxOutTurn = -180; minOutElev = -90; minOutTurn = -180; }; }; }; }; The limits are still the same in game. Everything looks good in config viewer and I have no config errors. What am I missing?
  22. Hello, I need to make the player fly while still being able to shoot its weapon. The problem is that above 100 meters, the player automatically switch to a free fall animation ("halofreefall_non"). Strategies I tried so far: - monitoring the current animstate and switching to previous animation when the dreaded "halofreefall_non" occur. Problem: either I obtain a constant stuttering (the player is constantly between 2 animation states) either the player is frozen on the previous animation state depending on the refresh time of the monitoring. - Put the player in an invisible vehicle and use Firing From Vehicles to use the weapon. Problem: really hacky and so far I could not get large enough angles with FFV positions (I do not know if its a config mistake on my end or hardcoded limitations yet). - I am trying know the idea suggested in this thread : https://forums.bistudio.com/forums/topic/190783-is-it-possible-to-disable-the-falling-animation-of-a-unit/ i.e. sticking the player on fake ground. Still under investigation. Any other idea I might have missed ? I am open to hacky ideas, be it addon based or script only!
  23. super-truite

    Flashbang

    This addon adds a flashbang grenade. Here are the links to the addon: http://www.mediafire.com/download/rjvdz2agbohp1cy/%40SUPER_flashv07.rar(v0.7) On Armaholic: http://www.armaholic.com/page.php?id=21139 (V0.61) Please Report any bug you find in this thread. Please note that the class names have changed since v0.5! To add the flashbang to your soldier, put this in its init field: this addmagazines["SUPER_flash",5] There is also an ammobox with the flashbang in the editor, in Oject/Ammo media: -screen: >>>>> VERSION >>>>> CHANGE LOG: Version: v0.2 Alpha (1st public release) Version: 0.3 - fixed: no error message anymore when you launch the first flashbang ("is not an array...") - fixed: Now, the AI drop dead even if they didn't finish the "stun animation" when you shoot them. - added: test MX with Grenade Launcher accepting "flashing" ammo (currently broken: no sound and no reload animation) -added: ammobox with the flashbang, the test Weapon and the Flash grenades for the GL. Version: 0.4 -added: .bisign - fixed: no grenade sound on top of the flashbang one anymore (flashbang sound to be changed later) Version: 0.5 beta -added: .bikey (I forgot it in 0.4) -fixed: Grenade Launcher now working -added: the effect is now directional -fixed: the "stunned" animation was triggered on dead AI as well Version: 0.51 beta -fixed:error message -fixed: various sound related issues Version: 0.6 -new way of triggering the scripts (should be less buggy) -sound tweaked -flying buckets removed ;) Version: 0.61 -players wearing NVG are now affected by the flash -error message in dev branch removed Version: 0.7 - Made it so it adds to muzzles and not redefines (using += in config). - Changed the mass to be 5 (realistically flashbangs weigh about half of hand grenades and HG's mass is 10). - Changed most of the scripts to be CfgFunctions (get compileFinal'd at start by ArmA, which might result in a minor performance increase), also means it doesn't use Extended_Init anymore. - Made use of a PPEffect variable to allow it to be forced to show in NVG's, this removes the workaround you had done. - Did a slight adjustment to the setting of the sound volume (now fades mostly while vision returns but lingers slightly afterwards). - Cleaned up \scripts\flashbang.sqf, now uses the faster nearEntities and only returns CAManBase (Man includes some animals I believe. Only does all the checks if the unit is the player (should reduce any possible slowdown due to many people around flash bangs). - Overall, declared all private variables in the scripts to avoid any potential issues. >>>>> REQUIREMENTS Arma 3 Alpha >>>>> INSTALLATION Unpack and copy @REV1_flashbang to your ArmA3 root folder Then add the following launch parameters -mod=@REV1_FLASHBANG >>>>> BUGS AND KNOWN ISSUES - windows are blowing up a bit too far from the explosion sometimes - you get flashed even if the grenade explode behind your back - AI "stunned" animation does not stop even if the AI is dead - sound bug : grenade default sound heard on top of the flashbang one - Ugly particle effects - The flash instantaneously disapear when wearing NVG - The test grenade launcher is broken - issues with the sounds -incompatibility with the following Addons: Canadian Arman Forces, All In Arma and Sweedish Forces Pack, Extended Grenades & Throwable Items (EGTI)(should be fixed since 0.7, waiting for confirmation) (Because of other projects I am working on, I can't promise that I will fix everything soon) >>>>> To DO - New animations - New Sounds - Better Particle effects - sort of QTE to protect yourself when you identify a flashbang thrown at you? -Indoor vs outdoor effect >>>>> CREDITS AND THANKS credit: Code:LordHeart, Super-truite 3D: sebj Thanks to: -BIS -Community, in particular LordHeart for the 0.7 update ;), Messiah, Thromp, Tajin and probably others for their help on the forum -zooloo85 for his mission http://forums.bistudio.com/showthread.php?149766-Hostage-Rescue-Extreme-Edition (I took the yellowish part of the blinding effect from his code) -Mike from the team 1REV for the sound effects -1REV Team for testing -Foxhound for hosting the file on Armaholic
  24. super-truite

    geometry LOD and AI

    In Arma 2, the AI were often going through walls (particularly annoying with zombie mods for instance). Now that I began to make addons, I guess it is because they don't always take into account the geometry LOD of objects. It seems to be a problem in Arma3 too. Do you know why this is happening? My guess was that it was made on purpose to avoid AI to get stuck because an object with a geometry LOD has been moved in the middle of its path, yet it seems to be "working" randomly so I am not sure... Also, the other day, I was trying to make a "test building" and while my player was blocked by the geometry, the AI was jumping from the roofs, regardless of it, so I am not sure I understand the whole story since the BI buildings seem to work better (more reliable for buildings already defined in the map?). I intend in the future to make some animations for the AI to move inside the Orlyonok (http://forums.bistudio.com/showthread.php?157756-Ekranoplane-Orlyonok), but since they don't "see" the geometry of the plane, it will look buggy...
  25. super-truite

    Iron Front as mod in Arma 3

    @Moon_chilD: the solution to this issue is in a tuto for IFA3 installation somewhere: you need to extract the exe with 7z or winrar in your Arma3 root directory, then make a shortcut to the exe and add the parameter -incurrentfolder to it. The target (when you right click-> "property") should look like this: "D:\SteamLibrary\steamapps\common\Arma 3\IronFront_Arma3_CommunityPatch_1.13-1.14.exe" -incurrentfolder I also had to turn off my anti-virus (Avast) to be able to intall the patch.
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