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Everything posted by zooloo75
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version 2.1 will feature an overhaul of the vaporization system as well as some performance improvements. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you witnessed the vaporization effect yet? -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update to the latest version. I've added descriptions a few updates ago. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
UPDATE New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.05.zip v2.05: Made gibbing dependent upon ammo caliber. Fixed vaporization (was not triggering). Added new brain gib model. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
UPDATE New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.04.zip v2.04: Fixed configuration file which caused BloodLust to have compatibility issues with others addons. -
In an effort to be useful for a change, I've decided to offer help to whomever needs it. Technologies supported: SQF C# / ASP.NET / WPF / WinForms / (a bit of Xamarin) (a bit of C++) (a bit of OpenGL / GLSL) SQL HTML CSS Javascript (including the JQuery library) Just some simple guidelines to follow: Describe the problem with as much detail as possible. Describe your attempts at solving the problem (if any) so I can get a better idea of where you're stuck or to offer guidance on certain topics. If needed, post images to help describe the problem in further detail. Post code snippets within the forum's code tags, or use Pastebin: RemoveOldGib = { if(count Gibs > 0) then { _gib = Gibs select 0; deleteVehicle _gib; Gibs deleteAt 0; }; }; Example Post: Hey Bob, in order to align your object to the ground, you can use setVectorUp along with surfaceNormal. _object = "MyBox" createVehicle [0, 0, 0]; _object setDir (random 360); _object setPosASL (position _boxSpawnPositionLogic); _object setVectorUp (surfaceNormal (position _object)); This will allow you to set the "Up" direction of the object to be the same as the face of the terrain the object currently resides at.
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There are many ways to go about this. If you have just an ordinary object on the map, like a barrel, documents, or something, you of course can't put that in your backpack since they aren't gear. You can however present an illusion of putting items in your backpack by making the unit play an appropriate animation, then making that object invisible and attaching it to the unit (there are many ways to fake this -- this may not be the best way, but it should suffice). I'll make another example mission for this later today.
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Is it possible to disable the falling animation of a unit?
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The HALO animation and the "I just walked off a small ledge with a one foot drop" animation. -
Is it possible to disable the falling animation of a unit?
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yep! The only problem is that the falling animation ends up overriding the animation I set on the unit, ruining everything. Why is this not an overridable feature? So far, nothing is stopping the falling animation. -
Is it possible to disable the falling animation of a unit?
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To get a better idea of the context, I am experimenting with rappelling the side of buildings whilst retaining the ability to aim and shoot. I'll give your idea a shot Bad Benson. -
Odd. Are you on the main or dev branch? I made this on dev with no addons enabled.
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For those that aren't seeing blood, try disabling the Head Gore mod. Not sure what's causing this incompatibility. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
UPDATE New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.03.zip v2.03: Added property descriptions to BloodLust Settings menu. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah, I remember that mod! Was a great addition to the crime scene! :cc: -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can add a description area in the menu for each variable, if that helps. -
This command might be a good start (I haven't tested it): https://community.bistudio.com/wiki/loadFile
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Hi Cunners, I've prepared a special mission for you. I've tested out your condition with a trigger and it worked fine. I suspect your trigger size may not be adequate, or the type and activation properties are not set to a setting that would fire off in your mission. Check the two comment blurbs within the editor on details about the trigger, and finally open up the trigger and examine its properties. Download the mission here: http://files.bitdungeon.org/ArmA/Examples/Zooloo75_Cunners_Package.VR.zip Hopefully you can learn from it and adapt it to your scenario.
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Hi wyattwic, You can use the lineIntersectsSurfaces command to get objects that intersect a line and the world position those objects were intersected at. With this data, you can place an object at the intersection position, then attach your object to the intersected object without having to pass a relative offset, as attachTo will position the attached object relative to the initial position the object was attached to. In practice, you'd check any intersections between the player's eyePos and a position a bit ahead of the player. Use the data from the first intersection which contains the intersection position of the object (in world space), the surface normal of the intersected position, and the object that was intersected. Below is a full example which you can run via the debug console or place in an init.sqf. The only thing missing is the alignment to the surface -- it's a bit tricky when combined with attachTo, but nonetheless, still possible with a bit of math. CanPlaceObject = false; IntersectionPosition = [0, 0, 0]; IntersectionNormal = [0, 0, 0]; IntersectionObject = objNull; PreviewObject = "Sign_Arrow_Cyan_F" createVehicle [0, 0, 0]; [] spawn { _intersectionDistance = 10; while {alive player} do { _intersectionDistance = 3; _beginPosition = eyePos player; _endPosition = [0, 0, 0]; if(weaponLowered player) then { _endPosition = _beginPosition vectorAdd ((eyeDirection player) vectorMultiply _intersectionDistance); } else { _endPosition = _beginPosition vectorAdd ((player weaponDirection (currentWeapon player)) vectorMultiply _intersectionDistance); }; _intersections = lineIntersectsSurfaces [ _beginPosition, _endPosition, player, vehicle player, true, 1, "GEOM", "NONE" ]; if (count _intersections > 0) then { _intersection = _intersections select 0; IntersectionPosition = _intersection select 0; IntersectionNormal = _intersection select 1; IntersectionObject = _intersection select 2; CanPlaceObject = true; PreviewObject setPosASL IntersectionPosition; PreviewObject setVectorUp IntersectionNormal; } else { CanPlaceObject = false; }; sleep 0.01; }; }; player addAction ["Place Mine", { _mine = "APERSMine_Range_Ammo" createVehicle [0, 0, 0]; _mine setPosASL IntersectionPosition; _mine attachTo [IntersectionObject]; }, [], 1.5, true, true, "", "CanPlaceObject"];
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Increasing "BloodSplatterIterations", "BloodSplatterIterationCaliberMultiplier", "BleedDuration", "BloodSprayIterations", and "GibIterations" should satisfy your blood lust. Do note that altering these settings can impact performance negatively or positively. -
how to move onscreen mod UI`s
zooloo75 replied to reapernz's topic in ARMA 2 & OA - Servers & Administration
Modify the UI's .hpp/.h/or description.ext file (or wherever the dialog's config resides). Change the x and y positions as needed of the conflicting controls. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Tiny update. Going to be taking a break for a while. I'm beginning to lose interest in programming, and don't see much reason to continue in this field in general. Maybe the last update for quite some time... UPDATE New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.02.zip v2.02: Added settings regarding blood sprays and blood splatter probability. Fixed bug where player could be vaporized, regardless if the setting was toggled off. Added mod image. -
Intercept: A library for writing Arma Addons in native C++
zooloo75 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Am I too late to the party? Good job! Gonna play around with this unbelievable beast!- 52 replies
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you mind if I remote in via Teamviewer to troubleshoot? -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good idea. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks great!