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zooloo75

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Everything posted by zooloo75

  1. zooloo75

    Dynamic Cover System

    Argh, I need to go to bed. Got work in a few hours >.< No fear, it must be done tomorrow after work! :D ---------- Post added at 05:21 AM ---------- Previous post was at 05:20 AM ---------- I can. I just needed more time >.< Expect the release some time tomorrow afternoon :) ---------- Post added at 05:26 AM ---------- Previous post was at 05:21 AM ---------- When taking cover behind an object, you will remain in the normal state until you aim down your sights. Once ADS is toggled, you will enter the cover state. As soon as you enter the cover state, whichever position is open from your cover (above, left, right) is the position you will adjust your stance to. Once the player has left their sights, they will automatically re-adjust back to cover.
  2. You can also put the loop inside of a [] spawn {}
  3. If someone were to make a huge map with multiple large islands, I would be willing to take up the challenge on my free time. A persistent world where players work together on a team to conquer the map against other teams? Would require 3 islands, one per team. Or 3 main islands and other small islands for resources, or conflict middle-grounds. There would be an economy where the leader's of each team/nation must utilize in order to purchase new equipment for their troops. Base management/construction would be a factor too, even going as far as building towns to support player housing/garrisons. Beware of Artillery and Airstrikes :) There can also be a civilian factor in the game - workers if you will. Civilians will gather resources, increasing the team's overall money income.
  4. zooloo75

    Nobody Playing Arma 3?

    Exactly. The moment I open the server browser, I am spammed with Altis Life and Wasteland. Two horribly unoptimized missions that just won't go away. I remember before DayZ, there were tons of milsim servers, domination, co-op, fun little PvP servers running community missions, etc. That's rare now... In ArmA 2 they had Chernarus Life, at least that was actually enjoyable. It didn't run like crap, and it had plenty of vanilla content and creativity coded into it. It had a cops n' robbers feel that Altis Life will never capture. Oh well, at least I got to experience the true ArmA. Sent from my HTC One V using Tapatalk
  5. zooloo75

    Ragdoll'd

    Unfortunately they fly away due to the large mass and high velocity of the object required to trigger the effect. My ragdolling isn't perfect, and without proper ragdoll support, it never will be. Sent from my HTC One V using Tapatalk
  6. zooloo75

    Ragdoll'd

    The shadow is unavoidable. Perhaps a community member could make a model that just provides collision and doesn't cast a shadow. IIRC, the helipads are glued to the ground and also delete the grass under them. The real issue is that this game has been out for over a year and we still don't have ragdoll commands despite the various community requests, tickets, and the point that ragdolling was one of the huge features of ArmA3; I'd expect them to take advantage of it more and let us use it directly. Sent from my HTC One V using Tapatalk
  7. zooloo75

    Ragdoll'd

    Update: Ragdolling is more responsive; code improvements. Sent from my HTC One V using Tapatalk
  8. zooloo75

    Ragdoll'd

    Thanks, I'll test that out! ---------- Post added at 03:15 AM ---------- Previous post was at 03:04 AM ---------- Thanks Kerc, it works!
  9. zooloo75

    Ragdoll'd

    Update: Ragdoll responsiveness improved. Note: A message will appear upon mission start notifying about a missing texture. This is normal and is an intended side-effect.
  10. zooloo75

    Ragdoll'd

    Working on a hotfix
  11. zooloo75

    Ragdoll'd

    Are you on Stable or Dev build?
  12. zooloo75

    Ragdoll'd

    If you are playing on a CPU intensive mission, it may affect the performance of the script, causing a delay in the effect. I am still working on improving the method though, so hang in there :P
  13. zooloo75

    Ragdoll'd

    More reasons why we should get proper ragdoll scripting commands. These workarounds aren't perfect. Sent from my HTC One V using Tapatalk
  14. zooloo75

    Ragdoll'd

    The code suggestions have already been applied. They aren't necessary to have, just conventions.
  15. zooloo75

    Ragdoll'd

    Regarding the responsiveness of ragdolling: I will continue efforts on improving the ragdoll effect.
  16. zooloo75

    Ragdoll'd

    Thanks, changes applied.
  17. zooloo75

    Ragdoll'd

    I am currently looking into this. ---------- Post added at 10:03 PM ---------- Previous post was at 10:01 PM ---------- Redownload the mod from Dropbox, just updated it. Hopefully it's more responsive.
  18. zooloo75

    Ragdoll'd

    It is on every hit, there's just a chance that they won't ragdoll due to the collision object not colliding with the unit. Hopefully one of the talented members of the community can make a transparent/invisible model that just acts as a collision mesh. That would help improve this mod.
  19. zooloo75

    Ragdoll'd

    Release is imminent! ---------- Post added at 09:32 PM ---------- Previous post was at 09:22 PM ---------- Download
  20. zooloo75

    Ragdoll'd

    I think its time for some more documentation on CBA :P Sent from my HTC One V using Tapatalk ---------- Post added at 08:37 PM ---------- Previous post was at 08:07 PM ---------- Hey everyone, good news! Thanks to BadBenson, I got the configs working, now to just do some minor tweaks to the ragdoll code and it should be ready within 2 hours!
  21. zooloo75

    Ragdoll'd

    2:02PM right now where I'm at.
  22. zooloo75

    CBA-based config help

    Thanks I'll give it a shot! Sent from my HTC One V using Tapatalk ---------- Post added at 06:28 PM ---------- Previous post was at 04:54 PM ---------- No luck :( I even tried it without putting _this in an array. Also tried to do it like this, but no luck either, no hint message popped up... class CfgPatches { class z75Ragdoll { units[]={}; weapons[]={}; requiredAddons[] = {"CBA_Extended_EventHandlers"}; version = "1"; projectName = "Ragdoll'd"; author = "Zooloo75"; }; }; class Extended_PreInit_EventHandlers { z75RagdollPreInit = "[] execVM '\z75_Ragdoll\scripts\ragdoll.sqf';"; }; class Extended_Init_Eventhandlers { class CaManBase { onRespawn = true; init = "_this spawn {hint str _this; _unit = _this select 0; _unit setVariable['z75_Loaded', false]; waitUntil {!isNil 'Zooloo75_Ragdoll_Ready'}; _unit call z75_UnitHook; _unit setVariable['z75_Loaded', true];"; }; };
  23. I don't have much experience with setting up configs. I am trying to get my ragdoll mod set up with CBA so it can apply the effect to any unit that is spawned. The config will load the ragdoll.sqf, but it appears the InitPost stuff doesn't execute (tested that by checking the unit getVars). Can anyone point out what I did wrong? class CfgPatches { class z75Ragdoll { units[]={}; weapons[]={}; requiredAddons[] = {"CBA_Extended_EventHandlers"}; version = "1"; projectName = "Ragdoll'd"; author = "Zooloo75"; }; }; class Extended_PreInit_EventHandlers { z75RagdollPreInit = "[] execVM '\z75_Ragdoll\scripts\ragdoll.sqf';"; }; class Extended_InitPost_EventHandlers { class CaManBase { onRespawn = "true"; init = "[_this] spawn {_unit = _this select 0; _unit setVariable['z75_Loaded', false]; waitUntil {!isNil 'Zooloo75_Ragdoll_Ready'}; _unit call z75_UnitHook; _unit setVariable['z75_Loaded', true];"; }; };
  24. zooloo75

    Ragdoll'd

    That's what this mod does xD
  25. zooloo75

    Ragdoll'd

    Not yet, expect it later today, I'm having issues with getting CBA to assign the ragdoll functionality to units. Sent from my HTC One V using Tapatalk
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