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Everything posted by zooloo75
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game says i have an illegal copy
zooloo75 replied to charizardlearnedfly's topic in ARMA 3 - TROUBLESHOOTING
Probably a hacker. Don't worry about it. -
Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
During the testing I've done, wind variation depends on the settings defined in the mission. It can easily be set via scripting too. -
Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Added possible wind synchronization for multiplayer. Server sends its own wind and windDir variables over the network which is then used by the clients. -
how do i create a timelapse?
zooloo75 replied to fabio_chavez's topic in ARMA 3 - MISSION EDITING & SCRIPTING
onEachFrame {skipTime 0.003;}; FRAPS it. -
Has anyone thought about setting up a "HOW TO" subforum in the Editing section.
zooloo75 replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I thought this forum was for How-To's. Either way, I'd help out if such a sub-forum were to be created. :) -
Wind on aerial vehicles is very possible and easy to do. Simply use setVelocity and you have the effect. I can make a system for it if anyone wants it :)
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Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmm, I will look into it. I don't see why it wouldn't allow Stanag Tracer belts - maybe they are fired at a higher velocity causing wind not to affect it much? Will report back on this issue soon! EDIT - Found the issue, fixed! Thanks for reporting it :) -
Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, I'm no modeler or pbo-mod person, but scripting I can do! You can make wind check via keypress *something like using your finger to check which direction wind is coming from or something*. Remember, anything is possible in ArmA! :) -
setVelocityModelSpace & ragdoll unit
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does anyone have something to say about these commands? -
Very cool! Do you plan on releasing this?
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Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! :) -
Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Currently replicating/recreating the Coriolis effect! :) P.S. Can a mod rename this thread to "Bullet-Wind Interaction System" please! ---------- Post added at 02:21 AM ---------- Previous post was at 01:48 AM ---------- Update - Coriolis effect implemented (very simple - just shifts the bullet's velocity towards the west very slightly); Raised the divisor of bullets from 10 to 30 (weaker). -
How to stop unauthorised scripts being used in a missing.
zooloo75 replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Although it isn't possible to block the execution of a script, it is possible for you to write your own counter-script systems that would check for things that aren't normal in your mission. For example, you said someone spawned a KA-60 (which isn't used in the mission); so you'd make a script that checks for any KA-60's and then get the pilot's name and disable their input while spamming their name in chat (or whatever way you want it to tell you that the person is cheating.) -
Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As for weather MP synchronization, I've been unable to test this out - although the server could easily send out its own wind variable across the network to ensure that everything will look right. Also you are right - this is not a mod for the average user, it is a script package for mission developers to implement into their own missions if they want a quick solution to wind simulation for bullets. Wind dispersion based on skill for AI can be easily implemented by dividing the skill amount to the divisor (since it ranges from 0-1) it would act as a percentage. So for example, the default divisor is 10, and let's say that a certain AI's skill is 0.5, it would makes the dispersion multiply to 20. An AI with a skill level of 1 would have the default 10. divisor/unit's skill = wind dispersion I plan on making an addon version of this once it's polished up and I find out what exactly I'd have to do to turn this into an addon (never made a mod before.) But as I stated earlier, this is not for the average user, it is for mission developers. Nothing is stopping the user from changing the divisors to their own liking. -
It's not only possible, but very easy to make. I understand if BIS doesn't want to put it in - it gives us (the modders/users) the chance to make our own systems for this the way we want it. http://forums.bistudio.com/showthread.php?153076-Wind-Simulation-on-bullets-Script
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Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah yeah, forgot to add Grenade Launcher exclusions. I will fix that! EDIT - Grenade launchers have wind applied to them correctly now. -
Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated OP with code to display wind direction and included a demo mission. -
This is neat! I bet there are more classnames to be found for these rock formations!
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Check bounding box of the ladder along the Z-axis or (vertical); if the person is near the top, then transition the animation to one that is more fitting :)
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Create an SQF which checks if the player is within a certain distance to the razorwire (name the razorwire, or do a nearestObjects check). If the player is within the required distance to the razorwire, then addaction to the player. razorCheck.sqf //Let's say that you named the razor wire "razorWire1" private ["_action"]; waitUntil {player distance razorWire1 < 10}; _action = player addAction ["ACTION","SCRIPT.SQF"]; waitUntil {player distance razorWire1 > 10}; if(true) exitWith {player removeAction _action; execVM "razorCheck.sqf";};
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Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's what I do :) (Or try to do atleast :3) -
Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! -
April 18th, 2013 - Update #19: Integrated my "Bullet-Wind Interaction System" (Wind affects bullet path). Reverted to old spawn system (players will no longer join into a round when they connect).
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Bullet-Wind Interaction System
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If the effects are too strong/weak, it can be adjusted easily by changing the value of the divisors in the line. (the 10's) _bullet setVelocity [_velX+(random _windX)/10, _velY + (random _windY)/10, _velZ + (random _windZ)/10]; -
I don't know a thing about making new terrain for ArmA, but my idea would be to create some fake terrain in the model and have it raised above the actual terrain, allowing space for the basement.