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Everything posted by zooloo75
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Loving the map so far. If only those fancy skyscrapers had some interiors ;) Anywho, check out the vid I posted on my new script which features Tanoa: https://forums.bistudio.com/topic/191430-release-access-points-aka-get-me-on-that-rooftop/
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[v0.3 MP Compatible] Access Points
zooloo75 replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's the shmexy new Tanoa :) -
The map looks great! Despite being broke, I caved in and bought the DLC. Can't beat the deal! Found an issue with what I assume is an occluder LOD (do note that I am running tons of addons, so take this with a grain of salt): Images:
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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_v2.34.zip Official BloodLust Webpage: http://bitdungeon.org/arma/bloodlust/ Note: The server and clients must run the addon. [6-7-2016] v2.34: Fixed script error in multiplayer core regarding an undefined variable, "_lastEventTime". -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the report. This was a remnant of some old code, I've fixed this and will release a hotfix in a bit. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In the last update I made it so units are vaporized (body parts are scattered around the wreckage). -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks! If you find the vaporization damage threshold to be low, you can tweak it in the settings menu. The key is called, "BloodLust_VaporizationDamageThreshold".Also if you saw this obliteration effect in a YouTube video, that player could have tweaked the values to be lower or ran an older version where it was lower or looked different. It's best to try out the current version for yourself if you haven't already. -
Agreed with Mr.Sanchez' solution. Maybe even having a few more columns containing author and addon name which can be sorted alphabetically for convenience.
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#illuminati #conspiracy #whoispufu #hashtag
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've decided to offer a small perk to those who have or will be donating before August 1, 2016. Those whom donate before August 1, 2016 will have their name added permanently to a "Thank You" area in the BloodLust Settings Menu. Participants should leave a message through PayPal of the name they want displayed, else I will just use your initials. Would be like an early supporters section. -
So with the update, I pressed F to switch weapons in the helicopter I was flying and was unaware that F was the interaction key. My guy happily leaped out the chopper and due to my BloodLust mod, exploded into multiple chunks of meat upon impact with the ground. I changed the interaction key though after leaping out a few more times for my own amusement.
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Damn, this is lookin' good!
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Can confirm that this is still happening. IIRC the ragdolls didn't do this before.
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wrote a little event hook which makes units go splat when hitting the ground from a high altitude. Execute it in the debug console or something. BloodLust_OnUnitKilledPostEventHandlers pushBack { _unit = _this select 0; _killer = _this select 1; _isFreeFalling = (animationState _unit) find "halofreefall" != -1; if(_isFreeFalling && isTouchingGround _unit && _unit == _killer) then { [_unit, (speed _unit) * 0.2] call BloodLust_VaporizeUnit; }; }; -
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_v2.33.zip Official BloodLust Webpage: http://bitdungeon.org/arma/bloodlust/ Note: The server and clients must run the addon. [6-5-2016] v2.33: Exploding vehicles will now cause its crew to vaporize. Gib textures tweaked. Added unit vaporized event hook. Added camera switch to a gib upon vaporization of the player. Possible performance improvement in multiplayer (switched remoteExecCall with remoteExec). -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, I already tried this early on; attachTo is quite wonky, attached models float around a memory point which aren't indicative of what you actually see of the model itself. It also messes up rotations. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shittt, I think all this BloodLust development screwed up my sleep pattern. 6AM, and still writin' code. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think I tried that as well without luck. Operator precedence may be lacking in the SQF department :( -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here's a new event hook example. This will cause units that are killed within an exploding vehicle, to vaporize. Execute this in the debug console or slap it in an addon (whatever your preferred method is for adding this functionality). Get into a dogfight, or launch a missile at a truck. _UnitVehicleExplosion = { _unit = _this select 0; _vehicle = vehicle _unit; _isUnitInVehicle = _vehicle != _unit; if(_isUnitInVehicle && damage _vehicle == 1) then { _fuelExplosionPower = getNumber (configfile >> "CfgVehicles" >> (typeOf _vehicle) >> "fuelExplosionPower"); if(_fuelExplosionPower >= 1) then { [_unit, _fuelExplosionPower] call BloodLust_VaporizeUnit; }; }; }; BloodLust_OnUnitKilledPostEventHandlers pushBack _UnitVehicleExplosion; -
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_v2.32.zip Official BloodLust Webpage: http://bitdungeon.org/arma/bloodlust/ Note: The server and clients must run the addon. [6-4-2016] v2.32: Fixed script error in multiplayer core when a unit was hit. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any idea why this doesn't work? It's as though none of these conditions even matter, it continues execution regardless if any of these conditions are true. if(time == _lastEventTime || ((position _target) distance (positionCameraToWorld [0, 0, 0]) > BloodLust_BloodLustActivationDistance) || count _unitLastFiredProjectileInfo == 0) exitWith {}; Yet when I do it like this, it works. WTF SQF??? if(time == _lastEventTime) exitWith {}; if((position _target) distance (positionCameraToWorld [0, 0, 0]) > BloodLust_BloodLustActivationDistance) exitWith {}; if(count _unitLastFiredProjectileInfo == 0) exitWith {}; Am I just too tired right now, or is this legit? On a related note, fixed that error message you were seeing, Azza. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will look into that, thanks. That file path looks fine to me. The file exists as well. Even checked the Configurables.sqf which contains the collection of blood drip sounds, and that path isn't any different than the other paths. Nevertheless, I'll check my RPTs and see if I get that issue. BloodLust_BleedSounds = [ "BloodSplatter\Audio\blooddrip_1.ogg", "BloodSplatter\Audio\blooddrip_2.ogg", "BloodSplatter\Audio\blooddrip_3.ogg" ]; -
WIP - Esseker - post apocalyptic map
zooloo75 replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That sounds like a LOD is missing its texture. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same as preventing any other addon from being used on your server. Verify sigs.If you have a reason to disable it only for a specific mission, you can dissect the addon and find which functions to overwrite/clear.