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Everything posted by zooloo75

  1. Wow nice chunk of research there! I haven't checked the RPT when I was doing this last night.
  2. Might be kinda late, but I gave this another shot tonight, and I got it working on my machine! This is truly incredible! Going to play around with registering my own SQF command.
  3. This is the goal. It's just going to take some time to reimplement a lot of the game's standard functionality for third-person, since switching the camera in ArmA removes a lot of features for the player.
  4. Thanks for the report, I'll look into that tonight.
  5. Version 0.15 released! 0.15 / Nov 1, 2018: Made camera settings configurable (via Options > Addon Options > CineCam). Reduced default film grain value. Disabled CineCam's post-process effects by default (can be enabled via Addon Options).
  6. Due to demand, the next thing I will be working on is implementing user-configurable settings to tweak various parts of CineCam.
  7. Version 0.14 released! 0.14 / Oct 31, 2018: Improved camera offsets for practicality. Prevent firing while viewing map. Fixed issue where attempting to fire in full-auto with an empty magazine would playing the click sound every frame. Fixed issue where firing in full-auto for certain machine guns would only fire single shots. Remove inadequate night-vision handling.
  8. To Bohemia Interactive: It would be really really cool of you to provide a camera command that restores controls back to the player character! That way a custom camera can be created, and the player can still interact with everything as usual.
  9. Preview of the shoulder-cam position toggling coming in v0.13: Edit: Released v0.13! Changelog: Allow for shoulder-cam to flip position offset depending on player's lean direction. Added keybinding to manually toggle shoulder-cam position (accessible via Options > Controls > Configure Addons > CineCam > Toggle Camera Shoulder). Allow for inventory to be accessed while in third-person. Fixed issue where sprinting while the weapon was lowered caused the camera to go into shoulder-cam mode (should only happen if the weapon is raised). Added mild post-process effects for eyecandy. Removed inadequate camera shake that represented weapon recoil (will be revisited at a later date). Improved combat lean stance detection for shoulder-cam flipping.
  10. Thanks for the report. I'm aiming to have CineCam be a reliable replacement for the third-person camera. As there's quite a bit of camera manipulation involved with Zeus, compatability with it (and any other mission that manipulates the camera) might not be too well at the moment. On another note, I'm going to be making shoulder cam position switching key-bindable. If a key binding is not defined, then the automatic shoulder switching will take effect based on the direction the player is leaning. If a key binding is defined, then the player has manual control of shoulder switching, and the automatic switching will be disabled. There will also be an option to disable shoulder-cam position switching altogether, for whatever use-case that enables.
  11. Thanks! Update: Currently implementing shoulder-cam position toggling based on the previous lean direction. If you lean left, the shoulder-cam will stay on the left side, and vice-versa for a right lean.
  12. If you're trying to access the vanilla third-person camera, you can't with this mod. This mod replaces the third-person camera.
  13. For those that want to tinker with the camera settings, you can manipulate these via the ingame debug console: ThirdPerson_CameraPositionOffset = [0.025, -1, 0.2]; ThirdPerson_FreeLookCameraPositionOffset = [0.1, 0.45, 0.02]; ThirdPerson_ProneCameraPositionOffset = [-0.1, -0.3, 0.15]; ThirdPerson_WeaponRaisedCameraPositionOffset = [0.35, 0.15, -0.15]; ThirdPerson_WeaponRaisedCameraPitchOffset = 10; ThirdPerson_WeaponRaisedCameraBankOffset = -1.5; ThirdPerson_CameraPitchOffset = -5; ThirdPerson_CameraBankOffset = -3.5; ThirdPerson_CameraPositionLeanRightOffset = 0.75; ThirdPerson_CameraPositionLeanLeftOffset = 10; ThirdPerson_CameraMovementSpeed = [0.35, 0.35, 0.35]; // XYZ values must be the same. As of v0.12 the camera movement speed doesn't work on separate axis as expected. ThirdPerson_CameraRotationSpeed = 0.15;
  14. Just released a hotfix, v0.11 that fixes the full-auto fire issue.
  15. Alpha release: https://steamcommunity.com/sharedfiles/filedetails/?id=1551751531
  16. Both are planned! Edit: Implemented separated leaning camera offsets.
  17. Download the script Yesterday I received a request to make a function that makes a moving target. I was busy developing my mission, but being the nice guy that I am, I took 10 mins out of my routine to help him out. I then read some posts on the forums a few minutes ago to see that other people wanted to find out how to make a target move. So I present to you, a function that makes a target move. It's simple, but it should help those in need :) To use this, execVM the sqf, then add this line replacing "targetObject" with the target's name. [targetObject,((direction targetObject) + 90),10,0.1,3] spawn fn_MovingTarget; //target,direction,distance to move, speed, pause time
  18. This package will allow you to add wind simulation to bullets, causing the bullet to go off course. The script uses the wind variable ingame so it is dynamic according to the mission. > Download "Bullet-Wind Interaction System" < *Always has the latest version* You can see the effect either with a bulletcam or with tracer rounds. Works for both players and AI. Works in both singleplayer and multiplayer environments. Low CPU usage. To check wind direction I've made a useful piece of code. private ["_windDir"]; while {true} do { if(windDir >= 340 && windDir <= 360 || windDir >= 0 && windDir <= 20) then {_windDir = "North";}; if(windDir >= 20 && windDir <= 60) then {_windDir = "North East";}; if(windDir >= 60 && windDir <= 110) then {_windDir = "East";}; if(windDir >= 110 && windDir <= 160) then {_windDir = "South East";}; if(windDir >= 160 && windDir <= 200) then {_windDir = "South";}; if(windDir >= 200 && windDir <= 250) then {_windDir = "South West";}; if(windDir >= 250 && windDir <= 290) then {_windDir = "West";}; if(windDir >= 290 && windDir <= 340) then {_windDir = "North West";}; hint format ["Wind Direction: %1",_windDir]; sleep 2; Possible solution for wind synchronization on multiplayer. while {true} do { publicVariable "wind"; publicVariable "windDir"; sleep 10; }; =========================================================================================== Update 4/27/2013 Created AWIS (Aerial-Wind Interaction System) Adds wind simulation to aerial vehicles. Sharp changes in velocity will shake screen. *Currently WiP* Update 4/24/2013 Fixed certain tracer rounds not being registered. Added possible solution to wind synchronization for multiplayer. Update 4/21/2013 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). Update 4/20/2013 Proper wind simulation on grenade launchers. Update 4/19/2013 Included a minimal demo mission to demonstrate wind direction indication and simulation system. Update 4/18/2013 Added in solutions for servers and clients. Fully MP and SP compatible. Just put the new SQF's in the mission folder. =========================================================================================== The server will automatically add the simulation to any newly spawned units too (scans for AI continuously), ensuring full compatibility with any mission. This will work for both SP and MP missions. Get it from Armaholic!
  19. Is Intercept currently working? I've followed the wiki on Github and the example code doesn't seem to do anything ingame. I've confirmed that the dll is in use by failing to delete it. #include "stdafx.h" // required exported function to return API version int __cdecl intercept::api_version() { return 1; } // This function is exported and is called by the host each frame. void __cdecl intercept::on_frame() { // get the player object and store it intercept::types::object player = intercept::sqf::player(); // get the post of the player intercept::types::vector3 pos = intercept::sqf::get_pos(player); // build a string... std::stringstream side_chat_msg; side_chat_msg << "Hello Arma World, here is the player pos: " << pos.x << "," << pos.y << "," << pos.z; // send it to the binary SQF sideChat command intercept::sqf::side_chat(player, side_chat_msg.str()); } // Normal Windows DLL junk... BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: break; case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; } BattleEye is disabled, and I created the addon and confirmed that its config is present ingame and that the pluginName is accurate. The dll exists in my addon folder "Arma 3\@intercept-playground\intercept\intercept-playground_x64.dll"
  20. DOWNLOAD [ARMAHOLIC] DOWNLOAD [sIX] "Impulse" adds gunshot reverb to ArmA3. The addon is compatible with all other sound mods/weapons/maps/etc (it is completely independent [and can be used in conjunction with other weapon sound mods for more immersion]). Requires CBA. *Video contains vanilla ArmA3 weapon sounds* Changelog 3/8/2015 Version 1.3: + Vehicle weapon pressure sound now differs from the small-arms pressure sound. + Reverb for grenades and explosives. (Still tweaking this) + Certain audio replaced. + Values tweaked. 3/5/2015 Version 1.2: + "Slapback" effect re-added. + Object/Outdoor echoes improved. + Sounds tweaked. 3/2/2015 Version 1.1: + Major performance optimizations + Sounds tweaked + Gunfire now echoes off objects/rocks/vegetation Written in 3 days.
  21. zooloo75

    BloodLust (Version 2022.04.13)

    Thanks for your feedback, I totally agree with your points and will try to strive towards this over the course of the mod's development.
  22. 3? You're not missing much.