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Posts posted by zooloo75
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4 hours ago, oxmox said:*snip*
Woah.
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2 hours ago, St. Jimmy said:Does this one work? https://discord.gg/0aWSevYPq5TDcIVl
You might have some old link. That's taken from Arma Discord.
Also there's likely just "/Arma" one available. Like:
Not sure if that works.
Both links show "The instant invite is invalid or has expired."
It's weird. I was on the ArmA Discord a few days ago, but when I checked back, the Discord room was completely removed from my view.
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How many more times must we say our condolences to the needless loss of life before the elephant in the room gets addressed without suicidal censorship?
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Thread is very WIP right now. I will be adding screenshots and maybe videos once I get enough people to play with -- feel free to add your own media of the mission as well.
Download: https://www.dropbox.com/s/fax8f9ecqe2fvx8/Tactics.VR.pbo
Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=817504876
Tactics | 6vs6 Turn-Based TDM
Tactics is a turn-based team deathmatch gamemode. Think of it like a turn-based version of Counterstrike.
There are two teams, SWAT and Terrorists. Each team takes turns moving and attacking. Each turn lasts for 7 seconds. The round ends once one of the teams is wiped out of the arena.
The gamemode also features a shop where players can buy equipment. Players can earn money by killing enemies and by winning rounds.
If a player is killed, they drop all of their money on the ground. At this point, any player can pick up the money.
Players' gear persists between rounds, but resets upon death.
The game requires at least one person on each team to start.
In the future, I plan on adding random objectives such as bomb defusal and hostage rescue.
I am still working on this mission and need testers and server hosts.
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Add me on Steam so I can invite you: http://steamcommunity.com/id/zooloo75/
You need the Apex expansion.
I am working on a new gamemode. A turn-based TDM mission with a money system. Think of it like a turn-based version of Counter Strike. I am planning on adding more meaningful objectives in the future, instead of just "slaughter the other team."
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UPDATE
New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.46.zip
Official BloodLust Website: http://bitdungeon.org/arma/bloodlust/
Note: The server and clients must run the addon.
[12-11-2016] v2.46: Added vaporization effect for multiplayer. Added method for server owners to force certain settings on clients (check "ConfigurablesMultiplayer.sqf"). Blood splatters in multiplayer now inherit the projectile's rotation like in the singleplayer version. Corrected usage of playSound3D command in the codebase for multiplayer environments.
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Update incoming tomorrow! Everyone thank Lord Vivec for donating and helping me test the update.
Current changelog:
v2.46:Added vaporization effect for multiplayer.Added method for server owners to force certain settings on clients (check "ConfigurablesMultiplayer.sqf").Blood splatters in multiplayer now inherit the projectile's rotation like in the singleplayer version.- 1
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I missed that completely. Thanks
No problem. That got me too today. Was wondering what I messed up.
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This thread breaks the forums for me. I had to add OP to ignore list so that I could even post!
The code provided offers no value, and based off of that, I think the OP isn't quite at the point to implement what he wants without someone else doing all of the work for him. With that in mind, this thread might as well be closed.
If that's not the case, then excuse me.
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Here's how I think this works:
You make a model in Blender (for example) -> Your property
You run the model through BI's tools to -> Partially belongs to BI now
With that pipeline, you own your model, but whatever gets spit out of BI's tools is no longer under your full ownership.
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Working on a new blood splatter texture pack. Once released, it will be optional, and won't require that the mod be updated. You'll be able to just download the textures and import my custom settings into the BloodLust Settings Menu.
These splatters give a better indication of the projectile path.
If you'd like to preview these textures or try out this feature, here's the latest version of the pack: https://www.dropbox.com/s/rnfzglmht1szbbr/BloodLust%20Custom%20Texture%20Pack.zip?dl=0
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When using Blood Lust in a multiplayer game does the client and the server have to have the Blood Lust settings set the same or does the server set the Blood Lust settings for everyone ?
The settings can differ between the server and the clients. The multiplayer functionality of BloodLust isn't fully fleshed out still. To force settings across clients, you'll have to analyze BloodLust's code a bit and inject those settings either through the mission or the server to the clients.
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I think it's a matter of usage rights. You're granting people the right to use your content in ArmA, but not granting permission to use your content outside of ArmA/the release's intended purpose.
I'm not a legal expert by any means, but I'd be shocked if this wasn't the case.
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Check your difficulty settings. There's an option to toggle it.
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What is this from?
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Request:
Add a smooth transition for the camera when changing sight modes. If you switch between iron sights and optics, there is an instant transition, breaking immersion. To improve this, the camera could tween between the current sight position to the next sight position, perhaps in a duration of a tenth of a second.
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This looks to be a small part of something much bigger. Without context, this is just random code. There's many ways you can add what you want, but to get it to fit into this framework you're using is another story.
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UPDATE
New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.45.zip
Official BloodLust Website: http://bitdungeon.org/arma/bloodlust/
Note: The server and clients must run the addon.
[12-3-2016] v2.45:
Exposed all configurables to the BloodLust Settings Menu, expanding the usage of third-party/custom content for BloodLust.
Fixed issue where some settings wouldn't apply when imported.
Fixed splatter rotation math (blood smears now rotate correctly, following the wound path, instead of being a random rotation).
Blood splatters are now rotated to visualize the projectile path.Please throw a few bucks my way! :868:
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Current changelog for v2.45:
Exposed all configurables to the BloodLust Settings Menu, expanding the usage of third-party/custom content for BloodLust.Fixed issue where some settings wouldn't apply when imported.------I was able to replace the mod's blood splatter textures with some test images loaded in from the game's root directory (not packed in a PBO). This means that swapping of texture packs for BloodLust can be done on the fly! Simply place your textures somewhere in the ArmA directory, then replace the blood splatter texture paths in the BloodLust Settings Menu. For quicker access, once you do this, you can export your settings and share them with others. -
Looking forward to this!
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Give the guy a chance. He's not even in office yet...
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With 5.1 surround sound, everything my character does while in first person view sounds like it's emitting 5 meters behind me.
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It sounds like you make the original content, then take the time to port it to the game. It's still your work, so you can do whatever you want with it.
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ArmA3 Discord Down?
in OFFTOPIC
Posted
Seems like it's working for me now. I've only got 2 servers added. Thanks.