Jump to content

Double Doppler

Member
  • Content Count

    242
  • Joined

  • Last visited

  • Medals

Everything posted by Double Doppler

  1. Hi im working on a user interface for a mission can anyone give me a link/list to the keyboard codes that are used for arma 2 interface? like: case 34; case 35 case = key or key == 50
  2. Double Doppler

    Taser Mod

    I present to you the first PUBLIC Arma 2 Taser Mod. This mod and its components were purpose built and created from scratch. This mod is avaliable for everyone to use, and works in MP and SP with AI and humans alike. Includes the X26 and X3 Tasers, both equipped with a flashlight and drive-stun modes. Tried and tested by the Life Project RPG. Designed with Life Missions/RP Mods in mind, so you no longer have to use those Makarov 'Stun' pistols... Installation and mission-integration instructions included in the readme. Addon usage and integration is subject to terms & conditions. Please see "LICENSE" section of the readme for the terms and conditions. By using this addon you automatically agree to the terms & conditions. Features: Highly detailed and accurate 3D Models, Textures and Materials, created from scratch for this mod and optimized for the Arma 2 game engine. (No ports from other games or conversions.) Complete configuration. All included weapons feature native animations and most features that the stock weapons have. (Gear icons, working gunsights etc.) Realistic ammo and range for each weapon. Drive-Stun option available on handheld Taser models. Ability to incapacitate a player/unit for 30 seconds. Each Taser is equipped with a flashlight, as an additional policing feature. Red-dot cursor replacement for Tasers, to simulate aiming recticule. Extra media and custom special effects features - pain screens, Taser shot sparks and sound effects. Flexible Taser scripts, designed to have minimal conflict with most Life Missions. Scripts compatible and tested in Multi-Player with a full RP community server. (Comes with a userconfig file, to define your own configuration values.) Scripts are designed to work in all environments, on AI and human players in both single-player and multi-player. Minimal latency and load on the multiplayer dedicated-server enviroment. Addon files signed with the V2 signatures and server-ready, with included .bisign and .bikey files. Changelog: v1.1 (23 February 2013) Added Taser weapons/ammo box. (Editor: Empty > Ammo > Taser Box.) Fixed restrain bug. (Victim seemed to "ignore" restrain and reverted to normal animation after the stun effects were over. Animation strings are CASE SENSITIVE.) v1.0 (22 February 2013) Initial public release. Video Preview: Images: X26 Taser X3 Taser Fully-functional Torches Emissive CID unit Notes: Scripts are required for mod to function correctly. Created and tested on Arma 2 Operation Arrowhead and Combined Operations v1.62 and over. Not intended for stock Arma 2 nor tested on it. Mission Editors: Additional installation steps may be required for script integration into missions that utilize the "HandleDamage" event-handler. Credits & Thanks: This modification and its components are created from scratch by Double Doppler Modding. - 3D Models created and UV Mapped by Double Doppler and ported to Arma 2 via O2. - Textures created and mapped by Double Doppler. - RVMATs created by Double Doppler (NOHQ, SMDI etc.). - Scripts and config created by Double Doppler. - Special effects ported over by Double Doppler. Thanks to the Life Project RPG development team & community for MP compatibility testing. © 2013 Double Doppler Modding Download it @ Armaholic
  3. Double Doppler

    Advanced Cockpit Interaction

    Bloody fantastic mate I'd love to make some of my future car mods use this system...
  4. Double Doppler

    [MP] Stratis Life

    Well that's very nice of you to release it to the public, something seldom in the A2 world (and I predict, in the one to come). But at the moment I think development of an RPG/porting is very hasty. Especially with the limited features available in the Alpha.
  5. Double Doppler

    Stolen map/mission

    I understand where you are coming from, but at the end of the day, the server bills are coming out of the administration's own wallet. If someone doesn't like what is going on in the server then I suggest they get well educated, learn how to create their own mission and write in programming language, then try doing just what that server did and create their own mission and host it. Sharing is fine, there is nothing stopping it if missions can be locked. Alot of decent mission editors share their stuff nowadays anyway. It is just forced sharing that I don't stand for. How else can someone gain an incentive to create something, if all that will happen is their work to be copied (and sometimes, credits removed).
  6. Double Doppler

    Stolen map/mission

    Most people create unique MP-missions to gain popularity on their server. The issue is, that stealing a mission disrupts the audience for the server it was originally intended for. Most people who steal the mission usually come from a shoddy background, they can't even setup websites for their server, are immature, and TBH, we find them running the dictatorships. It's really not at all like what you are describing it is - alot of people join the servers, teamkill/cheat then steal the mission and cheek the admins/creators of the mission/server. It's a touchy subject, but have a look at how many "life" 'clans' their are out there right now, and the ages of the administrators/mission 'scripters' < 16 years old etc. Their lack of capacity leads to poor leadership, and their clan dies out, just to found a new one, with a never-ending cycle. Alot of the audience for the good sensible servers get scattered around and servers never fill up to the brim. I second the multiplayer scripting guide, but for some (esp. thieves), even that might prove too taxing for their mental capacity. They just want to steal the work and get all the credit for something that wasn't theirs.
  7. Double Doppler

    Stolen map/mission

    AFAIK there is no limit to how much data/lines a string can transfer - and as for proving it, most communities/script-thieves don't care if they are banned/caught, they just keep their server UP, disturbing the original creator's audience... --------------------------------------------------------------------------------------------------------------------------------------- The only way to have one over the thieves is to either: 1) Keep updating your own files with the same expertise and quality it took to make them - YOU have something better than they do, the person who created it, yourself... 2) Obfuscate your mission (RP-Mods did it, I never recall them having any trouble again after they did) Why should mission-creators be forced to leave their missions open for reading? Isn't providing a public server for people to play on enough? I just don't get why some people hate implementing mission-protection, I mean it doesn't damage the community in any way. At the end of the day, if they really wanted the mission, they could always ask for the source or snippets of it. I'm sure the author would be kind enough to hand it over to help them... Oh wait - they pissed him off and are banned from the server - that's why they want to steal the work and create one themselves.... TBH the scripting system in Arma leaves it predictable most of the time - I don't usually open up people's scripts - if I see a nice one, I just observe the function off its YouTube video and compose a plan myself. That way, I can get better at scripting, sharper, and I can pat myself on the back from using my own initiative. However, there are once or twice moments where it does seem not possible without a peek at how someone else does it. But wouldn't asking do?
  8. Double Doppler

    Stolen map/mission

    Unfortunately that technique is old. Some 'kiddies' are known to send commands to the server to look up the file then return it to them as a string.
  9. Double Doppler

    Taser Mod

    Thanks. Didn't realize that. I sent a report to the admin team, they will probably fix it soon. EDIT: Download link is fixed now.
  10. Double Doppler

    Taser Mod

    *Update* v1.1 Added Taser weapons/ammo box. (Editor: Empty > Ammo > Taser Box.) Fixed restrain bug. (Victim seemed to "ignore" restrain and reverted to normal animation after the stun effects were over. Animation strings are CASE SENSITIVE.) ------------------------------ Thanks for the feedback everyone.
  11. Double Doppler

    The all new: Ask a moderator about the forum & rules

    What do addon authors do when they want to release their addon but a WIP forum thread was created? Do they PM admins to move that thread to "Addons - Complete" or do they create a new thread? The tricky part is what does the addon author do when they announced WIP updates in the WIP thread, which gets turned into a release thread? That makes the first post more recent than the succeeding ones which is confusing.
  12. Double Doppler

    Taser Mod

    Arma 2 Taser Mod I'm here to announce that I am working on the Taser Pack for Arma 2. I noticed there are few (if none at all) Taser mods for Arma 2 (some "life communities" created some but they are restricted to their mod pack...), so I thought I would take up the challenge to create one, to gain a bit of experience with the skills involved in addon creation. Here is one that can be used by everybody! Included in this mod will be working Taser scripts, special effects and high quality models. It will be released to the public when it is finished, and would be great for police/role play communities who use Tasers quite often, and also insurgency players who want to subdue insurgents for restraining etc. Say goodbye to those makarov "stun pistols" :) Everything was purpose created by myself from scratch (except for a few stock BI materials here and there) as part of a training exercise. Current Features: 3D Models, Textures & Configs Created From Scratch Taser X26 (Black & Yellow) Taser X3 (Black & Yellow) Custom Taser-style muzzleflashes Working flashlight on all variants Custom Taser sound effects Emmissive CID unit Purpose built effect scripts (MP Compatible & Life Mission Compatible) Works in SP with AI too Drive stun mode Ability to incapacitate a player/unit for 30 seconds Custom pain effects will be displayed when hit by a taser round Realistic ammo loadouts - X26 mags carry only 1 round, and X3 mags carries 3 rounds Perfect for insurgency military enthusiasts, and "Life Mod" communities Possible Future Additions: XREP Taser Shotgun Holster Script (for the ability to carry a pistol as well as a taser) The tasers and magazines take up the pistol slots so I might create a holster script in a future release that will work specifically on the taser (I can't guarantee that though) which will allow you to carry your pistol AND taser (as we all know how frustrating that is as a cop on life missions...) Also I have tried to make this mod compatible with the "life missions", that means the scripts included should not conflict with the life mission restrain system. Buldozer Screenshots: Taser X26 (Black) Taser X26 (Yellow) Taser X3 (Yellow) Taser X3 (Black) Taser X3 (A View Of The Cartridges) Taser X3 (Central Information Display Unit) All is good so far, however the Taser scripts have not been fully tested on MP (run on a full mission). I will try to get some in-game pics up soon so stay tuned in this thread for another post.
  13. Double Doppler

    Taser Mod

    *Update* The delay in release was caused by unexpected bugs with a full server running a Life-Mission in a dedicated server environment, I could not reproduce the problem in my testing environment because it was not my server, so I cooperated with the administrators into diagnosing the problem. As the main target of this addon is for the RP community, testing on that environment remains the top priority. Due to the nature of communications and organization, and the fact that it is a live server (with real players), the delay is natural. I will be working on getting it out as soon as possible.
  14. Double Doppler

    They better have female soldiers...

    Is all this philosophical talk really necessary? Anyone can carry a gun and shoot at a target... who says that NATO/US-Army must be the only force that will feature them - ever considered the resistance fighters? So I see no reason not to add female soldiers and units who can carry weapons. It shouldn't be too much of a task for the development team, after all, DayZ already "has" them... So I don't see any sane reason why Arma 3 shouldn't.
  15. I remember this! It used to be advertised on the FileFront Arma 2 mod website way back - It was supposed to be a sequel to OFP2 before Arma was out.
  16. Is it possible that two EHs, namely "HandleDamage" EHs could be interfereing with each other? I read up on the BIKI that this is not so, you could add as many EHs of the same event on the same unit as you like. However, at the moment all fingers point at EHs interfering with each other. My mod uses the "HandleDamage" EH to filter cartridges hit on a unit, then calls a function to spawn effects if it is the right type of cartridge. However, the community that I let test it has another script, a revive one, which also uses "HandleDamage" to handle its function. Both EHs are being added to the same unit, the commands reproduced for multiple players as they enter the role of their units (via client-side scripting). My EH doesn't seem to fire, for some reason, yet their EH works perfectly fine. I have conducted peer to peer tests with the script in MP, and it works fine. I handed the scripts over to the community to privately test during their mission testing session, and both EHs fired without error. However, when the public server goes up (MP, multiple players, dedi), only one EH, the revive one, fires. My EH has no effect at all when the cartridges are shot at a player. The lead SQF scripter of the community testing suggests that the two EHs are interfering with each other, however I can't make sense of how they could, being what is said on the BIKI: What I would like to know, is, has anyone else experienced this problem or a similar one related to EHs? This is rather confusing as the evidence and documentation points to it not being possible, however multiple fixes and thorough testing have left all fingers pointing at this case.
  17. The if statement works fine, I tested it numerous times with hint debugging to make sure it worked before I started working on MP compatibility. How the EH being fired multiple times affects the running of the code within the EH I don't know, and I don't think it should, because there doesn't seem to be any documentation suggesting so. Is there any substitute for handleDamage? I need to know what projectile a unit was hit with, who fired it, who it was fired at etc. all that handleDamage offers. What I can't make sense of is that the code does not seem to be processed, from what I can read on the BIKI it says more or less that the only thing that would be affected by using two EHs would be the return value. My one returns the damage done, where as the revive EH returns false. While the return values are different in each EH I can't understand why they should be affecting the runtime of the code inside the EH.
  18. All that remains within the EH's scope is a call to a function, which retrieves the passed array _this and performs a check on one of its variables, then passes another two variables to another function. // Executed within client scope player addEventHandler ["HandleDamage",{_this call fnc_handleDamage}]; fnc_handleDamage = { private ["_victim","_selection","_damage","_shooter","_bullet"]; _victim = _this select 0; _selection = _this select 1; _damage = _this select 2; _shooter = _this select 3; _bullet = _this select 4; if (_bullet in array_Bullet) then { [_victim,_shooter,20] spawn fnc_hit; }; _damage }; The problem does not seem to lie in function "fnc_hit" because there is another method that spawns it, via a hotkey, that works OK in MP, with no problems. The revive function returns the value "false" at the end of its statement, mine returns the original values. Would this interfere with the run-time of the code within my EH's scope?
  19. Double Doppler

    Taser Mod

    It was scheduled to release in late November/December but the release is now pushed to sometime within the next month or so due to some testing issues. I will be working on a video soon, which will preview the scripts in action.
  20. This is a question I have been meaning to ask since I started modelling again. I frequently use Direct3d mode to see my model with the texture alignment, as it saves time loading the viewer - which has to reset itself every time I select/move/edit a polygon and such (as my model is 20K+). However I have to use .tga files if I want to view the textures in Direct3d mode as if I use PAA the textures just appear as white-and-purple battenburg markings. This is annoying as it creates clutter in my project folder with buldozer auto-converting them to PAA when I use it and such. I would like to know if Direct3d mode is capable of using PAA textures, and if so how to get it to load them properly. All helpful replies appreciated.
  21. You can assign the faces a transparent .tga texture (or .paa, it doesnt matter a .tga gets converted to .paa when you binarize the addon anyway) using UV mapping. You create the texture you want for the window, and transparency is defined in the Alpha channel of the file (create one in photoshop). The more white the parts are, the more opaque. Don't forget to save the .tga as 32-bit when you have finished - 32 bit is a larger file but it handles transparency, 16 bit is more compact but doesn't (good for solid textures like metal and stuff). And let binarize/buldozer/texView convert the .tga to .paa for you, don't use the .paa plugin for photoshop it doesn't work.
  22. I wouldn't recommend making a high poly model and using proxies. For a start, all those polys take their toll on the rendering engine, and seeing as the vehicle might be cloned numerous times, performance could be significantly decreased. If you can, try not to get to that stage. Best practice is to make a low to mid poly model (anything around 10-20k) and use normal mapping to achieve the high detail results (bolts, seams etc).
  23. Double Doppler

    Taser Mod

    Thanks, I noticed that - I had a version with a silver shock plate on it as well (in fact there is even a yellow version with a silver shock plate), but decided the black one looked much better. Apparently the one version with the black shock plate is what the NYPD will be issued with (when they move to using the X26): http://www.colorlines.com/archival_images/taser_police.jpg I will try to dig up a pic of the wire frames, but apparently my buldozer viewer is having a problem rendering them at the moment. If you are a modeler and you have tips on how I could improve the mesh for my next models that would be great, seeing as these are some of my first models created outside O2. I used a mix of polygons and normal mapping to achieve the detailed results. Well sit tight guys apparently I have 2 parties that have offered to test the model for bugs. I am also working on a video showing the features of the mod.
  24. Double Doppler

    Taser Mod

    I uploaded some more screens (in-game this time), click on the links to view them (they are over 100KB): Taser X3 Taser X3 (Set) Taser X3 (Details & Safety Labels) Taser X3 (Magazine) Taser X3 (CID & Torch) Taser X26 Taser X26 (Set) Taser X26 (Details & Safety Labels) Taser X26 (Ironsights) Taser X26 (Torch) View The Complete Set CID of the X26 is set to "- -" (this means the weapon is ready and has been in fire mode for more than one minute) Unfortunately there is no dynamic CID system because of the game limitations (AFAIK you can only use set object texture or custom animations for vehicles). Don't worry lol - I designed the projectiles so that they only do a very small amount of damage (just like in real life). As for ACE, this wasn't designed with ACE in mind so I don't know if it will work with it. It should work alright with it though. Why would you want to see the wireframes? Thanks for the feedback guys, I am still working on it as we speak.
  25. Double Doppler

    Rather unethical warfare

    TBH I find using nerve gas and chemical agents very dirty. Especially against civilians. From what I read the children had a choice of fighting or not, but there was such mass propaganda on both sides at the time that quite a bit of them fought alongside their elder counterparts. The civilians who got gassed had no choice at all. In any war you are never going to get a 100% good side, there is always something dirty that goes on. Its just which side is good at hiding it which decides where the finger points at. In this case, one country would fill their peoples minds with crap while the other did the same (thus the defending side gets mindwashed child soldiers). It was a border war, and I guess things get desperate when your enemy is your neighbor and war is on your doorstep. In all, war is always dirty and unfair, the real "ethical" warfare by the book probably never really happens. Thats what makes it war.
×