voiper
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Everything posted by voiper
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Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Little Immersion Tweaks Spice Up Arma 3's Night Life Description: Boost your mission's immersion and realism with these map- and NVG-improving scripts. Great for spec ops, night, or milsim missions. See it in action: Features: -Not an addon. Scripts! Very easy to add to your mission. -Map brightness is affected by weather, sunlight, chemlights. -Usable flashlight on map. -NVG is usable while viewing map. -Remove unrealistic features like toggleable map textures and the "where am I?" button. -Add noise and max viewdistance to NVG. -Modular: use only the features you want. -No addons needed. Note: I'm aware that some of these features are (or will be) in certain addons. The purpose of these scripts is for mission makers to implement similar features without addons. Help me help you: Not all user-made maps have "mapSize" defined in their config. If you find a map that the flashlight does not work on, let me know, and I will include a support fix for it in a future update. Installation Instructions: Compatibility: Compatible with: -CSE -AGM Not compatible with: -ShackTac Map Brightness Changelog: -v1.1: -changed: added option for red flashlight -changed: added option for larger flashlight size -fixed: flashlight would not work on VR map (BIS did not define "mapSize" in VR's config) v1.2: -changed: chemlights illuminate map -changed: tweaked moon brightness -fixed: flashlight now supports non-round UI scales (no more black/white lines) v1.21: -fixed: added support for SMD Sahrani; Takistan, Chernarus, Utes (A3MapPack versions) -changed: removing map cursor grid is now optional -changed: NVG can be used on map (optional) -changed: flashlight key is F, map NVG key is N, regardless of player's bindings v1.3: -fixed: issue where map light position was not updating -changed: added alternate map cursor (optional) -changed: added option to disable looking down most optics with NVG on -changed: map light requires "acc_flashlight" to be in player's inventory or on weapon -changed: map light and map NVG key can be rebound in notes; once rebound, they're saved in profile for future sessions -changed: map light now affected by streetlamps, headlights, flashlights, pitfires, water depth -changed: rain drops make noise on map -changed: reorganised init scripts Download v1.3 -
Simple Mine System - A Fix for A3 Mines & Explosives
voiper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Simple Mine System Replacement Mine & Explosive System for Arma 3 Description: Frustrated with A3's mines? This in-mission system makes mines both safer (to the user) and deadlier (to the enemy), while adding lots of gameplay potential. Better description: Features: -No addons needed. Simply plug into your mission. -Place mines & explosives, adjust them, arm, disarm, and detonate them in a controlled and safe manner. -Flexible placement allows you to put mines on almost any surface. -What You See is What You Get (WYSIWYG) triggering: no more walking into invisible trigger radii. -Each mine has been adjusted to bring it closer to reality: -Bounding mines no longer arm and trigger strangely, nor can be buried in concrete or steel. -Tripwires don't float in mid-air, and can be put anywhere within reach. -APERS mine replaced with custom proximity sound alarm. -APERS Tripwire mine replaced with custom tripflare (don't worry, Claymores still use tripwires). -AT mine can be partially buried in earth. -Charges can be detonated selectively and attached to vehicles. -Compatible with CSE Interaction. -MP & JIP compatible. Installation Instructions: 1. Place the "vip_cmn" and "vip_sms" folders in the ROOT of your mission folder. If "vip_cmn" already exists, use whichever folder is the latest version. 2. In the mission's Description.ext, add (or insert, if the cfgFunctions class already exists): class CfgFunctions { #include "vip_cmn\fn\vip_cmn_fnc.hpp" #include "vip_sms\fn\vip_sms_fnc.hpp" }; #include "vip_cmn\resource\vip_dlg_defaults.hpp" #include "vip_sms\resource\vip_sms_dlg.hpp" 3. Done! ***WARNING***: As of Arma 3 1.40, there is still no way to remove default object actions (such as "Deactivate mine"). This means that if a player is of the "Engineer" or "Explosive Specialist" class and is carrying a Toolkit, they can remove the mines using the default Arma system, which BREAKS the scripts of SMS. Use at your own caution, and design your missions accordingly. Changelog: v1.01 (hotfix): -fixed: error in AT mine loop -fixed: on respawn without CSE, player loses menu v1.1: -fixed: removed cfgRemoteExec requirement (no more BIS_fnc_MP errors) -fixed: should be actually possible to place mines on building floors -changed: added basic documentation for the functions -changed: tripwires can be disarmed from tripwire peg Compatibility Not compatible with: -AGM (AGM already redoes mines) -Epoch/Overwatch/Overpoch (does not allow new mission-defined functions in BIS_fnc_MP) Compatible with: -CSE Interaction Download v1.1 -
It seems that today's patch broke drawIcon using centre-aligned text. http://i.imgur.com/7GKbEj3.png (954 kB) http://feedback.arma3.com/view.php?id=24009
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Reloading while on a ladder deletes one of the magazines for your current weapon.
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Darter bug: http://i.imgur.com/LU7zwfw.jpg (426 kB) http://feedback.arma3.com/view.php?id=23694
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ACE3 - A collaborative merger between AGM, CSE, and ACE
voiper replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are there plans to add a flashlight feature to the map? Wondering if I should start a fork of ace_map that includes features from my LIT module. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
class CfgSounds { [b]#include "vip_lit\resource\vip_lit_cfgSounds.hpp"[/b] sounds[] = {prison}; class prison { name = "prison"; sound[] = {"Rsc\Sounds\prison.ogg", 1, 1.0}; titles[] = {}; }; }; Should do it. :) -
Pretty big exploit: http://feedback.arma3.com/view.php?id=23555
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Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
By default, it's bound to F, regardless of your profile settings. If you want to change it, you have to rebind it in the briefing notes (under voiper's modules). Let me know if that fixes it. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
v1.3 Released Changelog: -fixed: issue where map light position was not updating -changed: added alternate map cursor (optional) -changed: added option to disable looking down most optics with NVG on -changed: map light requires "acc_flashlight" to be in player's inventory or on weapon -changed: map light and map NVG key can be rebound in notes; once rebound, they're saved in profile for future sessions -changed: map light now affected by streetlamps, headlights, flashlights, pitfires, water depth -changed: rain drops make noise on map -changed: reorganised init scripts I haven't tested it at all with saving. I'll look into it when I can. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Welcome. :) In vip_lip_mapLight.sqf, it checks if the island has mapSize defined in its CfgWorlds config entry. MapSize is just the length (or height; they're the same) of the island, in meters. If mapSize isn't defined, it then checks its worldName (the command worldName, not the config entry) against a switch list for the manual size of the island. So, to find any island's size, just load the island in the mission editor, zoom to the furthest top-right (where the map runs into the black void), and get the editor coords (centre-bottom of the editor screen) for the top-right edge. Again, use X or Y; they'll be the same. The number will be round and divisible by 1280. Then, modify the switch statement in vip_lip_mapLight.sqf, so it should look something like this: _mapSize = switch (worldName) do { case ("VR"): {8192}; case ("smd_sahrani_a3"): {20480}; case ("Takistan"): {12800}; case ("Chernarus"): {15360}; case ("Utes"): {5120}; case ("Imrali"): {/* size here */}; }; Once you get the value (and let me know if Imrali's worldName indeed returns "Imrali"), let me know it, so I can include it in the main release. :) -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Performance issues noted. Fixed for next version. It's not complete enough yet. Once I'm satisfied with how it's performing, I will release an addon version. -
Getting back into sound modding, need feedback on sounds
voiper replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have my Windows sound on my non-dedi soundcard setup at 50% (headphone analog volume control at Windows' 100% is basically on/off...), and A3 at 25% because of the lack of dynamics. I've spent spent a few years doing amateur sound mixing, and I know the pain of the brick wall (I even wrote about the Loudness War in university). This idea and work so far is great, great, great! If you finish it, it would be, with 100% certainty, no questions asked, among my must-need Arma addons. Keep at it. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
v1.21 released. Done. Done. The way Arma checks keybindings is bugged (floating point problems). Hence why CBA has the keybinding system for mods. As a stopgap solution, flashlight is now permanently bound to F. Players can now be equipped with such fancy technology (i.e. Done.). Light source won't happen: not worth the network overhead with dozens of players opening and closing their maps. Should be fixed now. You'll need to be more specific and/or give me a way to reproduce this problem. Not sure what you mean by this. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nooope. I should probably rephrase that part of the documentation, since it's confusing people. The respawn parameter is just there to undo the script after the player permanently dies, since it could interfere with some post-death scripts (spectator, mostly). It does not affect respawn itself in any way. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I misspoke (derp). Most of the elements are boolean (true/false). The fourth element of the array must be itself an array (first element being whether to have a flashlight, second being which size). Also, it's a good idea to avoid trailing commas. So for your example you need to use: [false,true,false,[true,1]] execVM "vip_lit\vip_lit_init.sqf"; -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When exec'ing vip_lit_init.sqf: 0: Bool (optional); whether player can respawn during mission; default false (it's a good idea to set this to false if you use a spectator script). Example (leaving the other parameters default): [0] execVM "vip_lit\vip_lit_init.sqf"; -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
v1.2 released. Let me know if you still see white/black lines. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Fixed for next update (release will come soon... promise). It's caused by the map you're playing on ("mapSize" not defined in cfgWorlds). Which map is it? If you find a map that the flashlight does not work on, let me know, and I will include a support fix for it in a future update. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Re: White/black lines: It's related to how to the engine calculates the 2D viewport size (if either of the dimensions are not round numbers, you get problems). Hold tight. I'm working on the solution. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Definitely not intended. Which display resolutions are you guys using? -
Simple Mine System - A Fix for A3 Mines & Explosives
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What's happening is the player is stepping over the wire. The wires check the player's limbs. The soldiers in Arma don't drag their feet on the ground, so there's always a chance they'll just step over a tripwire. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
v1.1 released. Red! -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you're putting it in a unit's init, you'll need to assign a variable. So, write something like: 0 = [] execVM "vip_lit\vip_lit_init.sqf"; If that doesn't work, try this demo mission, and let me know if it works: https://www.dropbox.com/s/ay4jhw8yd9z7jz3/vip_lit.Stratis.pbo?dl=0 -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
voiper replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No. AFAIK (never used them myself) NV goggles are really awkward and it would be pretty difficult reading a map with them on. You're free to modify it for your mission, no problem. I've considered making it act differently depending on the zoom factor. It would just need to scale based on the map control's zoom level. Maybe in an update. :) Are you using your "Next Weapon" key? What is it bound to? Are you running any mods?
