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singleton

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Everything posted by singleton

  1. How can you possibly make the same considerations and decisions as a soldier would, without having a system to give you the same capabilities as a soldier yourself? Being a trained soldier myself, I can say that is a pretty lousy comparison. It's like saying, would I make the same decisions as a NASCAR driver in the Indy 500 with the driving mechanics of Need for Speed. So if that is the question at hand, then absolutely not. If I cannot annex, acquire and reaquire targets with reliable accuracy without feeling like I'm 'fighting' my arms which are not connected to my body, then no. Absolutely no. I would not make the same considerations. You are completely missing my point, which was stated in the beginning. This is not about speed, or shooting blindfolded. It is to show somebody who may not have time behind a weapon whose only knowledge of firearms may be from globalsecurity, field manuals and ArmA3 that a weapon is apart of you body. Once again notice that he orients his SHOULDERS to the target, not his arms, which negates most of the absurd 'weapon sway' which is present in this build. The point is that stop & go motions do not cause an overdone 'run-over' phenomena with a weapon. Anybody who has fired more that 10 rounds down a range at more than one target can attest to this.
  2. WI&S is a good start, however some fundamentals are a bit wrong. Anybody who has operated a firearm, more than with their right hand on the mouse will attest that it is not a bit overdone. The mis/re-alignment of sights is a very good feature. However the inertia is very much overdone when swaying left and right. Much of the apparent misalignment would be solved by pulling the weapon into your shoulder. It is exaggerated to the point that I feel as if I am not a even a soldier, but instead a child handling a weapon for the first time. Amongst other things, changing grip on the weapons handguard, steady fighters stance whether moving or not and pulling the weapon firmly into your shoulderpocket if that is where you are firing from, would alleviate the obnoxious amount of weapon sway when switching targets. I hate to use this example as this is a well seasoned weapon guy who clearly has many years behind the trigger, however the principle remains the same. Sure, a 19 year old soldier straight out of basic training may not be able to create a FAST SHOOTING compilation however the principles maintain the same. Had BIS' weapon sway and inertia been anything like real life, this video would have been impossibe to create. Notice how his body stays square with his target. In game it feels like your arms are almost a separate entity to your body in itself, when they are directly affection by your body and shoulders which in turn affects the weapon itself. When moving, aiming and all things alike, it simply doesn't feel like you are controlling the weapon as one with your body, but instead swinging a broomstick towards a target and fighting a runaway weapon which doesn't want to go where you point it. So all in all, its a pretty good addition. The mis/re alignment is pretty good however the sway, especially in a CQB scenario is very very very much overdone and needs to be revisited. I will say the feeling of 'weight' is good. A MX Carbine feels much more 'ergonomic' persay than an MX/EGLM + Flashlight etc.
  3. singleton

    Advanced Ballistics (WIP)

    Right. However I run a signed server so if one person runs it, everybody will. Another question, will all clients encounter the same ballistics? Or can will it vary.
  4. singleton

    Advanced Ballistics (WIP)

    Just a quick question. Does this have a marked negative effect of server performance? Any outstanding RPT errors or anything? I am considering adding this to the server however performance is of the highest priority. Anybody can vouch for this? :)
  5. singleton

    AV_IndUs (US Army inspired units)

    Alex is there a reason your keys do not sign for your addon? :(
  6. singleton

    MCC Sandbox - The Mod

    I'm wondering what exactly the 'reinforcement zone' does? Any explanation behind this?
  7. singleton

    Project RACS

    wld is there ANY chance of the UH-1Ns getting a reskin for USMC camo? I LOVE the RACS mod but there is NO other UH-1N with USMC paint scheme. Any chance of this buddy?
  8. Updated to latest ACRE version. Running TS version 3.0.10.1. Havent had an issue for the past year with ACRE, now when I get in game I connect to TS but I get ACRE Pipe error and this loops about every 10-15 seconds. So far I have tried the following: Downdating TS to 3.0.10, reupdate Closing/Repopen TS Shutdown/Reinit ACRE Plugin Manually Install ACRE Plugin Install with Six Computer restart I run TS & ArmA2 as admin JayArma2Extension Initialized PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23 PIPE ERROR: -23
  9. singleton

    future marines

    how is this an addon? its a simple config change? Not even a texture. Pretty sure you can already do that mission-side...
  10. Hey guys, I have an issue with a custom unit script which is used in our custom models. Basically what it does is detects whether or not the unit has NVGs, and if they have NVGs in the inventory, they show on the helmet in the up position. If not, they dont show at all. The script works on Dedi MP if and only if there is one player on with the models. Once more than one player get on, the script fails to work and you cannot see the changes to anybody elses NVGs. This is the error <<< Error in expression <rray = (_this select 0); _unit = _array select 0; _fnc = _array select 1; [_unit> Error position: <select 0; _fnc = _array select 1; [_unit> Error select: Type String, expected Array,Config entry File ODA0117\NVG\dagr_unitAppearance_init.sqf, line 12 this is the script private ["_unit","_array","_fnc"]; if (!isServer) then {while{isNull player} do {sleep 0.1}}; // Define variables _unit = _this select 0; //Start NVGappearnce script [_unit] execVM "\ODA0117\NVG\NVGappearance.sqf"; // Add PVeventhandler to change hiddenSelections (unit Appearance) "DAGR_uApp_PV" addPublicVariableEventHandler { _array = (_this select 0); _unit = _array select 0; _fnc = _array select 1; [_unit] spawn _fnc; }; I semi-understand the error in how it is saying the _array is declared but not used, and how its trying to use select on an array, which is actually a string. I just dont have the know how with how to fix it. Any ideas?
  11. I just copy pasta'd Kempco's NVG Appearance.sqf fix and put his line of init.sqf into the init of a mission
  12. For the fix for my NVG script, in single player, it returns a script error Error in expression <ct 0) setObjectTexture (_this select 1)"]; publicVariable "JTK_Call_PVEH"; whi> Error position: <]; publicVariable "JTK_Call_PVEH"; whi> Error Missing ; Now, when in multiplayer, there is no script error (or at least that pops up). It does seem to spam my RPT when I checked though. The actual result of the fix, I can see other persons NVGs in the up position all of the time. Once a person or AI puts their NVGs down, the NVGs appear in the up AND down position. Any ideas?
  13. Ahh okay thank you very much guys for the help. For the record, this is NOT my NVG Script. This was done by Norrin and put into my addon :) Cheers, Keith
  14. Woops, sorry about that :) learn something new everytime! This is NVGappearance.sqf private ["_unit","_c","_d","_restart","_respawnType","_respawnNo","_respawnText"]; if (!isServer) then {while{isNull player} do {sleep 0.1}}; // Define variables _unit = _this select 0; if (!local _unit) exitWith {}; _c = 0; _d = 0; _restart = false; _respawnType = ["INSTANT","BASE","GROUP","SIDE","Instant","Base","Group","Side","instant","base","group","side"]; // Determine whether respawn is enabled in the mission _respawnNo = getNumber(missionConfigFile >> "Respawn"); _respawnText = getText(missionConfigFile >> "Respawn"); if (_respawnText in _respawnType || _respawnNo > 1) then {_restart = true}; // Exit script if unit is not one of Ards units if !(_unit isKindOf "ODA0117_WDL_TLDA") exitWith {}; //Ard needs to add something here!!! // HIDE NVGS if (_unit hasWeapon "NVgoggles") then { _unit setObjectTexture [3,"\ODA0117\data\pvs14_co.paa"]; } else { _unit setObjectTexture [3,""]; }; while {alive _unit && local _unit} do { while {_unit hasWeapon "NVgoggles" && alive _unit && local _unit} do { if (currentVisionMode _unit == 1 && _c == 0) then { [color="#FF8C00"]DAGR_uApp_PV = [_unit, DAGR_NVG_ard];[/color] [color="#FF8C00"]publicVariable "DAGR_uApp_PV";[/color] _unit setObjectTexture [3,""]; hint ""; _c = 1; }; if (currentVisionMode _unit != 1 && _c == 1) then { [color="#FF8C00"]DAGR_uApp_PV = [_unit, DAGR_NVG_ard];[/color] [color="#FF8C00"]publicVariable "DAGR_uApp_PV";[/color] _unit setObjectTexture [3,"\ODA0117\data\pvs14_co.paa"]; //Ard needs to add something here!!! hint ""; _c = 0; }; _d = 1; sleep 1; hint ""; }; if (!(_unit hasWeapon "NVgoggles") && _c == 1 || !(_unit hasWeapon "NVgoggles") && _d == 1) then { [color="#FF8C00"]DAGR_uApp_PV = [_unit, DAGR_NVG_ard];[/color] [color="#FF8C00"]publicVariable "DAGR_uApp_PV";[/color] _unit setObjectTexture [3,""]; hint "No NVG"; _c = 0; _d = 0; sleep 1; hint ""; }; while {!(_unit hasWeapon "NVgoggles") && alive _unit && local _unit} do {sleep 1}; if (_unit hasWeapon "NVgoggles" && alive _unit && local _unit) then {_unit setObjectTexture [3,"\ODA0117\data\pvs14_co.paa"]}; }; // restart NVG script if (_restart && _unit == player) then { while {!alive player} do {sleep 1}; [player] execVM "\ODA0117\NVG\NVGappearance.sqf"; }; this is DAGR_unitappearance.sqf private ["_unit","_array","_fnc"]; if (!isServer) then {while{isNull player} do {sleep 0.1}}; // Define variables _unit = _this select 0; //Start NVGappearnce script [_unit] execVM "\ODA0117\NVG\NVGappearance.sqf"; // Add PVeventhandler to change hiddenSelections (unit Appearance) [color="#FF8C00"]"DAGR_uApp_PV" addPublicVariableEventHandler {[/color] _array = (_this select 0); _unit = _array select 0; _fnc = _array select 1; [_unit] spawn _fnc; }; DAGR_NVG_ard = Compile PreprocessFile "\ODA0117\NVG\fn\NVG_PVfn.sqf"; // add/remove NVG to/from helmet function
  15. singleton

    Blackhawks by YuraPetrov

    With seating arrangements, they can hold 12 in the back IRL. I am talking purely in game though islesfan. The issue with sitting animations (I know this because I am friends with ADuke and he explained this to me) is that all of the animations which has soldiers sitting and carry weapons are very wide animations, as in their legs are spread apart or their arms take up more room, and if you are a good addon maker, you obviously dont want one guys leg shooting through the thigh of another guy. So, the trouble is finding animations which fit at least 8-10 guys in the back and have animations which make logical sense as for placement and how they sit. Apparently youd have to be very very clever with animation selection and placement to fit 12
  16. singleton

    Blackhawks by YuraPetrov

    Agreed. Should DEFINITELY make it so that they hold their weapons in their hand. You may just need to play around with the animations since every anim with weapons in hand is a pretty wide stanced animation. Youll probably be able to fit 10 guys in the back at most if you sit some down in the middle.
  17. What exactly does SRO stand for?
  18. 7mb is alright for a mission file. I run an MSO Server and the mission files range from 6-10 mbs. You only have to download it once. Unless you change something.
  19. This is great. Will certainly add this to our community once ACE functionality is added dude! Congrats on release
  20. Hi guys, I run a dedicated MSO Server alongside Persistant Database. It is great BUT I have a big issue. Since I have PDB enabled and custom weapon scripts, on player connect, the default loadouts for boxes will be applied globally even though PDB will record the correct values for a weapon box. For example. Rifle Box contains 1 M4 and 10 STANAGs. Player A takes out 1 M4 and 5 STANAGs then goes out on mission. After Player A has taken the items, PDB records the box as having only 5 STANAGs left and it is reflected when going into the gear menu of the box. Player B connects AFTER Player A has taken the items from the box, on Player B's connect, a loadout script is applied globally to all weapon boxes, then PDB initializes and weapon box states are also applied globally. Player B goes to the weapon box and SEES 1 M4 and 10 STANAGs. Player B tries to take an M4 but cannot, since PDB has recorded the M4s to be 0 remaining, but the weapon script applied makes the box appear as 1 remaining. Player B however is able to only grab 5 out of the 10 STANAGs that he can see since PDB has recorded only 5 left. The issue: Players are unable to keep accountability of equipment and things put in the crates are not truly persistant. If a resupply mission takes place, and somebody comes in later to a forward area, he will see the scripted items in the box, rather than the true items recorded by PDB. The solution: I need to create custom ammo boxes which I can select in the editor. Therefore no script will need to be applied and the box will be truly persistant. Is there a way to edit an existing box without infringing on authors rights since I have no modelling/texturing experience? Is there an easy way to create a weapon box addon and .pbo it for my community? Thanks in advance for any helpful replies. This is really giving us a hard time!
  21. singleton

    F/A-18 Super Hornet

    Add this to the init of the aircraft. It will give the WSO the ability to launch flares. "this addWeapon "CMFlareLauncher"; this addMagazine "60Rnd_CMFlareMagazine;"
  22. Way to resurrect a year old thread
  23. singleton

    RH Mk18 pack 1.1 for OA / CO

    Robert would it be okay if I changed the sounds of the weapon so it inherited the base M4/M4A1 weapon sounds from ArmA? Our group runs with JSRS so its really odd having a group of Infantry with M4s that sound completely different from SF with Mk18s. Shouldnt sound that different considering the flash hider is relatively the same.
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