Jump to content

asuseroako

Member
  • Content Count

    202
  • Joined

  • Last visited

  • Medals

Everything posted by asuseroako

  1. asuseroako

    Ragdoll'd

    Another video. This time, I'm just an audience while I let the AIs do the shooting :)
  2. asuseroako

    Ragdoll'd

    Hi zooloo, I gave your version 1.4 a spin and here is a short demo of the testing There were 4 no ragdoll moments there out of unrecalled number of times I've shot the targets. In general, I like it that it ragdolls at this elevated part of the map (compared to Test 1 on Agios Ioannis). Thanks for the update! :) I don't have a video of it but in Agios Cephas though, the targets never ragdoll'd at all. Weird stuff.
  3. asuseroako

    VAC Voice Activated commands problems

    Nope. If you are interested with GlovePIE, you can try the following scripts for ArmA 3: 1) Suchy's script. And is a video demo using Suchy's script2) My basic script (use Nov 28 update). There may be other scripts out there you may stumble upon. Why GlovePIE? Powerful, fully-customizable, free software. :) ---------- Post added at 09:13 AM ---------- Previous post was at 08:51 AM ---------- Here are my thoughts on this... 1) As with other programs which rely on Windows SAPI, training (the one mentioned by Harzach) for accuracy helps a lot with speech recognition. 2) This is not just for GlovePIE but it may also hold true for others (VAC, Articulate): Mic settings. On my machine, I set Microphone boost to +20.0 db. In-game, I lower down the music, effects, radio volume. Play with those settings and see if it helps. For whatever program you decide to use, the most important part is to enjoy voice control in ArmA 3. It has a lot of conveniences to offer. :)
  4. I also used the same GestureMountMuzzle and GestureDismountMuzzle for my GlovePIE voice commands script and the stock animations look nice on SMGs as you will see here for and here for . Animations are not on the right spot for long rifles like and the . Maybe that's the solution. :)
  5. asuseroako

    Ragdoll'd

    Hi zooloo75, Thank you for your continuous development on the addon. :) Below is a video showing some tests of the ragdoll addon. I used the latest version that you have just uploaded to Dropbox. My question: Is the ragdolling affected by elevation and surface where the target unit is located on the map? Reason for asking is because of the following observations as you will also see in the video: 1st location: Stratis Air Base runway Terrain: Smooth surface, not elevated Result: Ragdolling evident. Target units get thrown once shot at (I like it!) 2nd location: Agios Ioannas Terrain: Surface not smooth, elevated compared to the runway Rseult: Ragdolling not evident. Target units don't get thrown once shot at (why?) 3rd location: Stratis Air Base runway Terrain: Smooth surface, not elevated Result: Ragdolling evident. Target units get thrown once shot at (nice!) 4th location: Stratis Air Base Terrain: Rugged surface, not as flat as the runway, not elevated Result: Ragdolling evident. Target units get thrown once shot at (nice!) 5th location: Agios Cephas Terrain: Surface not smooth as the runway, elevated Rseult: Ragdolling not evident. Target units don't get thrown once shot at (why?) On all test locations, I used the same target units, shot targets on the same leg spot using the same weapon but from the results, ragdolling is not evident while on Agios Ioannas and Agios Cephas as it is on Stratis Airbase. Anyone want to replicate this on their machine? I remember doing a video about Ragdoll'd and it was on Agios Ioanas. The result, you didn't see any ragdolling effect from your mod. Thanks for your time reading this.
  6. asuseroako

    Ragdoll'd

    Thank you! :cool:
  7. asuseroako

    Ragdoll'd

    Here is my demo video conducted at Stratis Airfield. Weapon used was a Vermin (caliber .45) in semi, burst, and full-auto. The shadows are noticeable but still I like the effect when units get thrown with each collision. Ragdoll'd! :cool:
  8. asuseroako

    Dynamic Cover System

    Thanks for sharing! Works good when I tested it on this particular corner of the building... Did I get it right this time? :o
  9. asuseroako

    Ragdoll'd

    Just updated CBA. I'll try to upload a demo vid. Hopefully I really got it working. :o Thanks again for the addon! :)
  10. asuseroako

    Ragdoll'd

    Just downloaded the CBA version from the main post (Armaholic link). Will test later because it is already 12am here in PH, have to get some sleep before going to work. Thanks for the tip, Sir.
  11. asuseroako

    Ragdoll'd

    Thanks for your reply. Was using an old version CBA with your Ragdoll'd version 1.1
  12. asuseroako

    Ragdoll'd

    @zooloo75 Thanks for sharing the addon. :) Some observations: 1) Ragdoll effect seems to be more evident when units are shot either on their sides or their back compared to being shot at on front. Could it be due to the fact that my infantry targets where static? Refer to video below. 2) Also from the video demonstration below, there were 3 separate instances where I threw a grenade and each time there's this very luck dude who would survive the blast. Is it related to the fact that I am using an old version of CBA with the latest Arma 3 main branch version or totally unrelated to the ragdoll effect? https://www.youtube.com/watch?v=j0xwCQy1F6U
  13. asuseroako

    Arma3 Videos

    Here is another video (take 2) regarding weapon suppressor attachment and removal in ArmA 3 using GlovePIE voice commands. Unlike the above video that I posted, this one uses the correct GestureDismountMuzzle animation for suppressor removal. Specific portions of the video showing suppressor removal: , , , . I forgot to demo 6.5 suppressor attachment and removal.Easier this way for me. :cool:
  14. asuseroako

    Arma3 Videos

    Add or remove rifle weapon suppressor in Arma 3 using your voice. One of the many conveniences GlovePIE voice control can do in game. Undeniably easier this way! :cool: Voice control in ArmA 3 is not limited to commanding AI squad members. With a bit of creativity, you can do a lot of advanced and yes, awesome stuff aside from the basic commands. Weapon suppressor attachment and removal are examples of those.
  15. Some quick suggestions: Have a look at how Close Air Support Field System works. I think there is that part where the strike aircraft drops the bomb at the location you specified then deletes it simulating a detonation. You can then use the detonation part of Moerderhoschi's nuke script there and adapt it to suit your needs. To specify where you want the aircraft to drop the bomb, play with onMapSingleClick. Those things are very much doable. Check out.
  16. asuseroako

    Arma3 Videos

    Voice control in ArmA 3 is not limited to commanding AI squad members. With a bit of creativity, you can do a lot of advanced and yes, awesome stuff aside from the . Voice-activated request for nuclear strike is one of that.No interaction with scroll action menu, command menu or function keys, no keybindings, no radio triggers. The unfair advantage of GlovePIE voice commands! Fast, easy, and it works. :cool: This is actually take 2 ArmA 3 nuke strike demo video as the first one didn't have the flash thing and postprocess effects.
  17. Yeah that's great news! Looking forward the A3 version of Flashpoint. :bounce3: By the way, welcome back Sir!
  18. asuseroako

    Arma3 Videos

    One of the astounding things voice control can do in ArmA 3. Voice-activated nuclear strike with help from GlovePIE voice commands script (advanced). No scroll action menu interaction, no keybindings, no radio triggers. Fast, easy, and it works! Different strokes for different folks. :cool:
  19. asuseroako

    Arma3 Videos

    Voice control in ArmA 3 is not just about AI squad control. One of its practical applications in game is voice-activated request for close air support / air strike. For me, a menu-free interaction (ie scroll action menu, function keys) translates to more efficient and faster command execution.
  20. I've got a laptop running the game in 1680x1050, 16:10 Wide aspect ratio http://s17.postimg.org/kir8i1r33/arma3_2014_06_05_12_41_49_61.jpg As expected, the button, HUD and minimap are displaced, like this... http://s15.postimg.org/9p2mvoowb/arma3_2014_06_05_12_37_21_04.png The codes below seem to have addressed the issue (at least on my part)... 1) For the file superSoldier.hpp, edit x and y values (as shown in red) class RscDisplayInterrupt: RscStandardDisplay { class Controls { class b_YQ_MOD: RscButton { idc = -1; text = "YQ_MOD"; action = "[] execVM '@YQ_MOD\data\scriptInit.sqf';"; [color="#FF0000"] x = "1 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX)"; y = "12 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + safezoneH - ( ((safezoneW / safezoneH) min 1.2) / 1.2))";[/color] w = 5.5 * GUI_GRID_W; h = 1.5 * GUI_GRID_H; }; }; }; and for the HUD and minimap, you'll find these in hud.hpp. Edit x values as shown in red. class t_stat_1: RscText { idc = 1001; sizeEx = 0.03; colorText[] = COLOR_WHITE; style = ST_RIGHT; text = "STAT 1"; //--- ToDo: Localize; [color="#FF0000"]x = 47.5 * GUI_GRID_W + GUI_GRID_X;[/color] y = 3.5 * GUI_GRID_H + GUI_GRID_Y; w = 16 * GUI_GRID_W; h = 0.5 * GUI_GRID_H; }; //add minimap element inside class map : KEGsRscMapControl { idc = 101; [color="#FF0000"]x = 50 * GUI_GRID_W + GUI_GRID_X;[/color] y = 10 * GUI_GRID_H + GUI_GRID_Y; w = 13 * GUI_GRID_W; h = 11 * GUI_GRID_H; Result: http://s24.postimg.org/q9uwxrj45/arma3_2014_06_05_12_49_54_64.png I hope that helps those with same screen resolution as mine. Thanks to 2fast for sharing :)
  21. Thanks for the update! Cool mod as always. G Frost...that bad boy is HUGE! Maybe you can include Bluefor G Frost also to compliment the current G Frost Opfor unit. ;)
  22. Thanks for the updates, gmwo! As usual, your mod is fun. I kinda combined KK's epic armour drop script and Arctor's orbital entry friction thing and here is what I came up with... ;)
  23. Sounds cool! Here's a based on KK's epic armour drop script. Why have just 1 parachute when you can have 5? :cool:Been having lots of fun with this Wander Panzer WAP mod. Here's the official Air Superiority mission from the Arma 3 Win campaign with some . Blends well with the mission. The wanzers prove useful on the battlefield like in official Arma 3 Combined Arms showcase where the AI group leader commands them as desired. Unfair advantage. ;)
  24. Thanks for the updates, gmwo! I like Frost's . :cool:
×