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John Spartan

B01 Developer
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Everything posted by John Spartan

  1. @All, feedback needed - with recent DLC Karts released, regardless do you have it or not you might experience an error with current ejection system on F/A-18's and SU35 beta. Possible reason is change of mechanics for some engine based features like get in/get out in this case. Please let me know if you experience any weird errors with EJECTION feature. Also as Saul stated - next update will be as soon as possible, but now with the new engine update we might end up rework some of our features to be compatible, so that might add some delay. Unfortunately it's reality, every game patch requires us to patch our mod and chase/research new tech behind the engine. So please bear with us on this one.
  2. John Spartan

    BIS_fnc_execRemote

    Lets try another architecture. What if you make sure main script is executed on all players like in example I posted earlier, and then once every client gets his instance running separate sides there in the secondary script, if BLUFOR do task 1 if OPFOr then task 2. Just a quick idea of workaround mate.
  3. John Spartan

    BIS_fnc_execRemote

    Beaksby - give a try to this, I used this to execute a script to addaction to every player in the _array
  4. @Alex how about adjusting the targeting script to relay an units [Cram's] editor skill settings to alter its accuracy [https://community.bistudio.com/wiki/skill] in that way a mission designer gets a full control of mission level difficulty. Also have u thought to replace a userconfig with a BI style module with settings that tell Cram's script what targets to engage [editor place module, configure and sync with Cram] ? I personally would prefer them to be accurate so there is a actual challenge to approach the AOA and perform a mission. Again just my preference mate where Kremator like it his way - clear example why a ability setting a custom settings would be awesome. If u need help on that drop me a PM. John
  5. Nice. Alex, congrats on this one, looking forward to development of this project. This tech in combination with Nimitz can add some interesting gameplay aspect.
  6. John Spartan

    G forces

    On tests I have done, I had no issues with relatively small velocity/returned value accuracy. The problem starts on high/velocity and AoA - value returned is unrealisticly high. In RL with such GForce applied to an aircraft or pilot would be beyond a critical point. So I guess it's GEO LOD and distribution of mass that is affecting that, since method of acquiring animation source value is only one, then only difference between our mods is - geometry. Also I believe in base of calculation of animation source "gforce" engine is using velocity [X,Y,Z] and that definitely is affected by GEO LOD and our values in config.
  7. John Spartan

    G forces

    @Neptune, I have added only one dummy animation to get the value returned. Animation source is done bu BI programmer's, and if memory serves me right we had it since OFP time mate. Take a look at this BI wiki link. As for adding a dummy animation - fake selection, axis in memory LOD + a config entry in model.cfg. SAMPLE MODEL AVAILIBLE HERE Also it is somehow linked to models GEO LOD, at least two different aircraft [sU35 and FA18 will return different values under similar circumstances, needs testing]
  8. John Spartan

    G forces

    Animation source "gforce" built in the model can do the trick you are interested, it will return a value which can be processed latter on and used with a FX script. F/A-18 has such animation built in so you can play with a script below. Hope it helps.
  9. @Hebrew hammer - GPS guidance upgrade is something we are looking to upgrade, but I am not sure that it will make into a next update package. Also JDAMS don't need the diamond lock, they will self guide once the square lock is acquired.
  10. @All, as Saul stated new update is on the way. - F/A-18's are getting a fix on MP false ejection issue - F/A-18's are getting a new dark grey futuristic camo scheme to fit better with vanilla aircraft - F/A-18's are getting a new cool afterburner animation - F/A-18's are getting a new customization module/interface to be used in editor to reduce a need to mess with scripts and init code - SU35 are getting a new set of 4 camo schemes [CSAT DES HEX, CSAT GREY HEX, RU SKY BLUE DIGI, RU GREY DIGI] - SU35 are getting a new MFCD layout with working/functional screens - SU35 are getting a new customization module/interface to be used in editor to reduce a need to mess with scripts and init code - SU35 are getting a new Pilots manual and Service menu UI installed - SU35 are getting a new flight model [half way towards PhysX implementation] ETA week or two so keep an eye on the tread lads.
  11. John Spartan

    ArmA 2 C-130J and MV-22 Redux

    Outstanding quality/detail SakuraChan, looking forward to the release, finally we will get a MV22 in Arma III. This will be a must have mod for me.
  12. John Spartan

    Aircraft and weapons.

    Trooper yes its more than possible, but by doing so there will be a side effect - MFD displaying aircraft loadout will not function, current BI tech is not ment for dynamic loadouts. Step 1 - put this line in aircrafts init field and save the mission [my_mission.altis or my_mission.stratis]: Step 2 - create a blank .sqf file [new text document and rename it my_loadout_script.sqf in stead of .txt] and place in the ...\Documents\Arma 3 - Other Profiles\Your_Profile\missions\my_mission folder Step 3 - copy this code [alter if necessary to suit your mission] in the newly created my_loadout_script.sqf This is a default A164 loadout in config
  13. Marker, take a look at these files especially of the sample source model - its all there just copy paste with your adjustments. Hope this will help. John
  14. @All, F/A-18 Advanced Super hornet is indeed an interesting concept. But its not as easy as just few updates on current model. Even as much as we would like to see that happening, till current two projects have reached solid state we will have no spare time to attempt such upgrade. Maybe by the end of the year we can return to this discussion. @All, issue with false ejection is one of main bugs we are currently focusing. Next 1.7 will fix that, plus an updated GPS INS system. @Ckrauslo, as for replacement you were asking you will need to write a replacement config to archive what you would like to see. Please drop me a PM if you wish to do it yourself, I can share some examples of similar configs. @Fragzilla, you have really splendid skills on making vids mate. @Warlord, gear damage issue is releted to the gaps on Nimitz deck, to fix that bout of F/A-18's and Nimitz must have few updates which will happen but we will need time on this, since it involves Physix. @Tuna, of bore sight [helmet mounted displays] targeting is realy a possibility, but again we can not promise when since our RL are taking more and more of our spare time. @Izak, please specify what exactly is broken on F models UI and are u using DEV or STABLE game modes. Also please try just vanilla game and FA18's by themselves and then send me a PM with a more detailed explanation of errors, I'll look in to it. It takes more and more time just to follow game updates and keep the mod working and functioning properly, new concepts and SU35 are currently forced to background.
  15. John Spartan

    STI Addons

    @Stiltman - great work mate on A10a. Keep up this quality standard, we are looking forward to your next update.
  16. John Spartan

    Collision lights issue.

    Odysseus it's kind a tricky to guess where exactly the problem is without seeing config file. I can share you some of Saul's and mine config for marker lights used on F/A-18's and SU-35. this code is part of CfgVehicles config in main config.cpp hope this helps mate John
  17. @corpsman780, please describe in more detail the mechanics/situation under which such "bug" happened so I can replicate that and test it. There is only one reason why ejection is forced atm - negative speed. Temporary fix to prevent flying backwards, until I get some time to write a better function of BI will fix the bug.
  18. John Spartan

    Scripting Discussion (dev branch)

    try this, and BTW there is a separate tread by Iceman77 on GUI and it's functions mate
  19. John Spartan

    Scripting Discussion (dev branch)

    ok the code you have pasted on line 91 is missing " symbol to separate the action code example
  20. @Polaris - SU35 right now is our main development priority. Saul is working hard on updating the model to newly released vanilla jet standards, we will introduce a brand new "BIG BROTHER" to TO-199 [trainer] and it will happen reasonably soon. I don't want to specific on date atm.
  21. @All who are interested in GPS targeting system development First of all GPS targeting [or targeting in general] concept in ARMAverse is completely different than in real life. Again ARMA is not a flight sim but combined arms game. So for those who expect a simulation for "real life" fighter pilot training we will have to say - sorry it wont be possible due to lack of time and resources on our end [bI theoretically can deliver such things]. For those who understand that ARMA is a game and for fun with a big element of realism in it and wish to help us out with some public testing or advice Saul and me have prepared a new DEVELOPMENT version of FA18 with a slightly updated GPS targeting system [still WIP]. Hopefully together we can shape it in to something interesting, fun and realistic [reasonably]. HERE IS DOWNLOAD LINK TO DEVELOPMENT version 1.61 of FA-18's [please don't mirror it's a WIP, latest stable atm is v1.6] changes are made directly in cfg_ammo for JDAM's and in cfg_vehicles for invisible GPS target marker. If my tests are correct then this should allow much bigger stand off range with JDAM's than initial GPS targeting system version. Also ammunition is adjusted so you don't need to wait for "tone" or "dimond". So once you have lock "square" acquired [which depends on your view distance for objects] bomb can be released. JDAM's will auto track target and lock automatically during the flight [adjusting the flight path effectively within 5km range of target] So for those who wish to participate please post feedback and you discoveries on this tread. Thank you Saul and John
  22. http://youtu.be/gyUjzi5H6vk
  23. @Fuller - Thanks mate. @All - GPS targeting system is something we are trailing right now and we will look to improve it in near future. Concept itself is nothing new - might be familiar from A2 when Franze and Feint introduced this tech. What we would like to add with feature updates is a communication between multiple aircraft and JTAC on ground sharing these GPS target coordinates for more interesting gameplay. Also MFD's will receive some polish - looking how nice BI done new aircraft models we have some work to do to catch up. This is definitely not a final version of these bad boys. And thanks for feedback and support. Spartan out.
  24. what's wrong with the old one?
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