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lordheart

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Everything posted by lordheart

  1. lordheart

    UTS-15 Shotgun

    Try PlayGesture?
  2. lordheart

    UTS-15 Shotgun

    Try use fired = "(_this select 0) playMoveNow 'BoltActionAnim_stand'"; Details on fired eventhandler: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Fired
  3. lordheart

    UTS-15 Shotgun

    It could work, perhaps try class eventHandlers { fired = "_this playMove 'BoltActionAnim_stand'"; }; Just added ' ' around the animation string. Other than that, try playMoveNow. Or perhaps even use it as a gesture. Also check that _this refers to the unit that fired and is not an array of some sort.
  4. lordheart

    ZAM Glasses

    Yeah, as Bakerman stated, it is mostly due to a current limitation within the ArmA engine. Feedback Issue, which was assigned a while ago but no word on progress.
  5. lordheart

    Flashbang

    I have sent you a PM with all the details of the changes I made and the changes.
  6. lordheart

    Flashbang

    super, I made a few changes to your mod and fixed the errors, I can send you the source files if you want to look over it and potentially release it as an update, will help fix the errors that most people have been having in the interim.
  7. lordheart

    How do i disable the Graphics limiter

    Create a mod with something similar to this in it class CfgVideoOptions { class TextureQuality { class VeryHigh { vramNeeded = 512; }; }; }; That will allow you to set your Texture quality higher even if you don't have the required vram for it.
  8. lordheart

    BWMod

    This operator is supported in config files and does work with the ThrowMuzzles.
  9. The update hasn't been released yet.
  10. @theNaCH This has already been solved in the dev version of TFAR
  11. lordheart

    Flashbang

    I believe the current issue with your mod (having to drop grenades and pick them up again else they don't work) can be solved by changing the following line in your config muzzles[] = {"HandGrenade_Stone","HandGrenadeMuzzle","MiniGrenadeMuzzle","SmokeShellMuzzle","SmokeShellYellowMuzzle","SmokeShellGreenMuzzle","SmokeShellRedMuzzle","SmokeShellPurpleMuzzle","SmokeShellOrangeMuzzle","SmokeShellBlueMuzzle","ChemlightGreenMuzzle","ChemlightRedMuzzle","ChemlightYellowMuzzle","ChemlightBlueMuzzle","SUPER_flash_Muzzle"}; to muzzles[] += {"SUPER_flash_Muzzle"};
  12. lordheart

    ZAM Glasses

    There are plans to have pros and cons to both wearing and not wearing glasses, as I said before I haven't found a nice way of having cons to no glasses, a lot of people disable blur and it also drops frames a bit so I've been avoiding that which generally leaves me with simple colour changes for the most part. That was requested so I provided, if you check the userconfig in Arma 3/userconfig/LHM you can enable it in third person by changing the relevant option.
  13. lordheart

    ZAM Glasses

    These are simply effects applied to the default Arma 3 glasses (all set up in the config side of things), so currently only Arma 3 glasses are supported (unless glasses mods extend from Arma 3 glasses then they will inherit the correct setup). TL;DR There are no new glasses (so no new classnames) but only applies to glasses that have been setup to use the system.
  14. lordheart

    ZAM Glasses

    1) The reason the lens lags is due to only checking for third person (among other things) every second instead of quicker to avoid performance issues (or possibility of them). 2) I'd love to have the dirt and dust work a lot better but I am restricted by various factors. I have begun working on helicopters and rotor wash, etc. but it's still a little way off. Currently dust appears when firing prone and it's the only time dust will appear for the moment. 3) I have some ideas of where I want to go with the rain to make it a bit more interesting. There is room for improvement in lots of aspects. There is currently a slightly negative effect in terms of mild desaturation when not wearing glasses/goggles and firing prone. I have been playing around searching for a better way of representing that it's not a good idea to be firing in dirt without eye protection but I have not stumbled across it yet. Thanks for the feedback. @Raptor 6, I have fixed that but just waiting for some more fixes, etc. before releasing.
  15. lordheart

    LHM Parachute Fix

    It currently uses BIS's bis_fnc_addStackedEventHandler, which of course relies on other modders or mission makers not to directly use the onEachFrame method. There is optimisation that can be done because, like you said, it doesn't need to run every frame unless the player is actually parachuting. I did include many early-outs so it doesn't do any unnecessary processing every frame but I will look into further optimising to cover all bases.
  16. So after playing Arma for a period of time, eventually parachuting into AO's comes up and you go off and do it. Only to land and either glide 20-30m from where you landed and end up prone or other oddities happen. Presenting LHM_Para Features: No awkward landings No gliding across the ground Signed and keyed for your benefit Known Issues: No parachute closing animation, in fact the parachute simply disappears If a mission or another mod uses onEachFrame without using BIS_fnc_addStackedEventHandler it will break this. Download Version 0.0.1 (2.22 Kb) Install Instructions: Unzip Place with your other mods Move the folders/files within the userconfig folder within @LHM to the userconfig folder in the root of Arma 3 Add @LHM_Para to your mod line using your favourite launcher (or the manual way)
  17. lordheart

    LHM Parachute Fix

    Thanks Foxhound.
  18. lordheart

    HAFM - ArmA 2 HMMWVs import

    II'll counter Modder's differ with my opinion, which would be that I'd rather have one mod that covers most HMMWVs than have to use 2, where one is provided as is with a couple bugs. Of course in the end it is entirely up to you and what you want to and have time to do. Thanks for your work.
  19. lordheart

    ZAM Glasses

    Update: version 2.1.0 Download Link Changelog: 2.1.0: Improved combat goggles overlay Improved cracked overlay (combat goggles and glasses) Slight code improvements Adjusted effects of firing prone without glasses New dust texture Thanks to: - The.D for the Combat Goggles overlay (non-cracked) and dust overlay. Images I have also begun working on effects from helicopters and the like but they aren't ready for release yet but this version needed to get out due to the obviously bad overlay textures from before. The diving goggles will also be getting some love in the future. ---------- Post added at 01:15 ---------- Previous post was at 01:09 ---------- Then I will look into it further. Thanks.
  20. lordheart

    ZAM Glasses

    @Przemro, are you sure it adds goggles? I looked at the armaholic page for it and it had no mention of new glasses/goggles.
  21. lordheart

    Mag Repack

    Any possibility to get a fix for the scrollbar error?
  22. Just did the time consuming tedious work, to free nKey from it. This should allow him to focus on bug fixes and improvements and I'll try to help where I can.
  23. @spector So it is working now? @profecy No problem.
  24. lordheart

    ZAM Glasses

    The goggles and other images used in this mod are currently being looked at to be replaced by much improved ones.
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