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Posts posted by lordheart
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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.
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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.
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I have sent you a PM with all the details of the changes I made and the changes.
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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.
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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.
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1 The introduction of the "+=" operator, which would allow you to add elements to an array without completely replacing it, which would allow us to use the Throw weapon without sacrificing compatability. Bohemia actually mentioned that they plan to do that, and it might already be possible (It wasn't at the time of release), I'll have to check.This operator is supported in config files and does work with the ThrowMuzzles.
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The update hasn't been released yet.
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@theNaCH
This has already been solved in the dev version of TFAR
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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"};
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@XMDM the whole mod
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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.
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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.
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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.
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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.
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Thanks Foxhound.
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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)
- No awkward landings
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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.
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Update: version 2.1.0
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 ----------
It adds ESS GogglesThen I will look into it further.
Thanks.
- Improved combat goggles overlay
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@Przemro, are you sure it adds goggles? I looked at the armaholic page for it and it had no mention of new glasses/goggles.
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Any possibility to get a fix for the scrollbar error?
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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.
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@spector
So it is working now?
@profecy
No problem.
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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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Windows 7 Ultimate shouldn't cause issues.
Is it the 32 bit or 64 bit version of Win 7?
Is he running the correct Teamspeak client for his version of windows? As in, 64bit TS client on 64bit windows (can't do 64 on 32 so that won't be an issue).
Has he tried copying both the 64 and 32 bit dll into the plugins folder?
If he is launching Arma as admin is he launching TS as admin as well or vice versa?
UTS-15 Shotgun
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted · Edited by LordHeart
added eventhandler link
Try use
Details on fired eventhandler: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Fired