

mrflay
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Everything posted by mrflay
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Thanks! :)
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I can't believe I forgot to mention the low speed issue. Yes, it's a pain and the reason why I added the possibility to increase the speed with 'Forward' key. I will add it to the list of known issues. Thanks! Very nice! Thank you :) Sorry, my bad. It's been fixed in the latest download. Thanks for reporting it.
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Ok, so it took a little longer to get it all sorted than I thought, but here it is anyways if anyone wants to try it out (links below). I would really appreciate some feedback regarding: general handling when on ground (moving, enter, exit, take off) general handling when in air. landing (regular landings should be manageable, precision landings e.g. on roof-tops should be challenging) thermals (i.e. good as they are or need more work?) swooping (too hard, too easy?) Suggestions and improvements are very welcome too. Keys Ground Space: Launch hang glider Forward: Move forward (use shift to run) Back: Move back. Left: Move left (glider will fall over) Right: Move right (glider will fall over) Air Forward: increase speed (good for testing, may be removed) Back: switch into landing state (holding back will decrease speed) Radio 1: toggle variometer on/off. 2: toggle variometer audio on/off. 3: toggle debug on/off (i.e. display thermals) Known Issues Variometer indicators are not displayed correctly until a few dives and climbs have been done (odd). Hang glider explodes when it crashes (can't seem to get rid of it). Hang glider turns over easily when moving on ground (need dampers). No transitions between animations yet. Possible to get stuck when exiting hang glider ("get in" usually takes care of it) Inaccurate geolod (on purpose to get the right feel... needs tweaking) Horrid walking animations (not sure what can be done about it) When doing a roll the pilot position flips over when going beyond 180 deg. Hang glider will stall when going below approx 45 km/h without chance of recovery (thanks froggyluv, Magirot). Note The wind flapping sound is not included in the addon. If you have Arma 2, create a folder c:\flay_hangglider and copy the padak_let.wss from \Ca\sounds\Air\Noises to this folder. This will make flying much more enjoyable. Downloads (alpha) @FLAY.zip hangglider.Stratis.zip
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Yes, beeping (especially the sink sound) can be annoying after a while. However, it is possible to turn the sound off. Have been looking for those, but could not find any working downloads for them. In particular, there was a hang glider mod from a guy called mohax that looked very good. I will release some kind of alpha test shortly (this evening most likely). Just need to sort out some annoying glitches.
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I left the back in Arma 2, where it belongs :) It was a little bit too much, even for me. I have something else in mind for Arma 3... Unfortunately, I'm having some issues with it at the moment, though. It seems I can only fire a single round with the rifle, it will not chamber another round. I'm well aware that this probably isn't a very common use case in Arma, but it sure would be nice if it worked. This is the relevant config entries I'm using to get the pilot's gun visible and enabled: class CfgVehicles { class FLAY_HangGliderWpn: FLAY_HangGlider { ... hideWeaponsDriver = false; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class Default; class States { ... class HangGlider_PilotWpn: HangGlider_Pilot { ... rightHandIKCurve[] = {0}; disableWeapons = 0; canPullTrigger = 1; }; }; }; And then, in order to actually fire the weapon. gameLogic action ["useweapon", player, player, 22]; // 22 is the weapon/muzzle index. I know this is a dirty hack, but with all those config entries it's hard to tell if it's a valid use case or not.
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These dummy modes are not exclusive for the MG. Every weapon used by AI have them. I will need to add/tweak them for the bow when I'm finished with the player side of things. Thanks, this might actually be a better way to create the arrows that sticks to walls and ground and such on impact. Right now I'm spawning a script when the arrow is fired in order to keep track of the position and direction of the projectile while it's alive. Will have to look into it. Hehe, yeah... it's a very very long list :) Thanks for the suggestions!
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Very nice! Took it for a brief spin and it worked very well. I'm not familiar with the callExtension interface, but would it be possible to call external services (eg. http) from within the javascript code? A nice addition would be some sort of JSON support in sqf, but not really sure if that's possible. Anyway, nice work!
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Yeah, hungarian bows are pretty bad ass (fast forward to about the 1.30s mark).
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I'm not sure how it all works under the hood, but it would make a lot of sense if the AI adjusts the aim according to the muzzle type. I went with the GrenadeLauncher because it appears to be required for firing shells (explosive arrows) and seems to handle regular bullets as well (e.g. broadhead, precision, and regular arrows) from the player's perspective. It isn't a big deal for me to add another muzzle type if that's what's needed. Thanks! I made the animations with O2. These animations are just placeholders to show that there is a difference between loading from back quiver and the bow mounted quiver. They are only one or two keyframes each, so it didn't require a lot of effort.
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Happy to see another archer here :) Yes, a more realistic damage model is definitely on the roadmap for the mod. It may not be there right away and maybe not the default damage model, but it just wouldn't be right to call it a fetish otherwise. Great feedback btw. Currently the bow looks really weird when put on the back. You can see it in the first video when the bow is taken from the ammo box. I don't know whether it is possible to configure how the weapon is placed on the back. It may have to be scripted. It does not work well with AI at the moment, but then I haven't really started to look at that yet. From AI perspective the bow is a grenade launcher, so if it is possible to get the AI to be accurate with a grenade launcher they should have no problems using the bow. At the moment, though, it seems they aim for the feet. See
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Here are two videos that shows the Compound Bow in action. Target practice Blow shit up! For the mod I'm planning to make the Compound Bow be a relatively short range, but very powerful weapon. With the Broadhead arrow points it will take just one hit anywhere on the body to kill an unprotected enemy. The Recurve Bow on the other hand, I would like to be more of a long range precision weapon. But I'm not sure how to balance that right. I mean the recurve bow would have to be one-hit-kill too in order to be effective on long range. So, we'll see. Of course, this isn't how they function in the real world (I think the compound bow is pretty much superior in every aspect, except maybe assembly and dissasembly), but it makes it a little bit more interesting imo.
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Thanks for the positive feedback! I'll try to upload a video of it in action later on today. Yeah, I won't deny that the recurve bow in Far Cry 3 is the main inspiration for this project. Although, without some engine/script enhancements it will be very difficult to match that experience in arma (e.g. better support for custom weapon animations). Will probably work good enough for this purpose. Getting it to work well in regular single- and multiplayer games will require a rewrite (and perhaps some bugfixes/enhancements from BIS). Anyways, I'll share the source once I'm done with the proof of concept (it won't be pretty though). Oh yeah, I would play a mod like that... a lot :).
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ZGM Visitor Objects - comprehensive template library and toolset
mrflay replied to ZeroG's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks for sharing! I went a head and made a visitor template with all arma1 objects organized roughly according to your guidelines (may need a few tweaks here and there). The template is available here. It was generated using the following python script. Cheers! -
[Tutorial] Creating Custom Weapon Animations
mrflay replied to b00ce's topic in ARMA 2 & OA : MODELLING - (O2)
I recently ran into something similar. No matter what I did, all weapon animations got corrupted when used in game (other animations were fine). The problem was, that the rtm:s were not binarized (i.e. opening the rtm:s under the BIN_TEMP hierarchy showed they where still "RTM_0101" and not "BMTR"). I had to resort to manually binarize my weapon animations as described here: http://forums.bistudio.com/showthread.php?87052-Hand-Animations&p=1447690&viewfull=1#post1447690 Maybe it's the same for you? -
Upcoming Addons/Mods - NO DISCUSSION
mrflay replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'm working on a Hang Glider addon. Hopefully coming soon :) -
Arma 2 Addon request thread
mrflay replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Anyone know of any hang glider mods for arma? The one I found by searching this forum all have broken download links (eg. mohax). Thanks.