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mrflay

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Posts posted by mrflay


  1. Oh my script is on TV :O

    Thanks for test flying asuseroako : )

    MrFlay, I have a question:

    could you add the units name to the CfgPatches / class / units array in a future version please : )?

    class CfgPatches {
       class FLAY_HangGlider_Core {
           units[] = { [color=red]"gliderclassname","nightwingclassname","backpackclassname etc"[/color]};
           requiredVersion = 0.1;
           requiredAddons[] = {};
       };
    };

    That would enable us to place the units in ZEUS :yay:

    Yes, I that will be fixed in next release... which should also include a few textured gliders :)

    dxBvQORl.jpg

    The CSAT Y-500 Vulture (using antoineflemming's excellent CSAT Semi-Arid Hexacam Pattern)


  2. Loving camera test2 in particular. What about something that lets you view the pictures already taken ? Probably WAY outside the scope of the mod so far however !

    If there's enough interest I may add support for it. However, as it would require extra dependencies (eg. Arma2NET for cropping / resizing images) it would probably be as a separate optional addon.

    Anyways, Here's a small test I did to see if it was possible...

    It works by sending "F12" (steam screenshot key), then cropping the file to 1024x1024 and setting it as the texture for the RscPIP overlay.


  3. doesn't "F12" give you a menu on screen ? (i got my screenshot on "break/pauze" button)

    and will you do specific lenses like sigma 50-500mm or canon 70-200mm L is usm ? (or nikon etc.)

    please consider weight to hold it steady etc. (i do make photos of aircraft irl and walking with my lens all day in hand does strain my arms :D)

    You're right about the menu popping up when hitting F12, so it needs to be rebound to another key like you said. I noticed there is a slight delay (around ~30 ms) before the screenshot is taken, so this "feature" is only feasible when taking single shots.

    And yes, there will be various types of lenses from different brands. Not sure if weight of accessories is taken into account when simulating fatigue.. need to look into that.

    Per usual, thinking outside-the-box. This looks fantastic! Will fit into surveillance, black ops, and CIA type stuff. Love it!

    Yeah, should hopefully provide a little more variation to missions. Thanks!

    ^^ oooh yeah. Mission1 - photograph target making out with ex-boyfriend (needs correct focus, aperature, being caught in the act). Mission2 - travel to a hideout and show the pictures to the client. Mission3 - get hired as a hitman and pop a cap in his ass!

    Alternatively, Mission3 - follow client and photograph him taking murdering ex, and then blackmail him or sell pictures to press :)

    Have had this idea myself for quite some time now, and had it on my mind a lot a few days ago. great to see it happening.

    Also when talking about a video camera, we're talking about these, right?

    http://services.creativecow.net/images/co_5199.jpg

    http://bhmediastrategies.com/uploadedImages/ist2_3381983-cameraman-isolated-on-white.jpg

    Yes, but I probably start with something simpler like this one (with proper VHS videotape):

    http://en.wikipedia.org/wiki/Camcorder#mediaviewer/File:Old_School_JVC_Camcorder.jpg


  4. I'm currently experimenting with the UI. Currently it works like this. The first shot will display all visible targets (in yellow) for 10 seconds. The number below the icon is the number of shots required to identify the target. Once the target has been identified it will always be visible in scope view.

    Here's a video of it in action...


  5. Hi, I'm trying to create a custom "photograph" objective for zeus, but I can't get it to appear in the list of available objective types in game. Anyone know how to do it using config?

    This is my config.cpp:

    class CfgPatches
    {
    class FLAY_Camera_Module_Curator
    {
    	units[] = {"FLAY_ModuleObjectivePhotograph"};
    	weapons[] = {};
    	requiredVersion = 1;
    	requiredAddons[] = {"A3_Modules_F_Curator"};
    };
    };
    class CfgFunctions
    {
    class FLAY_Modules_Curator
    {
    	tag = "FLAY";
    	class Objectives
    	{
    		file = "FLAY\FLAY_Camera\curator\functions";
    		class moduleObjectivePhotograph
    		{
    			ext = ".fsm";
    		};
    	};
    };
    };
    class CfgVehicles
    {
    class Logic;
    class Module_F: Logic
    {
    	class ModuleDescription
    	{
    		class AnyPlayer;
    	};
    };
    class FLAY_ModuleObjectivePhotograph: Module_F
    {
    	scope = 1;
    	scopeCurator = 2;		
    	author = "mrflay";
    	displayName = "Photograph";
    	portrait = "FLAY\FLAY_Camera\data\icons\portraitObjectivePhotograph_ca.paa";
    	category = "Objectives";
    	function = "FLAY_fnc_moduleObjectivePhotograph";
    	curatorInfoType = "FLAY_RscDisplayAttributesModuleObjectivePhotograph";
    	isTriggerActivated = 1;
    	curatorCanAttach = 1;
    	curatorCost = 0;		
    };
    };
    

    Thanks!


  6. You may already know about this command, but you could use setApertureNew to adjust the aperture when you take the shot. Users could set this value in f-stops, and then a script could translate this into Arma values.

    Yeah, may look at it when basic functionality is complete.

    Also, can we actually view the pictures after we've taken them? If so, I'd be interested to know how you plan on implementing this.

    Simplest way would be to use steams screenshot feature by sending "F12" key event from an extension, then crop the file and set it as texture.


  7. Thanks everyone for the feedback!

    Will we be able to adjust the aperture/exposure?

    Will the ISO/ASA sensibility, lenght of field, aperture, White Balance and so on be simulated? Filters could also give it a point ( like neutral density ).

    Possibly, but only in a very simplified (gamey) way. I'm still experimenting with this stuff, but the goal is to make it extensible so you have a "rating" module that determines the quality of the shot. Currently, this only scores the shot based on focus, scale, and visibility.

    Seeing as this well be a mod, well all I mostly want to do is use this to make journalist and OSCE missions, will it be suitable for anything without scripts?

    Yes, it's possible to use the items without any scripts. The extra functionality is added by modules.

    Are you planning to add a videocamera as well?.

    Yes.

    This could actually be kind of cool for military stuff as well, for intelligence gathering.

    We just need a black camera, and a laptop to upload shots from in the field that lets us send the actual images to other units elsewhere on the map (ie back at HQ)

    Yeah, it will be possible to use the mod in this way (sync "photograph" module with a target and add "laboratory" module synced to laptop where photos can be produced/uploaded).

    What I like to see if it would be possible to add a Recce Pod to aircraft,to do acctual Battle Damage Assesmanet ,where you send in a plane with cameras to take pictures after strikes to see if say a SAM-site is off-line after a strike.

    Cool idea, but out of scope for this mod. Although, I'm thinking about modding the Darter to allow taking photographs, but we'll see.


  8. Here are some screenshots from a mod I'm currently working on...

    vLQgOXsl.jpg

    gaeSojMl.jpg

    yeCk4Sml.jpg

    The idea is that you are a freelance photographer and you earn money selling pictures to different news agencies. At the start of the day a few random assignments are generated (eg. take photo of some event, stalk a celebrity, etc) and the goal is to finish as many of them before the day is up (pictures need to be produced and taken to respective news agency in order to get payed). Better equipment can be bought with the money earned in order to take better pictures (which are worth more money)...

    Planned Features

    • Different types of cameras ranging from low-end compact cameras to high-end professional DSLR.
    • Different types of film (e.g. b/w, color) and memory cards (32 MB - 16 GB, etc).
    • Different types of lenses for SLRs ranging from cheap poor quality to expensive high quality.
    • Various items and accessories that gives quality bonus for pictures taken (eg. light-meter, filters, etc).

    Will expand on it later... ciao!


  9. class CfgPatches
    {
       class ZB_MedEvac
       {
           units[] = {};
           weapons[] = {};
           requiredVersion = 1;
           requiredAddons[] = {};
       };
    }; 

    I thought you have to list your new classes in there if you add stuff to the game, or is that for another purpose?

    It's not strictly required (but a good practice). The units/vehicles will be displayed in the editor even those fields are empty.


  10. I create a folder, @zb_medevac, with a directory named zb_medevac inside of it.

    I put in it, addons directory. Inside of addons is a data directory.

    The two .paa files for my textures are in the data directory.

    There is a config.cpp file in the addons directory. (not binary yet)

    I used PBO Manager to turn zb_medevac into zb_medevac.pbo.

    So now I have @zb_medevac in D:/SteamLibrary/SteamApps/common/Arma 3, with zb_medevac.pbo inside of it.

    In zb_medevac.pbo, addons is the directory directly under it, and the tree looks correct.

    This is how the source directory structure should look:

    zb_medvac/config.cpp
    zb_medvac/data/heli_medevac_01_ext_co.paa
    zb_medvac/data/heli_medevac_01_ext02_co.paa
    

    PBO zb_medvac directory and put the zb_medvac.pbo in C:\Users\{your username here}\Documents\Arma 3\@zb_medvac\addons directory.

    If you look inside the zb_medvac.pbo, it should look like this:

    config.cpp (or config.bin)
    $PBOPREFIX$
    data/heli_medevac_01_ext_co.paa
    data/heli_medevac_01_ext02_co.paa
    

    The $PBOPREFIX$ should contain the single line:

    zb_medvac
    

    Launch Arma 3 with -mod=@zb_medvac argument.

    Also, you need to remove "addons" from the texture path in your config.cpp.

    hiddenSelectionsTextures[] = {"zb_medevac\data\heli_medevac_01_ext_co.paa","zb_medevac\data\heli_medevac_01_ext02_co.paa"};
    


  11. Also, I forgot to mention, but I can't tell what the "Engine On" does.

    This gets added automatically for all vehicles deriving from Plane class (same with autopilot and eject). I haven't found a good way to get rid of them for just the hangglider. Previously I removed them by overriding the CfgActions config, but then no aircraft would get the options.

    Is it possible to make a readMe.txt file with some simple instructions on what to do with the modules and how to modify them?

    Sure, I'll include it in next update.

    Ridge Lift module adds a simulated ridge lift effect (only one should be placed on the map it as effects the whole map). Thermal Lift module adds a single thermal lift effect at the position it is placed (add as many of these you want). There is a short description of the parameters if you hover over the label in the editor.

    EDIT: Just read your post about "swooping" and tried it and loved it! Maybe add a water "shoooooooosh" sound effect when it's happening.

    This is good idea, I'll definitely add that :)

    EDIT: I made a few screenshots and mocked up a logo just for fun. Let me know if you are interested in the logo and I can send you a PSD or transparent PNG or something. ;)

    Wow, nice! :) I don't have photoshop, so a transparent PNG would be best for me.


  12. I love this. It's simply fantastic. I love the animations. I found a few bugs:

    -When I first got in, when I pushed W to move forward, I spun in a circle. Can't duplicate so maybe it was something on my end with a stuck rudder or something.

    -Variometer stays on after exiting and packing up the hang glider.

    -Weapons seem to work, though they are difficult to see. Can you expand the head range of motion so the pilot can see behind themselves? I like the fire effect from the molotov. Sound effect for the molotov launch is a bit much. I'd change it to simply a dropping bottle sound.

    Yeah, I'll fix this for next update. Thanks for feedback!

    -Would love a MUTE button for the variometer. :)

    In future it will be possible to click on the buttons on the UI overlay to enable/disable audio, but for now audio can be disabled by setting the following variable.

      [player] setVariable ["FLAY.variometer.audio.on", false];
    

    Nice release (for me, no ArmA session is complete without flying around in one of these), a few questions/suggestions:

    -Does the Molotov (Nice effect btw) not do any damage? Or does it only do damage at contact? I dropped one, got out and walked over the flames and it did nothing to me.

    It's supposed to cause damage (0.06 hitpoints every second for 10-15 seconds). I only tested it on enemies, so I need to check your repro as well.

    -Is it possible to make the black hang glider (Nightwing should be it's official name imo) look more black? On mine it shows up as a dull grey.

    I'll try, modelling really isn't my thing. It needs proper materials and textures, at the moment it's just painted in O2 :)


  13. Hi Mrflay, I tried using the bullet cam with this as I thought the 2 would go really well together, it did work to a point but not perfectly, would be nice to have "Arrow Cam" as an option hint hint wink wink :D

    Try this

    55 cutRsc ["RscPiP","plain"];
    waitUntil {!isNull (uiNamespace getVariable "RscPIP")};
    
    ((uiNamespace getVariable "RscPiP") displayctrl 2300) ctrlsetfade 0;
    ((uiNamespace getVariable "RscPiP") displayctrl 2300) ctrlsettext "#(argb,256,256,1)r2t(rendertarget0,1.0)";
    ((uiNamespace getVariable "RscPiP") displayctrl 2300) ctrlcommit 0;
    
    _cam = "camera" camCreate (getPosATL player);
    _cam camPrepareFov 0.70;
    _cam camCommitPrepared 0;
    _cam cameraEffect ["INTERNAL", "BACK", "rendertarget0"];
    _cam camSetPos (getPosATL player);
    _cam camCommit 0;
    
    missionNamespace setVariable ["FLAY_ArrowCam", _cam];
    
    FLAY_ArrowCamFired = {
    _this spawn {
    
    	_unit = _this select 0;
    	_projectile = _this select 6;
    	_cam = missionNamespace getVariable "FLAY_ArrowCam";
    
    	while { alive _projectile } do {				
    		_p = getPosASL _projectile;			
    		_vdir = (velocity _projectile) call BIS_fnc_unitVector;
    		_pitch = atan ((_vdir select 2) / abs (_vdir select 1));
    		_cam setVectorDir _vdir;
    		_cam setPosASL _p;
    		[_cam, _pitch, 0] call BIS_fnc_setPitchBank;
    	};
    };
    };
    
    player addEventHandler ["fired",{_this call FLAY_ArrowCamFired;}];
    

    ;2594597']Flay' date=' How about a crossbow? [b']Daryl [/b]wink wink ;D

    Yeah, that would be awesome! :)


  14. Version 0.3 (Dropbox)

    - Fixed variometer sound not working in first person

    - Removed disassemble option when inside vehicle

    - Adjusted overall audio levels

    - Added black hang glider variant (aka. Night Wing)

    - Added Molotov cocktail

    - Added Cluster bombs (Night Wing)

    - Added Cluster mines (Night Wing)

    - Hide FLAY_Thermal from editor (should use module instead)

    Would love some feedback on the newly added weapons (i.e. do they work?).

    Thanks! :)


  15. Read about Arma 3 Module Framework

    Then build on example below.

    ZOD_NAV/modules/config.cpp

    class CfgPatches
    {
    class ZOD_NAV_Module
    {
    	requiredaddons[] = {"A3_Modules_F"};
    	requiredversion = 0.1;
    	units[] = {"ZOD_ModuleNavStartAll"};
    };
    };
    
    class CfgFunctions
    {
    class ZOD_Modules
    {
    	tag = "ZOD";
    	class Nav
    	{
    		file = "ZOD_NAV\modules\functions";
    		class moduleNavStartAll {}; // will compile fn_moduleNavStartAll.sqf into ZOD_fnc_moduleNavStartAll function.
                           // class foo {}; // i.e. fn_foo.sqf -> ZOD_fnc_foo
                           // class bar {}; // i.e. fn_bar.sqf -> ZOD_fnc_bar
    	};
    };
    };
    
    class CfgFactionClasses
    {
    class NO_CATEGORY;
    class ZOD: NO_CATEGORY
    {
    	displayName = "Zod";
    };
    };
    
    class CfgVehicles 
    {
    class Logic;
    class Module_F: Logic
    {
    	class ArgumentsBaseUnits
    	{
    		class Units;
    	};
    	class ModuleDescription;
    };
    
    class ZOD_ModuleNavStartAll : Module_F
    {
    	scope = 2;
    	displayName = "Use all ZOD_NAV modules";
    	category = "ZOD";
    	author = "Zodd";
    	function = "ZOD_fnc_moduleNavStartAll"; // function to call when module is initialized
    	isGlobal = 0;
    	isPersistent = 0;
    	isTriggerActivated = 0;
    	class Arguments: ArgumentsBaseUnits
    	{
    		class Units: Units {};
    		class Debug
     			{
    			displayName = "Debug";
    			description = "Enable debugging"; 
    			typeName = "BOOL";
    			class values
    			{
    				class Yes
    				{
    					name = "$STR_lib_info_yes";
    					value = 1;
    					default = 0;
    				};
    				class No
    				{
    					name = "$STR_lib_info_no";
    					value = 0;
    					default = 1;
    				};
    			};
    		};
    		class MyModuleParam1
     			{
    			displayName = "my param 1";
    			description = "my param 1 description"; 
    			typeName = "NUMBER";
    			defaultValue = 0.1;
    		};
    		class MyModuleParam2
     			{
    			displayName = "my param 2";
    			description = "my param 2 description";
    			typeName = "STRING"; // default
    			defaultValue = "hello, world!";
    		};
    	};
    };
    };
    

    ZOD_NAV/modules/functions/fn_moduleNavStartAll.sqf

    private ["_logic", "_units", "_activated"];
    private ["_debug", "_myModuleParam1", "_myModuleParam2"];
    
    _logic = [_this,0,objNull,[objNull]] call BIS_fnc_param;
    _units = [_this,1,[],[[]]] call BIS_fnc_param;
    _activated = [_this,2,true,[true]] call BIS_fnc_param;
    
    missionNamespace setVariable ["zod_nav_module", _logic]; // make module available for scripts
    
    if (_activated) then {
    _debug = _logic getVariable ["Debug", false];
    _myModuleParam1 = _logic getVariable ["MyModuleParam1", 0];
    _myModuleParam2 = _logic getVariable ["MyModuleParam2", ""];
    };
    
    // ... 
    
    


  16. Hey man,great work have one question ever thinked to make Gliding Suit???

    Yes, but that would require a new character/uniform model which I don't know how to do. There is a basic (invisible) wingsuit that you can try by pressing shift+space when airborne in the hang glider. It's not very realistic, though.


  17. Happy New Year!

    Yes, next update will feature the following changes.

    - Bundled pumpkin's thermal/ridge lift script (thanks pumpkin).

    - Fixed explosion on impact (thanks Sakura_Chan).

    - Fixed smoke on damage (thanks super-truite).

    - Fixed harness obstructing view in first-person.

    - Fixed low poly wheels in first-person.

    - Bundled Arma 2 wind noise (thanks BIS!)

    - Clean-up scripts & config files.

    - Variometer available as user action.

    - Leaning animation forward & backward to gain reduce speed.

    And then I hope to be able to put more work into the archery mod, but it requires a lot of work unfortunately.

    New version (0.2) available, see first page for download link.

    It's now licensed under APL-SA as it includes sound files from Arma 2.


  18. Hey Happy New Year Flay and i wanted to ask if you are going to release some updates for the Glider mod and your Bow and Arrow mod ?

    Happy New Year!

    Yes, next update will feature the following changes.

    - Bundled pumpkin's thermal/ridge lift script (thanks pumpkin).

    - Fixed explosion on impact (thanks Sakura_Chan).

    - Fixed smoke on damage (thanks super-truite).

    - Fixed harness obstructing view in first-person.

    - Fixed low poly wheels in first-person.

    - Bundled Arma 2 wind noise (thanks BIS!)

    - Clean-up scripts & config files.

    - Variometer available as user action.

    - Leaning animation forward & backward to gain reduce speed.

    And then I hope to be able to put more work into the archery mod, but it requires a lot of work unfortunately.

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