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mrflay

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Everything posted by mrflay

  1. I need a way to detect when the player detonates a satchel charge close to a helicopter wreck. I tried the "FiredNear" event, but it only fires then the satchel is placed, not when it is detonated. As a workaround I wrote this script that detects when the satchel is placed and then waits for it to explode. While this gets the job done, I would prefer a simpler solution/workaround if there is one. Any ideas?
  2. Hello, I thought I'd share some screenshots from an archery hack I've been working on for Arma 3. Right now it's more a proof of concept than anything else, but I'm hopeful it can be made into a mod too. Screenshots Videos Usage Press 'R' to load an arrow from the backpack or quiver. Press and hold the 'Fire' button to draw the bow. Release the 'Fire' button to release the arrow (press 'R' to abort). Keys R: If the bow is empty, load an arrow from the backpack or quiver. If the bow is loaded, unloads the bow. F: To switch between loading from backpack or quiver (bow must be empty). Known Issues Order of inventory items is changed every time something is changed on the bow. Ammo count for quiver always shows 0. Magazine is not shown in inventory when bow quiver is selected. Cannot change magazine / arrow points when quiver is selected. The target indicator is huge when interface size options is not set to "small". Flashlight and IR Pointer does not work (due to the workaround for the weapon animbug). Can't get MagazineCoeff and AmmoCoeff in accessory config to work (e.g. initSpeed and typicalSpeed). The draw animation is to quick (animation tweak). Limbs, wheels, and support strings are not animated when the bow is drawn (animation tweak). Scoring broken when shooting more than 20 arrows on a target (i.e. when it starts recycling markers). Does not work in multiplayer? Wishlist Magazine should be a proxy like the SIDE, TOP, and MUZZLE attachments (would make it possible to have different types of arrow shafts). Possibility to add more attachments slots to a weapon (even without ui for accessing them). Possibility to trigger weapon reloading through script (LoadMagazine?). More flexibility in animating the gun (sourceAddress="user" would be awesome). A key binding and/or scripting command to activate/deactivate the aiming deadzone like there is for head movement ('c' key makes sense) Flay Archery Fetish Mod [bETA] beta
  3. These are some screenshots from a hang glider mod I'm working on. I originally intended to release it for Arma 2, but the lack of pilot "IK" made it look horribly stiff. While the pilot animation still could need some work, I think it's amazing what 2 memory points and 4 lines of config does (see video below). Screenshots Video Update 2014-07-14 (version 0.4b) - Fixed two memory points that caused issues with pilot legs (introduced with kart dlc). 2014-04-12 (version 0.4) - Replaced hangglider assembly/disassembly with standard builtin version. - Fixed issues with weapons (cluster bombs) - Increased view angles slightly. 2014-01-08 (version 0.3) - 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) 2014-01-02 (version 0.2) - 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. 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) Shift+Space: Exit hang glider. Known Issues Variometer is silent when in first-person view. Keys are not initialized properly when hang glider is spawned "flying" (i.e. not launched from ground). No transitions between animations yet. Possible to get stuck when exiting hang glider ("get in" usually takes care of it) 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). Credits pumpkin for fn_soaring.sqf script (used in ridge lift module) Sakura_Chan and super-truite for help resolving config issues. BIS for a great game and excellent modding support. Everyone maintaining the BIKI. Can't imagine what modding would be like without it. BRSSEB for the OFP Addon Tutorial Site Clayman for the Arma 2 Animation Viewer freesound for various sound effects. License It's now licensed under APL-SA as it includes sound files from Arma 2. FLAY HangGlider Mod v0.4 (old) FLAY HangGlider Mod v0.4b (new 2014-07-14)
  4. Here are some screenshots from a mod I'm currently working on... 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!
  5. mrflay

    FLAY Hang Glider Mod

    Yes, I've been experimenting with this a while back. The major thing holding me back is a nice looking uniform model (the flight behavior is easily configured).
  6. mrflay

    FLAY Hang Glider Mod

    Yes, I that will be fixed in next release... which should also include a few textured gliders :) The CSAT Y-500 Vulture (using antoineflemming's excellent CSAT Semi-Arid Hexacam Pattern)
  7. 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.
  8. 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. Yeah, should hopefully provide a little more variation to missions. Thanks! Alternatively, Mission3 - follow client and photograph him taking murdering ex, and then blackmail him or sell pictures to press :) 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
  9. 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...
  10. 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!
  11. Yeah, may look at it when basic functionality is complete. 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.
  12. Thanks everyone for the feedback! 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. Yes, it's possible to use the items without any scripts. The extra functionality is added by modules. Yes. 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). 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.
  13. mrflay

    FLAY Hang Glider Mod

    Tiny bugfix release, fixes issue with pilot legs introduced with Kart DLC. FLAY HangGlider Mod v0.4b
  14. mrflay

    FLAY Hang Glider Mod

    FLAY_HangGlider_Bag FLAY_HangGliderBlack_Bag Try the following version, I made some changes to the backpacks and hopefully it works better. flay_hangglider_v04.zip
  15. mrflay

    Add custom vehicle to editor

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

    Add custom vehicle to editor

    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"};
  17. mrflay

    FLAY Hang Glider Mod

    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. 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. This is good idea, I'll definitely add that :) Wow, nice! :) I don't have photoshop, so a transparent PNG would be best for me.
  18. mrflay

    Add custom vehicle to editor

    It ends up in the Support category in the editor (not Air). Maybe change the vehicleClass to "Air" and add a displayName. displayName = "My Ghost Hawk"; vehicleClass = "Air"; Or remove vehiclClass completely, so it will inherit from parent class (B_Heli_Transport_01_F).
  19. mrflay

    Add custom vehicle to editor

    Verify that scope is set to public in your vehicle class. class cfgVehicles { ... class YourGhostHawk: ExistingGhostHawk { scope = 2; // 0=private, 1=protected, 2=public ... } ... }
  20. mrflay

    FLAY Hang Glider Mod

    Yeah, I'll fix this for next update. Thanks for feedback! 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]; 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. I'll try, modelling really isn't my thing. It needs proper materials and textures, at the moment it's just painted in O2 :)
  21. That bridge looks & sounds amazing!
  22. 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;}]; Yeah, that would be awesome! :)
  23. mrflay

    FLAY Hang Glider Mod

    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! :)
  24. I think Langkawi would make a nice terrain in Arma. It has a decent amount of variation (mountains, forests, fields, cities, islands) and is around the size your looking for. https://static.panoramio.com.storage.googleapis.com/photos/large/68026720.jpg https://static.panoramio.com.storage.googleapis.com/photos/large/65132959.jpg https://static.panoramio.com.storage.googleapis.com/photos/large/60340424.jpg https://static.panoramio.com.storage.googleapis.com/photos/large/11794821.jpg Perspective view Visitor
  25. 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", ""]; }; // ...
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