champ-1
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Everything posted by champ-1
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Well, there is not much drama in real life when you getting shot by AA missile. You don't even get any warning for heat-seaking missiles as far as I know. Problem here is the damage model of helicopters and jets. In reality getting hit by a missile doesn't mean you always explode or loose control over vehicle completly. Sometimes you can even land a jet without one wing or landing gear. That's something developers need to look into: expansion of vehicle damage model especially for air vehicles. I know they already somewhat updated it for choppers with last DLC, but there is still work to be done. For now you can try to use some scripted solution like this: https://www.youtube.com/watch?x-yt-ts=1422579428&v=tv-R8eO_YHo&x-yt-cl=85114404
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That's right. You need to have view distance set to 12k in settings at all times.
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Fixed
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CH View Distance Addon v1.03 Download Changelog: v1.03 - added: support of UAV and UGV units (as suggested by EasyEB)
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CH View Distance Script v1.03 Download Changelog: v1.03 - added: support of UAV and UGV units (as suggested by EasyEB)
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Hey, guys. I want to know if the bullet will hit it's target BEFORE it arrives there. I'm guessing I need to calculate projectile path somehow. But even then I couldn't use it with 'lineIntersects' command because it's not a straight line. Any ideas how to do that?
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What's the difference between 'maneuvrability' and 'sideAirFriction' parameters? They seems to do the same thing. Both missiles and guided bombs have appropriate 'maneuvrability', even though config reference page says it's only for missiles. So does maneuvrability affects projectiles without thrusters and why they need two paramenters for the same thing?
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Predicting projectile path
champ-1 replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it would be shit without slow motion. Like you said, it would be like 400 ms bullet time screen at the target which is 500 m away (which is farther than most engagement ranges anyway). It would look like blink on the screen. Pretty stupid. -
Predicting projectile path
champ-1 replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, I don't think this was a great idea after all. Better leave it for Sniper Elite series :D -
Predicting projectile path
champ-1 replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also artillery calculates position of impact and not a whole path of the shell. So it's kinda different. -
Predicting projectile path
champ-1 replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You mean it's not enough time for script to run?---------- Post added at 22:43 ---------- Previous post was at 22:33 ---------- I guess you right. It will be only viable for long range sniper shots, tank shot, missile shots or if the game running in slow motion. But you could activate slow motion after calculation, which is not that great. -
Predicting projectile path
champ-1 replied to champ-1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, I understand that. It's pretty much impossible to calculate it 100% accurate. But I want it at least somewhat accurate. That's exactly what I'm trying to do :D -
CH View Distance Script v1.02 Download Changelog: v1.02 - fixed: obscured text with different interface sizes (thanks Law-Giver for suggestion) - fixed: missing font error - fixed: spelling mistake - changed: default input focus is now set to slider instead of textbox to prevent accidental typing
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CH View Distance Addon v1.02 Download Changelog: v1.02 - fixed: obscured text with different interface sizes (thanks Law-Giver for suggestion) - fixed: missing font error
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
champ-1 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You guys misinterpreted my and some other comments. I think MCC is a great mod, I enjoy it very much. I love GAIA system and additional features Zeus or any other mod don't have. It's great. I don't tell you what you HAVE TO DO. I'm just expressing my opinion on update and the direction this mod moving. You can call it a VOTE if you like. I vote for some feature I would like to be improved. You don't have to do it, but I hope if enough people will show why exactly they love MCC, you will. Or you can just ignore it, if you feel like that. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
champ-1 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Double that. I think MCC still has its place, but ONLY like AI spawner and manager. -
If both script and addon versions are running, addon version will terminate and let the script version run. You can limit player VD both with script and addon version by adding these variables in your mission file: CHVD_allowNoGrass = true; // Set 'false' if you want to disable "Low" option for terrain (default: true) CHVD_maxView = 2500; // Set maximum view distance (default: 12000) CHVD_maxObj = 2500; // Set maximimum object view distance (default: 12000) I guess I should add this info to the first post. If you have basic understanding of scripting, you can edit script and move action from scroll menu to AGM self-interaction menu pretty easily. Read documentation on AGM github for more information.
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Hey, guys! I have couple questions for you: 1. What is the easiest way to make two AIs pretend they are talking? 2. Is there a way to simulate "Dismissed" waypoint behaviour (casual relaxed animations, sitting and so on) for AI without them walking too far from original position? 3. How to make AI move from point A to point B strictly on roads? 4. How to detect how many seats/free seats has vehicles?
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Too bad there is no ready function for that. Too much effort for such simple thing. ---------- Post added at 23:23 ---------- Previous post was at 23:22 ---------- Could you link it, please? Seems like a decent function to me.
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MP I think this is a good one, thanks. No I want to make units do animations similar to "dismissed" waypoint and make them wander around for a bit (but not too far).---------- Post added at 16:30 ---------- Previous post was at 16:28 ---------- But then they are not going to shoot anyone. This is less than optimal. Derp. Didn't know about this one, thanks. :)
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HOW Can I prohibit or forbid Map Marker System?
champ-1 replied to ANSWER's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What's the reason for that? You could remove side and global channels so players only can see their own markers. -
CH View Distance Addon v1.01 Download Changelog: v1.01 - fixed: pbo file signature - fixed: spelling mistake - changed: default input focus is now set to slider instead of textbox to prevent accidental typing
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Yeah There is no such option in DSSignFile
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ZBE_Cache AI & Vehicle caching script/addon
champ-1 replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Edit: nevermind. Good stuff though, thanks. -
Of course there is a way. But I don't know how to do it yet. Maybe someday I'll put it there, but for now its fine like that.