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MrSanchez

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Everything posted by MrSanchez

  1. I think people here are referring to the old ALT+SHIFT+H menu?
  2. MrSanchez

    Zombies & Demons 5.0

    Hahaha :D
  3. I've been using TS voice activation for direct speech since 2013, hardly had any issues with it. Are you experiencing any issues or have you not used ACRE yet? :)
  4. MrSanchez

    Advanced Rappelling

    As for the realism standpoint I agree with nightintruder. For those concerned about protocol can simply not use the feature, no harm.Kind regards, Sanchez
  5. MrSanchez

    Delete object without ID

    How is the object accessed in the first place? Is it passed as an argument to a file? function? You need some way to access the object you're trying to delete otherwise you'd be deleting thin air.
  6. MrSanchez

    Zombies & Demons 5.0

    Don't know what mods you're running or what mission but it's possible that something's causing the zombies to crouch which will make them freeze in place at the moment. This is already fixed in a next update.
  7. MrSanchez

    Zombies & Demons 5.0

    I had a chat with the lad a bit ago. They use a completely separate addon created in-house. They assured me absolutely no content of Z&D was used, so for more information, find their website I guess.
  8. MrSanchez

    TRYK Multiplay-Uniforms Fix

    Zabb is implying that the armor level message you're talking about Rekkless, is entirely cosmetical and does not have to represent actual armour values given to the vest in config. Zabb, not everyone's a modder :P
  9. MrSanchez

    ArmaRig for Blender

    Yeah and it's a shame. Animations are very powerful (if done properly) for immersion. A lot of mods could benefit greatly from some nice custom animations but it's not the easiest thing to do/learn. I am trying to get into animating so I fully support things like this rig that makes things easier :) Also your vimeo video was very useful (especially for a Blender rookie ;) ) Kind regards, Sanchez
  10. MrSanchez

    ArmaRig for Blender

    Hey, sorry for the late reply. Thanks for the info. I'll mess around with some selections and see what I can get. I'll post my findings here once I'm done. I'll avoid adding a new bone as that just seems painful :D Kind regards, Sanchez
  11. MrSanchez

    ArmaRig for Blender

    Hey, thanks a lot for your rig, Macser. I've been meaning to do some small animation work on weapons held in the handgun slot. I very much suspect so, but do you know for certain whether handguns also use the 'weapon' bone? I got confused since you added a reference pistol mesh in V5 but I'm not sure what that could be used for (as it doesn't appear to be linked to e.g. the weapon bone). Could you perhaps tell me? Kind regards, Sanchez
  12. MrSanchez

    Zombies & Demons 5.0

    We've done quite a few things to the mod lately, including a line-of-sight check, meaning it'll be possible to lose zombies now after some time :) I looked into ZISHC and the thread, you mentioned in June that the zombies were in fact deleted upon spawn (as intended by ZISHC) but were never recreated. The eventhandlers ZISHC uses are scripted ones which are added once an object is placed in Zeus, so it has nothing to do with our config eventhandlers (of which we have only two - Init & one to disable CBA execution). First thing popped up in my head would be group amount limit, ArmA 3 still has a limitation of 144 groups max in one game. If you spawn 72 zombies and delete them - it'll take a bit for their groups to be deleted. If you spawn another 72 right after (on HC for example) then you've hit the max. Though I assume you've tested this while spawning only one zombie at a time or so so it's unlikely that is the problem. (although a count allGroups wouldn't hurt). Originally when you sent this I thought that it was going to be about the zombies not moving after recreation, thinking of reasons why that would happen is easier than thinking of reasons why a direct request to spawn an unit by createUnit is not working. If you know anyone that has a bit of modding/scripting experience, ask him to add diag_log debug messages to ZISHC at various stages of the scripts to see where the Z&D part is stopping. That'd be helpful. I won't be able to do it myself, I simply don't have the time. Kind regards, Sanchez
  13. MrSanchez

    Zombies & Demons 5.0

    We recently found that AI mods that affect AI behaviour can cause our zombies to e.g. crouch. Our zombies don't have a crouching animation (it's impossible for them to crouch!) causing them to seize up whenever they're told to crouch, resulting in them standing still, creepily watching you. This bug has been fixed only two days ago, zombies are unable to glitch into crouch anymore. Regarding zombie prone, I haven't seen a zombie go prone yet but I reckon it's another AI mod causing it, we may add a similar check to (optionally) prevent zombies from going prone, since our zombies do keep the a3 prone animation. Kind regards, Sanchez
  14. MrSanchez

    Prone to crouch issue [SOLVED]

    I recently found the cause of this problem for one of my friends. The @personalarsenal mod by Drakeziel on Play withSix is terribly outdated, I don't think it was ever updated since it's original release in 2014. The old version has a CfgMovesBasic class in it for some reason which fucks up the animations for humans. It causes people to randomly go prone or randomly do the 'fall over, out of stamina' animation. Since it never got updated on PW6 this issue stuck around for two years. Removing the mod and replacing it with WebSlugs' Virtual Arsenal Anyway (@va) on PW6 is the cure. If you don't use the aforementioned outdated version of that mod then I wouldn't know what the problem is... Kind regards, Sanchez
  15. MrSanchez

    Advanced Urban Rappelling

    This is so cool. Possibly my favorite mod to come out this year. ^^ Outstanding job man
  16. MrSanchez

    Battle royale

    2009..... This is: For more success on a good answer, go to: (Alternatively, if there is a BR thread you could go there) Also the answer may be in: https://forums.bistudio.com/topic/141590-beginners-guidehow-do-i-install-modsaddons/ Kind regards, Sanchez
  17. MrSanchez

    [Release] TOH Cargo Ships

    Hey. Object Builder is love. Object Builder is life. :D
  18. MrSanchez

    Zombies & Demons 5.0

    Z&D doesn't really affect human AI much at all (that's what you got AI mods for). The only thing we do is make them flee (allowFleeing) when they are hit by a zombie. I don't think we'll be messing with human AI at all to avoid conflicting with AI mods such as ASR_AI, bCombat, etc.
  19. Alright all great then ^^
  20. This really isn't a big deal whatsoever...just a miniscule thing I noticed. https://cbateam.github.io/CBA_A3/docs/files/network/fnc_globalExecute-sqf.html On the top it's mentioned that this function is deprecated and remoteExec(Call) should be used instead. I understand remoteExec is BI's solution to remote execution and it sure has a lot more safety checks preventing malicious intent, but by saying it's deprecated you guys hopefully aren't intending to remove this function at some point, right? I've used a lot of remoteExec(Call) in my long-term projects but in short missions to play with my private community I prefer using CBA fnc globalExec simply because it allows you to execute code directly whereas remoteExec requires you to wrap code into a function. (I don't know if the function with code needs to exist on the computers that execute the code). So in some controlled situations I think it's preferable to execute code directly using cba_fnc_globalExecute rather than remoteExec. Just wondering what the intent is here :P Kind regards, Sanchez
  21. I considered between "hit" and "caliber" - For vanilla weapons it didn't really matter what I'd chose but I decided to check various weapon mods and found that the Hit value is quite inconsistent between mods. 5.56 stanag mags' hit-values or 7.62 NATO's hit-values differed a lot between the various mods, however the 'caliber' value was more consistent. So to keep the mod more or less compatible with most of the weapon mods I went for caliber instead of hit. I also wanted to make the impact speed of a bullet count but if i recall correctly the event handler I'm using doesn't return that, and I don't want to trace every bullet, killing performance. That's all :)
  22. Answering 2) first because it's easy. If the server isn't running head gore, heads won't explode. 1) I don't use the ACE advanced medical system but as far as I know the mod works fine with ACE. I did notice that if you have 'Prevent instant death' enabled you need to shoot the head one extra time for it to burst. But no need to adjust any settings for it to work normally. Also did the heads stop bursting after you just now updated to 1.1? 1.1 came out a month ago so I'm a bit confused :P
  23. MrSanchez

    POOK SILO (CUP)

    Wow...I remember this. A year and a half later here it is again :D Any noticeable differences in this version?
  24. MrSanchez

    Zombies & Demons 5.0

    It is not possible to customize zombie uniforms without changing the config.
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