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sproyd

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Everything posted by sproyd

  1. Okay - the briefing screen still doesn't come up using this trick or in regular SP Mission pbo? I'm using briefing.sqf based on the tutorial here: http://www.ofpec.com/forum/index.php?topic=33468.0
  2. Okay so I sort of managed to get it to work - created a trigger which repeatedly checks the time and once its "dark" it activates the following { _x assignItem "NVGoggles"; _x removeItemFromPrimaryWeapon "acc_flashlight"; _x addPrimaryWeaponItem "acc_pointer_IR"; _x enableIRLasers true; } foreach units group player; Main Question: In addition to AI units this also applies to human units in the group including the player - is there a way I can make this only trigger on AI controlled units so human players maintain autonomy? Second Question: Also, while I can get the AI to equip NVGs from their backpacks rather than magically creating them on their heads I couldn't get them to remove the flashlight from their weapons and add the IR pointer from their backpacks onto their weapons using AssignItem. Any idea why? I had to use the commands above to literally delete the flashlight attachment and create a new attachment out of thin air on the weapon. Third Question: Is there a cleaner way of doing this than putting it in a repeatedly checking trigger? It wouldn't fire in my init.sqf? Fourth Question: enableIRLasers true - does this just mean that the AI are permitted to use IR if they feel the need? Because it doesn't force on IR as far as I can tell which would be nice so I can see what the AI are pottering around doing. THANKS!
  3. sproyd

    Gear Mechanic Idea

    Hi Wolfstriked - no I'm talking about having a bullet in the chamber counting towards your available ammo. Here's the situation: - Empty gun, safety on, no magazine inserted. - Load full 30 rnd magazine, you now have 30 rounds available (and should in theory charge the weapon to load one in the chamber) - Fire 20 rounds, you now have 10 rounds available - 9 in the magazine and one in the chamber. - Reload with another 30 rnd mag and your total rounds available should be 31. Its not hard to implement - BF3 has it (but they also just have a total bullet count pool and no magazine management)
  4. sproyd

    Gear Mechanic Idea

    Skimmed the op but you won't have that issue where you do an action instead of shoot anymore because lmb no longer doubles as complete action, it is now just shoot...and drag gear I guess. As for the backpack thing, yes it's a100% definite requirement. You can't have a realistic magazine situation where each mag hold its own bullets instead of the typical bullet pool from most fps games and then spoil it with reloads from backpack. Also there is another ticket raised where by reloading with a bullet in chamber doesn't give you mag+1.
  5. sproyd

    New update, worse FPS?

    I'm running Dev version and just played a full 40player server and had the smoothest experience yet - even in combat with about 10 guys on screen all VOIPing. It was excellent!!! The best part of it is that I can't comment on FPS improvement because I wasn't running MSI Afterburner to o/c my GPU like I normally do, yet it still ran faster. GeForce 650M GPU, Core i7 quad core @ 3.2GHz (mobile). Reading this thread Man am I glad that I quit AMD GPUs a long time ago, nVidia is on the top of their game and AMD... well.
  6. me too. First thing I noticed when opening up a mission with an AI squad, the text is missing from the menu for most items.
  7. Woohoo - PM me if you want me to test it out before you post it. I'll even get out my diving tables :D
  8. Thanks Cobra. I tried this script in my init.sqf but can't get it to work. To test it, instead of using daytime I used the following and stood on the beach for 3 minutes to see if the AI equipped NVGs. They didn't. Any ideas? if (time > 180) then { {_x assignItem "NVGoggles"} foreach units group player; };
  9. sproyd

    Arma3 Videos

    This showcases some of the more popular military aircraft in military service right now using the beautiful Arma 3 engine. The models were imported from Arma 2. The aircraft featured are; 1. Boeing AH-64D Apache Longbow 2. Lockheed Martin F-35 Lightning II (F-35B variant) 3. Lockheed Martin C-130J Super Hercules 4. Fairchild Republic A-10 Thunderbolt II aka Warthog
  10. Like people have said - its a dangerous path implementing a non-commercial free community mod into a paid product sold by a profit making company. An IP and copyright minefield. I like to think that the community making mods is a way of telling the developers what we want to see in the game and hence its great to see them implementing some of these ideas in a more official format. The perfect examples for me in Arma 3 are the fatigue system (see ACE2), the diving system, the improved sounds (see JSRS), improved AI driving (see many attempts of improved AI mods) and more.
  11. Yes well IRL if I was to dive to 80ft straight away my tissue saturation would be negligible because I haven't been deep for long enough for my body tissues to absorb the nitrogen. Time at depth inhaling highly compressed air is what causes nitrogen absorption. Its the ascent where you have to be careful that your body can dispose of the nitrogen (you probably know this).
  12. Hey Feint - one thing that just occurred to me when testing out night diving and trini's dive computer mod but noone else has yet mentioned - what about having accurate BCDs? Like being able to let air out/in incrementally to create negative or neutral buoyancy?
  13. sproyd

    Arma3 Videos

    Anyone fancy a touch of night diving a shipwreck perhaps?
  14. Well I finally got time to really experiment with wreck diving and night diving. I unfortunately have no Arma buddies so got a team of AI together to add to realism and atmosphere and made a video! I tried to do the descent realistically - i.e. descending with buoyancy for the first little bit (Z key) then slowly swimming down to the bottom. Note that the ascent is obviously too rapid and the dive itself very short but gives a good demonstration. More info and download the mission in the description on YouTube
  15. Thanks, that worked. Really enjoying the mod actually. Looking forward to future updates. I use the dev branch and found it a bit glitchy (ascent time was jumping around like crazy) but that could just be the dev branch. The sound effects are great. Is there any reason it wont let you go beyond 80ft?
  16. Man... BIS is good. http://community.bistudio.com/wiki/getPosASLW However, I've been told (haven't seen it for myself) that waves are client side and not synced - so if you are diving with mates you could potentially be in the exact same position underwater and the getPosASLW command would potentially return different values. So depending on a bit of luck you could have different bottom times for the same exact dive in Co-Op.... Is this right? ---------- Post added at 12:23 ---------- Previous post was at 11:38 ---------- Okay - just tried using the script and getting an error in Editor (DEV build). Getting Type Script, expected Nothing.
  17. So does this script have implications for breaching diving physics/biology or is it centered around you obeying your Dive Computer? Also - is it possible to switch between ft and meters? As a non-American I can't stand anything in imperial especially it comes to diving where metric is even more important - 10m = 1 bar = 1/2 volume of air = 2x atmospheric pressure etc Anyway script looks great - would just like answers to the above before I give it a whirl.
  18. FYI I've rubbed the belly of a cat shark IRL off the coast of Belize and nothing could be less scary. They are pretty small and not really interested in eating you. The ones I've seen in Arma 3 are about right sized. ---------- Post added at 22:50 ---------- Previous post was at 22:15 ---------- Excellent code - just had a play and highly enjoyed it. As a diver I'm not entirely happy with the lighting situation during the day underwater (no losing light or colour at depth) but at night its awesome. I changed your code - change all of the references from the word 'player' to the word 'this' and then copy/paste into init boxes on a few AI units, grouped to me as group leader. I tell them to stay at the surface - I dive to the sea floor then tell them to regroup - give it a go its pretty damn awesome!! Also it means that when swimming around wrecks etc you have multiple light sources and its easier to keep your bearings. ---------- Post added at 22:53 ---------- Previous post was at 22:50 ---------- There are 0.2 great white shark deaths per year in the Mediterranean so not very likely mate!! ---------- Post added at 22:58 ---------- Previous post was at 22:53 ---------- There are a few teams working on it - I advised one of them on a few bits and pieces and pointed them in the right direction as to information. Air management I guess is not very important when you have a rebreather like our future divers. I'm not sure how practical rebreathers are at depth though. I think a dive computer with nitrogen modeling would be awesome - most importantly it would tell you depth and if you are ascending too quickly. I also really want to see accurate colour and light reproduction which I'd imagine may be difficult to code - or perhaps not. It would be cool to have a proper air tank and meter though you are right. The only thing is that 40 minutes diving as you know goes a lot quicker than 40 minutes in game so I doubt worrying about air or bottom time would be a worry in-game like it is IRL.
  19. sproyd

    Arma figurines

    Seen this, also recommend. A very good documentary.
  20. I requested one thing (a fixed wing aircraft) and I've seen people on YouTube with fixed wing planes in Arma 3 but they don't explain how to import from A2. What I'm saying is "I WANT IT NAO!" not upon release which will likely be in 2014 (not dissing BIS but seeing the amount of detail that went into Alpha I can't imagine Q3 2013 is realistic... for any dev).
  21. sproyd

    Arma figurines

    To be honest that's amongst the most idiotic things I've seen on this forum. So children play with dolls and adults play... video games? I'm not talking about GI Joe I'm talking about highly detailed realistic mounted figures - just like adults have realistic functional RC planes or detailed model trains etc - its called a hobby.
  22. sproyd

    Arma figurines

    yes, off topic but this probably wouldn't be viable from a business POV - you could probably build a replica airsoft rifle from basic AEG internals and various Magpul components which seems to be what the MXC is sort of based on. As to the 6.5mm mags you may struggle.... ---------- Post added at 20:18 ---------- Previous post was at 20:16 ---------- Yeah but the MX rifle for instance and its variants is very cool but not available in model form. Also, I'm more talking about all of the proprietary BIS tech that they developed and had designed for the game. Ifrit etc. I'm sure that there will be more cool unique weapons/vehicles in the full release given how many awesome things we already have in the ALpha
  23. The beauty of Arma is that you can code virtually anything imaginable provided you have the coding skills. Therefore there are different game modes but its not like other games where the devs have developed the game modes and rules and you have to bide within those constraints - there is co-op, deathmatch, team v team, team v team v team, you can have a game mode like Wasteland where you can form independent sub-teams etc, DayZ/zombie game modes and the list goes on. Obviously to design a major mod like DayZ or Wasteland takes a lot of skilled coding time though.
  24. sproyd

    What is the disadvantage to suppressors?

    A few reasons 1) Availability & Cost - IRL there is no need for troops to have suppressors if they are not conducting a covert operation and therefore generally infantry aren't issued with them. It would just be additional kit & cost. http://www.silencershop.com/shop/category/silencers/5-56mm-rifle check this out to get an idea of $$$ 2) Size - obviously this doesn't have an effect in A3. Your point about catching on doors etc is a good one but hard to program in practice due to the collision physics being quite loose when moving through buildings. 2) Weight - this is an IRL and A3 implication. Ideally BIS would accurately model the db reduction to more realistically represent suppressors in game.
  25. Okay I got told to post here after my other thread was locked - I'm looking for a fixed wing (any fixed wing) vehicle addon. Preferably a nice modern jet. I really just want to set the level to Overcast, the cloud detail to max and play in the volumetric clouds like this TKOH video
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