- 
				Content Count588
- 
				Joined
- 
				Last visited
- 
  Medals
Community Reputation
326 ExcellentAbout Lenyoga
- 
											Rank
											Gunnery Sergeant
 
core_pfieldgroups_3
- 
											Interests
											Keyboard/Synthesizer-playing, Sounddesign, OFP-modding
- 
											Occupation
											Whatever pays the rents
Profile Information
- 
											Location
											Outer Rim
- 
											Interests
											Blender, Gimp, synthesizers, sound design, Unity
Contact Methods
- 
											Biography
											I've been playing OFP for as long as I can remember back, I also got into modding and created Half Life 2 add-ons which I gave up on due to too much work on the loose ends like sound design and textures. And also hundreds of unreleased experiments. I'm right now working on a full mod with campaign which is based on System Shock 2 and TIE Fighter add-ons for both OFP and Arma 3. Now and then I even like to embarrass myself online in Arma 3 with my lack of aiming skills.
- 
											Youtube
											admiralcnorton
- 
											SoundCloud
											assimilateddiscord
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
- 
	Lenyoga started following AC130 and question, The Elder Scrolls 5: Skyrim and Assistance needed with turrent animations
- 
	I recently (recently meaning the beginning of 2018 or so) gave a mod called Enderal a try. It's a full custom campaign - really worth a playthrough.
- 
	  The Rise and Fall of Operation FlashpointLenyoga replied to jeza's topic in OFFTOPIC - Games & Gaming Great documentary on the topic. Looks like I found a channel to fill my delirious nights with.
- 
	Okay, this is a good one - Outcast: Second Contact free (and DRM free) on Humble Bundle: https://www.humblebundle.com/store/outcast-second-contact
- 
	I'm not usually into multiplayer kinda things, but Murderous Pursuits is free on Steam right now: https://store.steampowered.com/app/638070/Murderous_Pursuits/
- 
	Shadow Warrior 2 is now free on GOG ... a week after I bought it. https://www.gog.com/game/shadow_warrior_2
- 
	Layers of Fear is free on Steam right now - I don't know the game. But it has layers, and fear - two of my most favorite things. Ask my mother. https://store.steampowered.com/app/391720/Layers_of_Fear/
- 
	Unreal is free on GOG for another 22 hours: https://www.gog.com/#giveaway Also on Steam, but I don't know for how long: https://store.steampowered.com/app/13250/Unreal_Gold/
- 
	  bug 17 years old bug in A3 - 'A fallen static objects' geometries bug'Lenyoga replied to RozekPoland's topic in ARMA 3 - DEVELOPMENT BRANCH I agree 100%. Not just because I wanna feel safe in my dead trees...
- 
	  Assistance needed with turrent animationsLenyoga replied to JCass's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING I'm in a bit of a turret experimentation/research/despair phase right now, too, I got up to two turrets to function. Here's the things that caught my eye: In CfgVehicles the MainTurret is just fine, the secondary turret needs specific, hardcoded animation sources: body = "mainTurret2"; gun = "mainGun2"; animationSourceBody = "mainTurret2"; animationSourceGun = "mainGun2"; I'm not 100% sure about the next one, but my two turrets only started working once I used the Czech names for skeletonBones[] in the Model.cfg: "otocVez", "", "otocHlaven", "otocVez", "otocVez2", "", "otocHlaven2", "otocVez2", In CfgModels - p3d Name - Animations you should also define the animations for both turrets like this (axis, selection and source probably being the hardcoded parameters) class MainTurret { type="rotationY"; source="mainTurret"; selection="otocVez"; axis="osaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; memory = 1; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="otocHlaven"; axis="osaHlavne"; }; class MainTurret2 { type="rotationY"; source="mainTurret2"; selection="otocVez2"; axis="osaVeze2"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; memory = 1; }; class MainGun2: MainTurret2 { type="rotationX"; source="mainGun2"; selection="otocHlaven2"; axis="osaHlavne2"; }; And don't forget renaming the turret body (otocVez) and gun (otocHlaven) in the p3d file. Bit me in the behind a few times...
- 
	On the topic of attaching the virtual gun to the correct position - there is a dirty way of referencing memory points in OFP via particle arrays. It only works with models that aren't animated and it has to be executed on a frame by frame basis, so it would probably screw with the CPU. The first component is a sqs or sqf using an array like this, referencing a named selection in the 3d model's memory LOD: drop ["koulesvetlo", "", "Billboard", 0, 0, "memoryPointName", [0,0,0], 0, 1.275, 1, 0, [1], [[1,1,1,1]], [1], 0, 0, "", "\path\scriptDoingThePositioning.sqs", _unitWhithTheMemoryPoint]; Part two is a script which is called by the drop array: _pos = _this; // [x, y, z] position of the memory point. ... blah blah setPos I'd only really advise using this for one-shot solutions, not constantly executed code. But there's something I haven't tried out yet - while almost every command in OFP uses world space, maybe camSetRelPos could be used to make continuous evaluation of a certain position easier. You could create a new camera via the plane's init script, assign the plane as the target, set the relative position to a value you know to be the right position of the gun barrel, then loop camSetRelPos and setPos the virtual gun to the camera object. There's probably a few downsides there, but it's just an idea.
- 
	Deathstruck started following Lenyoga
- 
	  Pilot-operated fixed-wing aircraft turretsLenyoga replied to Lenyoga's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING Thank you! Two birds with one comment.
- 
	  Pilot-operated fixed-wing aircraft turretsLenyoga posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING Too many hyphens in the title for my taste, but let's try this anyway. I'm trying to have a plane armed with a CannonCore based weapon with multiple tracers (this is a secondary issue since it might be solved with a bit of scripting) use a turret that is operated by the pilot. The goal is to make AI and players able to land a few hits without lining up for the perfect shot and never taking it and making me scream in frustration. I had something like this (YouTube) in mind.
- 
	  I demand a new version of OFP (On 18th anniversary of OFP at least)Lenyoga replied to prototype1479's topic in GENERAL primaryWeapon can help out a bit there, but it only detects primary weapons.
- 
	  I demand a new version of OFP (On 18th anniversary of OFP at least)Lenyoga replied to prototype1479's topic in GENERAL I demand the power of the dark souls to be brought unto me! On second thought, they make people insane, so maybe that's not the best idea... I get the frustration with some of the limitations. I have my own set of very specific things I'd like the engine to do - like pilot-operated turrets for fixed wing aircraft, something even Arma 3 doesn't do since I last checked.
- 
	You could use simple counter for the group members and the civilians. Initialize those variables somewhere: DeadCounterGrp = 0; DeadCounterCiv = 0; And each unit could have a script attached which checks if they're dead: @!alive this DeadCounterGrp = DeadCounterGrp +1; exit The trigger would then have "DeadCounterGrp >= 3" in its conditions.
- 1 reply
- 
	- 1
- 
					
						
					
							  
 
- 
	
		- mission fail
- objectives
- 
					(and 3 more) 
					Tagged with: 
 
 
 
 
	 
	 
	 
	 
	 
					
						