Igitur
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Everything posted by Igitur
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Edit : ok, i see now. Thanks for reporting that issue. I'll look into it asap. Regards,
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Hello Gerarldo, Not sure if you're aware of this or if you have willfully submitted your addon to the MANW via the dropbox link, but your addon is NOT available on steam workshop at this very moment. I wanted you to know, just in case, as today is the last day for submissions. Regards,
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Hi Foxhound, thank you for continuously promoting this mod on Armaholic. I've simply added a userconfig in the dropbox version, that i cant add in the workshop afaik. But you're right, lets call that new version 3.1.1 to keep things clear : Version : 3.1.1 Changelog : . userconfig added . signed I've added the bikey, thx :) While i'm at it, may i ask you to refresh the mod description on its armaholic homepage and also to remove the "Notes" just under the video ? They are now outdated and could be misleading. Or let me know if i can do that by myself :) Best regards,
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STANCE ADJUSTMENT MOD _________________________ Version : DropBox 3.1.1 - Signed. Author : Igitur Requirements : ArmA3 + CBA. _________________________ Installation : Extract the Zip file in your main Arma 3 directory and copy/paste the Igit_ADJv3 file in your userconfig (create one if necessary). Enable @Igit_ADJv3 in your game expansions menu. Usage : Hold your 'Adjust' modifier and press either 'C', 'V' or 'B' to switch from one mode to the other. 'C' (persistent mode : the original game mode), 'V' (semi-temporary mode : horizontal adjustments are temporary, vertical adjustments remain permanent), 'B' (full-temporary mode : horizontal and vertical adjustments are temporary). Use the leaning keys with (or instead of) the WASD keys for a leaning stance adjustment. Hint : if you bind the Adjust function to one of your mouse buttons, you can relock your stance even faster by releasing the button before the stance is fully entered. This is not a coded feature, but it happened to work that way and proved to be handy. Userconfig : Right click on the included IGIT_ADJV3.hpp and select "Edit with notepad". IGIT_ADJ_Display_hint = 1; // Displays a brief message every time you switch from one mode to the other. Set to 0 if you don't like it. IGIT_ADJ_persistent_key = 46; // defines adj+C as persistent mode modifier. IGIT_ADJ_SemiTemporary_key = 47; // defines adj+V as temporary mode (semi) modifier. Only horizontal adjustments are temporary. IGIT_ADJ_FullTemporary_key = 48; // defines adj+B as temporary mode (full) modifier. Vertical and horizontal adustments are temporary. IGIT_ADJ_verticalTempOFF = 0; // sets full temporary as default mode. 1 = semi temporary. Note that holding your Adjust modifier will disable the default action bound to the selected key. Choose new keys carefully if you dont want the mod to interfere with your gameplay. Check https://resources.bisimulations.com/w/index.php?title=DIK_KeyCodes for a list of key codes.
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I will add one in the dropbox version. Stay tuned, i should find a few hours on monday.
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Bug fix. _____________ Usage : Hold your 'Adjust' modifier and press either 'C', 'V' or 'B' to switch from one mode to the other. 'C' (persistent mode : the original game mode), 'V' (semi-temporary mode : horizontal adjustments are temporary, vertical adjustments remain permanent) or 'B' (full-temporary mode : horizontal and vertical adjustments are temporary). Hint : if you bind the Adjust function to one of your mouse buttons, you can relock your stance even faster by releasing the button before the stance is fully entered. Not a coded feature, but it happened to work that way and proved to be handy. @ Fabio and Mats391 : thanks for your interest. I've tried to do my best and i hope you'll like it as it is. I wont have more time to work on it before long, Regards,
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10.22.14 Version : 3.0 - semi-temporary mode implementation (horizontal adjustments are temporary, vertical adjustments remain persistent), - leaning stances treatment (moving and unmoving) - code rewriting - removed the mousewheel function (needs a redo) Edit : canceled for now (bug found).
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Thank you guys for the replies. I'm currently using CBA's preInit EH to load the scripts on game launch and make them work as addons. It does work pretty well (but, for some reason, not on a "group" type respawn). The only problem i have with CBA dependancy is err.. the dependancy and, since i'm not using any other CBA function, i thought i should find a more standardized method. Hence my question. Iceman, I'll check out your ideas when i'm back from work and try using CfgFunctions instead of CfgPatches. The exemples you provide are very interesting. Thanks a lot for your time :) Best regards,
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Hi all, Is there an official way of loading a simple script addon on game start ? I thought this BIS function would do the trick, but it's not clear at all (to me) how it works : How can i use that function to hook my script, if not from another script ? Should I call it from the mod.cpp ? Any other file ? And what's the syntax to be used ? Thanks in advance for your help :)
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Hi Fabio, thanks for your suggestions. I'm still working on this addon and I think I'll end up with several versions, but I will certainly add a userconfig file and let the player choose between a few options. Disabling the temporary mode for vertical changes could be one of them. Note that you can already use Lctrl+mousewheel to switch through those stances permanently. As for the temporary crouch, I dont really get the idea. How can being forced to keep a key pressed in order to just stay crouched be practical at all ? Would you mind elaborating :) ?
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Version : 08.23.14 Persistent mode implementation. Two modes are now available. You can switch between them by holding your 'Adjust' modifier and pressing either 'C' or 'V'. ADJ+V : temporary mode. The mod will work like the previous version. ADJ+C : persistent mode. The mod will behave like the original system. This version (WIP) will be my entry in the MANW mod contest. Even though it doesn't yet work fully as intended, I think it's good enough to be shared and tested. Thanks in advance for your support, should you want to see these features implemented in the vanilla game.
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Hey tpw, there's a long time :) ! I'm using an edited (by me) version of BogatyrVoss ' s Unused Animations Mod, which is basically an edited version of the Male soldier config file. You can access all the anims speeds in that file (including the no-weapon walk anim, by the way). I'll check it out and pm you when i'm back from work tonight. I'm all in favour of any kind of improvement but changing what's always been good will just mess everything up. Good will, but bad design decisions imho.
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I've disabled the animation mod i'm using for a few months yesterday and I cant believe they seriously consider to keep it as it is now. The original animation was almost too fast for my taste already. I agree on that the walking anims need to be harmonized (especially the no-weapon walking pace, WAY too fast), but they'd better take the old pace as reference instead of changing all the things that have made Arma's particular atmosphere for so many years. Dont know where they are going, really.
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I'm not against a drastic fatigue system at all, but I want to say I highly dislike the ridiculous slow motion effect this patch induces. Please, please reconsider the way you're introducing the new speed limitations. The way it looks now actually ruins the feeling of realism instead of increasing it imo. My (hopefully constructive) suggestion would be to use a much more brutal and simpler system : just forbid the player to sprint, run or jog depending on fatigue and load, but please let the game play the animations at a normal speed. Adjust with weapon sway and sound effects as necessary. While I'm at it, I'll also beg for an additional scripting command related to speed modes. Limited, Normal and Full need to be completed with 'Tactical' and directly bound to the Walk, Jog, Run and Sprint modes. At the very least, we need a way to make a unit move at tactical pace without having to play with the fatigue parameters. my 2cents
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findCover, getHideFrom, setHideBehind. Are there plans to fix those commands or have they been removed on purpose?
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CFS - Custom formations System 1.1
Igitur replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version : 05.04.14. . Fixed : units were switching their positions when one of them got killed. . Fixed : The mod was interfering with the Action, Engage and GetIn menus. Using those menus (keyboard) should now let the unit return to its default formation and perform the action as intended. . Using the sensitive cursor along with the action key (mouse button) when you're stationary will always let the unit leave the mod and perform the action. . Exception : you can now order one or several units to get in a vehicle with the cursor and mouse even when moving. Not impossible, but not easy at all. I'll first focus on making the core system as reliable as possible. Thanks for the suggestion though. Tbh I have very little time for scripting but yes, I plan to overhaul all my mods when BIS official support is out. Regards, -
CFS - Custom formations System 1.1
Igitur replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Victim9|3 : thanks for the interest shown. Keep in mind that the mod is still a bit WIP as of yet, not finished and probably not flawless. Feedback would be much appreciated, if you're willing to help :). -
CFS - Custom formations System 1.1
Igitur replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version : 05.03.14. Signed. This version should work in multiplayer. Code consolidation and cleanup. -
Hi LuckyLegs, Yes, that new feature in the original adjustment system is a very positive addition. I'm on something else at the moment, but I'll definitely think of a way to allow users to switch from one system (persistent) to the other (temporary) at will while playing.
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hi, I have troubles with snakes triggering a scripted function of mine just as if they were true agents (who, if I understand correctly, can only be persons, and even team members). I'd like to have my snakes behave discreetly, without being detected by my team. Is that possible ? I wrote the following function to filter all the ambient life following their maximum height and volume. I you try it out, you'll see that snakes' boundingBoxes have the same height (2m) and volume (7.04 m3) as humans. Is this normal ? If it is, could that be changed ? Reducing height drastically would help a lot. Thanks in advance. Here is the function. Just copy/paste it in an init.sqf, spawn as player and find a snake :
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Did you guys try out this mod ?
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ALiVE - Advanced Light Infantry Virtual Environment
Igitur replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Impressive work, to say the least ! -
I had actually written a little Cine border ON/OFF function months ago and got used to put it in every mission I play (I should make an add-on with it btw). I went back to arma yesterday after several weeks and saw the function was broken. I posted in a bad mood, but you're right : i'll check out if I can modify the new script. Regards,
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Damn, you're right ! Fence post is responding. Thanks for the tip ! :o
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LineIntersectWith returns all types of objects between the player and his teammates, but fences are not in. Moreover, the cinematic border now also prevents from opening both map and inventory. This simply ruins my gameplay. Is all this mess supposed to be an improvement ?
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