Igitur
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Everything posted by Igitur
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I just notice that displaying the cinema border causes all crosshairs or cursors to disappear. Is that intentional or is it a bug ? I'm used to play with both crosshair and a switchable cine border and this is annoying as hell. I was also thinking of a mod that would prevent your AI teammates to foolishly trap themselves into enclosed areas, but it looks like fences aren't even identified in the objects list anymore. Again, is it just me or is that intentional ? Thanks.
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Outstanding ! I'll definitely have a look at your code and take some lessons. I had sth like that planned for a long time but never took the time to figure out how to work with those config files. Three suggestions if I may : . Add a userconfig to let us choose whether we want only the combat pace mod, only the walk mod, or both. . It would be great to have a system that either allows the player to choose between the three available walk anims, or automatically switches between them following the circumstances. For instance, the anim you choose is perfect for a potentially dangerous situation, while the AmovPercMwlkSlowWrflDf_v2 version better fits a more relaxed patrolling walk. The latter could be randomly mixed with the original game anim btw. . As far as I can see, AI units are not affected by the mod. Any plans on changing that ? They could for sure adopt the lowered weapon stance as the default one and raise their weapon only when an ennemy is spotted. Anyway, I would gladly help developping this mod if you feel interested. Regards, EDIT : - Damn, I cant extract any readable code. Looks like I'll have to wait a bit more for the lessons. - I was wrong, AI units ARE following the mod actually, provided their behaviour is set to 'SAFE'. Awesome ! But please make them do so when they are AWARE, in formation, as long as no ennemy is spotted. Congrats and thanks again :)
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A discreet sarcasm maybe. Nothing serious of course. Hey tpw, May I suggest you download the very last version of the mod. Those issues have been fixed for a long time now. Too bad they didn't implement the whole mod properly, by the way.
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•ADDED: New lowering of weapons (work in progress) Thank you so much for mentioning my work BIS. Very nice of you.
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Update 09.21.13 - Mouse buttons as 'Adjust' modifiers are now supported in all languages. Thanks for your interest.
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Hey, Here it is :) Cheers !
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This mod makes the player : 1. walk as default at mission start, weapon lowered, 2. lower his weapon when getting out of a vehicle. 3. able to vault one or two times depending on load and fatigue condition (Disabled for AT & AA soldiers, pistols, or no weapon). Addon version : 08.27.13 Extract the zip file in your Arma 3 directory and add : -mod=@Igit_WAD in the steam launch parameters. CBA is requiered. Simplified version : Per user request, this is a version without the weapon lowering when exiting a vehicle and without the vault feature. Add : -mod=@Igit_WAD2 in the steam launch parameters. Potential issues : 1. The default key bindings (w+s) for the Walk/Run toggle have been artificially reproduced in order to keep all default keys functionable. This implies you shouldn't bind those two keys to any action other than the default one, neither remove the default combo for the Walk/Run Toggle. 2. By and large, using a doubletap for the processed actions Walk/run toggle, Walk/Run Temp, Sprint toggle or Sprint Temp is problematic. Bind those actions to a singletap key instead. 3. For some unclear reason, Walk/run temporary works for any single key, except for the special keys L/RShift, L/R Alt, L/R Ctrl. I recommend to bind the Walk/run toggle to your LeftShift key and the Walk/run temporary (if you still need it) to any other key. Updates : update 08.27.13 - The mod will now work on Team Switch. - Note for multiplayer : the mod seems to work flawlessly on 'Base' and 'Side' Respawn types, but for some unknown reason wont work with the 'Group' type. update 08.17.13 - CBA pre-init EH used instead of post-init makes the mod much more stable in multiplayer. update 07.24.13 - Walk/Run Toggle broken after several respawn fixed. update 07.21.13 - Undefined variables error fixed; - Compatibility issue with FT mod fixed (and hence separate again). - Ability to vault now dépends on load as well as fatigue condition. update 07/07/13. Addon version now integrates the FT mod in order to prevent compatibility issues. You must disable the FT mod in your Steam launch parameters to get this one working as intended. update 06/28/13. Optimized and signed. update 06/12/13. A small bug with vault and pistol or launcher fixed. Delay at script start added. Weapon transition removed (now processed via my Fast Transitions Mod). update 05/24/13. Walk/Sprint/Walk transitions, Vault feature and Low weapon transition added. update 05/21/13. Small changes in the code. AddOn version released.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Igitur replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you very much for this tpw. Do you ever take rest ?- 5767 replies
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ARMA 3 Close Quaters Battle video and discussion thread
Igitur replied to Takoda's topic in ARMA 3 - GENERAL
Sorry for shamelessly advertizing my work on here, but you might also want to try my Stance adjustment mod if you want to use the sidesteps more dynamically. -
08.27.13 - The mod will now work on Team Switch. - Simplified lock system : hold 'Adjust' + hit 'Crouch' to lock any stance until a WASD key is pressed. - Mouse button as 'ADJUST' modifier is working again. - Controller lateral input is detected. I cant vouch for its behaviour though. - Note for multiplayer : the mod seems to work flawlessly on 'Base' and 'Side' Respawn types, but for some unknown reason wont work with the 'Group' type.
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Update 08.27.13 - The mod will now work on Team Switch. - Note for multiplayer : the mod seems to work flawlessly on 'Base' and 'Side' Respawn types, but for some unknown reason wont work with the 'Group' type.
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Update 08.27.13 - The mod will now work on Team Switch. - Note for multiplayer : the mod seems to work flawlessly on 'Base' and 'Side' Respawn types, but for some unknown reason wont work with the 'Group' type.
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Hey tortuosit, Unfortunately, left ctrl is (to my knowledge) the only way to access the mousewheel without popping up the game's scroll menu. Using the default Adjust key is therefore the simplest way to make the most of the mod. The mouse button implementation is a relic of the previous version and does not work properly anymore. I will clean up the code nonetheless and try to make it fully functiunal again in the next version. Locking stances is easy once you get the trick and is not dependant of the game version. For instance, to lock stand-right : keep both ADJ+D pressed, hit A briefly, release D, release ADJ. You can always switch to any other stance using ADJ+WASD (or the mousewheel). The four side-stances will remain locked until you decide to move using a mere WASD key (without ADJ). I'll keep trying to improve this mod (when I find time) and make it as reliable as possible. I'm struggling with the teamSwitch stuff at the moment. Should anyone know an easy way to implement it properly, please feel free to let me know :) !
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Crouch/Stand up instead of Crouch (toggle) will work.
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Okay. Wait a minute. ---------- Post added at 19:54 ---------- Previous post was at 19:05 ---------- Here it is : Igit_WAD2.zip. I'll add the link in the first post in case someone else is interested. Besides, I Wonder if the vault feature could explain the red-marked server mentionned above. With that battle-eye stuff implemented, who knows ?
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Not sure I understand what you mean. The mod is CBA dependant but works as a standalone.
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Thanks Lordprimate. Your feedback is much appreciated :). Update 08.17.13 - signed version; - rare game freezes fixed; - stances are now accessible on the move in all speed modes (run included); - to prevent accidental fall to side-prone, mousewheel in side stances is now limited to switch from side-stand to side-crouch and vice versa; - more reliable side-lock system (hit the opposite key once, release, and release the adjust key. Works better when you stop though); - CBA pre-init EH used instead of post-init makes the mod much more stable in multiplayer.
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Update 08.17.13 - CBA pre-init EH used instead of post-init makes the mod much more stable in multiplayer.
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Update 08.17.13 - CBA pre-init EH used instead of post-init makes the mod much more stable in multiplayer.
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Another great addition to the game. Now we can speak about tactic :)!
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Update 08.11.13 - Mousewheel implementation : Credit & thanks to tpw for his excellent code ! - The mod now works in MP (but better in SP).
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Thanks for the feedback, I cant seem to replicate though. Could you specify : 1. Steps to reproduce ? 2. Are you using any other mods ? If so, would you mind testing without them ? 3. Does it happen in SP or MP ? The mod doesn't always behave as intended in MP, especially after respawn. I plan to update after a stable official release.
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Demo vid uploaded.
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Thanks ! Good point! I never even thought of that. @Foxhound : thanks, even though this is still a very early version.