Igitur
Member-
Content Count
210 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by Igitur
-
Update 13.07.24. - Walk/Run Toggle broken after several respawn fixed.
-
Update 07.23.13/2 - Variables desynchronization issue on respawn fixed. - A few more improvements in controls reactivity. Gameplay should be totally fluid now.
-
Update 13.07.21. - Undefined variables error fixed; - Compatibility issue with my Walk As Default mod fixed; - Immediate directional responsiveness when lowering or raising the weapon in all speed modes when standing up and in most cases otherwise.
-
Update 13.07.21. - 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.
-
Will do. I wasn't even aware of that command ! :couch:
-
Thanks ! Yes I've seen that. There were a few non-crucial variables related to the warning messages that I didn't mind to initialize. That's already fixed. I also found out the reason that made my two mods not fully compatible and ergo will separate them again, as I think it's preferable to keep things clear and distinct. However, this must be done for both mods at the same time, and since I'm still thinking of some possible FT improvements I wont be able to update before next weekend. The mod is still working with that minor bug isn't it ? Besides, I'm wondering whether I should disable the vault feature for backpacks as well. As a user of the mod, what would you think ?
-
Hello Dj, welcome on board ! That warning message displays when the mod detects a doubltap key is assigned to the 'Toggle Raise Weapon' action. You must use a singletap key, whatever it is. If you use the LeftCtrl, dont forget to assign the 'Adjust' action to another key. I for one have 'Tog Raise Weapon' on my LeftCtrl, and 'Adjust' on my mouse button #5.
-
Hands up animation causes player's velocity to bug.
Igitur replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can easily reproduce with player playActionNow 'Surrender'; -
Hey, Thanks for reporting. However : The fix was not related to any of the run anims (I've edited the update post to clarify). There is nothing more to do about these and I dont find they are really a nuisance. The aim of this update was to fix the random delay after the weapon lowering in walking mode wich, as you mentionned, was very annoying : Objective complete. I dont think I'll update more. Note : this mod has been fully integrated in my WAD addon in order to prevent compatibility issues. Do NOT add it to your Steam launch parameters if you're using the WAD mod.
-
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.
-
Thanks guys, much appreciated. @tpw : please be advised that this mod is currently not compatible with the very last version (070613/2) of my Fast Transitions Mod, should you use it. The two mods can actually work together but you wont make the most of the last FT additions. I'll have to scrutinise my variables to sort it out and update one of the two mods. Stay tuned ! Great work on your Fall addon btw :)
-
Version 070613/2. There was a huge bug with the Tactical Toggle in the previous update. Stupid me. This one is working. Sorry Foxhound for the inconvenience. I've just registered on Armaholic btw.
-
Version : 070613. 1. The randow delay after the weapon lowering in walk mode is fixed : you can now use the directional keys normally and run (toggle), crouch, go prone or tactical (toggle) at once. Unfortunately, there is a residual side effect when the following conditions are met together : - weapon is lowered while walking forward; - run toggle key is hit before at least one animation has completed its full cycle (~3 seconds); So you have several easy ways to avoid the annoyance : - lower your weapon while walking front left or front right instead of right ahead of you, - dont do anything and just walk more than 3 secs in the same direction, - stop, - crouch or go prone. 2. You can now bind your Toggle Raise Weapon to a mouse button by using the custom controls. - unbind the button in the usual user's menu if you already have this action on your mouse; - go to the custom controls menu; - click on "User Action #20"; - click the mouse btn you want to bind to TogRaiseWeapon. - done. Comments on this version could help to spot major bugs if any and are obviously welcome. Enjoy ! :)
-
Thanks for your interest. Yes, that random delay is now fixed for the directional keys but remains noticable when you try and start running immediately after the weapon lowering (you have a weird "slow-run" anim for 2secs). Damn engine. I'm currently trying to minimize the effect and stop it with a mere direction change while you're still walking, so the probability of occurrence would tend to a minimum. You should then take it as an acceptable flaw. Ok, I'll add it to the mod, should it look nice and perform well. ---EDIT : first attempts show this addition brings its lot of issues and does not perform very well. I'll therefore keep it apart from the main mod and look into it later. Besides, I've learnt about User keys by reading the switching weapon thread. It looks like these can be bound to mouse buttons and bypass the intrusive mouse actions. Will have to investigate that :). So there is still work to do and I'll update later than I thought, probably this weekend.
-
Ok, I see now. But that's not related to the mod since you can reproduce in vanilla (checked). I would say that it's not even an issue : combat pace temp is precisely meant to switch temporary from run to combat-ready pace. So your key becomes effective only when a run anim is detected (in your case, the run-left anim, wich tends to point the weapon towards the ground). Edit : could be changed easily if you feel that's really necessary.
-
Sorry to hear that. I have reproduced your settings (very cool btw) and everything works fine. Please make sure to use a singletap key and not to bind the key to multiple actions. I've found a way to get round that issue. Will update soon but I'd like to be sure about afp's trouble first. Should someone be kind enough to test his settings and report, that would be great.
-
Version : 062813. Optimized and signed.
-
Version : 062713. Optimized and signed.
-
Ind. Classnames ?
Igitur replied to -J4F- Thunder666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sure. Write the following in your unit init box : hint format ['%1', uniform this]; this addWeapon "laserdesignator"; -
Could someone confirm the tool is still functionable and actually try to create a new key with it (using Windows 7/64)? Edit - Ok, solved. For people interested, here is a link to the clearest explanation I've found on the subject (post #57).
-
Any command similar to 'isKindOf' for Weapons ?
Igitur posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I'd like to simplify a condition line in a script of mine. Basically, I want to replace the precarious weapons lists by a more general Weapon type name that would subsume all the particular classnames. Something like this : if (secondaryWeapon player) isKindOf "Launcher") then {hint 'Yop'}; Unfortunately, isKindOf does not work for weapons. However, base = inheritsFrom (configFile >> "CfgWeapons" >> "Launcher"); hint format ['%1', base]; returns "LauncherCore" (-"PistolCore" or "RifleCore" for pistols or rifles). So the question : is it possible to use that result to identify all types of lauchers, rifles or pistols, and use it in a condition line ? If yes, what should the syntax look like ? Thanks. -
Any command similar to 'isKindOf' for Weapons ?
Igitur replied to Igitur's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot, I'll try that out. -
Track IR5 needs to be connected to the new stances.
Igitur replied to COMMANDOBLACK's topic in ARMA 3 - BETA DISCUSSION
Bind your TrackIR to "Strafe left" and "Strafe right" while moving accordingly. Works great. -
How to create custom radio chats.
Igitur replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You may find useful tricks in this guy's . -
You're welcome :) There should be no stop in the crouch or sprint anims at all, but I'll check it out nonetheless. As for the mouse.. Yeah I first implemented a mouse detection since I was using a mouse button myself. The problem is that there is no way to disable initial mouse input, contrary to keyboard. It looks like a bug, or at least an unprocessed issue. So you would have the original input interfering with the mod. Total mess. Sorry. Edit : I just checked the thing. Works properly.