Jump to content

jetset22a

Member
  • Content Count

    48
  • Joined

  • Last visited

  • Medals

Everything posted by jetset22a

  1. jetset22a

    Vcom AI V2.0 - AI Overhaul

    Would this also mean faster spawning of units with VCOM? I'm currently trying to implement VCOM into a DUWS mission I've been working on, but during startup, the generation of the zones slows to the point that it's unplayable. It only really works with 6-7 zones at most, and even then the generation of the zones slow to the point where I'm not sure if they'll initialize or not. If this can help with that, then +1 to this idea! I only tried VCOM a few times in my mission since it limits the zones I can spawn, but since playing with it I feel like I'm missing out on the best gameplay I could possibly have when I take it out!
  2. jetset22a

    Zee Identity Pack

    Keep up the great work! I used to use your mod but the bodies just didn't look right at the time so I turned it off, but these new uniforms look great! Can't wait to load it back up. Also, would you consider separating the oakley style glasses from the shemagh so it's just the glasses? I know there are similar glasses in RHS, but these glasses just look so great they deserve to be standalone!
  3. Thanks! I'll look into it! For now I found another work around which is using Larrow's Eden Composition Spawning script to spawn your module as a composition and that works too.
  4. GAH, I wish I knew about the Offset parameter sooner! I must have glossed over it, because I ended up doing it all by hand in the composition file like an idiot! I'll try it out soon. And as far as the transposition of the x and y parameters, I'm not 100% sure it applies to all objects in the composition, but for sure I checked in the eden editor for some objects that would spawn with incorrect rotation what their rotation should be, transposed the x and y values in the composition file myself, and it spawned correctly. Edit: So I looked at the composition I was working with and it looks like most objects get the rotation right while a few others transpose the X and Y values. Don't know why though. I tested this by throwing the composition in the test mission you created and anytime a object spawns with incorrect rotation, I add a variable name so I can find it in the composition file then transpose the x and y myself and it works fine. Edit2: Checked again, Larrow is right again and I'm stupid. Yes it does transpose a few X and Y values but some other objects have very strange values applied to them that isn't just simply a transposition of array values. Stupid me.
  5. This is great work! I spent so much time trying to find a way to spawn compositions in a random position and this has nearly solved all my problems! Big thanks to Larrow! Also, I know this is on permanent limbo, but I did some testing and I found a few things in case Larrow or anyone else wants to pick up where he left off. I found a way to define the Z coordinate in relation to the surface that the composition is spawned while trying to dynamically spawn Silos' OilRig composition. Basically by going to the composition file and changing adding some constant to the z coordinate of all the objects in the composition you can change the z coordinate of where the composition is spawned. Perhaps a way to implement this into the script is by adding another parameter to the spawnComp and createComp function that is the _ZCoordinate of the position where you would like to spawn your composition. Then when the script reads the data from the composition file it adds the _ZCoordinate value to the z coordinate in all the Position [] = {0,z,0}; lines, which is the second value in the array, not the third. I also noticed that when reading the angles[] = {0,z,0}; lines for each object, the script transposes the x and y values so the rotation gets screwed up. I haven't double checked yet, but I believe it is {x,z,y} for rotation but the script reads it as {y,z,x}.
  6. jetset22a

    Tier 1 Gear Pack

    Awesome update, superb work as always.
  7. Is it possible for the module to be implemented in a mission after starting? Basically what I'm trying to do is have it as a support you can unlock in a DUWS mission I'm working on. After unlocking I want to be able to place the module on a map click location so I can put it close to a dynamically or manually placed headquarters. Right now I'm just placing the module in editor and starting the DUWS mission which runs as usual, but that means that the module starts in a fixed location every time. Works fine, but being able to make it an unlockable support that I can place after I unlock it would be awesome.
  8. jetset22a

    Tier 1 Gear Pack

    Congratulations on the new update! It looks great. I'm so glad someone does the marciras and does it very well. Great work with the JPC as well. I would like to ask, how married are you to the notebook sticking out of the admin pouch? I like your affinity for adding detail to your vests, but that is one of the only things that really bothers for me for 2 reasons. I would never trust anything to stay in my kit if it wasn't properly secured and 2 it sticks out like a sore thumb because it's a big chunk of white. Of course, I'll use your mod regardless and you can do whatever you want with your baby, but if you are married to that particular detail, my suggestion would be to texture the notepad olive drab or tan like the rite-in-the-rain notepads. That would help keep it from sticking out so much from the rest of the vest and still be realistic considering how common those rite-in-the-rain notepads are in the military. Not to mention if you're in any kind of humid environment, such as Tanoa/Fiji, that typical white notebook paper would fuse together. Personally I wouldn't have anything sticking out of my kit like that, considering things like to get lost when you're moving around a lot, but that's just my own opinion, and that can be ignored :). Again, appreciate your work on the marciras! Look forward to everything else you put out!
  9. This is because the weapon sights are zeroed at 300 m. AFAIK it's currently default 300 for all weapons across the board. That means that at 300 m, your shot will land where you aim, any closer and it will impact high, any further and it will impact low. As far as your bullet having a delayed impact, it's because the bullet has to travel that distance; it's not instantaneous. As far as the dev build goes, one of my favorite aspects of the build is the current switching of shoulders along with modified stance when you step out. It definitely fulfills the practical purpose of left handed dexterity, and the way the dev build currently handles it, maintaining right "strong hand" on the pistol grip while shooting from the left shoulder is a realistic and, although less common than actually switching dexterity, an applied technique.
  10. jetset22a

    Movement Speed

    Example of what the code might look like right now oversimplified... CombatPaceToggle () { if (pressCombatPaceToggleKey = 1) { combatpace = 0; run = 1; } else { combatpace = 1; run = 0; } } WalkorRunToggle () { if (walkorrunkey=1) walk = 1; else { walk = 0; } } what it should look like oversimplified CombatPaceToggle () { if (pressCombatPaceToggleKey = 1) { combatpace = 0; walk = 1; } else { combatpace = 1; walk = 0; } } WalkorRunToggle () { if (walkorrunkey=1) run = 1; else { run = 0; } } obviously the actual code is a lot more complex than this, and probably use a lot of different functions, but this is the overall gist of the problem from a programmer's perspective that anyone should be able to understand.
  11. jetset22a

    Movement Speed

    Okay, let's use your terms. Combat pace toggles between "Running" and "Combat pace". Walk/Run toggles "Walking Speed", but it does not have anything to do with "Running Speed". If you are in "Combat Pace" and you press Walk/Run Toggle, you will come out in "Combat Pace" if you press Walk/Run Toggle again. If you were in "Run" before you go into Walk/Run Toggle will you go into "Run" after you press Walk/Run Toggle again. If you are in Walk/Run Toggle, pressing Combat pace toggles between "Running" and "Combat Pace" in the background. So if you go into Walk/Run Toggle at "Combat Speed" into "Walking Speed" and press Combat Pace Toggle, you will still be "Walking Speed" but come out of it at "Running Speed". This is counter intuitive, and also clearly wrong because of the nomenclature of the Key binds. PS. There is no Slow or Fast Walk in the control options, I just used those terms and clearly defined them so that I could consistently use those terms to get everyone on the same page. I even underlined the words I've already defined and bolded the words I've already defined. They do very similar things, but they do not do the same thing. Read my post, I explain all the keybinds and what they do AND what the problem is and how the devs can fix it...
  12. jetset22a

    A prone lean is needed

    If they do implement the urban prone left and right, I really hope they do use ctrl a+d, they seem to make the most sense as they are not currently being used, not to mention my lean keys are my evasive left and right keys, although I realize that is just my personal preference and might differ from person to person.
  13. Definite +1 to the low ready suggestion. The current weapon down animation is much too relaxed, even on patrol. When I was in training we'd get always get yelled at for not holding our weapon with both hands whether we were walking around the training area, training, or on a hike. In the fleet, it becomes much more relaxed, but even then, I would reserve walking around with only one hand on the weapon for way behind the wire. Not to mention, in Arma 3 seeing everyone walk around the same way with the same one handed animation looks extremely awkward and unrealistic.
  14. jetset22a

    Movement Speed

    The fact of the matter is, there was more than likely an error in the code, where the function calls used for Fast Walk and Run were transposed. Even the names of the controls goes to prove that; Combat Pace Toggle doesn't toggle between Slow Walk and Fast Walk like it should, and Walk or Run Toggle doesn't even toggle Run at all, it just turns on and off Slow Walk. As far as being confused by the terms I used, I specifically defined the terms and consistently used those terms according to the given definitions to avoid confusion because of the fact people already have differing views for the term "Combat Pace". The purpose of this thread was to point out the very potential error in the code, and hopefully get corroborations to make this visible so that the Devs might confirm whether or not it was an error, and to possibly fix it for the beta. Not to suggest a completely different method of changing movement speeds. Like I said, it's an error that needs to be resolved in the code, as it cannot be fixed by simple changes in key binds.
  15. jetset22a

    Movement Speed

    I am in complete agreement, I merely mentioned the use of the scroll wheel as a way of changing paces, because it has been mentioned before and that the point I was trying to make was that my thread was NOT about using the scroll wheel. I know it's rude to make assumptions, but please read the rest of my post before making a comment that is irrelevant and off topic.
  16. jetset22a

    Movement Speed

    Actually, if you take a look at the issue I'm addressing, it has nothing to do with my key binds, but the functions the control options are utilizing from a programmer's perspective. If necessary, I could even write a simplified bit of code to help explain this. You are correct however, changing your controls IS the best thing you can do, but no matter how many times you change your controls, as I addressed above, YOU CANNOT fix the issue I'm addressing without rearranging code.
  17. jetset22a

    Movement Speed

    Alright, I know it might seem confusing, so I'll try to make things as abundantly clear as possible. First we'll define 4 things, the movement speeds, and we'll name them. Ignore any kind of pace with the weapon down, that will just muddle things; just imagine there is no lower weapon function in the game. 1. Slow Walk (This is the slowest pace possible in the game, it is bound to Slow Forward and Walk or Run Toggle.) 2. Fast Walk (This is the combat pace in the game, it is the fastest possible movement with your gun up where you can still see crosshairs) 3. Run (This is the Pace right after Fast Walk and right before Sprint) 4. Sprint (This is the fastest pace, it is bound to Fast Forward and Turbo) Now that we've defined these, what is the problem here? Let's talk about the controls and what they do. 1. Fast Forward (Moves you forward at Sprint pace) 2. Slow Forward (Moves you forward at Slow Walk pace) 3. Turbo (Puts you into Sprint pace as long as you hold it. Notice that the difference between Turbo and Fast Forward is, it allows you to move backwards at Run pace as you hold it.) 4. Turbo Toggle (Puts you into Sprint pace after first press. Allows for movement in all directions. Notice it causes you to Sprint Forward and Diagonally left and right, and causes you to Run strafe left and right, diagonally backwards left and right, and backwards. Takes you out of Sprint at second press.) 5. Combat Pace (Switches you between Fast Walk and Run as you hold it. If you are in Run pace and you hold it, you will move at Fast Walk, and vice versa. Notice that I say it SWITCHES you, it DOES NOT PUT you in the pace, UNLESS you are already in either Fast Walk or Run. I will explain the problem below.) 6. Combat Pace Toggle (Same function as Combat Pace, except you press the key once. Does not put you into either Fast Walk or Run, instead it switches between them. If you are already in Fast Walk or Run, it will appear as if it is putting you into either Fast Walk or Run, but it is merely switching between them. I will explain the problem below) 7. Walk or Run Temporary (Puts you into Slow Walk pace as long as you hold it. Notice that the difference between Walk or Run Temporary and Slow Forward is, it allows you to move backwards at Slow Walk pace as you hold it.) 8. Walk or Run Toggle (Puts you into Slow Walk pace after first press. Allows for movement in all directions. Takes you out of Slow Walk at second press.) Now that you have a better understanding of the Controls and what they do, you can set up your controls for yourself as you see fit. It also allows me to better explain the issue I have with the current situation. The Problem Walk or Run Temporary, Walk or Run Toggle, Turbo, and Turbo Toggle all have the similar effects. They essentially "turn on" or put you into their respective paces. No matter what pace you are in, pressing the Walk or Run Toggle or Turbo Toggle will put you into Slow Walk or Sprint. The only way to get out of Walk or Run Toggle is to press it again, or press Turbo Toggle to switch to sprint and vice versa. If you DO press Walk or Run Toggle or Turbo Toggle again, it will put you in either Fast Walk or Run. This is dependent on whether you were in Fast Walk or Run last, or if you use the Combat Pace key instead of the toggle, it will put you in whichever pace you are in without holding the Combat Pace key. Notice that Pressing or Holding Combat Pace Toggle or Combat Pace, respectively, WILL not put you into those paces, it will merely switch between them so, if you were in Fast Walk before you went into Sprint or Slow Walk, pressing Combat Pace Toggle will not change your pace, but will cause you to Run when you come out of Sprint or Slow Walk. Why is this a Problem? Let's say you are Slow Walking and you take contact. Your immediate reaction would be either to Sprint or Run. Now sprint works fine, but my immediate reaction is go to Run because it allows for much control over your character. Thus, I press Combat Pace Toggle to go into run. But wait, that does nothing, it only changes my previous Fast Walk pace into Run pace in the background, BUT not only am I still in Slow Walk, now I'm dead. What is the Remedy? Simple Remedy, change the Combat Pace and Combat Pace Toggle to switch between Slow Walk and Fast Walk instead of Fast Walk and Run, and make the Walk or Run Temporary and Walk or Run Toggle turn on Run instead of Slow Walk.
  18. jetset22a

    Movement Speed

    You actually have 4 speeds. (slow walk, walk, run, and sprint). So, assuming that your change combat pace toggle is still C and your Walk or Run toggle is still W+S, try this. Go to your combat pace and walk forward with it. Now press C to run with your gun down. Feels natural right? After doing that, try this: Go to your combat pace, then press W+S to slow walk. Now as your slow walking, press C to run with your gun down. Try this and tell me what happens with the second example. You are correct, Walk and Run toggle is slow moving and walk, but what it actually does, is turn on Slow Walk, over everything else. Pressing change combat pace toggle will still switch between combat pace and run in the background, but you will still be Slow Walking because Slow walking is still "turned on" and won't be turned off unless you press your Walk and Run toggle again. What BIS needs to fix is make the Walk and Run toggle not "turn on" slow walk, but "turn on" run, and change the change combat pace toggle from switching between Combat Pace and Run to switching between Combat Pace and Slow Walk.
  19. jetset22a

    Step-out positions/stances

    I personally like the fact that the step out persists between stances, and the animations in between them just goes to show the attention to detail the animator had. It's all very impressive. In regards to your dilemma, the controls "stand up" "crouch" and "prone" may suit your liking. They are the ones I use; for example; if you're in a low crouch and want to go to standard crouch, you don't have to press ctrl w to go back to standard crouch. However, if you're in low crouch and want to go to standing, pressing the stand up key will put you in the analogous standing stance, in this case low standing. press the stand up key again, and you'll be in standard standing. Another upside to using these three keys "stand up" "crouch" and "prone" as opposed to the go prone and Up controls, is they don't act unpredictably; pressing each key will basically put you into that stance, unless you're in a modified stance, see above ^. The only improvement I can see them making is making it so you can modify your stance while on the move; by changing the stance adjustment controls to ctrl + scroll up or ctrl scroll down, you should be able to modify your stance while moving forward and backward, and you can press ctrl a or d while moving forward with W or S so that when you stop walking, your character will automatically step out or go back to normal. Or better yet the situation I described earlier with tapping the stance key if you're in a modified stance to return to the standard stance while moving would be awesome too; as it is now, it only works when you're standing still.
  20. jetset22a

    FHQ M4 for Arma 3 (Prerelease)

    In regards to your #2, correct me if I'm wrong, but I believe he was referring to applying the existing EBR's animations onto the M4, not putting a brand new EBR into the game. On another note, +1 to scarecrow398's comment, the rifle definitely needs more recoil, not too much, but at least something comparable to the current mx 6.8 just ever so slightly reduced. After all, you did such a great job on this and I do so love the M4, I would hate to get so used to the nonexistent recoil from playing with it so often!
  21. jetset22a

    Movement Speed

    After further inspection, I realized this might actually be a bug. The controls are specifically called "combat pace toggle" and "Walk or Run toggle". The problem here is that combat pace toggle is actually the walk or run toggle, and the walk or run toggle is actually the combat pace toggle. At first glance, it might seem like this issue can be easily remedied by transposing the controls, but because of the aforementioned fact that the walk or run toggle actually overrides the other, it severely hinders intuitive movement. In other words, whether you're slow walking or combat pace walking, the walk or run toggle key should override either pace and put you into a running pace, instead it only switches between combat and running in the background, so if you are slow walking, and you press the key that's supposed to be walk or run toggle (currently it's the change combat pace option), you will remain slow walking. Any insight from Devs if this was a mistake on their part? It definitely seems like an oversight.
  22. Yes, I've discovered that the control settings in infantry movement "stand up" "crouch" and "prone" will put you in default standing, default crouch, and default prone, respectively. Basically, whatever stance you're in, pressing whichever key associated with these controls will put you in that stance. For instance, if you're in high standing, and your stand up key is C, like mine is, pressing C will put you back into default standing. It will have the same effect in any modified position, such as stepping out right standing, stepping out left standing. However, if you are in a modified standing position and press your crouch key, it will put you in the analogous crouch position, unless you press your crouch key again, which will put you into default crouch. This should be the same for, crouching to standing, standing to prone, etc. Basically, if you have a key bound to "stand up" and your standing and stepping out, tap that key a few times for good measure (you should only need to tap it once) and you'll be in default standing.
×