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Everything posted by outlawled
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Version 3.0.0 Released Changelog:
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Overall Mod compatibility [aka. Will Mods A and B work togheter?]
outlawled replied to gliptal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can anyone confirm that Mag Repack breaks VTS Weapon Resting? I was unable to reproduce Kremator's error myself. -
I'm unable to reproduce your error on Dev branch, Kremator. Did you change your VTS_weaponresting keybinding? Are you on ArmA 3 Stable or Dev? And you're definitely using CBA beta4?
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In the original post. There's a download link for v2.1.2 underneath the download link for v2.1.3. And now there's also a link in this post. Bam. Sorry for the confusion. An ArmA 3 update a couple months ago broke something in CBA which broke Mag Repack, so I updated my mod to v2.1.3 to compensate for that problem in CBA, and then CBA got updated which fixed the original problem but also broke the thing that let v2.1.3 work... So v2.1.3 works with the old version of CBA, and v2.1.2 works with the new version. I probably should have just renamed v2.1.2 to v2.1.4 and uploaded it as another update to avoid the confusion, but I was about to release v3 anyway, so...I figured it could wait. ...But then I never released v3... My bad, guys. The good news, though, is that v3 should be released really, really soon (this week, hopefully). And I'm pretty sure that it's gonna be wayyyyy better. I've put a lot of work into it. Also, I'm going to release an addon version and a script version, so...that will be nice.
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Which versions of ArmA 3 and Mag Repack are you using, Kremator? The latest Mag Repack (v2.1.3) doesn't work with the latest CBA, but version 2.1.2 does.
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Third-Person Limiter Thing
outlawled replied to outlawled's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey, thanks! Yeah, if hideObject wasn't local, this would not work at all, so that's pretty fortunate. Hopefully I'll release a beta version some time this week for some testing and feedback, and if that goes well, a full release will follow shortly. Thanks! Yeah, I'll definitely work with reaction time and all that stuff to make it more streamlined. And yep, that's pretty much it. Just checks to see if your character's eyes have a direct line of sight to the enemy unit and if they don't, it hides them. 1.) Actually, the way it works right now, you essentially have to see more than half of someone for them to be visible in third-person. So even if you can see their left arm in first-person, they'll be invisible in third-person. 2.) I tested it with around 30 AI and didn't notice any performance issues, but I will definitely do a much more in-depth performance test once I write the full script. And yes, there may be some situations where units disappear at the wrong time, like in cases where only part of the enemy unit is obstructed, but it will only ever err on the side of hiding enemy units when you technically can see at least part of them. So you'll never be able to see a unit in third-person that you wouldn't be able to see in first-person, you'll only ever not be able to see a unit in third-person that you can see in first-person. Also, an enemy unit will never be invisible if you can see 100% of them. As long as you're in first-person, you don't have to worry about being lead astray. And regardless of what perspective you're in, you never have to worry about other players seeing you when they shouldn't be able to. 3.) Yeah, maybe some people will be confused and I'm sure most, or perhaps all, server owners will opt not to use this mod, and that's totally fine, but options are nice. And you know, maybe someone smarter and better at programming and more attractive and just a better person in general will be inspired by this mod and come up with a way better solution. -
Third-Person Limiter Thing
outlawled replied to outlawled's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Updated OP with Proof of Concept video and stuff. Sorry it took me so long, I wasn't home at all today. -
Third-Person Limiter Thing
outlawled replied to outlawled's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks for responding 'n stuff, man. I appreciate it. I guess I was a bit too brief in those descriptions of the different methods. 1) With the first method, there are a bunch of small, invisible spheres placed 360 degrees around the player. If the player is in third-person, the script will check if there's an object intersecting an imaginary line between each sphere and the character's eyes. If there's an object blocking one of the spheres, the script will check if there's an object intersecting an imaginary line between that same sphere and the camera. If there's an object intersecting the line from Sphere A to the character's eyes but there's no object intersecting the line between Sphere A and the camera, that means that the camera can see around an object that the player cannot, so the camera switches to first-person. It works quite well in most situations. The main problem with this method is that it very much errs on the side of switching-to-first-person-when-it-doesn't-necessarily-have-to. If you're sitting behind a chain-link fence at just the right angle, you'll be locked into first-person...or if you're in a forest...or next to a dead, basically see-through bush... I mean, technically there's an object between the player and the sphere and there isn't one between the camera and the sphere, but it's such a small object that it's not really obstructing the player's view, so the player shouldn't be forced into first-person. 2) The second method essentially substitutes enemy units for the spheres. It just checks to see if there's an object intersecting the line between the player's eyes and the enemy unit, if there is, it checks to see if there's an object intersecting the line between the camera and the enemy unit. If there isn't, it switches the player into first-person and then places a 3D arrow at the exact coordinates that the camera was. The enemy unit will be able to see the arrow if they are looking in that direction no matter what because if the camera could see the enemy, the enemy can see the camera...or the arrow that represents the camera. This is to simulate the fact that if the player was actually leaning around a wall and was able to see the enemy legitimately, the enemy would also be able to see him. The main problem with this method is that it can be used to determine if there is an enemy in the area. You may not be able to make out where the enemy is before you're auto-switched into third-person, but you'll know that there is an enemy who can be seen from the position your camera was just at. Of course, if they're looking in your direction, they'll now know that you're there... But still. Another problem is that it places a 3D arrow into the world for 3 seconds which kinda breaks immersion and stuff. But peaking around a wall in third-person is also pretty immersion-breaking... 3) The third method is the same as the second, but instead of switching the player into first-person and placing a 3D arrow where his camera was, it makes the enemy unit invisible. The main problem with this method is that the refresh rate has to be incredibly fast (pretty much on each frame), otherwise the player will be able to see the enemy for a brief moment. Another problem is that you can still see particle effects caused by an invisible unit. So if they're shooting, you can see where they are... Here's another option. I haven't coded it yet, but hear me out. If a player is in third-person, any enemy unit within 500m would be invisible by default. In order for them to become visible, there needs to be a direct line of sight from the player's eyes to the enemy unit. If the player's in first-person, though, enemies will default to visible. So instead of hiding enemies when you shouldn't be able to see them, it hides them by default and reveals them when you are able to see them. This would solve the refresh rate problem of method 3. Let me know what you think. I'll write the code for it tomorrow and then create a quick video showing each method. Yeah, I dunno...I like having the option to go into third-person. In certain situations, the amount of situational awareness it provides is more realistic than first-person. But that's just my opinion. In a perfect world, it'd be first-person only and everyone would have an Oculus Rift. -
Bush's "Strange New Worlds"
outlawled replied to bushlurker's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ermahgerd. Space Cicadas. -
Version 2.1.3 Released Changelog:
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Overall Mod compatibility [aka. Will Mods A and B work togheter?]
outlawled replied to gliptal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think the problem might be CBA. I tested my mod, which uses CBA's Extended Post-Init EventHandlers to run the Mag Repack scripts initially, and it didn't work, so I tested my scripts by themselves, calling them from a mission script, and they worked fine. -
Version 2.1.2 Released Changelog:
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Thanks for this, ardvark! Favorite weapon in A3 so far. Keep up the good work!
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Private Military Contractors [W.I.P]
outlawled replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I would prefer no branding at all, but if you were to use brands, fictional ones would be best. Gives you some more creative freedom and such. Also, if you don't put logos or anything, it allows the units to be used for any kind of scenario rather than for PMC scenarios only, you know? Like, maybe I'm a US Army soldier and I feel like wearing a plaid shirt today. Maybe in the future, the military has dress-down days or something, okay? You don't know what kind of clothing regulations the military will have in the future. Maybe I'm going into a red plaid tree forest and need proper red plaid camouflage. There are just endless possibilities for why a non-PMC unit would wear PMC-type clothing. -
M-1 Garand Government Issue by RedRyder
outlawled replied to redryder's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Using the stable build (0.58.105348) and no mods other than this one, I'm unable to get the gun to fire. I tried the PBOs from both download links. I get the following error: No entry 'config.bin\cfgAmmo\B_762x45_Ball.model'. -
I'd prefer a system where all weapons have one classname. Nice and simple. And in such a system, it would be nice to have a command like addWeaponWithAttachments. player addWeaponWithAttachments ["Flummi_USP_45", ["Flummi_Supp_45", "acc_flashlight"]];
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addHandgunItem adds pistol attachments automatically. player addWeapon "Flummi_USP_45"; player addHandgunItem "Flummi_Supp_45"; player addHandgunItem "acc_flashlight";
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I'm not getting any errors. Perhaps they're using the Dev Build or have conflicting mods installed.
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The nice thing about using BI's flashlight is that you can take it off the pistol and put it on a rifle, so you don't need to carry around two different flashlights. Plus, I don't think it looks bad at all. One small problem with the flashlight, though, is that the actual light isn't coming from the flashlight, but from the side of the gun. http://i.imgur.com/XKYchvh.jpg
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Haha. Fuck assault rifles, man, I'm 'a run around with this all day. Also, instead of attaching the sight to the slide, you could do one of these guys. That way, you don't have to worry about making the sight go back with the slide. You'd have to make a model for the rail mount thing, though. Either way, it's super bad-ass. You rock.
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Awesome. Can't wait to download it.
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Looks great! Are there proxies for other attachments on pistols? It would be really nice to be able to put a flashlight or IR laser on one. Maybe even a small red dot sight...
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Handle Damage before it's processed
outlawled replied to farooqaaa's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yeah, I dunno why that's not working. Try this: player addEventHandler ["HandleDamage", {player setDamage 0;}]; EDIT: Using this code on an AI unit named AI_unit will make him invincible. AI_unit addEventHandler ["HandleDamage", {}]; Using the same code on a player does not make the player invincible. Pretty sure the HandleDamage event is just broken right now. -
Ahhhhh. That's...yeah. Okay, that is probably the problem. Let me upload this new version and you tell me if it works. If it doesn't, I'll download the dev build and figure it out. EDIT: Version 2.1.1 Released Changelog:
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I'm still not sure. There wasn't an error for me until I changed the code. What version of ArmA 3 are you running?