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CyberpunkDev

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Everything posted by CyberpunkDev

  1. Now I understand, the whole config is 8k lines, well 9k total, but you only have to change a line for every animation you add. So you're saying theres 650 animations? You made that many anims for your character already? Wow. Well thanks for posting thats exactly what I needed You said the game crashes if you don't put them all in? Or do you just put a blank frame animation in the lines you dont have anims for yet just to test and see it working?
  2. Thats really interesting, since you're checking Maya out could you import one of your animals to it, do some animating and share the process of how to get that in game? If you do happen to export anything from Maya that is. I have a bunch of characters I was working on for my game, hard surface mechanical drones & quadraped monsters different species all rigged up ready to go. I want to add AI and an ability to hunt them for food, even some more normal type like wolves or something I would do, to spice up arma's forests in general. 8000 are you kidding? That is insane, I hope you are exaggerating ? I can't see how adding a new animset would require that much scripting, that is like a nightmare mod pipeline. I don't think I could add and change 8 thousand lines for each character.
  3. trip 240 hz 3d LED's 3770k 16gb 256 SSD gtx 680 awaiting oculus rift
  4. CyberpunkDev

    Oculus Rift VR headset

    They already shipped a lot of the developer kits, and the tests/reviews on youtube about the rift show people are really impressed. It's the beginning of the matrix, what a wonderful thing to be alive to experience it after watching the movie and dreaming about it. If you are a smart developer, you will hop on the oculus rift immediately, as just being one of the first multiplayer games that support it would alone bring a huge audience. Especially with the modability of arma, it would compliment it so well- the other half of the matrix. Whats interesting to me is arma 3 seems already designed for it in a way that when your running you can use controls to look around, with your gun pointed somewhere else- not something I've seen in any other shooter game already built in. So maybe this will possibly make it a reality sooner. Even though the resolution is not really amazing on the rift for the first version, I still want to mess with one in unreal & unity, but without a multiplayer environment like arma its not as good.
  5. You can't vault through windows unless he adds an updegree state. Aside from normal jumping, just vaulting a bit higher through a window would be a very nice addition. I talked to him about it in PM and he said post about it here, glad someone else feels the need for a higher vault too!
  6. I see why you have a troll face as your avatar but please moderate properly and take the childish posts elsewhere. A simple "Please dont make this a jump argument thread" would have sufficed. We are discussing his addon, and how to expand upon it, which he seems open to, just like he made the animations broadcast over multiplayer after I asked, instead of client only. I talked to Das in PM again and he asked me to make a post of my request for more of a jump than a vault in this thread- to specifically see if others would want it too. I guess your post along with the last few have shown us the answer, jumping is not something this community is fond of- we get it. Please relax, and keep modders in mind. He said it's not something he is against, just doesn't have time to add an "upDegree" for now. Although I do know alot of the modders/mappers want it, especially for wasteland base building. Shame that the regular hardcore military players voice their opinion more.
  7. It depends, if you're not into modding then I understand, a realistic war scenario doesn't need it. But if your making custom mods / maps and venturing into a more diverse genre such as sci fi or something that requires more freedom for climbing, jumping is a necessity. It's the easiest way to essentially 'climb'. For example if you have an elevated window&floor, you have to run all the way around to the lower entrance to get in, instead of jumping on a few objects to get in. It makes mapping very limited
  8. Yeah, it plays the new animation, but doesn't change the actual height of the character. It would be really nice to have more of a real jump where you can tweak the values of the jump height. So for example you can jump on obstacles like in counter strike to get to higher ground. As a modeler & environment map designer I feel really limited being stuck to the ground. Anyone else agree that it would be awsome if he could make it into more of a higher jump?
  9. I tried using Arigatos jumper script: http://forums.bistudio.com/showthread.php?136682-Script-jumps-%28overcoming-obstacles%29 http://www.armaholic.com/page.php?id=17140 But it does not work in multiplayer as I don't think it's designed to. Can anyone expand this to work with multiplayer and not just client side only? Either by adding to the script or making it into a mod I'm not sure how. As of now I made minor edits to the script for a more normal jump using this animation (which already comes with arma for some reason): Problem is, it is seen client side only. In server tests we were not able to see eachother jump. Jumping in multiplayer is a feature I know ALOT of people want on their servers, it deserves its own thread, not to be overlooked in a huge request thread. If anyone can help with this, or even make a new one using the above animation, I'm sure many would benefit greatly.
  10. I will right now and post results
  11. Any chance you could please make it server side so we can see eachother jump? I know alot of people would really appreciate a jumping mod that works in multiplayer. I tried another client jumping script, http://forums.bistudio.com/showthread.php?152227-Using-Arigatos-Jumper-Script-for-Multiplayer but we were not able to see eachother jump.
  12. Appreciated Kremator, but that is a client mod as well. I already posted a link to a client script. We need one that works in multiplayer, thats what this thread is about. http://forums.bistudio.com/showthread.php?152312-Jump-MF-basic-mod-to-unlock-vaulting-animation "Jump MF is a basic clientside mod" I like the dev Smookies post saying "You found it" as they put the jumping animation in there just waiting for us to use it. It would be nice if someone would make it work online so we can see eachother jump though, not just clientside. Edit - testing it for mp now
  13. Not true, that thread is full of absurd things and also many model requests (most of which do not have info like this to work from). Have you even seen the last several pages? Jumping is a high priority mechanic that many want, especially since there is already a jumping animation in the game. This thread has almost 200 views already. I've seen several posts about jumping, and this should be the final one, since it has the most info about the subject, and people will stop requesting it.
  14. Can anyone add a melee weapon? Or possibly port one using the hatchet from dayZ? The hatchet wasn't too amazing because I think it was just a short range invisible pistol with a new swinging animation and the hatchet model. But, if this is the only way it can be done for now I'd be happy with anything. I really need melee weapons for my server and I'm sure alot of people would love this too.
  15. CyberpunkDev

    Tower of Altis Hotel

    Amazing! I'm really interested in how you got the flashy materials on your imported objects? Specifically the glowing ones, and the lights in the first photo. For example some of them look to have the same shader / material used for the glowing red lights on top of the default boat. How can I use that material and edit it to make my textures / mesh's stand out and glow at night? Also i'm curious to see how you will light the interiors at night
  16. I'm coming from cryengine/udk where you can just place lights around the map in dark scenes to light the map. How do you do this for arma 3? If the dynamic light is night, but I want interiors of buildings to be lit up, how do I add a light to certain places? Is there a way to do it in a realtime editor to see? Or is it done with scripting, and I have to launch the game to check my lighting every time I add one? And is the engine capable of using many of these "area lights" ? Because having everything dark and relying on one dynamic sun light is limiting
  17. My apologies you are right of course I just realized I was thinking of WarZ not DayZ. Its been so long ago when I played its alpha I confused it with DayZ. WarZ had chemlights with amazing shadows. Thanks for the link! Does the "Editor Dude" work for arma 3? Or those scripts just attach a light to an object, so you can place the object (maybe make it transparent just so its a light) and view it with other editors and see it? Or only when you start the game the lights will show up and not in bulldozer? What about in this editor: Unofficial 3d editor Are you sure the lights do not show up in this one? If you're using the script to bind it to an object, when you place an object with that editor the light will not show? Or will the script not be ran in there and only in game when you click on preview? This editor looks like a really nice tool to use for laying out everything but the terrain.
  18. Ah well they did cast shadows in dayZ, unfortunate thats no longer the case in arma 3. Still, unreal engine 3 has the same limitation and many are fine without having shadows everywhere. I'm confused though how to actually add and place these lights with that script? Do I do it in visitor some how and preview in bulldozer?
  19. CyberpunkDev

    Using custom animation from maya?

    Thanks for the info. I'd be happy to rig some models for people to use, that is if someone can tell me how to get the animations from maya to arma without using the crappy oxygen.
  20. Is there any way currently to make custom animations outside of oxygen for arma 3, specifically with maya? I have searched for a while but haven't found anything about it. I hope there is a way (instead of waiting for the new tools). Also I want to get a completely new skeleton & character in game as well. Is this possible too?
  21. Thanks for the reply. However I remember in dayZ the chemlights did cast shadows, I was really impressed by that I recall. So doesn't that mean you can use a bunch of chem type lights to light the scene and edit them since they cast shadows?
  22. 60 views, no one can help? Is the TPW Houselights addon the only way? http://www.armaholic.com/page.php?id=16781&highlight=TPW%2BLIGHT Or is there a way to add lights in one of the editors & preview? Oxygen, visitor, bulldozer? 3d editor?
  23. CyberpunkDev

    [Mission] Dynamic Zombie Sandbox Arma 3

    1) Why is the performance not great with more than 5 people in multiplayer? Disabling vehicle spawning and only manually adding a few helped, I guess because 200 vehicles is a heavy load? 2) Why is the max limit 100 per km? Is it possible to replicate what dayZ can do? I mean, that amount of zombies that actually works with a decent amount of players. Why was dayZ more efficient? (I know there wasnt many zombies in the forest but only in some places they were densely populated.
  24. CyberpunkDev

    JUMP please!!

    I would be willing to pay someone to add jumping. If anyone can do it please pm me. No jumping in a game is completely ridiculous. I'm not even sure if some of you are trolls...you mean you actually enjoy being restricted to the ground? There is nothing enjoyable in that at all, it destroys the game imo. Even if jumping was on a big cooldown I wouldnt mind, as long as its there for us modders to use. I need to be able to get up rocky terrain, or on roofs to get weapons like in WarZ, or take cover.
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