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Posts posted by lappihuan
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sadly thats BI in a nutshell:
- programmers are scared to touch anim code
- animators are scared to touch anim network
- artists and gameplay designers are scared to request animations and anim features due to the above -
NAC Agents get under crossfire while investigating strange activities at the sebjan mine
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setObjectTexture is not synced in MP, but setObjectTextureGlobel would be
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appreciate the headsup, while we wait for further changes and a better documentation, it would be extremly helpfull to push the diag_lightNewLoad command into the public diag.exe
this way community creators could more effective fiddle with the lighting in realtime.- 1
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just flip the faces after mirroring, i think the shortcut in OB is "W"
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@Private Evans in this post you can see some of our vegetation/environment assets
the terrain will not be dependant on cup or any other asset library
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@mondkalbactually is working on something like that (unrelated to this project) so you can see it is technically possible, but extremly time consuming
https://gfycat.com/gifs/detail/DarkRadiantGrizzlybear
keep in mind that he probably made it easier for himself as it looks like he limits movement speed to 1 and maybe also some stances- 4
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1 hour ago, [VW]Wrath said:I was actually thinking about this the other day, an animation pack that replaced many animations in favor of seconnd world war styled ones. For instance the classic German run with the rifle carried in the left hand, or US troops with the .30 Cal on their shoulder.
I have no idea how feasable it would actually be to implement, and it's far beyond my skills, but I agree it would be cool as hell.
This would mean creating a whole movement set for each of these diffrent styles of weapon carrying.
Walking-Front
...-Left...-Right
...-Back
...-Diagonal (Front-Left)
...
Sprinting-Front
...-Left
...Same for all Stances
...
I guess you get the idea.
BI has one movementset which is already a huge pile of work.- 1
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I would love to see more sqf commands interacting with mines as currently there are almost none right now: "see also" https://community.bistudio.com/wiki/createMine
stuff i would like to see:
- disableMine
- enableMine- unrevealMine
- MineTriggered EH- MineExploded EH
- MineEnabled EH
- MineDisabled EH
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does this also consider how track ir and 3D scopes work together?
basically that you can turn your head while in scope.- 1
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could this be the issue?
Fixed: AI drivers would move to the corner of the VR terrain on their own
from here
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actually i'm not sure about that, but if you just check to who the heli is local at init and remoteExec the HandleDamage EH to the client who is the owner then when the heli changes locality it should keep it's EHs applied.
but that would need testing -
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getIn EH to the heli which adds a HandleDamage EH to it when someone enters,
getOut EH to remove the HandleDamage EH- 1
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you would need to switch the shader of those skyscrapers to super shader to get at least a generic reflection of the envTexture.
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On 7.7.2017 at 10:31 PM, Larrow said:How about we don't break existing scripts/missions available in the community. Something like..
/* Author: Nelson Duarte Description: This function adds a new item that will be stacked and called upon event handler selected has been executed Parameter(s): _this select 0: STRING - The unique ID of the item inside the stack _this select 1: STRING - The onXxx event handler to monitor and execute code upon _this select 2: STRING or CODE - The function name or code to execute upon the event triggering _this select 3: ANY - Arguments passed to function/code Returns: STRING - The stacked item ID */ // Parameters params [["_id", "", [""]], ["_event", "", [""]], ["_code", {}, [{}]], ["_arguments", [], [[]]]]; // Supported event handlers - for backwards compatability private _supportedEvents = ["oneachframe", "onpreloadstarted", "onpreloadfinished", "onmapsingleclick", "onplayerconnected", "onplayerdisconnected"]; // Validate event type if !(toLower _event in _supportedEvents) exitWith { ["Stack with ID (%1) could not be added because the Event (%2) is not supported or does not exist. Supported Events (%3)", _id, _event, _supportedEvents] call BIS_fnc_error; }; // Mission namespace id private _namespaceId = "BIS_stackedEventHandlers_"; private _namespaceEvent = _namespaceId + _event; // The data private _data = missionNamespace getVariable [_namespaceEvent, []]; private _index = -1; // Go through all event handler data and find if id is already defined, if so, we override it { // Item id private _itemId = _x param [0, "", [""]]; // Is this the correct one? if (_id == _itemId) exitWith { _index = _forEachIndex; }; } forEach _data; private _objects = []; { if ( _x isEqualType objNull ) then { private _nul = _objects pushBack [ _forEachIndex, _x call BIS_fnc_netId ]; _arguments set[ _forEachIndex, nil ]; }; }forEach _arguments; private _header = " _arguments = %1; { _x params[ '_index', '_id' ]; _arguments set[ _index, _id call BIS_fnc_objectFromNetId ]; }forEach %3; "; private _headerWithArgs = _header + "( _this + _arguments ) call %2;"; _header = _header + "_arguments call %2;"; // Is data related to event empty // If so, we need to initialize it private _i = switch (toLower _event) do { case "oneachframe" : { addMissionEventHandler ["EachFrame", compile format [_header, _arguments, _code, _objects]]; }; case "onpreloadstarted" : { addMissionEventHandler ["PreloadStarted", compile format [_header, _arguments, _code, _objects]]; }; case "onpreloadfinished" : { addMissionEventHandler ["PreloadFinished", compile format [_header, _arguments, _code, _objects]]; }; case "onmapsingleclick" : { addMissionEventHandler ["MapSingleClick", compile format [_headerWithArgs, _arguments, _code, _objects]]; }; case "onplayerconnected" : { addMissionEventHandler ["PlayerConnected", compile format [_headerWithArgs, _arguments, _code, _objects]]; }; case "onplayerdisconnected" : { addMissionEventHandler ["PlayerDisconnected", compile format [_headerWithArgs, _arguments, _code, _objects]]; }; }; // Add new item, or override old one with same id if (_index == -1) then { // Add _data set [count _data, [_id, _event, _i]]; } else { // Override _data set [_index, [_id, _event, _i]]; }; // Store in namespace missionNameSpace setVariable [_namespaceEvent, _data]; // Log ["Stack as been updated with ID (%1) for Event (%2), Replaced: (%3)", _id, _event, _index != -1] call BIS_fnc_logFormat; // Return _id;
It may add some overhead but at least its not breaking content already available. Anyone who is still around and gives a damn has likely updated their content but if not at least BI wont be breaking it.
Feedback Ticket for this issue:
https://feedback.bistudio.com/T126078 -
speaking of terrains, here are some WIP shots
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The mod will be split up into Westwall and Westwall Terrains, no faction split up is planned so far.
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yes, we do have our own shrapnel simulation for all bounding mines and some non bounding as well.
grenade shrapnel simulation is yet to be done, but will use the same stuff.- 2
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What effect does this have to the ASL command sets?
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Namalsk for Arma 3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
the campaign is way out of scope for my current arma motivation, but i have many fixes for the terrain and structures + some small goodies kindly donated from @kiory
i need to find time and motivation to wrap it all up and release it tho. but i'm also waiting on @CUP to release @Uro's snow weather integration.