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goko--

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Everything posted by goko--

  1. goko--

    Arma 3 freeze

    BattleEye might be the cause/start of 'freeze' because windows trying to edit/do malware-ish tasks (like it always does) with arma data loaded on RAM. And reason why only arma reacting to this might be BE, BE might be thinking this is some kind of injection and while trying to track/filter it, causing arma3 to hang. Since you gave the info "this only happens around win update"... all telemetry / data mining / malware incidents happen under "windows update" -'hey we are updating your operating system for free, nothing to see here, look other way, we are such nice people' ... I think you should check BE logs to track source of this hangup edit: you also can read wikileaks vault 7 files to learn about all this stuff. It's not some specific system or nsa wanting to visit your computer, all systems online is targeted, everything.
  2. goko--

    Arma 3 freeze

    I guess you are all using windows10 I'd ditch that malware infested os and install good ol win7 and apply telemetry patches. ofc if you have no other reason for keeping windows10.
  3. goko--

    RHS Escalation (AFRF and USAF)

    that m24 looks absolutely fantastic
  4. Made a small update with add on this morning, arcade as it is, the particles' direction were all random but not anymore. It made simulation more believable for sure. V1.12 - 02-04-2018: - Added vector 3D calculations for setting up velocity (using weaponDirection and VectorMultiply commands) - Now hat / helmet movement and destruction simulation depends on impact vector (no more random)
  5. what about HMD, that stuff have electronics in them and bullet should cut it like butter no? or other things which like camera on helmet, those are common these days. Dont they get destroyed / cause some kind of spark? If you can help me with field experience on how this stuff should be / look like, I can definately implement them on the next update and fine tune.
  6. @Gill93 Yes, actually have that in mind as well: shooting one in the hand and causing drop of current weapon with chance factor. All kinds of things can be done with handle dmg EH like: lets say you shot someone from torso (lower, where backpack is) and he have satchel in backpack, or c4 charge. blowing them up comes to mind, but other stuff can also be done...lets say you give more or less 10 seconds time for the guy to ditch backpack after some sparks or smoke start to come from pack etc. Or random grenade drops. just to add more fun into game. @warlord554 I think I played too much unreal tournament as a kid, its all makes sense when you look within that scope :]
  7. evil_organ and George_gr what you think man, is it looking too bad? since you liked my last post , I can spam some questions at you seriously man, doest it look that bad? how should it be? anyway. good night, and thanks edit:fuck im drunk
  8. A short story of mod, how it unfolded: for people who downlaoded, then started headshotting AI units after placing them in editor and thinking "well what is this crap, this hat/helmet launching like apollo space shuttle" : Idea came to me back approx 3,5 weeks ago, after xmas. Most HL mods, even free ones have this "feedback"; It is simple but its a visual treat. I always wanted to simulate something like killfeed, but that is not the way for arma so I had to come up with something different. It couldn't be a HL mod-style helmet drop thing, so I dug in deeper... Started experimenting with "Hit" eventhandler. You can get projectile (bullet) velocity details with that one. I was thinking, "what if I remove current gear of soldier, and create new one, apply velocity of the bullet (speed vector) according to helmet's 'weight' ". Soon I realized, createVehicle is not something to mess around with already existing lag/delay between client and server. It was looking great onlocal, the helmet was flying off the opposite way you shot at (as it should) but synch was problem for MP. This could only be a SP mod and I wanted a MP compatible mod. Then I found particle system and "drop" command from BIKI. This was way better than anything. It was allowing me to pick whatever I want and almost 0 cost on performance/bandwidth. I started experimenting. suddenly everything started to fit in. But the problem was, I had to use different eventhandler to actually simulate all this (calibers, armor levels, all of it). Kept trying it with "hit" eventHandler, no go... because it was missing the crucial parameters such as "damage". "HandleDamage" eventHandler was the way but that was missing projectile speed vector (bullet direction and velocity). So I had to give up on this detail of 'projectile velocity', to make whole thing possible. Right now particle effects are "randomized" for X, Y and Z axis. sometimes this can be really irrational, like, something you blow up come straight at you. or launch into air like I told. It is all randomized. It might look good for once when you try 100 times or not even once...It is all randomized. I am trying to create a particle function that would allow me to pass some of the details like direction, damage value, etc to it. That will be the perfect effect and really look as it should. This is what I managed so far within a month, or 23days to be exact. so please consider this when you are evaulating the add-on. It will and only can be better with more feedback, so write them detailed as you can. Github will also going to be up soon. that will allow more people to get involved; More talented people than myself who isn't learned scriping basics less than half a year. I had my mind blow when I saw add-on reached 2000 subscribers on steam just few days after launch, so I had to give something back and I put in all bunch of randomized visual effects. And at that time, I wasn't able to learn whole github bash and put this up there. but soon like I said. Thanks for support and feedback. Good night/day to all.
  9. @road runner That's why I was going to call it "cheap nvg's from china" at first but, implementing caliber calculations made it seem a little bit more serious. There will be fine-tuning down the road as add-on develops, thanks for feedback.
  10. Anything optix' involded should be solid and this already looks fantastic.
  11. @GEORGE FLOROS GR Glad you liked It, thanks.
  12. Add-on is updated; now you have 10 different particle effects for destruction of HMD, more randomization, some more additional effects selected random as well with... hat/helmet fly-off feature.
  13. feedback on 1.81.144193: I don't know how It is still missing from this game, but when a tank fires, at least some bushes around should be affected. Not even grass on ground, or trees nor bushes seem to have "any" impact from a tank firing next to them and this looks plain cheap. You should add some kind of a "blast wave" simulation. Just like the "wiggle" effect we have now when a helicopter is hovering next to trees or bushes. A firing tank should have something more than 0.8second smoke puffing from it's barrel Imho. The sound "loop" according to surface while vehicle is travelling (wheeled ones) really sounds detailed and improved over that old loop but it still sounds like an obvious "loop". And Ifrit's feel like it has no weight, thing just flies when you are speeding, like there is no gravity at all and this is some sort of a new bladeless helicopter prototype. I agree with beagle, zamak seems to have the most believable simulation atm. edit on zamak: but it needs to "stop" when you suddenly drive it to a steep hill. It has to "stop" providing torque to wheels before continuing to climb the hill.
  14. goko--

    Simple but effective Magazine repack

    You can't just throw a grenade with 5 second fuse to the other room. it will get tossed back to you unless you cook it. It's not something happened in COD game, this is real life situation as far as I know.
  15. that ram is killing the performance of your rig. I'm not getting if that is the rig you "own" or you "gonna get" but, if your budget is tight and building for arma: never go low with CPU and RAM, you gonna need it. gpu wise, arma can run with any gpu, cut back from that. even 1060 3gig can do ultra for arma.
  16. goko--

    Ravage

    hey Haleks, may I ask is it too buggy to try making a "hunting" module because the best thing I can think of off dayz mod was to hunt animals and gather food. bbq had special vibe in that mod. I'm sure you already considered but why did you cancel / haven't implemet this yet in ravage?
  17. goko--

    Advanced marksman scope ranging

    anyyes they are all using "mildot" (they all have dots, right?) but that doesn't make any real sense. and it's not your fault of not understanding anything. I don't think people understand how scopes work. first thing to understand with scopes are, they all have built-in rangefinders. take AMS. you put this scope on any weapon, you will have 500meters zeroing by default. this means something. this is your first hint. now. Visually, what this means: any standing target (soldier in our case) will have equal lenght of our scope's "upper part". In optics, further objects will get small right? and this upper part of scope is simply there for you to make use of. you use it to match standing soldiers. if a soldier has exact size match with upper part of scope, he must be around 500meters away from you. simply look at a standing soldier from 500m (place a soldier on editor or try it at virtual arsenal) what you will find out is he will match with the upper part of crosshair. this is the built in rangefinder. anything standing matches with the lenght of upper part of scope, is in 500m range. since the scope have 500m zeroing default on all weapons, when you shoot at aiming bullseye with your scope, your bullet will land at the exact spot you aimed. unless you have something like trg or low muzzle velocity weapon... now that is for standing targets. what if the target is moving? the numbers you have at both sides of scope, are there to aim at moving targets. 2 is close , 4 is at more out from center. These are there to help you "lead" your shot. Lets say target is sprinting exactly 90 degrees left or right, compared to your position and he is 400meters away. any shot you lead to "4" will land on target, unless he cuts sprinting. Lets say, target is closer than 400meters, you simply lead your shots a little closer to center, closer to "2". 300 meters range means exactly middle of 4 and 2 as you can imagine. Situations where you have target further than 400meters, you start shooting a little bit early than he reaches that "4". so this is how AMS works. it is a perfect scope for anything moving up to 500meters with its built in rangefinder. coming you "mildots" ...well, 500meters have exact match with upper part of scope. how many parts there? 9. 500/9 = 55.5 so...each dot means 50meters, if you have the linear muzzle velocity, for all ranges.
  18. this should be made MP compatible..I contacted with DE via steam but seems he lost interest in a3 scripting. I turned script into mod succesfully but no luck making it MP compatible. Hopefully some of you gurus here show me a way. This is too good to be left out... add-on version source link https://drive.google.com/file/d/1Zb5Xo8drf1Ou97oXT6UWlgqeLTnKnxtc/view
  19. goko--

    Helicopter loop

    Hello GOP not exactly about this thread but... can you help me understand how to make DE's magazine throw MP compatible --> I tried many things, but no matter what onEachFrame there cannot be made MP compatible
  20. goko--

    Simple but effective Magazine repack

    This is not really about subject but.. INS sandstorm alpha -- staged reloading: I really love how NWI making fps games..their approach is top notch. I always wanted to manipulate reloading, something like this for arma and create a mod but there is no eventhandler to do it. "reloaded" only fires after some new mag gets reloaded. My idea was to make a "speed reload" just like GOW on console, I really like the idea that with a simple UI indicator, catching the small area in reload to finish it faster. Later Alien Swarm (free hl2 modification) also used it. Now in insurgency, you probably just dump a "dummy" mag to the ground although nobody knows yet if there is going to be inventory system. By default you reload the heaviest - most full - mag in insurgency and there is no repack. And with this mechanic, you simply can throw a mag out that you think it is close to empty. THIS kind of reload mechanic is a must and arma is really, really behind. back to arma, game still lacks proper interaction and inventory management. hell, there is no grenade cooking in vanilla game.
  21. hello got a weird question; Is there a way to "fake" throw weapon (like you throw grenade, smoke, chem etc) so "fired" EH can "fire"? or how can I patch/edit GrenadeHand_stone cfg so it will be invisible in the player inventory, and 0weight so I can use it but it won't matter for player?
  22. is CBA necessary? can't see info on that, aaah I see, it works without CBA/ace but fancy HUD isn't visible. great work!
  23. hello I created an addon, need testers because I can't host MP dedi right now. it is a compact mod, no dependencies, signed. Soldier voiceovers for opfor and blufor, from NWI game insurgency. tried to create a little dynamic sound environment, take a little of your time and play, any feedback is welcomed https://steamcommunity.com/sharedfiles/filedetails/?id=1248372833 edit: video added
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