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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. Heya chaps! There's probably a really easy way of doing this in the config but how would I set the texture of a modded uniform when it's on the ground? You know, when they look like this: https://www.dropbox.com/s/ihnyen0n6mxsp1w/icon_f_or_combatuniform_mcam_ca.png?dl=0. At present, I'm just getting a flat white texture! Thank, as always, for any help - I've had a look through the config reference but couldn't find anything obvious.
  2. Hi there, all Currently struggling with what I thought would be quite a simple task. Basically, I have a very small cup-sized object, with all the correct LODs included. However, it doesn't move with explosions or gunfire - it stays static. I cannot pass through the object, so the geometry is fine, and the fire geometry is fine too. I've tried including a Geometry Physics LOD, but that didn't change anything. It will fall to the ground in-game, when raised above the ground - but can't be disturbed by throwing a grenade at it (like the paper cup, for instance, can). I began thinking it was something to do with the mass, but it's only set at 5.000 (which is quite light, right?). I'm inheriting from "Items_base_F". Any ideas would be greatly appreciated! Thanks, guys! :P
  3. Hello, Mr. Wiki! I'm not sure if there's any feasible way to check for compatibility between an animation and the playMove command without trawling through the config viewer. It's all to do with the way the animation is configured and that information is not really presented in the animation viewer. As a general rule of thumb, you'll probably find many (not all!) of the animations classified as cutscenes or unknown will not work in conjunction with the playMove command. PlayMove can be used with any animations that occur in-game with player movement or actions; e.g., running, crawling, reloading a weapon, etc. SwitchMove on the other hand, as you've probably discovered, works with everything and will instantly switch the unit's animation state. There is also playMoveNow, which prioritizes an animation over the basic playMove command. In answer to your question, you can't really 'know', I don't think (I could be mistaken?), but you can use the cutscene and unknown categories as a rough guide. Yes, I've also noticed this; must be something to do with the way the RTM (data file for animation) has been configured. SwitchMove should work with all animations - but I think I might be able to see where the problem lies. For AI, you'll need to disable a few components before executing the switchMove command (similarly, also if you want to stop the unit going prone after executing the animation with playMove): // Most important one, as it stops AI doing it's thing _unit disableAI "ANIM"; // This one prevents AI twitching with weapon _unit setCombatMode "Blue"; // Prevents any head movememnt not defined in the RTM file _unit enableMimics false; // Then your animation _unit switchMove "Static_Dead"; // You may then wish to restore the unit's AI after the animation's finished sleep 1; _unit enableAI "ANIM"; Hope that helps, matey!
  4. Hi there, all! As I draw nearer to concluding work on Resist, I have decided to release a small addon which I hope might be of use to mission / map makers. Generally, I wasn't completely satisfied with the sewer scene in Approaching Thunder and, after having progressed a little way with 3D modelling (I've still got some way to go!), I opted to create a sewer system from scratch. Now, before going any further, I should address a couple of caveats. First and foremost, the sewer system is not actually underground (though could be, as far as any ambitious map makers are concerned). The idea then, is that a player could enter the sewer via a surface model with an addAction. By means of a fade out / fade in, and some accompanying sound effects, the player could then be teleported to the main sewer network. This leads me to my next important point; to maintain the illusion of being in a subterranean setting, a time shift will be needed (unless you want a fairly well lit sewer system). Items such as the player's watch (and possibly map, if the player is not directly above their real-world location), would also need to be disabled with the relevant commands. If you desire to have a firefight in the sewer, and there is a possibility of the player being killed, an eventHandler would also need to be assigned, to avoid the revolving camera at point of death, thus exposing our sewer as a false environment. On a final note, though there are ladders, they are only for show; I can make it so they can be climbed, but seeing as you will not be underground - where are you going to go? That said, if any terrain designers want to augment this feature, I can edit the p3d files. So, on to the good news! The sewer models themselves are in sections and will therefore enable custom compositions. They can be connected extremely easily in the new Eden editor and include a few hiddenSelections. Moreover, they have all the expected LODs defined; so, that means that shadows, penetration effects, surface sounds, and interior weapon tails will all work accordingly. A.I. too, will be able to navigate your creations. In time, I plan to add new rooms (thematically linked to the FIA), but they'll only appear when needed for associated work. The other component I would like to implement is water; however, this can be achieved by partially submerging the models at sea. At its worst, this undertaking will turn out to be a curiosity of limited praticality - at its best, it might provide a stepping stone to taking combat in Arma 3 to (literally!) another level. Progress Manhole (complete) Sewer Section V1 (complete) Sewer Section V2 (complete) Sewer Section V3 (complete) Sewer End V1 (complete) Sewer End V2 (complete) Sewer End V3 (complete) Sewer Junction (complete) Sewer Room (pending) Sewer Room (FIA) (pending) Sewer Door (pending) Faux Sky (Emissive Plane) (Pending) Screenshots A selection of in-game WIP screenshots, which may get replaced or be liable to change. Apologies if they're a little dark! Detail : Sewer Junction Detail : Sewer End V1 Detail : Sewer End V1 Fighters in the Shadows
  5. Kydoimos

    Eden Objects

    Hiya guys Some recent, IDAP-themed activity here - the following objects have just been added to the mod: Exhibition Stand (I look forward to some interesting exhibitions with the re-texturable panels!) Blue Shield Cultural Heritage Wall Plaque (no text, English, Greek, and French variants). IDAP Road Sign Newspaper (as requested!) IDAP Mug (again, as requested!) AAN Journalist's Vest (simple retexture) Here's a render; probably the most fun I've ever had creating a texture! (If you want to continue reading, you'll have to go in-game and flip it over, lol).
  6. Recruitment Drive Mods: Custom animations to spec.
  7. Kydoimos

    Laws of War DLC Leaflets

    Thanks for spotting that - it'll certainly be addressed!
  8. Kydoimos

    UnitCapture problem

    Hi there, mate There's a workaround here for this, I think. To get the squad to leave the helicopter (you may also want to animate the vehicle doors, for cinematic finesse!): { _x action ["eject", _helicopter]; unassignVehicle _x } forEach units _group; _group allowFleeing 0; _group leaveVehicle _helicopter; Now, to lower the landing gear, while a vehicle is executing captured data, you could try using the unitPlay function on a Game Logic - and attaching the helicopter to that Game Logic. You should then be able to use this: _helicopter action ["LandGear", _helicopter]; Using this command with the onEachFrame eventHandler might also be a viable approach, in case the AI is overriding the action somehow.
  9. Lt. James uses the ABR in the East Wind campaign For general interest, this is what NATO headstamps look like - the crosshair-like symbol indicates that the ammunition meets NATO specifications. Such casings should have the year and place of manufacture too.
  10. Kydoimos

    Eden Objects

    Indeed! There'll be two types of canvas and both will have hiddenSelections . Looking forward to making some sort of art exhibition! ^^ Can't wait to play that mission, by the way!
  11. Kydoimos

    Eden Objects

    Hi, guys! Apologies for the lack of recent updates on Eden Objects - I've been lucky enough to focus a bit more on official Arma work - however, there are some new additions planned for release (soon!). Many models are complete, though localization and some detailed config entries are still required for some. The next update is themed 'recreation' - so here's the latest renders (many without NOHQ or SMDI maps yet) . As always, keep your suggestions coming! Several requests are in the pipeline. Mondschein art supplies: Easel_F PaintBox_F Wooden_Stool_F Paintbrush_F Paint_Palette_F Canvas_Square_F / Canvas_F (no image)
  12. Kydoimos

    Gun Store

    HocEst Bellum Gun Store Steam Workshop Hi all! To keep busy while I was awaiting some audio for the final episode of Resist, I've created a small showcase for a gun store that requires no addons or mods to use. It's not much of a mission (though there is some splendid dialogue!), but it should provide a helpful template for the community. I'm planning on releasing it as soon as BIS' Marksmen DLC arrives. In the meantime, here's a few screenshots: Oh, and yes, that is a rotating weapon display you can see there :D
  13. Indeed . The whereabouts of the 'Green Sea' are contested; some say it's in the Caspian, some in the Black Sea. An interesting counterpoint to the Caspian Sea (though geographically it makes good sense), is that it's a 'landlocked' sea. In fact, there are those who claim it's not really a sea at all and a lake. This makes the presence of the aircraft carrier in Arma 2 rather troublesome (though, I suppose, it could be argued that there's a (very!) large Eurasian canal in the Armaverse!). The red locator square therefore, will be moving to encompass a more 'ambiguous' area .
  14. Dear all, I've started this thread with the intention of establishing the core concepts and features which make for a successful Arma campaign, drawing on all material, from Armed Assault to Arma 3 Apex. Please use this as a place to inspire others, by sharing ideas or by voicing opinions - which may lead to a good consensus of our own expectations as a community. Let's find out if there's anything we widely agree on - or disagree on. Perhaps it will make for some fascinating reading for those of us who are actively creating singleplayer and multiplayer content. Let's cross-examine all the existing content, both official and unofficial, and explore what we feel it gets wrong, and what it gets right. As well, it'd be interesting to hear from newcomers to the franchise, as well as old hands! Finally, a gentle reminder, let's keep it civil when discussing the work of others (including content created by the devs!) - making a campaign or series of missions is no mean feat and takes a lot of work :P Kudos to everyone who undertakes the task! If this thread becomes popular, I'll add some polls, so we can gauge our sentiments as a whole.
  15. Kydoimos

    What Makes a Good Arma Campaign?

    I suppose one feasible solution, albeit not a comprehensive one, is to use the 'difficulty' command to tailor in-game events to player settings - e.g.: if ((difficulty == 1) OR (difficulty == 2)) then { some code that will make the mission easier }; It's particularly handy for scripts handling reinforcements - of course, this command only helps you to catch the unknown variable of player skillsets with a larger net - it's not a be-all-and-all cure!
  16. Well spotted! It'll be replaced with a canonical map - thanks!
  17. Kydoimos

    ArmA 3: Callsign Minotaur

    Congratulations on the release, Lexx! It might be a bit of time before I can give it a proper playthrough, but already your forum presentation looks amazing! Nice AAN video there too! Super-psyched to give this a go! Love your fidelity to the existing storyline and Armaverse as a whole! Well done, matey! Top stuff!
  18. Kydoimos

    Laws of War DLC Leaflets

    726 x 1024 pixels Don't forget, textures must be 1024 x 1024 - borders on either side should be transparent and use the _CO suffix (sharper edges). Have fun!
  19. Yes, it's mentioned in the Field Manual entry, I believe
  20. If you're still having trouble, I'd recommend: Disable simulation on the table. Add a game logic. Call it 'TableAttachment01' (assign it a variable) and type: this setVectorUp [0,0,1]; in the init. box. Position the game logic under the table. Then attach objects (with their own assigned variables) to the game logic (not the table) by typing this, also in the game logic's init. box: Rifle attachTo [TableAttachment01, [0,0,0]]; 'Rifle' being the variable you've assigned to a weapon, for example. Obviously, you'll need to play with the array: [0,0,0] Those are your x,y,z coordinates Incidentally, if you want to prevent weapons on the table from being taken, use: Rifle setDamage 1; Hope that helps!
  21. How would one go about using a trigger to check to see if animals spawned in the animal site module are all dead within the given area? Thanks in advance!
  22. Kydoimos

    CTRG Mod

    Greetings all, and a very Happy New Year! To kickstart 2017, I hope to soon release something that has been in the pipeline for some time; a CTRG Modification for Arma 3. The content includes several (dazzle pattern) re-textures of existing content, a couple of original models, new music, and a fully localized showcase scenario, featuring professional voice actors. Feel free to share your feedback, ideas, and requests; I'm always keen to hear from you. If you're looking for similar material, I highly recommend Flax_'s CTRG Faction Expansion, Ceolnariazz's Stealth Uniforms, and KDK11's CTRG Vehicles and Aircraft pack; all are very impressive and go to great lengths to augment this exciting faction.
  23. Does anybody know a script to open the doors on a helicopter? I'd like it to land and then the doors open? Thanks in advance!
  24. Kydoimos

    ArmA 3 : RESIST

    Thanks For Your Votes and Support! Website: http://www.arma3resist.com/ Steam Page: http://steamcommunity.com/sharedfiles/filedetails/?id=251730131 Single Player Campaign Facebook: https://www.facebook.com/pages/ArmA-3-Resist/387925164679293?fref=ts Twitter: https://twitter.com/ArmA3Resist Intro Video: https://www.youtube.com/watch?v=jTn7fkNXQ6M Faithful to Bohemia Interactive's official campaign, 'Resist' follows Corporal Michael Coleridge as he and a small group of NATO forces attempt to hold out against an overwhelming enemy. Playable in English, Russian, German, Portuguese, Italian, Polish, French, Czech, and Spanish
  25. Kydoimos

    CTRG Mod

    Hiya, guys! Thanks for all the feedback! Apologies for belated response! At some point I'll try and implement these changes, maybe on a quiet weekend later in the year - super busy - but just wanted you to know your comments haven't fallen on deaf ears - thanks so much for the feedback! Tavish / Electricleash - thanks guys, for the detailed analysis!
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