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Sam Fisher

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About Sam Fisher

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  1. Hi TPW my man! I'm here to report a weird bug that's probably related to TPW Fall (or maybe other TPW modules, idk). Basically, when I fall from a moderate height (like 2-3 meters), somehow I just straight up die... Steps to reproduce: Launch the game with only CBA_A3 and TPW Mods Place a unit on top of a small structure that's high enough to induce some damage (not a completely harmless landing) Wait for like 15 seconds (if I jump off immediately I won't die, probably because the buggy module is still initializing) Jump off the structure to embrace death Video illustrating the bug: (I have Fall sensitivity set to 0, but the result is the same when sensitivity is set to the default 0.85) Oh also, I noticed that when I take damage, sometimes TPW HUD will start to flicker on the bottom right (even when I don't have tactical goggles anywhere). Thanks in advance. Love your work!
  2. Hi TPW, I only use stable build, and when I run tests only CBA and your mods are loaded, but the error appears regardless. It's a strange error indeed, but based on others' comments I'm definitely not the only one having this problem. If it's difficult to pin down, a temporary workaround may be adding a config value to allow disabling the sounds? I don't mind the rainfall error but the weapon sound error is very annoying because it could appear just when you're about to shoot at someone, the error pops up and screws up your aim...
  3. Hi TPW, thanks for the update! Bad news though, I just tested this new version and the error messages still pop up. However in one game session there won't be multiple error messages, e.g., if it's raining and you're aiming down sight, the popping-up of "rain_helmet_internalX.titles" seems to prevent "aimX.titles" from showing, and vice versa.
  4. Hi TPW, good to hear from you. My situation is exactly the same as described by LarsAspra. Do you mind releasing a preliminary version to let us test if it solves the problem? Thanks a lot!
  5. Thanks for the reply! That's strange. When I update my TPW Mods, I always delete the old @ folder then put in the new one. I've downloaded the Armaholic version and the Dropbox version, they both have the same problem. On my computer it says tpw_sounds.pbo was last modified on 2018/06/25, so I guess it's the newest version...
  6. Hi TPW I wanna report some bugs: (only CBA and TPW Mods are loaded) 1. When first loading into a game and aiming down sights, this error pops up in the centre of the screen: No entry 'bin\config.bin/CfgSounds/aim4.titles'. The number in "aim4" seems to change randomly... 2. When it starts raining, a similar error pops up: No entry 'bin\config.bin/CfgSounds/rain_helmet_internal1.titles'. Again, the number in "internal1" seems to change. I've tried to re-download your mods but nothing changes...
  7. Sam Fisher

    Armor Improvement System (AIS)

    Finally someone's working on APS! Keep up the good work!
  8. You are right! There are two disjointed sprinting dive animations that when combined should form a complete one. I've found a fluid animation for rifle under Movement_Run, the name is "AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon_old". Maybe you can use this until you find a way to combine animations... There is no similar animation for pistol, because pistol-run uses the same animations as pistol-sprint, but I guess the weapon-holstered one should work just fine for pistol.
  9. Thank you for your explanation, sir! I did not intend to report the randomisation as a bug :D. I saw that "essay" someone wrote to complain about un-randomised fall, and I respect your decision. Thanks again for adding the variable! Regarding the fall animation, when I use 3rd persion view to sprint+prone=dive to ground, the animation does appear to be whole and fluid (even when sprinting in a crouched stance)... However I don't know how to access the animation database, so I cannot confirm this. I'll try to do some digging and see if I can help. BTW, it'll be great if you can add another variable defining the fall-type applied to players independently of the fall-type used on AI, so cheaters like me could just anime-fall all the way XD Cheers!
  10. Well done there mate! Small bug report: when units are triggered to dive to ground, they somehow immediately glitch to a weapon-holstered state, dive to ground, and then pull out their weapons. Regarding the "Randomisation of low/high damage threshold for different fall types", I did some testing by shooting 9mm at VR entities wearing different vests. It seems like a 4% HP hit has about 1/6 of chance to be registered as setunconscious fall, and when the damage rises to 9%, the chance to setunconscious goes up to about 1/2. I think this is kind of too much...
  11. Hi TPW, I want to propose a new feature for your mods, and it's not about fall. :P It's about automatic adjustment of map brightness according to ambient illumination, including available sunlight (obviously), chemlights attached to player (using other mods), chemlights dropped on ground, flares, campfires, vehicle headlights, streetlamps, other units' flashlights, etc. So, if the player is standing at a place with no light source at night, his map should be pitch black and unreadable. And if the player has a flashlight in the inventory or on weapon, he should be able to illuminate the map with it. I know there are already a couple of mods/scripts that attempt to achieve this function, but they all have their problems, which I shall list below. Little Immersion Tweaks by voiper: https://forums.bistudio.com/topic/179455-little-immersion-tweaks-spice-up-arma-3s-night-life/ This one is a set of scripts, not addons, and the author stopped updating them long ago. I have heard reports saying it's broken on non-vanilla maps. When I was playing a zombie survival scenario on Altis that uses these scripts, it also stopped working after a few saves and reloads. ACE3 Map Module: http://ace3mod.com/wiki/feature/map.html Apparently it relies on other bulky ACE3 modules that eats FPS alive. It also tends to stop working just a few minutes into the game, without even saving or reloading or anything, ShackTac Map Autobrightness: http://www.armaholic.com/page.php?id=17326 It doesn't darken the map entirely, only dims it, which is not realistic enough. I haven't tested its reliability. I want to propose this feature because it greatly enhances realism and immersion during nighttime operations. It also makes chemlights and flashlights much more useful than they are right now (but of course, by illuminating the map, the player exposes his position to enemies, which reflects the conflict between benefit and risk on the battlefield). (seriously, BI should do this on the engine level) Do you think this idea is viable? :rolleyes:
  12. Hahahaha, so by pressing "p" you "ping" the battlefield? :D :D
  13. That's great news, mate! :D So glad to have people like you in the community. Many thanks again!
  14. Hi TPW, I'm here nitpicking again :P :P The vanilla game has a falling when sprinting animation (sprint and press prone button to see it). Would you consider adding this so jogging/sprinting units will use this animation for low damage hits? Right now they use the falling to left/right animation, which seems quite odd because it makes them suddenly stop. Cheers!
  15. LOL government work? I thought the government always make do with whatever cheapest crap they can find. So no, this is SCIENCE! :P Keep up the good work, sir! You have all my appreciation and support! <3<3
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