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Sealife

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Everything posted by Sealife

  1. Sealife

    GEOLOD compromises..?

    Hmm the roof slates are very thin and complex for geolod do you get any complaints in Binpbo log normally Geolod is not so complex that look more like a fre geo to me
  2. Sealife

    GEOLOD compromises..?

    im sure there is easy explanation :) As always the best thing to do is find Bis equivalent building and see if same problem exists , sometimes O2 can report convexity is ok when it is actually too complex first check your Binarisation Logs for such convexity problems second make sure ther actuall is an hole third up the Mass of the building then check firelod is correct and also same convexity problems dont exist then check obviously materials on the holes if the exist that the friction restitution density etc are correct if you have indeed any on there at all generally speaking the FIre lod is exact copy of GeoLOD so its not big issue if you decided to go the Mondkalbs way , even roadway lods can stop bullets too IIRC maybe if post picture of Geo Lod and also what is your Inheritance like in config ? dont forget Buildings have hitpoints these have armor and animation sources etc , not sure how complexy your building is of course As gnat says , it seems everything you report is what is expected
  3. Sealife

    GEOLOD compromises..?

    again its possible now that Grenades interact with a Phsx Lod that we cant yet add to buildings that would be my own guess , i havent come across the problem you are having when i have a FireGeo and Geo lod but i dont confess to have tested purposely. of course Mass of the Geolod may count too As for Mondkalns tute i think that was A2 rules with No Physx involved , did you try driving a Physx vehicle at your buildings yet like a tnak ? does it collide ?
  4. Sealife

    Fast Ropes for Helicopters?

    Nuff said really
  5. Sealife

    GEOLOD compromises..?

    grenade hit is FireGeometry and collision for units is Geometry Lod so there seperate , the Material you place on the Fire geo lod will help stop the Nade going through too but the thickness shouldnt matter beyond 0.1 and cant see your hose being thinner than 10cm ? also dont forget Phyx lods are not present yet ,my understanding is that Buildings will need one because currently the skids on a helicopter do not recognise roadway lods and sink through roofs of the buildings i have tried so far
  6. Sealife

    Live round GBU12 please

    As long as it Bounces it will make good Bomb for Practice please dont throw it away all together :) What Inert GBU are used for Notice the bounce aKDUniJLuGM
  7. Sealife

    Battlefield 4

    besides the framerate and better implemented particles sound , destruction etc all of which is subjective i guess , the one and only thing that BF series offers me that Arma3 cannot and any Arma itteration for that matter and that is : Switch on Join server and have 1 hour of total CQB madness rush without silly little glitches of geometry and frame rate drops that just make the whole experience ruined. to be bruitally honest If Arma series ever matched BF series for that time of gameplay it will be the same time they ditch the scale and well i prefer the keep scale and be poor at CQB ,m, i always have BF series for that .
  8. Sealife

    Arma 3 tanks config guidelines

    WHy is this Mantra still being pedalled without an explanation as to why it causes crashes if you binarise with currently available tools ? hopefully this can be resolved as there are already many ships and cars awaiting to utilize Physx but crash when Binarised with this Lod :( .
  9. well i meant in terms of ownership of the vehicle Rank , i recall you maybe F1 but when swithching there becomes 2 * F1 because you are leader group but pilot leader vehicle . anyway thats my old guess work :) there was another parmater i forget that said if cargoseat was swappable cant remember it now cargoseat or copilot or something {1,2,1,2} and array was switchable or not also i saw this
  10. i always assumed it to be heirarchy thing , that Pilot is higher so oncce you go gunner he becomes commander and cant switchback that is pure guess tho so dont quote me ,. just was my interpretaion
  11. Sealife

    Grand Theft Auto V

    Anyone started an Arma crew yet :) ?
  12. I left him message here on forums but i think he been away so long also i think i changed so much in this script to leave credit for original is adequate , also precedneces with this script have been set , even Bis have this code in more recognisable than what i posted here lol :) check there wingtipsA2 and Lethals wingtips A1 scripts , i dont recall if they left credit for Lethal or not but i hope he was employed ( hopefully he was) ;) P>S i edited INit i made a wrong paste sorry
  13. search Lethals afterburner script on armaholic or even google , possible only needs changing the path to particle and the frame sequence , i can help if you get that far i would rewrite ( many have i see it everywhere ) but a bit pressed for time . here it is :) http://www.armaholic.com/page.php?id=974 i found some time :) please respect i didnt have much and there was always aproblem with particles and planes and the stretch , hopefully you can tidy up and see if A3 is even better now , i had a little play with some things in time i had . INIT .sqf for mission ( obviously for config you need to send it and change the (vehicle player) but i suggest you use in mission first to tweak to activate press LeftShift and engine has to be on define for left shift is here ((_this select 1) == 42 if (isServer and isNull player) exitWith {}; private ["_i","_key","_slf_Keypressed"]; sleep 0.1; nul = (vehicle player) execVM "Afterburner.sqf"; _slf_KeyPressed = (findDisplay 46) displayAddEventHandler ["Keydown","if ((_this select 1) == 42) then {(vehicle player) setVariable [""_on"",true]}"]; _slf_KeyPressed = (findDisplay 46) displayAddEventHandler ["Keyup","if ((_this select 1) == 42) then {(vehicle player) setVariable [""_on"",false]}"]; Afterburner.sqf // original script by Lethal for A1 Edited by Sealife for A3 2013 private ["_MaxIntensity","_Boost","_leftengine","_rightengine","_emitters","_Intensity","_On","_looptime"]; _MaxIntensity = 0.28; _Boost = 0.0015; _Intensity = 0.25; _this setvariable ["_on",false]; hint format ["%1",position _this]; _maxspeed = 1300; _leftengine = "#particlesource" createVehicle position _this; _rightengine = "#particlesource" createVehicle position _this; _emitters = [_leftengine,_rightengine]; {_x setParticleRandom [0.05,[0.05,0.05,0.05],[0.05,0.05,0.05],0,0.8,[0.1,0.1,0.1,0],0,0]} foreach _emitters; {_x setDropInterval 0} foreach _emitters; _looptime = 0.1; while {true} do { if ((isengineon _this) and (_this getvariable "_on")) then { if (_Intensity < _MaxIntensity) then {_Intensity = _Intensity + 0.1*(15*_looptime)}; if ((speed _this) < _maxspeed) then {_this setVelocity [(velocity _this select 0)+((vectordir _this) select 0)*((_Boost*_Intensity/2)*(10*_looptime)),(velocity _this select 1)+((vectordir _this) select 1)*((_Boost*_Intensity/2)*(10*_looptime)),(velocity _this select 2)+((vectordir _this) select 2)*((_Boost*_Intensity/2)*(10*_looptime))]}; //if (fuel _this > 0) then {_this setFuel ((fuel _this)-((1/1200)*(10*_looptime)))}; } else { if (_Intensity > 0) then {_Intensity = _Intensity - 0.2*(15*_looptime)}}; _leftengine setParticleParams [["\A3\data_f\ParticleEffects\Universal\Refract",1,0,1,0],"","Billboard",1,0.07,[-1.14,-8.3,-0.8],[(velocity _this select 0) - ((vectordir _this) select 0)*30,(velocity _this select 1) - ((vectordir _this) select 1)*30,(velocity _this select 2) - ((vectordir _this) select 2)*30],1,1.2745,1,0,[0.6+(2*(speed _this/_maxspeed)),0.5+(10*(speed _this/_maxspeed))],[[0.040,0.100,0.900,0.1500*_Intensity],[0.200,0.200,0.800,0.1000*_Intensity],[0.500,0.200,0.000,0.0250*_Intensity],[0.000,0.000,0.000,0.0000*_Intensity]],[0],0,0,"","",_this]; _rightengine setParticleParams [["\A3\data_f\ParticleEffects\Universal\Refract",1,0,1,0],"","Billboard",1,(0.07-(0.072*(speed _this/_maxspeed))),[1.14,-8.3,-0.8],[(velocity _this select 0) - ((vectordir _this) select 0)*30,(velocity _this select 1) - ((vectordir _this) select 1)*30,(velocity _this select 2) - ((vectordir _this) select 2)*30],1,1.2745,1,0,[0.6+(2*(speed _this/_maxspeed)),0.5+(10*(speed _this/_maxspeed))],[[0.040,0.100,0.900,0.1500*_Intensity],[0.200,0.200,0.800,0.1000*_Intensity],[0.500,0.200,0.000,0.0250*_Intensity],[0.000,0.000,0.000,0.0000*_Intensity]],[0],0,0,"","",_this]; {_x setpos (getpos _this)} foreach _emitters; if (_Intensity > 0) then {{_x setDropInterval 0.001} foreach _emitters} else {{_x setDropInterval 0} foreach _emitters}; _i = 0; _looptime = time; //waitUntil {_i = _i + 1; _i > 1}; _looptime = time - _looptime; }; _leftengine setParticleParams [["\A3\data_f\ParticleEffects\Universal\Refract",1,0,1,0],"","Billboard",1,0.07,[-1.14,-8.3,-0.8] < where it appears on plane its same on rightengine I suggest you put a point on your plane model and use selectionposition for better placement something like memory vert called ABpointL and ABpointR then replace [-1.14,-8.3,-0.8] with _lpos = plane selectionposition "ABpointL" then [["\A3\data_f\ParticleEffects\Universal\Refract",1,0,1,0],"","Billboard",1,0.07,_lpos, same for _Rpos on _rightengine Hope this helps and works i left credit to Lethal for original script in there and please i am no scripter believe me so maybe you or your team can tidy up and make MP compatible etc i have used the refract particle but maybe try the old CL_exp from a1 or such A3 equivalent :)
  14. Hmm average speed was 318 mph so 505 km at 35 minutes they should go over your terrain by 100km , maybe your calculation is off on speed of plane perhaps . To me I dont mind I spent hours flying in TOH arma etc and now with new clouds to fly over your map is gonna be special :) I will get link for other maps ive played them myself so they exist , so far A3 tho biggest is 160*160 I believe 4096 with 40 m cells iirc this is of section of Asia
  15. Sealife

    Battlefield 4

    shh you will have the RV modding community in here saying content makers get paid ? :)
  16. Sealife

    Battlefield 4

    same here , i had to go and get more memmory when i saw in taskmanager it said 1.5 gig :) i then decided to read the recommended spec: 4 GB memory (8 GB for 64-bit operating systems) , think i will wait now for a while and go back to GTAV online (which is great too) on the console , ive seen enough to know it will be worth getting Premium in the sales early next year
  17. the press of the game was the moment i first knew OFP was going to something special , like others i did get the Demo and that was the real deal however for the first time since i was at Junior school , i was excited about the snippits of information leading upto the whole thing built up like a wave of euphoria and it was one of the rare moments in life where it was at no point a disapointment . i still have a quote cant remember where it was from but it kind of sums up for me not just the massive thrill but also how sometimes things did not always turn out as planned but it always managed to surpass via a workaround or community addon . It will be impossible in my lifetime to ever repeat that momentous occasion in gaming , it shouldnt have worked yet it did , like finding an old car in a barn in the middle of no where you turn the key and it starts , it looks like its dead a bit untidy around the edges , how can this actually be giving the thrill and excitement , however it did and i can click on the exe now and it still does and will. The thing is its been done now and to make a breakthrough like that now , especially when you think of the campaign quality , then the online adventures later and the massive modding community that started with small groups hexing the mission files i think i recall palcebos name amongst others who have long gone , then ofp.info and the crazy addons lego roflcopter etc etc (peter pan haha) , to repeat that uniqueness now is impossible , i certainly cannot think of anything that is required more than the same but with a bit of quality and that wont ever give such a fntastic feeling , so i dont envy BIS at all only admire them for keeping going and trying to emulate it.
  18. Yes official map is 60*60 seattle and 120km*120kms south asia , I was talking custom map addon size , however on topic I very much looking forward to this one with its custom buildings :)
  19. Sealife

    Battlefield 4

    Well the code is preloaded , just a matter of waiting until 09:00 now and then the personal review can begin , whilst i am unlikely to buy it until like BF3 the premium is on a sale like Black Friday or something £15 for premium , its nice to at least get a preview of the code , until then GTA V online will hopefully keep me occupied when it arrives.
  20. Sealife

    One for the devs about RVMATs...

    Best way is make some test panels and monitor FPS :) Bis use them but that doesnt mean for your terrain and buildings they will be better than sometimes one normal rvmat with full texture make some cubes and try them is best way see what impact vs not , Section count was always touted as the fps killer however it was never said if the section count of a plane using a multi rvmat is still as bad when rendered in the ingame engine ( we are talking here the multi mask i presume I.E if mask = red paint plaster if blue paint brick etc etc )
  21. biggest for Arma is 201km * 201 km TOH is 350 *350 km Nots sure how big this map will be but if it runs like seattle in TOH it will be great :)
  22. Sealife

    Arma 3 CTD playing Wasteland Since latest patch

    look for uinamespace spam in arma.rpt if you have it safezezone blah blah bollocks then delete yourname.var.profile look like last patch and then small hotfix may not have fix for older wasteland code ,i think another mission to GID_moveobjects has it too .
  23. Sealife

    Key Points

    Probably in wrong place best to check where it is and not outside Main config or it wont show or error :) i ususally place at top under ilsTaxiOff[] or somewhere it doesnt appear to matter but it works ok here id its ^^
  24. your offended i hurt the word Inertias feeling ? Nothing was ever directed at you so please lets keep those little emotions calm please and not get blurred with it all, pretending you were attacked by the word Shite in here wont get you another Dev reply so lets concentrate on the debate in hand , you want something i dont want lets see if the compromise is a module or something yeah ? .
  25. exactly i was replying about inertia shite and the elongated _x minutes to medic someone isnt for an open letter asking it to be hardcoded and imposed on the masses . its for a select group to Mod that in not top be prioritised when AI are in need of help , the Altis cell size is way to small and 70 % of people cant even get on it, the animations guy has forgotten how to config and his work is spamming the arma.rpt etc etc . these are all addon requests in the letter not for a minute should they be considered as absolute must for the masses and success of A3 . IMO of course and with respect to your own .
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