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nerdmod

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Everything posted by nerdmod

  1. I would possibly give this a go some time in the distant future, but this would need more of a 3D modeler than a coder. I mean the code would be very simple, but the models required would need to fit with the island and textured accordingly (both of which I suck at). :P
  2. The first line of code has been linked to the commands Biki page. [url="http://community.bistudio.com/wiki/primaryWeaponMagazine"](primaryWeaponMagazine player)[/url] (secondaryWeaponMagazine player) (handgunMagazine player) I'm currently searching for a solution as to how you add launcher ammo, hence how I stumbled across this post. - NerdMod
  3. How about this ? ;) http://www.youtube.com/watch?v=lX5SlPAhQ5Q&feature=c4-overview&list=UUD_TsnoNqqrtSfvm_FiYFnQ
  4. Hey iguanapl, Thanks for taking the time to notify the community. I'm glad to see that my work thus far is doing justice and paying off. It's also nice to know that we have a common understanding in terms of why I'm focusing more time on the foundation mechanic. Realism has always been an integral part of development, but I'd also like to ensure that game-play isn't made too realistic. Real life can be boring and tedious so I want to make sure I keep things fun That said, I like your idea very much. It reminds me of a game I once watched the Yogscast play. I can't recall the name of it, but I think it was a Korean developed game and was in alpha/beta at the time. You had to collect resources before you could construct a pre-defined foundation. It looked fun and gave everyone a big goal to work towards in-game. Obviously your idea is more technical and still allows you to choose where you want individual foundation modules to be placed. This method would take a lot more code and possibly would require a 'Claim Land' mechanic of some kind. I will definitely consider this for the future. In the mean-time, consider how the planning process would work from start to finish, and how foul play could interrupt the process, or possibly break the mechanic. Thanks again, - NerdMod ---------- Post added at 17:28 ---------- Previous post was at 17:20 ---------- Hey Mesh, Thanks, the RPS article stunned me... I didn't expect such coverage! :D
  5. Absolutely, and I'm inclined to agree with you... All limitation mechanics will have on/off variables, as well as sensitivity variables. The max height at which the foundation can sit from the ground is determined by the height of the foundation model. I plan to double the height of the current model to ensure that the "Too High" limitation displayed in the video won't occur in future. Plus I need to tweak some values for better results. :) - NerdMod ---------- Post added at 01:40 ---------- Previous post was at 01:37 ---------- Thank you sir! PC Gamer ? I only recall being featured on RPS... Maybe this is what you meant ? :)
  6. Just thought I would put together a quick video to show my recent progress... The announcement video didn't show foundation construction because I never had the proper mechanic in place. Now I do, all it needs is some fine tuning and further testing. :) http://www.youtube.com/watch?v=6EqClrSgp-o&feature=c4-overview&list=UUD_TsnoNqqrtSfvm_FiYFnQ
  7. Ah the pleasure is all mine... I felt I should drop by with a few supportive words as I did notice you left a comment on my thread. I've now just realized that I didn't actually mention it, and didn't thank you for the support! That said, I've been pretty busy replying to PMs and such with the popularity of the mod growing by the day. As such, I tend to miss things now and again haha. Oh and adding Nova Zona to my sig was a must! I felt it deserved some sneaky subliminal advertising. ;) Damn you... You wouldn't have been hijacking... Feel free to throw around any ideas or suggestions you might have in my thread anytime! PM me if you must and we can talk. :) I'd absolutely love to work along side you some day, and maybe if you are willing to design some modular NOVA ZONA themed models sometime. I can get them hooked into my mod to support your project. Your ideas are something I had in-mind myself after seeing your work. Both mods being somewhat based on survival makes complete sense. It's a recipe for some amazing game-play. Your doing just as much for the community as me mate. I've been longing for a good worn down island for A3 since Alpha and was going to give it a try myself in the future. Now I don't need to bother and can concentrate on getting the survival mechanics all scripted and released instead. In essence you are aiding me, and my mod. We can all have some immense post-apocalyptic-survival fun when both mods are released! :D I have faith... For the survival of mankind, we can win the fight against these sad day's of terror together! Haha ;) Take Care, - NerdMod ---------- Post added at 01:05 ---------- Previous post was at 00:56 ---------- Likewise friend! I've noticed this in many MP game-play videos I have watched on YT. I've played around with fog and such in the past to see what it looks like with the new engine lighting, and as much as I was overjoyed by how pretty it looked, I ended up starting work on a quick dynamic sand/rain storm script for some challenging 'extreme weather' game-play. :D
  8. Hey Pathetic_Berserker, Cheers for the link! I actually have never come across any construction scripts, but then I never really searched. I'm also surprised however that I've never seen the work of Mondkalb. Believe it or not my first attempt's were actually based on the same system. I didn't get as far as he did though because I wanted something more solid and less fiddly. That said, please don't take that as me dis-crediting his work... His script clearly works, and works well. I have the utmost respect for anyone attempting such ambitious projects. :) I also like that he actually put some effort into the name 'Creationism'. I like that! ;)
  9. I like the ArmA 3 island/s for their beauty, but they feel a tad much like paradise to me. They just look too clean and new compared to Chernarus. I know sunny climates tend to look bleached due to prolonged exposure to sunlight, I guess it's just down to personal preference and the fact that I'm so used to damp climates (being British and all). That said, Stratis is quite relaxing to walk around and look at. :D A STALKER themed island would have me engrossed for eternity (if well optimized and modeled correctly). That said, I have real faith in your work from what I have seen... Truly splendid job on what you have created thus far! I could only dream of being this skilled at creating such detailed models. Keep up the stellar job mate, and I wish you all the best! - NerdMod
  10. Thanks! Let me clear some things up for you... :) 1. Already considered and in my list of end goals. 2. AI were always considered from the beginning. That said, I haven't tested this yet so I won't hold my breath. ;) 3. More objects will be created once I've laid down some solid base code. The option to upgrade already built objects will also be added. 4. I've thought a lot about this and still haven't decided which route to take. I will spark up discussion on this subject when the time comes. 5. Already considered with foundations and supports. This will be tested further on different gradients to find the limit of what looks best. 6. Not entirely sure what you mean by this... ? 7. Saving in missions should be simple unless I run into some unknown issue. I will be adding randomly generated cabin support via an editor module of some kind. No need to apologise... As stated in my OP, it's just a brief description of what is possible, and everyone has the right to show their interest and ask questions. I'm currently in the process of writing a full featured post for more clarity. :)
  11. Sadly not, but bizarrely I started work on a script that does just this. I plan to finish it some time as I will be needing it in the future. It would grab all the games structures from the config array and allow you to place selected structures in game, then parse all the building class-names and co-ordinates and copy them to your clip board. Paste the code in a .sqf file and they would spawn in the locations you chose. If that's what you had in mind, maybe I could devote 10 minutes to get it in working order sometime. I'd preferably like to get a dialog hooked into it with a free roam camera to call it finished, but I had some issues getting dialog's to work in A3 so I will have to fix that first. :P
  12. This is just a small portion of a much bigger project/Mod I have planned for the future. I love the idea of modular systems so I decided I would create each feature as a separate mod so that they could be easily updated and managed. My main focus is freedom but with sensibility limits so things don't get out of hand when in the hands of the masses and some of their freakishly undesirable ways. I also want to allow for the community to use them as standalone addons for their own personal projects. Below I have replied to the people who's comments were of question but also apply to all who wish to know more. If your name isn't below, don't worry. I read all the amazing comments and just want to say that I am astounded by the support you guys have shown. THANKYOU! All this feedback and support helps further motivate me in development. I aim to keep you updated as much as possible when I have the time. Please don't feel like I've abandoned the project if you don't hear anything for a while. Some of you may know just how tiring developing mods can be. We have to take breaks here and there so not to melt our brains! :D Hey Kable_, Cabins over Shacks were always an end goal. I may even out source model development to a kind follower who wishes to volunteer (if I ever ask). I will package some side scripts in the form of editor modules that would allow for randomly generated cabins to keep game-play fresh and unpredictable. I already have a sketchy script written that constructs said random cabins. I use it to speed up testing and quality checks. It would just need polishing and expanding before release. AI paths aren't implemented as of yet, but don't worry... I designed everything with AI in-mind so navigation should be simple for them. Granted however that the AI in A3 still needs work so this is something I will be leaving until the very last moment in a hope that they are somewhat more fluent in the art of navigation. ;) Hey Sealife, My reply to Kable_ above will answer your AI path concerns. I don't know how to reply to the rest of your comment other than to say that I intend to see out this project so I can finally play and enjoy it myself! :D Hey sEi, When and if that time comes, you will be the first to be notified! If however I manage to overlook you... Please feel free to kick down my cabin door with your mighty ways and shoot me in the back. ;) Hey GiorgyGR, Saving is something I would really like to see myself. Sadly however, MP is currently out of my expertise and would require me to further research or out source help from those in the know. SP I should be fine with. The collection of objects will surely grow... I have some nice ideas of things I want to add that will allow you to turn your bambi cabin into a fortress of epic proportion. :) Hope you guys get the reply... I have no idea how these forums function in terms of replying to comments, so feel free to educate me. ;) ---------- Post added at 19:43 ---------- Previous post was at 19:39 ---------- I will reveal my vast vision in a full featured post when I get around to writing one. You will definitely have to collect wood, tools, and ore. :)
  13. Very intrigued! I recently brought S.T.A.L.K.E.R. in the Steam sale (finally) so have yet to complete it, but I like what I've played of it thus far. The Metro series has always reminded me of S.T.A.L.K.E.R. Minus the fact that S.T.A.L.K.E.R. has one of the most unique atmospheres I've ever experienced. Survarium seems to be the closest to what a S.T.A.L.K.E.R. 2 would look like. Maybe an ArmA 3 take on it would blow Survarium back to paradise. (no disrespect) I will follow this closely and wish you the best in achieving such an ambitious project. This is also an opportunity for me to learn a few new things. :)
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