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Everything posted by Macser
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Why did Bohemia Interactive go so "low"?
Macser replied to dagosyno's topic in ARMA 3 - QUESTIONS & ANSWERS
As long as people keep buying into dlc, preorder and all that sort of crap, that's the way it's playing out. Companies have obviously made an effort to steer it that way. But consumers are playing their own part in it. So you either join em, or just don't buy into it. Most people do. And so here we are. One thing at least, is that in BI's case , the modding aspect is a huge plus point for the folks buying into the Arma series. I understand some companies aren't exactly bending over backwards to accommodate modding. So what ever you get from them, is going to be it. With a decent mod scene you have some chance of seeing things that wouldn't be otherwise available to you. -
That looks really well done. Textures and geometry are excellent.
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How to change respawn type during mission?
Macser replied to Orthethac's topic in OFP : MISSION EDITING & SCRIPTING
I'll let someone else with more knowledge give a technical answer. But as far as I can see you're dealing with scripts/functions that were only introduced with Arma3. Especially BIS_fnc_respawnTickets. Cold War Assault is actually Operation Flashpoint 1.96 updated to 1.99. The name change is superficial. It was mostly to do with BI reclaiming the title. But it's still the same engine, with just a few commands and eventhandlers chucked in. You can get an idea of what was added/changed from here. -
They could be sitting on the ground without fuel to keep them from trying to take off. Then an action would activate a script fueling, and setpos 'ing them into place. Once they appear in the air they should start flying automatically. I'm not a great coder, so how to do that efficiently, and get them to the right location I'll have to leave to someone else.
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That was actually really well done. The voice acting over the comms made it obvious you were about to get it in the neck. Although you could tell something was coming, it was still a great bit of story telling. X-wing alliance managed to recapture some of that I think. I don't have any problem with more skill based games. But having some kind of story evolving around you, that you feel you're influencing, makes for a fun experience. At least for me.
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Well I still have some work to do with the animations. But they'll be universal apart from one or two.So that should make life easier. By Tie fighter I assume you mean the game? That I remember well. One of the best mission oriented games ever made. I actually preferred it to x-wing. Amazing when you think of the technology it was designed to run on originally. As for armour values, I'd like to keep them balanced too. Not so much in relation to the source material. But to make it interesting for the player. If people are willing to suspend belief and take the limitations into account, I think more unusual mission areas should be possible.
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That's the other area I'm not well acquainted with myself. Terrain editing. I think mappers are as rare these days as hard core scripters. The best we can do in the meantime is create some quality addons I think. As for spad's suggestion, I think we are working together, in a way, just on separate elements of the universe. I've opted not to bother with imperial craft after seeing Lenyoga's work so far. He's doing his thing and I'm doing mine. But the results should work well together.
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Yeah, ye see that's the issue. Putting it up in the first place. What you or I would like doesn't really factor into it. If you want to put your stuff out there and let it get shared around or edited that's great. I don't think you'd find anyone willing to knock that approach. But just because you, I or half the internet share a particular point of view, doesn't automatically mean that it applies to everyone else. Or even that it should. A lot of folks are perfectly ok with ignoring terms and conditions applied to digital content. So it's not hard to develop confirmation bias when you frequent places where it's the norm. But simply having a lot of people agreeing on a point of view doesn't make it inherently good. It's really not that hard to avoid this issue. And if people are doing it, while aware of any restrictions then they're willfully choosing to do so. It's a conscious decision. They're going out of their way to do something they know is pissing someone else off. That says a lot more about them, than the modder. These muppets either don't know or care what effect it might have on the rest of the community. Once the ratio of gits to decent folk goes past a certain point you may get authors locking down what they put out there. There should be no illusions, a dedicated modder isn't necesarily going to stop doing what they love. So they aren't the ones who would be most affected by any falloff in releases. Modders do actually use their own stuff too. Recognition is nice. But it isn't foremost in the minds of every modder. Often they're creating things they want to see in game.
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ofp | acwa OFP/ACWA - facts | myths | findings | experiments | prototypes | tutorials | protection
Macser replied to RozekPoland's topic in GENERAL
Yeah, I read that. I just hadn't seen anyone doing it before. And I've never tried it. I thought there was something else going on besides changing the destrType setting. -
I just had a look, and apparently it's a fairly common question. Seems to have been a combination of filming technology at the time of the first one compared to the later two. Looks like the originals were supposed to be bluer, but it messed with the filming technique. By the time ROTJ came round it seems they sorted out the issue and added a bit more blue . Anyway. I wasn't making a roundabout request for a repaint. I don't see anything wrong with the blue tint personally.
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I didn't realise there was such a blue tint. You can see it clearly in that first image though.
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What ever you come up with scripting wise, will be the icing on the triple layered cake. The models look excellent. This is purely a personal question, rather than criticism or complaint. But is the blue colour reflecting your own taste? Or are you going off some reference?
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One other small point that might get lost. I may be wrong, but I'd hazard a guess and say the mods/addons being uploaded or edited are well made. I don't think something that's not, is going to have much of a following. I'm sure the uploaders are aware of that. I would also hazard a guess, that the people who put the most into a project, are likely to be the ones putting some restrictions on their work. A question to the members who have no problem with these small restrictions. Leaving aside any arguments about why the restrictions exist. Given what I've just said above, are these really the people you want pissed off?
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Crossed words aside, we're at least being honest here. The subject matters to some and, not so much to others. That much is obvious. I think that's being misinterpreted though. Even if you don't know why, or don't think it can be combatted effectively, you can still acknowledge the rights an author has. Which I think is the opinion being expressed. But if it gets to a certain point will it push modders to withdraw from public releases? I think it's a real possibility. There are modders who are quite happy to share work amongst themselves, or with small groups. While they might like the fact their content is well known or respected, I think they can live without that if necessary. They can stop releases at any time, but continue doing what they enjoy, albeit with a smaller audience. They wouldn't really be on the losing side of that outcome. It may not come down to that. But the behaviour of a few little toerags could potentially change some minds. These fools claim they don't need mods, and can get along fine without the people who create them. Suggesting that if the authors in question have a problem, they should get out of the mod scene altogether. I have actually seen that sentiment expressed in more than one location. Well that works both ways. As cold as it may sound, a modder who loves what they do, doesn't need them either. For anyone who does enjoy the work of their favourite authors, and abides by terms, that's worth noting.
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STARSHIP TROOPERS MOD!!
Macser replied to Santiago Telleria's topic in ARMA 3 - FIND OR OFFER EDITING
I'm not attacking you or trying to put you off posting. If anything, I'm just offering some opinions on how to get people interested. I know it's an uphill battle to get anything finished when you're working alone. The more you have to offer the more likely someone will take note. It's still no guarantee. But it does increase your chances. Good luck with it. -
STARSHIP TROOPERS MOD!!
Macser replied to Santiago Telleria's topic in ARMA 3 - FIND OR OFFER EDITING
You should prepare yourself for some potential crankiness. If you really want to get some modders on board, they usually respond more favourably to someone who's willing to do some of the work themselves. Or at the very least already has something started with a couple of colleagues. Ideas are great and there's nothing wrong with talking about them. But it's hard to interest people with just ideas. -
What ever the reference you're using it looks great.
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@Alwarren I don't think people are understanding what I meant. I know that people feel protective of their stuff. I know they have their own reasons for feeling that way. What I mean, in practical terms, not on an emotional level, is that it doesn't matter what your reasons are. The decent thing for people to do, is abide by the author's wishes, when they're clearly stated. But where they are not, you ask them if they'll give permission. If they say no, or you don't get a response, then move on. It's not causing any harm to either party. I consider that to be the decent choice.
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That's looking fantastic Len. Will you be keeping the glass opaque? I know the reasons why you might want to. But I was curious nonetheless.
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ArmA2 Modding Toolbox for 3ds max V1.1
Macser replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
I don't think that anything came out to make it easier than using the toolbox. It's just the toolbox is no longer being updated. I assume Max users have just adapted to use the available tools. Possibly it didn't provide any major advantages over FBX or the bundled script? With luck you'll get a response from an advanced user. I'd like to help more, but my experience with modern versions of Max is limited. I just thought a reply would keep the ball rolling. If you don't end up getting a reply here, and you've tried a few methods, then consider starting a new thread. But list the things you've done so far. What worked. What didn't work. At the very least it shows people you're interested, and willing to get into it. Just don't expect easy answers or prompt replies. The modders here are not professional tech support. Good hunting. -
ArmA2 Modding Toolbox for 3ds max V1.1
Macser replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
According to the wiki there's an export macroscript for max included in the A3 character examples archive. Have you tried that? There's quite a few experienced Max users on these boards. If they're getting stuff done, which they are, then it's possible to work without the toolbox. I don't know of any in depth instructional material that covers it though. Presumably the results will have to be finalised in OB. It may be something you'll have to put some study into. Even the addon for Blender expects a certain level of competence with the program before you can get something decent out of it. -
Wow. I didn't expect to see anyone else to wade into a SW project. Excellent. I like what I'm seeing so far. I'm surprised you didn't have more problems with those blaster bolts. They seem to work fairly well though.
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Maybe they're concerned about how more aggressive tactics would be received. They are a company. If they go under or take a potential hit in sales it doesn't affect the users much. If modders are in the minority, which I assume they are, picking a clear "side" may backfire economically. If the people concerned with their content being adequately protected are an even smaller sub-set of that minority, that would make it even less appealing. That doesn't make it right. But I don't think the apparent inactivity, is necessarily cynical. Perhaps they have more to lose potentially, by being heavy handed. Prevention could at least curb the activity. Something in that area might be more helpful. But a company actively attacking certain people on behalf of a minority, may be viewed negatively. News and opinions, even ill conceived ones,travel fast. I realise that's not much comfort to an individual that feels let-down. But it must be a factor.
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Ok.Straight to the point. This relates to a sci-fi type addon.Specifically the snowspeeder from the Star Wars series. I'm trying to find a decent method of emulating the twin energy bolts the craft fires. Tagging a 3d object or dropped particles and making them follow a round is fine.I can do that.And even have the object move in the correct direction. The main issue stems from the fact the twin energy bolts are fired from fixed weapons. So the attached object must match the roll/pitch/bank of the craft,as well as following the round. As I've mentioned before in other posts,I'm not a great scripter.And functions I know very little about.So I need some help setting this up.Here's some pics of the issues as reference: My simple script,so far:
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I agree. What did you think I meant? I'm just pointing out that as some think it's no harm to ignore the wishes of the author, it's just as "harmless" and without cost to do the opposite, and abide by what ever restrictions they place on their creations. I don't have to understand the author's reasoning or feel the same way about modding in order to make the decent choice.