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blackpixxel

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Everything posted by blackpixxel

  1. blackpixxel

    Terrain Improvement (dev branch)

    If I remember correctly there is something like a 'splash' effect when a raindrop hits the ground. The surface does not really get wet, but there is at least an animated effect.
  2. blackpixxel

    AI Discussion (dev branch)

    There is another thing that could be improved to massivly improve the whole Arma experience: In a typical Arma mission like Domination, you often first take a look at the AO. You can clearly see the AI, but why can't they see you? It would be so much better if they would, and if they would begin to regroup and try to get you by flanking and so on. When the player is able to see them, why can't they do the same?
  3. blackpixxel

    Weapon tests

    zGuba, the smoke is obviously not there to stop AT missile locks, but to create a view bock for infantery. Since there are many lock on launchers in the game, and this is the year 2035, shouldn't there be some kind of real countermeasure? Otherwise a tank would not have any change against even one AT-soldier. Which would be extremely game-breaking and unrealistic. Who would build tanks if they could not defend against guided missiles? So the commander could use 'c' for smoke and 'x' for the Anti Tank Missile countermeassure, or just make a Trophy-like system. In Arma 2 tanks where fine, only the Bluefor Side had 2 Lock on Launchers (Javelin and NLAW), and they where fighting against a badly equiped Takistan Army that only had older tank generations. But in Arma 3 we have 3 modern Armys with High-Tech Equipment. Therefore the tanks should be able to defend them selfs against missile threats as in real life. I hope that we will see some improvements soon, maybe you could tell me if something like this is already planned :cool: Thank you!
  4. blackpixxel

    Arma 3 Helicopters DLC Discussion (dev branch)

    I am just wondering why they didn't add the Wildcat-Loadout from Arma 2. The Hellcat is just a copy & paste littlebird, the Wildcat had a HE-Gau canon and 7 Laser guided missiles that where controlled by the copilot. But there is copy paste everywhere, most mods have more options than the vanilla content..
  5. I am just surprised that BI does not simply add subsonic ammunition. We are more than a half year after release now - and they didn't add such a simple thing. You just have to copy the current ammo and change the initspeed..
  6. I also read things like this, but sadly my Mainboard (Asus A97) does not support 1 core per module. I can only disable Modules, but not single cores. But I think that you would achieve a higher performance if you disable some cores and overlock the others more. Arma really needs much GHz, but only on one single core. My dream is that Arma 3 will be multicore optimized. I also have an FX with eight cores and I think that 80+ fps would be possible with optimisation and with a better netcode. Come on BIS, this is the year 2014! You cannot try to be competitive when you release such unoptimized software..
  7. blackpixxel

    Audio Tweaking (dev branch)

    It would be a huge step forward if they would place an "imaginary" soundsource somewhere around the character that moves with him but does not rotate when he does. So that you get the feeling that you are in a 3D world. It's all about immersion!
  8. blackpixxel

    Audio Tweaking (dev branch)

    Are there any plans on changing ambient sounds into positional 3d sounds? It is very immersion breaking when you turn your head and the wind is turning with you...
  9. Hi, I cannot believe what BIS is doing. When the game was an Alpha, it was okay for me that there is some stuff copied to other factions. When it entered the Beta I thought "Well, there is still time to change this". But now I lost all my hope: -MRAPS share the same RCWS -NATO and CSAT Anti Air tanks share the same turrets -NATO and CSAT Atrillery share the same turrets -CSAT and AAF APC share the same turret -NATO, AAF and CSAT share the same UAVs, Darters and UGVs -NATO, AAF and CSAT have the same boat and SDV as well as the same diver equipment and weapon -NATO, AAF and CSAT have the same AT and AA launcher -NATO, AAF and CSAT have the same stationary weapons -NATO, AAF and CSAT have the same ... -NATO, AAF and CSAT have the same ... -NATO, AAF and CSAT have the same ... -... ... Okay, let's see what BIS is doing instead: Zeus, Karts, Bootcamp Zeus and Karts are more hobby projects. I understand that. I just wish that they would work on more important things in their freetime. Bootcamp, well, brings nothing that I really need. I am just concerned that these things will never get fixed. As first it is an absolutely immersion killer to see the same assets everywhere used by every faction. But this causes another issue. How should I identify an enemy boat/sdv/diver/drone etc. over long distances? It is not possible. This aspect of the game lacks a lot of creativity. It is okay that BI had to rush to get the game ready for the release date. But I do NOT understand that it stays the same more than a half year after release. I mean, they even have different machine guns on their tanks for each faction. Why not use them on top of the MRAPS too? It would be so easy and a huge step into immersion and realism. I just hope that BIS starts to work on these things and does not use all the ressources on new DLCs and expansions. If I would work for Bohemia Interactive I would not be satisfied with the current copy and pasta state of the game.
  10. While the visual aspect is one part of quality I think that creativity and authenticy are important as well. And at the moment there is much potential for improvements. And as long as there are no improvements this topic is worth another, since BIS and the forum mainly concentrate on DLCs and weapon sway.
  11. Hehe, more like none of both. I would not even care it there were Arma 2 turrets on the vehicles, but I cannot really accept this state of the game in 2014.
  12. blackpixxel

    UTS-15 Shotgun

    Hi, in the last days I continued to work on the gun. It is always so time consuming and then I am just able to make small steps. However, the dual magazine system is now working. The player can now load two different (or same) types of ammo into his gun and change via the fireselector-button 'F'. With a lot of help I also got the pump of the gun moving with the hands after every shot. The Ironsights are now folding correclty and the magazine selector switch is also animated. Fortunately I discovered that the Arma Toolbox for Blender is a much better way to work than with Oxygen and less frustrating. With this new Toolbox I made the first UV texturing amd first RVMATs. Additionally trying to implement an integrated flashlight under the barrel like the real UTS-15. It is basically working, but it needs some more configuration to be able to controll atachment and flashlight independent from each other. Here are some picutes of the current progress. You can see the pump that moves back with the hands during the reload. I also moved the laser on top of the gun, it think it looks a bit more 'badass' :cool: So I could remove the side rail that is also not there on the standard version of the real UTS-15. Of course, for an experienced addon maker these are easy things, but for me it is always challenging to get into all the new steps. But I am sure that it will be finished soon. Thanks so far for all the help !
  13. Thanks to your help and the friendly guys in the model makers skype group I finally got the weapon animation working. It looks very nice when the hands and the pump are moving after every shot. But maybe there will be more engine support for animations like that when the Marksmen DLC gets released. I am sure that they will add the KSG-12 Shotgun that we have seen on pre-release screenshots. This would require a new reload system and the pump action which I had to script both.
  14. I think I understood it now. It was less about Blender but more about the link between the texturing in Blender and how to get it then to Arma. Thank you for your help!
  15. Well, the .rtm does only work for the handanimation. You just set the animation up as usuall in your weapon config. There you also add the following lines at the bottom (with the propper weapon name): class CfgFunctions { class UTS15 { class Fire { class InitFire { file = "\uts15\scripts\init.sqf"; postInit = 1; }; }; }; }; This calls an init.sqf in my mod folder. In this init-file is the eventhandler that calls another .sqf after every shot: player addEventHandler ["fired", "_this execvm '\uts15\scripts\PumpAction.sqf'"]; And in this .sqf I call the animation if the player is holding the correct weapon and if there is ammo left in the magazine: MISSION_ROOT = call { private "_arr"; _arr = toArray __FILE__; _arr resize (count _arr - 22); toString _arr }; private ["_unit","_weapon","_muzzle","_type","_sh"]; _unit = _this select 0; _weapon = _this select 1; _muzzle = currentMuzzle _unit; _type = _this select 4; _sh = _this select 6; _needReload = (_unit ammo _muzzle !=0); if((_needReload) && (_weapon == "uts15")) then { sleep 0.2; _unit playAction "PumpActionStand"; playsound3d [MISSION_ROOT + "sound\pump.wav", _unit]; } The missionroot-thing is only needed if you want to play a custom soundfile during the animation (see here why: http://killzonekid.com/arma-scripting-tutorials-mission-root/) That works for my player in Singleplayer. I did not spent any time until now to let it work for AI too, I would have to change something with the eventhandler in the init.sqf, so that it adds the handler not only to the player. I hope that it will help you! For the animation of the weapon part: I have not idea what min/ maxvalue, min/maxphase and offset0/offset1 are doing. The explanation in the wiki does not help me. Could you tell me what I use them for? Thank you, BlackPixxel
  16. Well, in O2 it is pretty easy, except the fact that the unwrap-function did not work for my model. So, is it possible to use a .jpg copy of the via Toolbox defined texture for the Blender Material and do the UV mapping then (because I have to see where I place the faces)? And the P3D will then use the same UV coordinates just for the defined Arma-texture? It is just a bit confusing for me, the manual that comes with the toolbox did not really help me at that point.
  17. Thank you for your fast response. I still dont fully understand how it will work. So I can add a Blender Material. There I define the .PAA and the RVMAT and then I can Unwrap the Model on the Material?
  18. Is it possible to do UV texturing with the toolbox? The rest is working great! Thank you for this addon that improves the model editing alot!
  19. Thank you for the help! The problem is that I need to controll the speed of the animation. There should be a delay after the shot. Then the player should pump, but slowly. The animation of the sample file is always instant...
  20. Hi, I have a reload animation that is a loop of a single animation. while {...} do { _unit switchAction "ReloadAction1Stand"; sleep 0.8; } The problem is that the game does not play the animation. But when I use "playAction" or "playActionNow" it will work. But then I always have a short transmission between the animations. When the player is running and reloading the weapon will go back into running position during this transmission. Can anyone help me? Thank you for your time! BlackPixxel
  21. blackpixxel

    SwitchAnimation does not work

    The problem is already solved. I made a copy of the first animation. Then I set both to loop and connected them to each other. This creates the expected animation loop.
  22. At the moment just the hands. I hope that I can call weapon animations inside an sqf script, otherwise it will be hard to make the animation. How do you plan to make your bolt animation? The configuration of the script is not that hard, I could show you how I made it (with big help of other forum members;) )
  23. Well, I made a pump action animation after every shot using the fired event handler. It works pretty good, so I would say that you can use this way too. Or do you think that this one is not really optimized?
  24. blackpixxel

    Fatigue Feedback (dev branch)

    To your first point, live2reap: The fatique system worked as expected. You got punished for run and gun. Just look what real soldiers are doing in urban terrain. Do they run just across the distance of four buildings? No, you are in a group and go from cover to cover, always securing the area. You would not run directly into the known enemy position, everywhere else could be another enemy and shooting you from the side or back.
  25. blackpixxel

    Fatigue Feedback (dev branch)

    Fatique is just the only thing. Guys, be prepared for the weapon inertia that will hit into the 3rd person PVP-scene like a massive hammer! If weapon inertia is what I think, then you cannot compare the gunplay of Arma to a typical shooter anymore. Your weapon will drag behind your view depending on its weight. You can already try it in Arma 2: Look through your weapon sights, hold ALT and move your mouse. You weapon will not follow your aim directly, and as far as I know depending on their weight too. This should make the game much more slow and therefore more tactical because you have more time to think what you do. You cannot run around a corner, turn 90 degree and spray your oponent down with an MMG like the Zafir. The only think is the AI. Will they have the same limitations too? Should not be hard to set their maximum rotation speed in relation to their weapons inertia. Ahhh I hope the new feature will work as I expect it, because Arma really needs some more realistic features to be something else than a slimmed down version of Arma 2
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