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flyinpenguin

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Everything posted by flyinpenguin

  1. flyinpenguin

    Improved Fatigue System

    @Karneck, glad to hear it! That is impressive comparison data. It's hilarious that you tried running both at the same time. Sprint for 4 min and 10 sec with a full combat load... yes please XD. Anyways, hopefully the new blink settings were less obtrusive. Sounds like they were cause you didn't even mention it (which in programming world means 'perfect, you did a great job' :p) Thanks again for your continued support!
  2. @AirFell ......... facepalm
  3. flyinpenguin

    Improved Fatigue System

    You should probably love this mod then. I removed the annoyance of the last update so that it is more tasteful and will not hinder formations. You will be able to run for much longer before you start to slow down. Give it a try!
  4. flyinpenguin

    Improved Fatigue System

    Updated to version 0.8! ChangeLog: v0.8- Changed - Mod now supports new fatigue Changed - Player is now able to sprint longer Changed - Blink values have been adjusted Main post and download links have been updated
  5. flyinpenguin

    Improved Fatigue System

    So I tried something interesting, I streamed the entirety of updating this mod from version 0.7 to version 0.8. Thought it would be interesting. I may do something like this again on my channel at http://www.twitch.tv/flyinp3nguin/. We shall see.
  6. flyinpenguin

    Improved Fatigue System

    Ok, so I have had a chance to mess with the new fatigue they have. It is interesting and will actually make a few changes I had in mind easier. However, I want people to be able to move reasonably fast until they fall over. So I will be modifying it to suit. Once you have fallen over, you will then be forced slow move like it currently is. In the end it will be a good thing, but it will mean I will be getting rid of the multiple presets until I have it set up a little better. This will be updated within a week for version 0.8. Hopefully next monday.
  7. flyinpenguin

    Improved Fatigue System

    Hehe, doubtful. It is really useful that my group uses my mod, so every Thursday Saturday, and sometimes random days of the week I get good feedback. Except the guys who just say, "Damn this fatigue system. Its broken as hell, I cant move more than 100m before falling down" and they are carrying enough magazines for the whole squad plus a medic loadout.... But yeah. I have also started work on 'blacking out' for pilots for version 1.0. I was worried it wasn't possible, but it turns out I wasn't thinking hard enough :p
  8. Yup Terox, your a beast. Only addition is to add a small sleep function inside the foreach that is in the while loop. Will balance the load to make sure it will not stutter the game even under heavy load. Something like a 0.2 or even a 0.1
  9. I responded in that thread. I just outlined how I would do it but did not write any code.
  10. So, here is the initial way that I would tackle this problem. So you obviously need a infinite loop to continuously do this. The first thing that you will notice is that what you currently have will constantly add more and more event handlers until it will murder the server. So, what needs to happen is you need to be able to check whether or not you have already added an event handler to the unit. I believe you can do this with unit/vehicle ID's. So you need a persistent array (meaning is beyond the loop's scope so it is not deleted every loop) that holds the ID's of each unit or vehicle that you have added the event handler to. So each time you encounter a new ID not in your array, add the event handler. Everytime you encounter an ID inside your array, just ignore it. To make sure it does not eat up too much processing, probably want to run this in a separate thread as well as a small sleep everytime you check a vehicle. Should make the hit on the system extremely small.
  11. I see. You could try doing a different method of checking who kills who. Use the hit handler to keep track of who was the last unit to hit the player and on the killed handler, display last known. Unsure if this registers correctly when in vehicles as well, but it is just a thought. Another way could be tying a killed handler to vehicles and when they are killed, send the data to whoever was inside them, or near the explosion and was killed as a result.
  12. flyinpenguin

    Player respawn in singleplayer

    Put inside description.ext respawn = BASE; respawndelay = 10; I only make small multiplayer templates for MCC building so correct me if Im wrong anyone.
  13. It is kind of hard to understand exactly what you are trying to do and how you implemented it. Is the objective to display who killed who to all clients? Or is it simply a script to tell you who you killed?
  14. Reference - https://community.bistudio.com/wiki/group Problems with group: In MP the command is not initialised in functions called by initline or init eventhandlers.
  15. this addEventHandler ["killed", { _killed = (_this select 0); _posKilled = getPos _killed; deleteVehicle _killed; "A3\Data_F\ParticleEffects\Universal\universal.p3d" createVehicle _posKilled; }]; Try this out. I do not know where the particle effect classnames are listed but they are probably within Data_F and then inside one of the config.bin's. Im honestly not that interested in diving into their config's again as I just got through redefining a piece every single default vehicle in Arma 3 because they were incorrectly defined (except a precious few). If I have time later I will post in here a list. Just a particle effect is just that. An effect. To actually deal damage it has to be tied to some type of Ammo class (aka created by one)
  16. flyinpenguin

    EMP Pack -WIP-

    Update on my end, the entire framework for the script is complete and currently all vehicles (land, sky, water) get immobilized when in range. Unfortunately, while working I came upon an unfortunate issue within bohemia's code. I can fix this manually but I have posted on the feedback sections. Would be nice for this to get fixed so I dont have to get intimate with a lot of vehicles in vanilla arma 3...
  17. flyinpenguin

    Unreadable compass

    So I found someone who had this issue, it only occurs when playing vanilla but we have a small mod to modify the compass which fixed it. So I would recommend trying to find a mod that will change the compass. I think the mod we are running that changes it is AGM. You can get rid of pretty much everything if you dont want it. Just delete all the .pbo's you dont want. So I believe you can just use the AGM_Map.pbo
  18. You should download PBO manager or something. Extremly useful tool. I used that to extract the data necessary. They simply added this code into the units init inside the mission.sqm file init="this addEventHandler [""killed"", { _killed = (_this select 0); _pos = getPos _killed; _xpos = _pos select 0; _ypos = _pos select 1; _zpos = _pos select 2; sleep 0.3; for ""_i"" from 0 to 3 do { _xvel = 0; _yvel = 0; _zvel = 0; _tnt = 0; drop [[""A3\Data_F\ParticleEffects\Universal\universal.p3d"", 16, 7, 48], """", ""Billboard"", 0, 1 + random 0.5, [_xpos, _ypos, _zpos], [ _xvel, _yvel, _zvel ], 1, 1.2, 1.3, 0, [1], [ [0.55, 0.5, 0.45, 0], [_tnt + 0.55, _tnt + 0.5, _tnt + 0.45, 0.16], [_tnt + 0.55, _tnt + 0.5, _tnt + 0.45, 0.12], [_tnt + 0.5, _tnt + 0.45, _tnt + 0.4, 0.08], [_tnt + 0.45, _tnt + 0.4, _tnt + 0.35, 0.04], [_tnt + 0.4, _tnt + 0.35, _tnt + 0.3, 0.01] ], [0], 0.1, 0.1, """", """", """" ]; }; deleteVehicle _killed; Hint ""Size 1 dust""; }];";
  19. flyinpenguin

    Improved Fatigue System

    O boy. I guess I should download the dev build at some point :/ Anyways, thanks for letting me know!
  20. Forward steam ports as well. steamport - 8766 steamQuearyPort - 27016 Reference - https://community.bistudio.com/wiki/server.cfg#Additional_details
  21. flyinpenguin

    Unreadable compass

    I think a member of my community has had this issue. I will ask around and see. There might be a mod out there that changes how the compass looks (I dont mean the size cause somehow I dont think that would work :p) That might be a temporary fix for now
  22. flyinpenguin

    Cant host MP game (v.1.22.125300)

    Six loves to enable things that shouldn't be enabled and overwrite files. This is why I strongly recommend you ditch it in favor of manual mod management. Anyways, there is some mod somewhere that is enabled on his computer or your computer that you are not aware of. Happens 90% of the time with Six
  23. flyinpenguin

    Unreadable compass

    Probably something within your graphics settings. Try messing with them. If that doesn't work, go ahead and verify your steam cache.
  24. flyinpenguin

    Launch options - limited character spaces

    .kju mentioned a config file as well. I forgot about this. If you go into Documents\Arma 3 there should be a Arma3.cfg file. You can edit through that as long as you learn the syntax
  25. flyinpenguin

    Launch options - limited character spaces

    or you can use Arma 3's already built in expansion manager. When you start the game, go to configure, expansions. Its really easy to do.
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