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flyinpenguin

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Everything posted by flyinpenguin

  1. flyinpenguin

    Improved Fatigue System

    They are distances based off of the default fatigue values. If you want to see more of what is going on in the background, here is a snippet of code to put into the debug menu when in editor that I use sometimes when debugging [] spawn { while {true} do { hint Format["Fatigue - %1\nPool - %2", Flyin_FS_fatigue, Flyin_FS_pool]; sleep 0.5;};}; Fatigue values range from 0 (not fatigued) to 1 (completely fatigued) So basically, the first preset will activate the heartbeat and radblur when the player reaches 0.6 fatigue. When the player reaches 1 fatigue, they will blink. Fatigue resets to a lower amount to allow more generation of fatigue and time the rest of the events. Second preset activates heartbeat and radblur when the player reaches 1 fatigue. Fatigue is reset to 0.7. First blink happens when player reaches 1 fatigue again. The rest follows the same as the first. Third preset activates heartbeat and radblur at the same as the second. However, it resets the fatigue to 0.7 one more time before the blinking segment begins. So in short, it takes these total amounts of fatigue to get to the first blink first preset - 1 second preset - 1.3 third preset - 1.6 A player will always generate fatigue when moving. How much is dependent on speed and weight. So far what I have noticed with the new update, is that fatigue generation is now based off of terrain as well. For instance, running up a slope will generate massive amounts of fatigue. The distances I say are just references, nothing more. Also, yes I have taken a brief look at AGM's fatigue. The reason both may seem a lot alike is because we both are trying to recreate ACE's fatigue system which many were used to. I have yet to actually load up their mod and test it out and give them some feedback or improvements. It should be possible to set up a module for mission specific settings that can be forced. I have not messed with modules yet, but hey, how hard can it be? XD
  2. flyinpenguin

    Teleport into a flying Plane

    this addAction ["Teleport to plane", {player moveInDriver Plane1;}]; Add this to your laptop's init. Note that you must name the plane "Plane1" for this to work. I only wrote this quickly so it might not define Plane1 correctly or be able to use player. Let me know if it works or not. This is to fly the plane. Dependant on whether you want to sit in the back of the plane, then use whatever function necessary. If the seat availible is a gunner seat, then use moveInGunner instead. If its a passenger seat, use moveInCargo. If you are not sure, try moveInAny.
  3. exactly. just add that into an event handler. So if you add this into a unit's init it should work this addEventHandler ["killed", { _killed = (_this select 0); _posKilled = getPos _killed; deleteVehicle _killed; "SmallSecondary" createVehicle _posKilled; }];
  4. flyinpenguin

    Teleport into a flying Plane

    event handler on respawn to add an addaction (or if you dont want it on respawn, just add it once at the start, no event handler). In the add action, use the moveInDriver or moveInGunner for the specified aircraft.
  5. You can run an event handler to make sure the unit is dead, delete the unit, then spawn an effect.
  6. flyinpenguin

    Improved Fatigue System

    Haha, lol :p
  7. flyinpenguin

    Improved Fatigue System

    Don't feel bad Karneck, I'm just glad that your still willing to help out. Better than no one eh? So after some more testing, I have conflicting results. I can't really tell exactly what they changed. Before it was allowing the player to run 2km, now it seems back to normal or has made the distance shorter... I really have no idea what is going on. I will wait a bit more to gather data before acting on anything. I have done further testing into the animations however, and may have something working. So the next patch will either be a small patch (v0.8) or it will be full release (v1.0). Kind of depends on if it needs a patch to fix the current issue, if there is one.
  8. flyinpenguin

    Crash, Crash and Crash

    Well, it seems just a general memory error. Only other things I can suggest are just general things. Make sure your graphics card drivers are up to date, try running arma as administrator, and make sure your steam download of Arma is not corrupted. Otherwise, I can't find an issue. Also possible that you have a bad stick of memory. Wouldn't be the first time that has happened to me
  9. flyinpenguin

    Crash, Crash and Crash

    Its not about being smarter, its just more knowledge or experience. You can post the .rpt files in here (recommend a link to where I can download instead of just raw info) and I will take a look, but it will probably be the same recommendation of -malloc=system addition into the startup parameters. Unless it is throwing a different exception. If it shows a message saying Arma is not responding, have you tired waiting before you click anything? And I mean wait for at least a minute.
  10. To expand, this means when Arma crashes in any form and simply stops responding to the server. The recent issue seems to be tied with the memory allocators and how Arma handles loading resources. During loading, a program will actually freeze and register as not responding when loading large resources because it literally waits and doesn't do anything while its loading. There are ways to deal with this to make it transparent to the user and computer so they don't freak out. Unfortunately, this is exactly what is happening as the program is likely loading and waiting for the server at the same time in all threads, causing the program to appear as not responding. Feel free to correct me if I'm wrong, but that is the issue as far as I understand it.
  11. flyinpenguin

    M1A1 MBT A2 Port

    Ah, darn. So its all down to bohemia. Oh well, thanks guys. And that is good to know that that is normal for the driver to be unable to turn out during turret rotation. Would be cool if it applies to getting into the tank as well.
  12. flyinpenguin

    M1A1 MBT A2 Port

    So I have been using the M1A2 a bit more and have some things to report. Im not sure if it is these tanks or Arma 3 in general because some weird small issues like these pop up on our servers now, with this one and a few other mods as well. So Im not sure if they are actionable on your part Raid, or even intentional on the second one, or Arma is just being Arma. In anycase, I will attempt to do further testing to see if this is just an isolated case. -When Commander fires, it can force the gunner into default main cannon selection and they can fire a SABOT round accidentally if they were using the coaxial. (note that this only can happen. It sometimes doesn't even occur) -When Turret is moving, it locks out a few abiliities. These include the ability to turn out or in (most noticable for driver) and the ability to get in the tank. Here is a video from an Operation we did that showed us a few of these. Im still not sure if it was desync or the turret moving when I could not get in the commander seat. If you watch other parts of the video, a good thing to note is that we are using the Real Armor mod. Firing glitch - The whole sequence lasts until about 6 minute markNot able to get in -
  13. flyinpenguin

    Improved Fatigue System

    @Karneck - Ok. I gotcha. Im honestly not sure I can do that, unless I make an extremely complicated overlay which will eat up memory. So I probably won't do that. What I will do, is I will make the blink darken the screen, but not go completely black. I have an extremely important thing to talk about since the recent Arma update. They have changed the fatigue values. Specifically they have changed the fatigue values to make it take longer to become fatigued. As an example, with the recommended preset with the standard spawned infantry weight (IE right at compass) You can sprint 500m and it takes about 2km until you fall down. Obviously this is not the intended target (although I was actually thinking about increasing the sprint distance :p). For now, I am changing the recommended preset to preset 0 instead of preset 1. I have two solutions to addressing this and am currently contemplating both. The next update will fix it and until then, just enjoy the extra running distance ;) I have a few more things that I will be addressing. Main post's next update section has been updated
  14. flyinpenguin

    Improved Fatigue System

    Nice video! Just to note though, when your character can no longer sprint and the black edges start to appear, that is actually vanilla Arma 3 at work. I don't want to take credit for something I didn't actually do! Also, the weapon sway was not modified, but the recoil values. So that weapon sway was vanilla Arma 3. The recoil changes only show up when you fire and should make a significant difference. Also, the distances I put in for the different levels are estimates for an extremely light weight. Anyways, it was actually really cool to see someone make a video explaining my mod. So thank you for sending it! On the subject of the blink, your saying basically it should be a gradual black 'curtain' or literal 'eyelid' that starts from the top andor bottom and then goes to the center?
  15. flyinpenguin

    Crash, Crash and Crash

    Try updating graphics drivers. Also make sure that you are not running any mods to see if its just a mod that you tried. Other fixes could be running as administrator. Try sending a .rpt file if it generates one or give us some more info somehow. Unfortunately not enough info for a localized case like this.
  16. flyinpenguin

    Improved Fatigue System

    I could make blinking optional as well. Im kind of loathe to do so though :/
  17. flyinpenguin

    N'Ziwasogo A3 terrain (Released)

    Darn! I assumed you picked an area in Africa so I completely ignored everywhere else. :p Never would have guessed somewhere in california
  18. flyinpenguin

    Improved Fatigue System

    Updated to version 0.7! ChangeLog: v0.7 Added - three presets for fatigue amount Changed - blink values Fixed - player now does correct animations for pistols, binoculars, and without weapon Added - variable base recoil value Changed - nerfed radial blur amount Main post and download links have been updated
  19. flyinpenguin

    N'Ziwasogo A3 terrain (Released)

    Well, my unit is pulling out of N'ziwasogo and heading off to a new area. I wanted to say a big thank you to you Makhno for the epic map! (This was photoshopped slightly if you are wondering why the airfield is so large and why the island suddenly became mainland.) Here is a couple videos from our operations. Thanks again Makhno for making this incredible map!
  20. flyinpenguin

    Every game i crash please help

    or you can add the -malloc=system launch parameter which will do the same thing except much cleaner.
  21. flyinpenguin

    Improved Fatigue System

    Ok, its been an insane time for me and I have had pretty much zero free time. Im moving, so finding a new place and house showings have been a blast :/, my car broke down, I have to do about a weeks worth of work every day, and being out of town for about two days a week. Even so, I am finally able to say that Improved Fatigue System v0.7 will be out on Monday. I am only able to do my planned update, so no fancy animations just yet. Expect those for update 1.0 which will be out of beta. So change log will be something like -Three presets for length of time until player stumbles -Fix blink -variable base recoil -slightly nerf radial blur (no need for extra options since it can be controlled in Arma3 video options) I haven't had time to look at adding the user key for fatigue level (sorry gienkov) and will not mess with weapon sway just yet. Also, I am unable to make the recoil more compatible that it already is because of how others implement their changes. Its unfortunate but its better than suddenly realising you have no recoil or suddenly break your back when firing because of direct recoil sets rather than relative.
  22. flyinpenguin

    M1A1 MBT A2 Port

    Yeah! Update! Big thank you Raid, your awesome!
  23. flyinpenguin

    Crash, Crash and Crash

    Ah. I guess my unfamiliarity with AMD is finally coming to bite me... Cool that they sell a CPU at 4.7, that sounds expensive though
  24. flyinpenguin

    Recording and Rendering ArmA 3

    Recommend ToxicSludge's post. Record in whatever you want. When you import it into Sony Movie Studio, make sure you define the project using the file you recorded as reference. Then do what ToxicSludge said, export only with 30fps max for youtube. I preferably use h.264 codec (.mp4) for output as well
  25. flyinpenguin

    virtual ammobox taking ages too load

    wat VAS is not an addon. It is a mission script, so get rid of that. VAS always takes a while but if it is taking that long, your connection to the server is probably not very good. Other than that, if you are using a ton of extra addons like uniforms, weapons, throwables, etc, get rid of them.
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