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Everything posted by jshock
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Here is a video with the M50 style overlay, and a look at the environmental effects (nothing that's overly new, just a video update :)) Put this on the OP as well.
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Extra ideas on how to get it done would be helpful, post when able Das :).
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How bout this, since it will be a while before I push the public release, you can post/PM any update of the logo you want, seeing how it's your art piece, do it the way you see it and send it to me for final approve, I'm honestly really easy when it comes to this shit, I don't have any expectations, that's why anything other than nothing is fine :D. A much more basic idea of that is already on my future plans list, I probably won't go much further than 3-4 perimeter zones (for first stab I probably will only have one extra perimeter), but range from 10m-150m or so in the future. User could then just set which perimeter the player could start taking damage, and then *insert math function here* to handle the partition of damage over the course of time in that particular perimeter as compared to that of a more inner-perimeter.
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This is going to be the main mod logo, top of the thread on release, and on the main menu of the game when people launch the mod, was not intending it to be a module icon :D.
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Well, I'm leaning middle, but honeslty I think leaving it the way it is, with a transparent background would be cool with me.
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Omg, pay homage, now your making me feel old, lol. They all look great, but I think the middle one works best to both relate it to me and the concept of the mod at hand. But honestly I would go for any of them, they're way better than anything I would ever make .
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Well, not too many updates tonight, the whole "end of week" exhaustion hit me like a damn brick....but anyways, got the new mask overlays in, looking better for sure (sorry no pics, too lazy and too tired), rain effect functionality is there.....untested....but there.....haze effect added, so far my favorite one, only issue I had was when I initially entered the zone the wetD looked like it did in my previous video, but then quickly went into the proper "haze" look, so I don't know what could be causing that, can post a video later date if needed. As far as public release, I'm still fiddling with respawn (I know, how could this be....), need to add some modularity to the gear checks that I forgot about, and I want to add an action/ability to the player to be able to turn off the detector without having to take it off (either via addAction, or I may build a small dialog that pops up to turn it off). These three things are what I consider to be the last things that need to be done prior to an alpha/beta public release. That is not to say the future plans list is much shorter, but I think the initial release of this should have sufficient functionality as to not make my work load go off the charts right at release, barring overlooked bugs or general errors. That is also not to say we can't expand on the current features as well during the process, but I'm trying my damndess not to produce more and more functionality without at least first getting it to a workable/releasable state. And I've been trying to get this fking mod.cpp file working, but it does absolutely nothing....what do I do to make that work? Cause as far as my addon knowledge goes, I just put it in the addon directory (a3\@myAddon\mod.cpp), and it autodetects? I'm assuming that is wrong since it's not working....
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Best way to test an addon?
jshock replied to neofit's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Depending on what your're doing, if your mod is more script based (no extra models, animations, etc.) you can easily just setup a test mission with all your functions in that mission folder, get it working the way you want to without having to restart the game, just resave the mission in the editor, and load it up again, then when it's all working the way you want just translate the functions from mission library to an addon library, pack it, and your're good to go. But obviously if you are messing with models and such, you would have to restart the game every time. Definitely not conducive for a learning environment, but you have to learn quickly so you don't have to restart as often :P. -
Will update to "the haze" here in a while, FYI, with ppEffectCommit there is a alt syntax so you can commit a bunch of them at once instead of 2-4 commit lines as you have now (I've been condensing it on my end), not that this would be any sort of performance increase, but certainly reduces lines of code :).
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I wouldn't use it anyhow, I'll only use stuff that explicity states I can.
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Short answer is it's already done. There are no dependencies with this mod, everthing is user defined (or just about everything) through modules.
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Yea, I was kind of thinking the same, but I was like f**k it, let it ride, haters will hate :). Will update later today. @The Villianous Organ, too bad the wet effect can't look good (or at least acceptable) without so much overcast, but I have a simple fix; wait for it to be raining in game to enact the effect ;). Will update later today.
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Your're all good, this is just my lack of knowledge on ppEffects coming out, cause I would have known that there was something missing without nagging you about it, lol. Again, appreciate it all though :D. Outside of that, all the effects are working as intended, I have also got the other gear checks in place (checking for uniforms and vests), at the moment, I have not implemented specific settings for specific areas, I'm still trying to decide how to handle that from both an efficiency scale and accessibility standpoint.
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Ok, but what about that brownish/yellow, whatever damn color that you have in your screenshots? Is that just a filter you used outside of the game or is that supposed to happen in game as well, cause I'm definitely not getting that (as the video suggests). And those values I changed were just the priority of the ppEffects, I kept the priority sequence the same, just changed the priority values, but anyhow....changed them back why I changed them in the first place is beyond me..... :D. (Looks about the same as the video even after changing it back to the original values) But with the filter or whatever (if there is one), would that theoretically be the "atmosphere" in the area or at least was that your intent? Honestly it's just the color that's tripping me up atm, lol, and it may help to have a video from your end on how the other two effects react to the player movement and such as well :D.
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Well, the overlays are looking pretty damn good: I've got the environment effects working, as far as them turning on/off when entering/leaving an area, but they in no way look like your pictures Evil, would those be affected by client side video settings by chance or am I screwing up the implementation possibly? I did change the priority values a little (cause I did have some small time PP effects for when you start to get damaged by the area without a mask), but I don't think that would change the fact the effects don't look right either. See video below: Here is the function that adds the effects:
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Yup, my brain ain't working at the moment, particle is what I was thinking, but PP was on the tounge (or fingers in this case). And that burning oil is starting to smell terrible, but I guess that's the smell of success I'm just not used to it yet :D.
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Hey man, WIP is all bout them pics n' vids, and I guess my statement earlier implied that I care about goats, this is not the case . @Evil Organ: I appreciate you taking the time to try out making the overlay via PP, but the reason I won't pursue it is the fact that (at least to my knowledge) PP can be demanding after a while, and depending on the user's computer, could be detrimental to gameplay overall. And with this mod (mostly one big script), to make it work properly it evaluates heavily and constantly, so I'm afraid of adding any more unnecessary weight where I don't have to. That's why the display route in my slightly educated opinion would be better in this case, but your PP is spot on for sure, glad to have guys like you, Zarg, and Lft around to pick up the pieces where I can't. Speaking of Lft, Evil's PP for the environment overshadowed your overlays, they look great as well, will be getting those in as soon as possible.
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I would take my time, but I sit down to work on it for a little bit, which turns into 4+ hours, which turns into random videos at 3:30am, which all inevitably turns into progress...so I estimate it won't take me bery long to hash all this stuff out, mind you it's not every last feature that I want to release with, I just want to get this out there for bugs and MP stability reports, and release some of the other features as it goes along. Like seriously, worked for like 3.5 hours straight without getting the stupid overlay working, and at 3:25am, got it working, made a video, posted it, and went to bed. <-This is now my nightly routine...
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General Update: I keep screwing with "the cool stuff"....cause why not, but this is of course leading me away from releasing a workable public version (for SP and MP), but I do have a short list of what I would consider required components before considering release, but I'm sure I will either get side tracked with other stuff or that required list will grow but hopefully, if I can get some of these bugs worked out along with a couple of the extra features, I can release a public alpha/beta in the coming weeks.
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Is it just me, or am I the only one who feels sorry for the goat in picutre #1 :p. Funny business aside, those effects looks great, I will certainly be implementing them here in the next day or two (expect another video highlighting such). @Lft: It's not up to me how I use them, it's up to the mission developer, as all I'm going to do is throw all these into an "Environmental Effects" module asking for which ones they want enabled/disabled, that my friend is the beauty of generic coding, less mental stress on me :D.
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Expose variables to editor module
jshock replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/Arma_3_Module_Framework If this page doesn't help too much, I've got a pretty solid idea of the basics just lemme know.- 1 reply
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Got bored at 3:30am so here's a short video of the mask overlay in action :D: Again, not my overlay, but for testing purposes.....I may end up asking LordHeart for permission to use it, but I think that may translate into me asking ACE (seeing how I'm almost certain they are using his mod in ACE), but we'll see, I've got a friend working on some possible overlays, don't know where that will end up.
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Well, I've made progress on the mask overlay, I'm using the overlay from LHM Glasses for diving goggles (the mod Evil Organ linked), solely for concept testing and making sure I've got stuff working, I will not be using it once this mod is released. *See here* But that leads to the next issue, I need this overlay made for me.....it's basically just a picture, but with the outline of a gas mask with the eye slots transparent, essentially.... The picture would need to be 1024x512, I would like to have two versions, one with the two eye slots and one with a panel type view port (no separation for the eyes), that way mission makers can define which overlay to use, based on the mod/gear they would be using. So the one for the two eye slots would need to look like your're looking out of something like this: And the other like this: And if anyone asks....no the pictures depict none of my own content or media, simply found on a Google search for visualization purposes.
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For the time being just to get logo ideas/templates out there, Contamination Area Mod should be fine until something else more creative can be thought of.
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Though I'm happy you consider this to be fact, I suck in all honesty, I may understand somethings quicker than some, but I am in no way near the top of the totem poll in this community :). Well, I can use one of yours for the logo of the mod (the thing that will show up in the bottom left of the main menu when you launch the game with it) :D. Or if you want to develop a logo specifically, with the name of the mod and everything, up to you .
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