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fat_lurch

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Everything posted by fat_lurch

  1. fat_lurch

    [WIP] Helocasting & K-Casting

    I going to try to release this during this weekend. Initial supported aircraft will be the RHS UH-60s, RHS CH-47s and hopefully the vanilla CH-67 (Its been fighting me). The initial release will allow you to setup for helocast in the Eden editor. I'm working on testing in MP, then I should be able to release. Depending on timing, I may also try to sneak in the CRRC recovery feature for the CH-47. Thanks
  2. fat_lurch

    [WIP] Helocasting & K-Casting

    I've picked this addon up again and I'm getting ready to release a Beta version. I've stripped back some of the more experimental parts for the sake of getting something out for Beta. Were folks planning on using this mostly in SP or MP? I have SP worked out, I'll need to throw some more time at it to see if things are all working in MP.
  3. fat_lurch

    ARMA 3 Addon Request Thread

    Look up KillzoneKid's write up on this: he streams a UAV feed to a billboard as an example. http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ https://steamcommunity.com/sharedfiles/filedetails/?id=1631723641 Aaaaaand shameless self promotion: https://steamcommunity.com/sharedfiles/filedetails/?id=1623498241
  4. fat_lurch

    Turret Enhanced

    Update 2019-11-30: -Added turret azimuth and elevation indicators. These *should* work with all assets. Also added aircraft heading indicator.
  5. fat_lurch

    Turret Enhanced

    I'm slowly getting back in the swing up updating my addons. I've started adding an MQ-9 inspired turret Azimuth and Elevation Indicator and a vehicle heading indicator. The top center indicator is vehicle heading, the number below that is the turret azimuth (negative numbers are left, positive are right). Off to the left is the turret elevation. I'm still working on a way to allow these to be switched on/off through CBA before releasing. Also, sadly, these don't seem to work with the USAF MQ-9 and Global Hawk. I'm trying to figure out why (I'm using CBA_fnc_turretDir).
  6. fat_lurch

    Turret Enhanced

    The "smudge" effect that's added by default.
  7. fat_lurch

    Turret Enhanced

    Can you expand upon the issues you're seeing?
  8. fat_lurch

    Turret Enhanced

    That's definitely a bug. I have no idea what would cause that.
  9. fat_lurch

    NOD Colorize

    I'd encourage everyone to post the settings they use to get various effects for other people to reference. Thanks
  10. fat_lurch

    White Phosphor NODs (NVGs)

    @Nichols, Thanks for the lead on this - I'll look into this and see if I can replicate the technique.
  11. ALPHA RELEASE This mod upgrades all NODs (NVGs) with white phosphor technology tubes. There's nothing to setup, it works automatically with all night vision devices (vanilla and addon). There's a CBA setting listed under "White Phosphor" - this is so servers can whitelist the addon but individual users can disable it if desired. This mod requires ACE3 and CBA_A3. There is also a non-ACE version that just requires CBA_A3. The mod has been tested in SP and on dedicated. This mod is in Alpha release. Right now this overwrites the green hue of vehicle screens. I'll be developing more stringent code to detect these cases so that the white phosphor effect is only activated at appropriate times. Credits and Thanks: -Thanks to CoNaNRedd on Reddit for helping getting the code working! Steam - ACE Version Steam - Non-ACE version For anyone wanting custom colorization, please see my NOD Colorize Addon: Steam - NOD Colorize
  12. fat_lurch

    White Phosphor NODs (NVGs)

    For anyone wanting adjusted or custom colored NODs, please see my NOD Colorize addon: https://steamcommunity.com/sharedfiles/filedetails/?id=1807445586
  13. This mod modifies the ammo "cost" of the RHS OR Vanilla RPG-7s such that AI is MUCH more likely to use RPGs. It also removes the restriction on firing RPGs against infantry. The AI will finally use their RPGs like in the movies! I fully acknowledge this is bad tactics, but it's a lot of fun! Right now this doesn't work if the unit has a pistol. The screenshot for this mod was the first time I played with it enabled on a server. Bad day for me... So far I've used this with the Project OPFOR units, running the RHS RPG-7s. It should work on ALL RPG-7 units that use the standard 7.62x39 ball or 5.45x39 ball ammo from RHS in their primaries. Technical background: this mod sets the cost of using RPGs to 0, and the cost of using standard 7.62 or 5.45 ammo to 100000 - this is the only way to "trick" ARMA 3 into allowing units to use their launchers regularly against enemy infantry. During my testing, the changes didn't appear to have any negative effects on standard infantry, but this is an early development item. If you see any issues, please let me know ASAP. UPDATE 2018/03/24: Added a Vanilla version per request. This should do the same thing for the Apex RPG-7s if the AI is using 5.45x39 ball or tracer ammo. UPDATE 2019/07/01: Added a CUP version per request. I tried a different technique on this one - it should be less finnicky than the other version. I'd appreciate feedback to confirm/deny this. Planned Changes/updates: Create equivalent add-on for other weapon packs (CUP?) Increase variety of primary ammo types the addons work with Look into creating mods to Project OPFOR to add AP RPG-7 gunners Thanks! Demonstration Video Steam Workshop - RHS Version Steam Workshop - Vanilla Version Steam Workshop - CUP Version
  14. fat_lurch

    White Phosphor NODs (NVGs)

    In theory, yes. I think the green added to the default NVG view could possibly be "corrected" for (I'm not 100% sure). If I'm honest, as far as I know there isnt anything like this deployed as of this writing (full-color NODs), so I'm not real interested in personally creating an addon for this. I may look into creating an addon that allows for user-defineable recolorization as I've heard (anecdotally) that this can help folks with certain types of color blindness. EDIT: I've since completed said addon: https://steamcommunity.com/sharedfiles/filedetails/?id=1807445586 I am more than willing, however, to share my code as a start if someone wanted to develop a color NOD mod.
  15. fat_lurch

    White Phosphor NODs (NVGs)

    So a few folks have mentioned adding a "filter" to restrict which NVGs this addon affects. This really wasn't inline with my plans for the mod so I'm looking for input from the interested users. In my mind, the *best* way to handle this is to use ACE's tube generation parameter to define if the particular NOD features WP tubes (which is a bit beyond the scope of ACE or my mod. The original content developers would define this in their addons). I suspect the ACE team may already have something like this in work, hopefully rendering my addon moot. In the meanwhile, the best way I can think of to address this within the scope of my addon is either a whitelist or blacklist specific devices defined by the users per the mission or server that calls out specific classnames. I suspect the larger audience won't agree on which *specific* devices should have WP, so my guess is it's best to make it configurable per user/server and leave the default as an all class whitelist. Unfortunately, this puts the onus of defining the whitelist/blacklist on the user or admin. Does anyone have any other/better thoughts on how to manage this? Thanks
  16. fat_lurch

    RPGTard - Liberal use of RPGs

    1. Does the accuracy (dispersion) seem reasonable 2. Does the likelihood of AI using the RPG-7 seem reasonable 3. Are there any behavioral bugs that should be addressed
  17. fat_lurch

    RPGTard - Liberal use of RPGs

    Tankbuster - I realize i should have been more clear: the CUP version was recently updated with the changes I've described above. I'm waiting for some user feedback before committing changes to RPGTard for other weapon sets.
  18. fat_lurch

    RPGTard - Liberal use of RPGs

    Yes it is
  19. fat_lurch

    RPGTard - Liberal use of RPGs

    Yes they will.
  20. fat_lurch

    White Phosphor NODs (NVGs)

    Thanks for the feedback rsoftokz! I can definitely look into it: What are the exact steps to reproduce what you're seeing?
  21. fat_lurch

    White Phosphor NODs (NVGs)

    No kidding! Or even just a vision mode change EH.
  22. fat_lurch

    White Phosphor NODs (NVGs)

    It's just a simple loop that looks for the current vision mode and that the effect is enabled in the CBA settings.(https://community.bistudio.com/wiki/currentVisionMode) I plan on making the code a little smarter in the future so the effect doesn't take over vehicle cameras, etc. I limited it to about 50Hz figuring that would be fast enough for most folks not to notice the transition. The effect itself is just a post-process color correction. I'm suspicious that this is how BIS handles their night vision effect as well (since there's no real NIR light sources in the engine). I'm guessing items like NVGTarget etc. also cue off of currentVisionMode. If you're interested I can post up the code. Thanks
  23. fat_lurch

    RPGTard - Liberal use of RPGs

    I just updated the addon so that the AI are a bit less likely to use an RPG-7. The RPG-7 itself has been made MUCH less accurate (dispersion was 0.002. The Cup M4A1 had a dispersion of 0.0014...). I'd really appreciate feedback on the changes - these will become the baseline for updating the RPGTard variants. Thanks!
  24. fat_lurch

    White Phosphor NODs (NVGs)

    Thanks for the feedback AirShark! Right now the addon checks if current vision mode =1 (nvg) and if the effect is enabled in the CBA settings. Those are the only two conditions to enable the WP effect. The effect is loaded as part of the init for all "CAman" classes in ARMA. Is there anything unique you're doing? Are you spawning in a vehicle or anything? Thanks again!
  25. fat_lurch

    White Phosphor NODs (NVGs)

    Update 2019-07-06: Added link to a non-ACE version. See the original post.
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