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haleks

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About haleks

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    Chief Warrant Officer

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  1. haleks

    Remnant

    Hello people! It's time for a small update; if you guys played too much STALKER and like throwing stuff around, you're gonna love this one : That little tweak considerably changes how players can interact with Phantoms, as it adds an "active" way to avoid them. Any kind of thrown object can distract them, so that's a potential good use for those chemlights... Note that this is something to keep in mind while designing your missions : if players have dozens of chemlights or grenades in their pockets, it will obviously make things very easy for them. The code handling phantoms reactions to gunshots has also been cleaned up somewhat, their reactions are a tad more fluid now. One of the next updates will add more items to interact with phantoms (I have plans for a "holo-lure" grenade), the "distraction" feature might receive some balance tweaks by then. Anyway, have fun fellas! Download : Remnant v0.1.7
  2. haleks

    Remnant

    @RZNUNKWN: Beautiful bit of story mate! Makes me think I really need to work something out for the spectrum thingy, same for interactions with electronic devices and vehicles! Funny thing about your post : as it happens I've been considering adding some sort of voice to the phantoms; but having radios or spectrum devices picking those up is a brilliant idea! ❤️
  3. haleks

    Remnant

    I certainly do! I'm more of a system builder than a story teller, so it's always amazing for me to see what narratives people come up with when using my stuff. Feel free to share any artwork or videos here guys, it's the best feedback one can hope for. 😉
  4. setrandomlip has local effects, so you need to remoteExec it on all clients.
  5. haleks

    Remnant

    @RZNUNKWN: That last picture is absolutely amazing!
  6. haleks

    Remnant

    Tiny update : That should fix any issue related to locality in MP, including for Zeus.
  7. haleks

    Remnant

    Hi guys, I'm trying to fix one last issue with Remnant : I'm told there're problems with Phantoms spawned via Zeus in MP. Since I'm unable to reproduce said issue as a local host, I'd like to know if anyone has a dedicated server I could use to conduct more tests? If you do, feel free to send me a PM; I reckon I won't need more than 3 hours to do my stuff. 😉
  8. haleks

    Remnant

    One last for this week! The next release from me will most likely be the alternative version of Bushlurker's Island51, future demos wil probably take place on that terrain.
  9. Fixed it... I was generating files from a mission folder while the game was running, and realised that each new iteration needed a unique name in order to be properly loaded... Anyway, I just added a bunch of flags to the refract.rvmat, and voilà! renderFlags[]={"NoAlphaWrite", "NoColorWrite", "NoTiWrite","NoReceiveShadow","NoZWrite"};
  10. haleks

    Remnant

    Hi everyone! Remnant v0.1.4 is out! I finally managed to fix locality issues with Phantoms visibility, and both DOOMS and Vision Modes Support have been added back in MP. Quick note for mission makers : "loiter" is ON by default for editor placed units; it can be disabled with this setVariable ["_wander", FALSE]; Have fun people! Download : Remnant v0.1.4
  11. Sadly, no. As I mentioned, trying to do so will remove any rvmat applied with setObjectMaterial, but the material linked to the 3d model itself remains visible. :/
  12. Guys, I could use some help... I'm stumbling on a feature for my Remnant mod : to make it short, Phantom units visibility has to be handled client-side exclusively. Depending on the settings set by the mission maker, only players using NVGs, thermal vision and/or standing still can see Phantoms; but, at the same time, players unable to see phantoms must remain able to wound them. Now the obvious choice would to use hideObject locally, but since that command disables collisions and hits, that's a no-go. The only solution I can see, and one that works locally, is to play around with setObjectTexture and setObjectMaterial. Here's the problem : while it's possible to remove textures with 'this setObjectTexture [0,""]', the same trick doesn't work with setObjectMaterial... When I try to apply an empty rvmat to a phantom, the unit shows the original model rvmat (in this case the VR entity material). I looked in the game data for "invisible" rvmats, and found 2 of them : UniversalOnSurface and Refract (both in a3/data_f). ambient[] = {1, 1, 1, 1}; diffuse[] = {1, 1, 1, 1}; forcedDiffuse[] = {0, 0, 0, 0}; emmisive[] = {0, 0, 0, 1}; specular[] = {1, 1, 1, 1}; specularPower = 1000; PixelShaderID = "Sprite"; VertexShaderID = "SpriteOnSurface"; ambient[] = {1, 1, 1, 1}; diffuse[] = {1, 1, 1, 1}; forcedDiffuse[] = {0, 0, 0, 0}; emmisive[] = {0, 0, 0, 1}; specular[] = {1, 1, 1, 1}; specularPower = 1000; PixelShaderID = "SpriteRefract"; VertexShaderID = "Sprite"; Applying one of those on phantoms works great - they are completely invisible, but those rvmats cause a weird visual artefact, like a black square located at some distance ahead of the unit's 3d model... Which brings me to my question, how would you configure a totally transparent material? One that doesn't create visual oddities.
  13. haleks

    HoldAction in MP

    Learned something here, thanks mate. 😉
  14. haleks

    HoldAction in MP

    @fin_soldier: the syntax is messed up in your last line : <params> remoteExec ["fnc_someScriptedFunction", targets, JIP]; So instead of remoteExec ["BIS_fnc_holdActionAdd", 0, boat] You should have the following : remoteExec ["BIS_fnc_holdActionAdd", 0, true]
  15. haleks

    Remnant

    Tiny update : I knew those features could be problematic in MP, since there is no easy way to make a unit invisible locally without using the hideObject command (which disable collisions and damage, so that's a no go). Being able to see a phantom locally or to shoot at it while it's invisible probably are the most important features in MP, so this one will be fixed ASAP. ...and I think I just found a proper solution, expect another tiny update soon! \o/
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