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haleks

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Everything posted by haleks

  1. haleks

    Autowalk

    You need to create a "autowalk" folder inside \Documents\My Games\ArmaReforger\addons, and paste the content of "bundle.zip" in there - any addon installed this way should show up in your downloaded mods ingame. You can also try to overwrite the files on the already existing install (mine is in a folder named "5972B58EC6353904"), but that's probably not recommended. Lemme know if you're having trouble. ๐Ÿ˜‰
  2. haleks

    Ravage

    I've added a download link for manual installation in the relevant thread : ๐Ÿ˜‰
  3. I'm still learning as I go, but so far my experience, as someone who never touched anything like C# before : the learning curve isn't as steep as I thought. Reading what's available on wiki and exploring the file structures via the workbench tools does give a rough idea of the overall workflow. Right now, IMO, what's really missing from wiki is documentation about new notions like "Widgets" and a few other things that aren't touched on in the sample addons. But yeah, the absence of a proper discussion board is detrimental in any case... The official forum remains the best source of information in my experience, and the best place to discuss released addons and provide feedback. Right now, modders have 0 visibility on how their work is received and can't even address potential concerns or confusions about their work.
  4. haleks

    Remnant

    Hello folks, Remnant has been updated! Regarding future updates, I'm looking into adding a "Hold your breath" feature (Death Stranding players will know what I'm talking about ๐Ÿ˜‰ ). Other than that, the next efforts will focus on the Aradus showcase, which is being polished for a first demo release. One thing worth mentioning beyond that : with Reforger being released, I'm considering continuing the project, or rather restarting it, in Enfusion. The "tech demo" version of Aradus will be released no matter what - I've put too much work into it to just let it sink, but on the other hand, Reforger opens a ton of possibilities compared to Arma 3, in terms of both workflow and potential features in-game. This is not set in stone yet, but with the Ravage Reforger reboot being my priority ATM, I reckon it will take forever to bring Aradus to completion... But yeah, like I said, nothing's decided yet. ๐Ÿ™‚
  5. haleks

    Ravage

    PSA : I made several improvements to Autowalk for Reforger, and updated the mod description in the Workshop (it was a bit confusing, and it looks like the mod has been severely downvoted as a result ). This update should be the final version. /Off-topic
  6. haleks

    Ravage

    Alert! First sighting on Everon!
  7. haleks

    Ravage

    Problem solved! \o/ I've redone the whole thing, it does feel more natural now : the script pauses itself if the player uses the mouse wheel while pressing the forward/back keys. Just scroll up without touching those keys to enable it again. Don't forget to update Autowalk in Reforger'sWorkshop! The mod description has been updated as well. ๐Ÿ˜‰ EDIT : There was an even simpler solution right under my nose. Pushed one last update : simply tapping the Move Forward key is enough to pause Autowalk now - no need to scroll at the same time anymore.
  8. haleks

    Ravage

    I'm looking into adding a "cooldown" timer on WASD key press : pressing any of these would pause the script and let the player adjust their speed freely while retaining full control on their movement. But I'm still working things out, scripting in Enfusion is... challenging. ^^
  9. haleks

    Ravage

    Quick PSA : I've pushed a tiny update to fix the "caravan issue" with the Livonia config of the dynamic furniture system. ๐Ÿ˜‰ Regarding the issue @Nemanjic recently mentioned about unpacking tents/sleeping bags on structures above water : I took a look into it, and it's more complex than I thought... That fix will have to wait a bit. Autowalk for Reforger has been updated too : a few minor conflicts with the dynamic stance feature have been fixed, I'm also investigating several options to make the thing more reactive/instinctive to use during gunfights or tense situations.
  10. haleks

    Ravage

    Thank you for the kind words guys. ๐Ÿ™‚ Saw it, totally forgot to look into it... I'll try to address that along with fixes for a few Actions before finishing the Aradus demo (still planning on releasing that). Off-topic (but not really) : If you're familiar with this board, you most likely know that Ravage has an "auto walk" toggle key bind. It never made it as a stand-alone mod, since it had too many issues - it was a tad clunky to use and prone to causing animation conflicts... But still, it's something I instantly missed the first time I fired up Reforger. So that's the first thing I did (I mean, literally, I haven't even tried them vehicles yet, now that I think of it)! It's a first, crude, implementation - and probably not an ideal one, but it already feels better than the Ravage/Arma 3 version. Walking is controlled by the dynamic speed feature, you don't even need to press a key anymore. Look for "Autowalk" in Reforger's Workshop : Until we have a dedicated place for it, feel free to report any issue in this thread. Enjoy! ๐Ÿ˜‰
  11. haleks

    Arma Reforger - Mission Editor

    Makes me wonder where people are supposed to discuss or share their feedback on community made content. ๐Ÿ˜
  12. haleks

    Discipline

    Hi @Melody_Mike I've removed that pesky security update on everything hosted on Google Drive (took me a long time, with that stupid UI they have). Can you download the file now?
  13. Just gonna post this here since Discord is giving me headaches... I'm trying to add a new ActionListener on the "CharacterWalk" action, but for some reason it never fires... ๐Ÿ˜• I've overridden the UpdateLocalPlayerController method in the SCR_PlayerController component : All debug hints are printed in the log console - except for "TEST W key down". I'm tempted to believe that for some reason that specific action doesn't fire - but it does have 2 vanilla methods (OnWalk and OnEndWalk) plugged to it... What's going on here?
  14. Okay, found a workaround, I'm using the "CharacterForward" action instead. modded class SCR_PlayerControllerClass: PlayerControllerClass { }; modded class SCR_PlayerController : PlayerController { //! Find if this is local player controller. We assume that this never changes during scenario. override void UpdateLocalPlayerController() { Print("TEST method begins"); m_bIsLocalPlayerController = this == GetGame().GetPlayerController(); if (!m_bIsLocalPlayerController) return; s_pLocalPlayerController = this; InputManager inputManager = GetGame().GetInputManager(); if (!inputManager) return; inputManager.AddActionListener("WeaponChangeMagnification", EActionTrigger.VALUE, ChangeMagnification); inputManager.AddActionListener("CharacterWalk", EActionTrigger.DOWN, OnWalk); inputManager.AddActionListener("CharacterWalk", EActionTrigger.UP, OnEndWalk); inputManager.AddActionListener("Inventory", EActionTrigger.DOWN, Action_OpenInventory ); inputManager.AddActionListener("TacticalPing", EActionTrigger.DOWN, Action_GesturePing ); inputManager.AddActionListener("TacticalPingHold", EActionTrigger.DOWN, Action_GesturePingHold ); inputManager.AddActionListener("TacticalPingHold", EActionTrigger.UP, Action_GesturePingHold ); inputManager.AddActionListener("CharacterForward", EActionTrigger.DOWN, TestDebug_CharacterForwardDown); inputManager.AddActionListener("CharacterForward", EActionTrigger.UP, TestDebug_CharacterForwardUp); Print("TEST method ends"); } //------------------------------------------------------------------------------------------------ void TestDebug_CharacterForwardDown() { Print("TEST W key down");// It works ! } //------------------------------------------------------------------------------------------------ void TestDebug_CharacterForwardUp() { Print("TEST W key up");// It doesn't ! :( } }; However, a new mystery arises : the TestDebug_CharacterForwardUp method doesn't fire. ๐Ÿ˜•
  15. haleks

    Arma Reforger - Mission Editor

    The Script Modding page on wiki also points out the minimum requirements to spawn a player in the world editor and quick test stuff (scroll all the way down) : https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Modding EDIT : for any GameMode other than Deathmatch/FFA, watch the video posted by @sarogahtyp
  16. haleks

    Ravage

    That feature uses an outdated BIS function to validate positions - that's most likely what's causing that behaviour above sea. I've pinned the issue as "to be fixed" for the next update.
  17. haleks

    New informations or announcement soon?

    I don't know to what extent content from previous games can be ported, but regardless, Reforger seems promising as a new, more robust, platform - judging by the quality of the new tools. To be honest, I really don't mind if this new road isn't friendly to old content : at this point, I'd say having a sane base to work with is more important than retro-compatibility.
  18. haleks

    Ravage

    Hello people! It's been 7 years since we began our own, cozy apocalypse in Arma 3! With Arma Reforger being released, it's time for me to "reforge" my main projects; to that end I'm going to push a few updates across my mods so I can focus on the new environment - beginning with Ravage. It's not necessarily the last update, but once I've pushed the pending updates for Impact and Remnant, priority will go to the new platform. Mission makers can now disable zed physX attacks on vehicles if they observe unwanted behaviours in MP; zeds can now get back on their feet too (untested, but it should be safe to enable the Impact mod on them). Download :๏ปฟ Ravage v0.1.89 I'd like to thank anyone who contributed, supported, or simply played Ravage over the years : on a personal level, it has been a wild (and instructive) ride for something that began as a simple, non configurable, SP mission. As my first and most popular project, Ravage holds a special place in my heart, largely thanks to the amazing community it gathered. I'm super excited about what Arma Reforger, and later down the road Arma 4, can bring to the new iteration of Ravage, and I hope you will enjoy my future projects! ๐Ÿ˜‰ As always, have fun people!
  19. haleks

    Arma Reforger - Mission Editor

    When are we getting a proper Reforger sub-forum? By the way... I can't wait to get my hands dirty on that shiny new toy.
  20. haleks

    Impact

    This should do the trick : { missionNamespace setVariable ["impactDisabledOn_" + str _x, true] } forEach units group player Neat idea regarding added screams, I'll certainly experiment with it (but that will most likely be an opt-in feature). ๐Ÿ˜‰
  21. haleks

    Impact

    Tada! Impact has been released, yay! I've updated the OP with additional informations for mission makers. The mod has been extensively tested in vanilla and with SOG Prairie Fire (which works splendidly well); I've also left it enabled for ACE, but haven't tested that configuration (lemme know how it goes...). Not actually tested in MP, but I'm confident it's gonna be just fine. Have fun fellas!
  22. haleks

    Impact

    Already done. ๐Ÿ˜‰ A set of variables can be used to disable Impact on a specific unit or any 'vehicle' class. The only issues that concern me right now are the ACE compatibility aspect (I have a feeling it won't play well) and one weird glitch I encountered recently - the script seems to conflict with the lifestate of infantry units, sometimes (preventing them from "properly" dying...). That's a critical bug I need to sort out before releasing the mod. ๐Ÿ˜• There's also a side effect that comes with the addForce command : if a group leader falls unconscious, the next unit in line will briefly take command of the group. This back-and-forth command line doesn't seem to cause any issue in itself, but it could be confusing to players. At the moment I'm working on debugging/fixing those, and tweaking the script to be a bit more customizable.
  23. haleks

    Ravage

    @Recaldy : You can plug in your own code on a specific class with CBA : ["Bandit_red", "init", {(_this # 0) spawn my_function}, true, [], true] call CBA_fnc_addClassEventHandler; List of classnames currently used by the module : "Bandit_red", "Bandit_green", "Bandit_blue", "Bandit_per_red", "Bandit_per_green", "Bandit_per_blue", "Bandit_chi_red", "Bandit_chi_green", "Bandit_chi_blue" By the way, is it me or linebreaks aren't working anymore on the forum?
  24. I like it, the brand idea is really neat. ๐Ÿ˜‰
  25. Hi guys! I'm stuck on a little something I'm preparing for the Derelict mod : I'm trying to get rid of roads entirely. Or rather, the idea is to hide them and place some vegetation to make them near indistinguishable. So far I've managed to edit the textures seen up close by replacing them with transparent ones : It looks nice up to a few meters around the camera, but beyond that range the old midrange texture remains visible. Another example with concrete road : Question is : does anyone know the names or the location of those textures? As far as I can tell, they aren't in the roads_f addon file. I don't think it's possible to change those textures from any config replacement either, sadly...
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