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haleks

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Posts posted by haleks


  1. Hello gents,

     

    I've pushed a small update for Aradus :

    Quote

    * added chemlights to mules loadout and loot caches
    * fixed a typo in the 'hunger and fatigue' tutorial hint
    * updated 'rest' tutorial hint
    * possible fix for stamina UI not fading away after eating cryptobiotes
    * fixed fatigue level not updating on the stamina UI
    * alternative method for fall mechanism
    * sitting down when safe will slowly reduce fatigue

     

    Those are updates to the mission file, so you'll need to restart the scenario.

     

     

    @RZNUNKWN: this should be fixed now, let me know if it happens again. 😉 

    • Like 3
    • Thanks 1

  2. On 6/4/2022 at 10:39 PM, corporal_lib[br] said:

     is Endusion more modfriendly than the old RV engine, Haleks? Or at least less burocratic?

     

    It's an absolute blast !

    Pretty much all I ever did in Arma 3 has been scripting in SQF; C++ being another beast, I find myself doing a bit of everything except scripting. ^^

    It's refreshing; so far I only wrote that one single script for Autowalk, currently the new Ravage version has zero script in it.

     

    Oh yeah, by the way, I started a new thread for Ravage Reforged :

     

     

    ninja.png

    • Like 5

  3. Okay we're getting somewhere...

    BTs are completely new to me, but the AI set up is going surprisingly well. After about 2 days of trial and error, I got something pretty solid for the most basic behaviors : zombies can prioritize and select target, chase said target and melee them once in range.

     

    And the tree isn't too messy (yet) :

    Capture1.png

     

    Now, I need to program some kind of "idle" routine - and I think we'll have a pretty functional AI already.

    And melee is working too (I thought I'd have spent weeks on that one) ! troppuissant.png

    • Like 8

  4.  

     

     

    rvg-pan.jpg

     

     

     

     

    Continuation of the Ravage mod from Arma 3. That means Survival and Zombies !

    The project is in very early development, and may contain placeholders or incomplete features.

     

    With Bohemia letting go of the decades-old and venerable RV engine for Enfusion, it's time to begin anew... And to learn everything again.

    I have zero background with Unity-like workflow or C# programming, so this is going to be quite the adventure.

     

    What to expect (for now)

    The first release comes with a GameMaster-ready faction for the infected, a single player scenario and a MP mode later down the line. Just zombies, and action/horror showcases at first, survival will come later. Right now, I want to experiment with the AI as I learn the new language and tools.

     

    The next steps

    ...are hard to define at this early stage. But as development on the infected AI progresses, I'll dedicate more time to sounds, animations, and possibly new 3D assets.

    Work on survival mechanisms will begin once infected are in a good place.

     

    Features :
    * Infected faction with individual characters & groups
    * Custom appearance & sounds
    * The infected have their own AI and are playable
    * They react to gunshots and can climb most obstacles
    * Interactions such as opening doors or driving are disabled for the infected

     

    Known Issues :
    * Infected can inadvertently kill each others when clumped together

     

     

    Enfusion Showcase

    Workshop

    • Like 22
    • Thanks 1

  5. 19 minutes ago, krzychuzokecia said:

    What would be the best way to deal with the Phantoms? Throwing chemlights doesn't seem to work that well - either I throw too far for them to notice, or too close to make any difference. Waiting seems to work best, but... I'm afraid I won't get to the first objective before Arma 5 comes 😄

     

    Is it just me, or do Phantoms spawn much closer to the player in Aradus when compared to Do Not Linger? I have a feeling that my problem with them is due to them appearing suddenly, while in DNL I was seeing them from much further away (although they do seem a bit less aggressive than in DNL).

     

    Yeah they do have different settings compared to DNL - and those may change in the future. They take more time now to notice a target, that's why they have a tendency to reveal themselves at the last minute when you walk slowly. For now, I suggest making sure they aren't actually onto you before throwing anything.

    The next feature I'd like to add to Remnant/Aradus would allow you to make it past these close-call encounters without having to just wait for the phantom to move on. But until then, I'm afraid you'll have to rely on chems.

    Programming uncertainty in AI behaviour is one tricky thing to balance. ^^'

    • Like 1

  6. Thanks guys. 🙂 

     

    2 hours ago, EO said:

    Played through to the first relay point, successfully rebooted the relay (although there wasn't any notification that I'd done so, and the task is still active even after rebooting the relay....was there supposed to be a task complete after rebooting the relay?)

     

    iirc, you won't have a notification until you reboot all 4 relays, but the task marker should point you to the closest relay that needs rebooting. I'll probably tweak the main objective and have one sub-task for each relay : rebooting them will progressively unlock the Human Activity Mapping feature (right now it's only enabled once all relays are active). The bike, which is a hidden easter egg right now, will probably be easier to find too.

     

    2 hours ago, EO said:

    Other thoughts, during the quieter moments I started to wonder what this would be like played out in Enfusion, it's a natural thought now that it's finally here, but ultimately I'm more than happy to play this out on A3, each Arma engine revision has had it's own "feels" and this project on this engine just "feels" right.          

     

    Remnant/Aradus for Reforger is something I've been thinking about. Some aspects like assets and terrain creation will be easier I reckon, plus, I can see a 'shoes wearing out' script, now that the loadout system is more detailed. ^^

    Phantoms may be tricky though...

    • Like 3

  7. 24 minutes ago, EO said:

    Question regarding consuming cryptobiotes...

    Is the duration of the hold action tied to how depleted your hunger is? I'm finding the hold action disappears after maybe a quarter of the timer has passed, am I good to go with this?☺️

     

    Right now the duration is fixed (you can't feed on one nest for more than x seconds), and usually your hunger level will return to 0 before it times out. I'm looking into tying it to the hunger variable to make it dynamic and more instinctive.

    The current implementation is a bit confusing, and the stamina/hunger UI has a minor bug when updating - that should be fixed with the next update, along with other small issues.

     

    In any case, the action disappearing after some time is intended - them cryptobiotes don't like being eaten and will hide. 😉 

    • Like 1
    • Thanks 1

  8. Hey guys,

     

    Finally, the first version of "Aradus" has been released :

     

     

    ?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false

    a356d7a366e83f307ac52b5a0e34b0540349b413.jpg

     

     

     

    Polishing the current prototype took more time than I thought, but I think the result is solid enough for a demo - and to be somewhat enjoyable.

     

    As pointed out in the workshop description, it's very much WIP and incomplete in terms of features/story/gameplay. Right now I'm just trying to make sure the foundation is robust enough before I add more features and start working on the actual scenario : on the technical aspect, Aradus is my most ambitious project, and its procedural generation system is something I never attempted before (not to that scale anyway). 

     

    The demo is a slow paced scenario, so please, take your time with it, and let me know how it runs. I don't expect anyone to actually complete the main scenario's objective (that's more or less a placeholder), but try to reboot the first relay if you want a rough idea of what the demo has to offer. A considerable amount of work has been put into keeping you guys immersed, hopefully this tech demo will provide memorable sensations already! 😉 

     

    EDIT : I chose not to create any dependency for the supported addons, but I suggest loading up the Scion Conflict mod when playing Aradus.

    • Like 1
    • Thanks 3

  9. 9 minutes ago, corporal_lib[br] said:

    Hey Haleks, how do we install it manually, as enfusion handles the files diferently than ArmA3... do I create an @autowalk folder inside ..Arma Reforger\addons\data\ or do I unrar the files inside it (already tried this, it rewrites resourceDatabase.rdb file and bugs the game)? 

    The internal workshop with activation on the flight is awesome, but once it bugs (as all things ArmA does), all joy is gone =P

    Thanks for hosting the files (and Kodabar for informing that we can download from your github as secondary source ) 😉

     

    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. 😉 

    • Like 1

  10. 11 hours ago, corporal_lib[br] said:

    Damn.. since friday I can´t download new mods on Reforger workshop, I´m trying to update Autowalk but no joy... more people reported this since may 21th but it happened to me since last week... 

     

    I've added a download link for manual installation in the relevant thread :

     

     

    😉 

    • Like 1
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  11. v1.0.13(2022/06/17)

     

    EuQJdBY.jpg

     

    You can put that fat finger at ease, soldier !

     

     

     

     

    Autowalk takes advantage of the new Dynamic Speed system :

    Scrolling up without touching your WASD keys triggers the autowalk script, you retain control on everything (stance, dynamic speed, sprinting, jumping, etc) while your character walks.

    Pressing any of the Move Forward/Backward keys or reducing your Dynamic Speed to a minimum will stop the script, and give you back full control on movement.

    The script will also pause when ADS; scrolling down while aiming will deactivate it.

     

    If the description seems confusing, just give it a shot, it's actually pretty fluid ingame and not as intrusive as it may sound.

     

    Enjoy ! 😉 

     

     

     

    If you're having trouble updating the mod with the ingame workshop, the bundled addon can be downloaded and installed manually :

     

    800px-Google_Drive_logo.png

    • Like 9

  12. 58 minutes ago, Gunter Severloh said:

    and biki which knowing

    how this community works with its info not a bad thing but for the noob its gives no direction, and is a search and learning headache [...]

     

    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.

    • Like 1

  13. Hello folks,

     

    Remnant has been updated!

    Quote

    v0.2.8

    Tweaks :
    linked phantoms screams to their movements
    reduced phantoms screams while immobile
    reduced detection threshold for phantoms
    vegetation clutter edits
    removed several actions from window
    adjusted phantoms chase state precision
    phantoms are now more reactive to very close targets
    added "aradus" addon for the upcoming showcase *

    Fixes :
    no more goggles on phantoms
    fixed a potential memory leak

    * for now it only adds hoods from the Scion Conflict mod to the NVG slot; if Scion Conflict isn't loaded, it has no effect

     

    Regarding future updates, I'm looking into adding a "Hold your breath" feature (Death Stranding players will know what I'm talking about 😉 ). 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. 🙂 

    • Like 4
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  14. 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 hola.png).

    This update should be the final version.

    /Off-topic

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