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pritchardgsd

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Posts posted by pritchardgsd


  1. cSYw1K1.png

    ARMA 3 AIMING DEADZONE FIX

    Workshop Link

     

    A lot of games have very good implementations of an 'aiming deadzone' system - weapon inertia that can help give players a feeling of their character actually holding a weapon.

    Often the experience in a game can be quite exaggerated, or serve to take the player out of the moment for one reason or another.

     

    This, I find, is the case with the solution in ARMA 3. While having an adjustable option in the game settings is welcome, it provides a very artificial experience as there is no transition between the point where the player is moving only their aim and when they start moving their entire view.

    This mod is designed to help alleviate this issue by letting the player turn whenever they move their weapon, even with high aiming deadzone settings. As a result, playing with the setting enabled feels much more natural, albeit not perfectly so.

     

    I'm still actively working on the mod - ARMA really isn't designed to behave in this way and there are odd bugs and issues popping up from time to time. However, I currently have the mod in a state where I am happy with it, and I think it's safe to use.

    If you are interested in contributing, the source code for the mod can be found at:

    Github

    • Like 5
    • Thanks 2

  2. Sadly this addon hasn't been updated to match the latest versions of ASR, as far as I know. Since the last update that I'm aware of, ASR has adjusted AI fire rates and added features like units falling over when shot. Hopefully this mod gets updated soon! It's unfortunate having to choose between a more aggressive AI and that.


  3. For my mission I'm working on, I need groups to not respawn unless all of their friends are dead. I'm not sure if that's something anyone else wants, but here's the change I made:

    waituntil {
    		sleep 10;
    		_unitCount = _unitSide countSide allUnits;
    		if (_debug) then {systemChat format ["_unitCount %1", _unitCount]};
    		_unitCount < 1;
    	};
    

    It would be nice to see this included as an option when running JEBUS, but I wasn't game to try and implement it myself since that part of the code seems complicated and I don't really need it right now.


  4. This is almost certainly awful since I'm pretty fresh to ARMA scripting, but I seem to have managed to achieve a pausable respawner by placing the test for trigger activation that is usually outside of the main loop right at the start of it instead. It... seems to work, but I doubt that it's the best way to do this.

    //Main loop
    while { _lives != 0 } do {
    	if (! isNil "_trigger") then {
    	while {! (triggerActivated _trigger)} do {
    		sleep 10;
    		//if (_debug) then {systemChat format["%1",_trigger]};
    		if (_debug) then {systemChat "Waiting for trigger activation in main loop"};
    	};
    };
    //the rest of the loop
    

    Does anything about this stick out as specifically flawed? 

    • Like 1

  5. Is it possible to lock specific positions in a spawned vehicle? Here's what I have:

     0 = [this, "PAUSE=", 20, "LIVES=", 1, "DEBUG", "INIT=", "pickup1 lockDriver true; pickup1 lockCargo [0, true];"] execVM "Jebus.sqf";
    

    and the vehicle that's part of the spawned group is named pickup1. But when the vehicle spawns and I kill the occupants the code has no effect :(
     
    I understand that I can just lock the vehicle entirely in the editor, but I want the players to still be able to use the vehicle's turret.
     
     

     

     

     

    A second question, so I thought I might edit this post...
     
    Is it possible to stop and resume the respawning? I'm assuming that it's not, but I thought I might ask. One way I thought that I could be able to achieve this was to change the pause radius on the fly, but I'm not sure on how to go about doing that.

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