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Everything posted by POLPOX
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Nice! But... checking around the projectile every each frame to look for submunitions are created, is really meh method IMO. I always wished for engine-based solution, like to detect a projectile is exploded/made submunitions Event Handler. It is always happy for everyone. BIN_fnc_CBRNHoseInit also. Event Handler to detect a unit's inventory has changed is a better solution. ...Of course, I'm assuming add an engine solution is really a hard work for developers and programmers. Are Event Handlers like these even considered possible?
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You heard that? That's not distance-based but brighter-darker based. Darker light will be hidden fast than brighter light. And red light is darker than yellow light.
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Not only for SG variant, but every Promets. Also that's not a Resting but Deploying. Forgot to report this by myself though. This issue also let your camera go underground (which isn't possible in RV4 so will misaligned with the scope).
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Clipping issue: CBRN Suit, when the unit moves his head (like the animation Acts_AidlPercMstpSnonWnonDnon_warmup_1_loop as shown in the picture), sometimes causes the head model clip, and both of Regulator Facepiece and NATO APR (which are intended to equip the same time) will clip through the back of the head.
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It's not tweaked.
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Aww what?! I never knew that! Alright, that was a dumb question, thanks for the info anyways.
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I'm sorry since it's just a question, Is this a problem related to CBRN Specialists or Combination Unit Respirator? I think it's really odd problem... how it would be a thing? setObjectTexture for backpacks... which isn't possible for now?
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weaponDirection and vectorMultiply question
POLPOX replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't actually understand vectors so much neither, but you can understand like this: eyeDirection and weaponDirection return somewhere a meter away to a certain direction. So, if you do unit weaponDirection currentWeapon unit vectorMultiply n, it would fit to get n meters away. For example, when weaponDirection returns [0.3,0.7,0] and if you vectorAdd it to the unit's position, will returns the position where a unit's 30(NNE), a meter away. What if you vectorMultiply 100 the weaponDirection? You can get it! (please shh about this explain if you find any errors, i didn't even launch a3 to test it) -
OBRAT Campaign Assets??
POLPOX replied to ItsBasicallyAneko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
a3\missions_f_epa\data\img\ORBAT\ -
Polish Airforce irl has M-346 for training purpose which is Western variant of Yak-130 which is real-life counterpart of in-game To-199 Neophron. How about to add variant of To-199 (with Westernized name, LDF-nized livery and cockpit textures) for LDF? ...And this topic is feedback for Livonia itself, may be offtopic.
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Maybe too late to discuss about this, but that's what I've, and probably we all've been annoyed glitchy-visual problem (I know this isn't even a glitch, but an intended behavior), so I just made a video. Note this is a highly scripted and private MOD footage, and the suggestion is: how about to make handAnim config per muzzle (or something similar way), and some config like pullRightFinger = 0; pullLeftFinger = 1; to define what finger to pull trigger, or even a config like customTriggerAnim[] = {}; for a muzzle? No idea how complicated to modify this trigger finger and handAnim system though, is this possible to make this as engine-based solution? Also I'd say if there's hand transit movement animation just like any gestures when switch between rifle and grenade launcher or any underslung weapon like the video below (third-party game PAYDAY 2 footage), I'll be happy. I couldn't implement into the video mentioned earlier. And animation for change firemode. (Also third-party game Insurgency footage)
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Create a single particle and attach it to an object
POLPOX replied to haleks's topic in ARMA 3 - MISSION EDITING & SCRIPTING
AFAIK this is impossible at all. But you can attachTo #particlesource. _source1 = "#particlesource" createVehicle getpos player; _source1 setParticleParams [ ["\A3\data_f\ParticleEffects\Universal\refract", 1, 0, 1], "", "Billboard", 1, 0.08, [0, 0, 0], [0, 0, 0], 0, 10, 7.9, 0.1, [1], [[1,1,1,0],[1,1,1,2],[1,1,1,2],[1,1,1,2],[1,1,1,2],[1,1,1,0]], [], 0, 0, "", "", _this, 0, false, -1, [] ]; _source1 setDropInterval 0.05; _source1 attachTo [player,[0,0,0],"spine3"]; Little tweaked. It was when spawned. [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]],//color, Array of Array of RGBA Numbers The first alpha is 1, so. -
Add backpack only if backpack slot is empty
POLPOX replied to BadHabitz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
backpack player returns backpack what carried by player, and if empty will returns "". -
I think I've never seen the report so I post it here, (according to Arsenal) Kozlice and its sawn off variant have mostly same stats, like mass or dispersion.
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That's a solution, but what if player uses Aiming Deadzone, or a grenade launcher? Seems this is not an ideal for me... Thanks for suggestion anyway.
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I know this will never be a thing, but who else wants MSBS-K for variant of Promet? Y'know, bullpup rifle is a cool thing, but non-bullpup is also.
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Just noticed there's no command to get a unit's (either AI or player) aiming position and/or crosshair position and/or direction which should be there I think... unless I missed something or just a blind. No, I'm not looking for weaponDirection.
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I found a small visual bug while playing around with Promet: when you switch the firemode to the underbarrel shotgun and throw something, the muzzleflash of shotgun appears for a moment. EDIT: These classes don't have proper author.
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Since 1.48 pistols are visualised in a holster (if the vest has one), but looks they forgot to implement into uniforms. Well, offtopic so I'm backing to the topic. I made a quick MOD to tweak reloading speed of Kozlice, 2/3 speed (From 5.26 secs to 3.50 secs). Thoughts? Also, I think civlian variant of Mk14 needs another name to fit to more civilian-ly, and how about get rid of the rails by default? Well, I've never seen a hunting rifle nor a hunter, since most of firearms are simply illegal to have here in the most of cases, so I'm probably saying something stupid.
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I have no idea why you're quoting me and repeating the same thing. This is happened after version 1.92 for sure. Since the update some of weapon models have no more magazine, which is implemented as Proxy Magazines or Dynamic Weapon Magazines system, so this is why. All you just need to say is pls fix.
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Editor-placed weapons haven't magazine yet, after you pick up and magazine is (automatic) loaded, you'll see a magazine on it. Little odd indeed. addWeaponWithAttachmentsCargo or addWeaponWithAttachmentsCargoGlobal.
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I don't want to talk about “quality”, but I feel reload animation of Kol... K... Ko... Kozlice(I can't remember it spell yet), is pretty meh especially the first half of animation, will it be improved? And Kozlice's muzzle flash(es) is not aligned/drawn properly. Also, (little off-topic though) I hope BIS_fnc_traceBullets supports shells with submunitions, as mentioned early today. I think engine-based solution like event handler to detect if a shell is exploded, and the EH returns submunitions from it, is better.
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Uhh...? Effect Dropper requires no skill to handle, just change effects from attributes, and fireWeapon have not been replaced by something.
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Ctrl+E is only vaild for animations, expressions must be applied by hand to the last string of Animation Player.