tripod27
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Everything posted by tripod27
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Just a script I made to make night vision a bit less ridiculously perfect (might as well call it "any time it's not too bright to use" vision because it's just regular vision except green and better at seeing through shadows) Now this probably isn't realistic (watch the videos to decide for yourself) , since I've only ever used terrible NV and my only experience with Gen 3 is from youtube videos, so feel free to add suggestions and I'll try to change it Honestly I've never scripted before and couldn't find any night vision mods so I just decided to make my own to use the script just DOWNLOAD IT and follow the instructions at the top of the file. You NEED to have your graphical settings on at least medium for it to work though, since it only works with post processing effects REQUIRES Community Base Addons 3
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The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well without just having it be a few indistinguishable pixels on the edge of your screen. It doesn't block much of your view, except some small patches directly to your left and right (so like landmines mainly), but anything more than 5 meters away would be easy to spot no matter where it wasIt is just an image pasted over a pre-recorded video right now, since I have no idea how to add it to the game, so some of the hud will be covered in the video -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah that's what I was thinking, except also changing the tactical glasses mod to be more halo themed and a bit better looking I actually already started working on a more realistic helmet overlay (the fact that the solid bits of the helmets were see through in the games annoyed me, heh) http://i.imgur.com/m5f57If.jpg -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You guys having any plans on adding features similar to these two? http://makearmanotwar.com/entry/Pb8pttc6dN#.VQwrVo7F_iM http://www.armaholic.com/page.php?id=22570 The HUD one I linked is a bit much (autodetection of all enemies on your screen, both visually and using sound, way OP) but it's a good concept The glasses one is great, and having similar effects on the full face helmets would be awesome -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I guess it's down to personal preference more than anything for me I got tired of "shoot the 4 pixels in the distance simulator" (or get a high powered rifle and scope to shoot them easier simulator), which is why I changed the game to make shooting people at those ranges ineffective I stopped requesting them to change it as soon as they said they won't change it, and then I just changed it for myself edit: alright scorch I'm done talking about armor values, promise :P. Also is your name from star wars republic commandos? that game was badass, been waiting ages for a sequel -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
#1. Alright cool, I already made a script to balance it like it is in the games, so I don't care :) I need to wait until they fix the clothing magically making you die to one shot in the arm or leg to get it perfect though, since now you're more survivable if you take it off #2. Can't argue with anything here #3. , so it has no problems with the entire thing shattering after a few hits. Obviously TODAY we can't make full body protection that good and not have it weigh so much that you might as well just be an APC, but a few hundred years in the future you'd figure they'd make it light enough to wear similar protection over the majority of your body and stop 9 7.62x51 rounds to the chest before failing (the armor I linked can stop a and barely dent, could probably absorb 3 times as much fire as in the games before the steel plate fails from fatigue and overheating)The mod definitely is amazing, and I'll be supporting it as much as I can, I just don't like being called an idiot COD kid for expecting armor of the future to NOT be worse than the armor of today -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
in the later games it had 32 (yeah I know they changed the name, don't nerdrage me) You can actually use 60 round mags for it, just go into the virtual arsenal and make a loadout with the 60 round ammo magazines instead of the 32s, click export (saves the loadout to your copy/paste thing) then open up the editor and place down a unit and paste the thing you exported into the init field, and it should give you all the equipment you set up in the armory -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I said assault rifle being useless at 100m, not all weapons (although I would have the other weapons obviously scale to match). For comparison, this is what 300m in arma looks like http://imgur.com/yqj4pT6. 300m isn't the same in every game you play. Shit in arma always looks tiny at a distance, which is why I exaggerated the dropoff to account for that guy looking like he's a lot farther away than he actually is I can barely think of a map in any of the halo games when an enemy ever looks that small in multiplayer, and if there is one (a few of the halo reach maps are pretty big), chances are there's a piece of terrain between you and the other dude anyway. Yet here I can hit him 2-4 times with an assault rifle and have him fall over no problem. If you're seriously arguing with me by using the games and books as an example, (even after the devs said they're not going to make it like the games) I'm sure stuff like happens in the games all the time, taking out 6 guys with one mag from an assault rifle at that distanceI mean shit we have body armor today that can stop a full mag of 7.62x39 FMJ at point blank, yeah your ribs wouldn't be doing great, but I wasn't suggesting invincibility. Hell I'm not suggesting they change the armor at all. If they don't want to, I won't try and make them, I'll just make a script that increases the armor myself and not try to force everyone to play it my way, even though I think the current way is more unrealistic than what I'm suggesting -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you need to see it get shot down, or just crash? Because you can spawn non-player controlled ones in the air and have them just fall down with gravity and crash and explode and flip over You could probably set up a trigger to blow it up a few seconds after you launch, but I wouldn't know what to do to make the AI pod launch at the same time as you launch yours, and you would have to put something else up in the air for the AI to shoot at to make it look like they're shooting at you -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
*sigh* yes that's a link, click it :) You might be right about the drop pods, I know they had the shitty little metal parachute that broke off like 5 seconds before impact, but I figured the flames coming out the bottom were air compression effects, not retrograde thrusters. Still looks fast as hell though -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Off-topic rant below I came here to try and help out though, not complain and argue about stuff, so I'll also suggest that whoever's modeling the undersuits should try deleting the bits of clothing under the wristguards for the undersuits that have wristguards, because the clothing below clips through, and unless the entire forearm is a cylinder with only one lengthwise "cut", deleting that part of the clothing should save on polygons as well I could help out with actually making assets, but I've only ever made scripts for ARMA 3 and even that was ages ago (honestly haven't touched arma until one of the youtubers I'm subscribed to showed me this mod), and I read that you guys aren't going to bother teaching people what programs they need to get models and stuff working in the game and not just as a 3d model so it'll take a while for me to actually get to the point where I could actually put stuff into the game and make it work -
The Eridanus Insurrection - An Arma 3 Total Modication
tripod27 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well I was suggesting swapping out the armor for armor that isn't useless compared to the giant metal (or ceramic or insertbullshitfuturematerialhere) plates and bullet resistant fabric undershirts it's made out of Anyway, now that I know that this is meant to be just a reskin and not change gameplay (considering you have "neurally implanted night vision", I figured people making better armor in the future wasn't nearly as ridiculous, which is why I asked), I won't bother asking that question again. What I came here to say before seeing that comment though, was to see if you guys could try adding the "red dot sight" to the assault rifle. You could either do it by making it be like a regular red dot sight in the game and just have the glass piece that you have to look through to see the dot be really big and invisible, but that would be weird because even if you're not wearing a helmet with a visor, you would still see it (assuming the helmet visor is what they're using to see the crosshair instead of a little piece on the gun itself). You could try making it be like the IR lasers that are only visible with NVGs and remove the trail effect and just have the end of the beam visible, but I wouldn't know how to make it trigger for helmets instead of NVGs Also the weights for the guns are all over the place, SMG looks about right (maybe a bit too heavy) but then the assault rifle weighs 1/3 as much as it, and the battle rifle weighs half as much as the AR, and the shotgun weighs half as much as the battle rifle. Pistol looks pretty light compared to other pistols in the game as well. Rocket launcher looks like it's probably fine -
you could try changing the height of the waypoint to see if that makes it easier to set off, but from what I heard that just makes the icon on the hud change height, not the waypoint itself, so I wouldn't expect much
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I have a multiplayer co-op mission with three important radio triggers. I don't want some random guy in one of the squads just activating all of them randomly and pissing everyone off. I also don't want to restrict the radio to squad leaders only because if they die then nobody else can call the radios in, even if they're the new squad leader I'm using task force radio mod, which gives all squad leaders backpack radios, and was wondering if there's a way to make it so people can only call in the radios if they're wearing the radio backpack (or any specific backpack). That way, only leaders can call them in and if the leader dies then someone can put the backpack on and get the option to call it in as well Adding a hint saying who called the radio trigger in as well would be a bonus, but not required. Any help would be awesome, thanks EDIT: nevermind, I got it, condition: "backpackclassname" == Backpack player;
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I had the same issue and fixed it by increasing the waypoint completion bubble to over 100 meters (sometimes need 200 depending on terrain)
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for me the hud is just completely useless since it just follows where I'm looking
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Tweaked Night Vision Script
tripod27 replied to tripod27's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've had issues using any of the pbo programs for some reason :/ if someone posts a link of a pbo'd version of the script I'll edit it into the main post for others no problem though -
Tweaked Night Vision Script
tripod27 replied to tripod27's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In my mission on terrible rain and fog conditions but good moonlight I can just barely recognise soldiers above 200 meters, and most people list night vision standard range at 350ish in decent conditions. Do you have moonlight when you're testing? I can help you adjust it when I get back but I'm on my phone right now EDIT: ok to change it go to the blur and film settings ppBlur ppEffectAdjust [0.22 + (_zoomIntensity * 0.45)]; ppBlur ppEffectCommit 0; ppFilm ppEffectAdjust [0.22, 1, _zoomIntensity, 0.4, 0.2, false]; ppFilm ppEffectCommit 0; and change them to ppBlur ppEffectAdjust [NUMBER HERE*(0.22 + (_zoomIntensity * 0.45))]; ppBlur ppEffectCommit 0; ppFilm ppEffectAdjust [0.22, 1, NUMBER HERE*(_zoomIntensity), 0.4, 0.2, false]; ppFilm ppEffectCommit 0; and change NUMBER HERE to whatever you want the effect to be increased or reduced by, so 0.5 for 50% and 2 for 200%, since all it does is multiply the code you had before by that much EDIT AGAIN: I just did some testing, and even on moonless nights I can see a moving man sized target just barely (smudge slightly darker than the ground around it) at almost 600 meters. I also found that the blur effect is scaling too much at range as well as a few other things. Redownload for the updated version and if you still have issues spotting then I don't know, is your brightness set up right? is your monitor old? The monitor I'm using for my second screen is only 4 years old and was pretty modern at the time but it's contrast ratio's terrible so I can barely see anything out of it -
Tweaked Night Vision Script
tripod27 replied to tripod27's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah my military buddy said the blur around the edges is unrealistic but I really like the effect so I don't wanna get rid of it If people don't like it they can just change the radial blur section of the script -
Well the part that confused me was "All the scripted features are running server side only. If a player joins a server with the mod active, his userconfig has no effect, the server scripted settings are applied, even for AI spawned/running on the player's machine." Because I don't know what you mean by serverside, especially since it doesn't seem to be working or at least I haven't noticed anything too different (I do have another AI mod with most of the same features as yours but it doesn't have the increased AI gunshot hearing and radio comms, which I want to use for AI to dynamically break their patrol loops and come investigate nearby firefights, and if you're wondering, I have it set so that yours overrides his)
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Noob question here, but I've read a lot of stuff about running this on dedicated servers Does it work for non-dedicated servers and singleplayer? and if it does are there any special steps or do I just copy the folders into the main arma 3 folder and it works for any mission I host? (also does everyone else need to also have the mod downloaded or is it like a script that just works through the mission itself?)
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Vcom AI V2.0 - AI Overhaul
tripod27 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
here's the script I'm using for the night vision if (isDedicated) exitWith {}; if (player != player) then {waitUntil {player == player};}; // Figures out how zoomed in you are (KillzoneKid is Awesome) KK_fnc_getZoom = { ( [0.5,0.5] distance worldToScreen positionCameraToWorld [0,1.05,1] ) * ( getResolution select 5 ) }; while {true} do { waitUntil { // Adds Effects When NV Enabled ((vehicle player) == player) && ((currentVisionMode player) == 1)}; // Effects below. If you wanna know what this stuff means so you can change the effects, go to [url]https://community.bistudio.com/wiki/Post_process_effects[/url] // Dynamic Blur ppBlur = ppEffectCreate ["dynamicBlur", 500]; ppBlur ppEffectEnable true; 500 ppEffectForceInNVG true; // Edge Blur ppRim = ppEffectCreate ["RadialBlur", 501]; ppRim ppEffectEnable true; ppRim ppEffectAdjust [0.02, 0.02, 0.22, 0.3]; ppRim ppEffectCommit 0; 501 ppEffectForceInNVG true; // Color and Contrast ppColor = ppEffectCreate ["ColorCorrections", 1500]; ppColor ppEffectEnable true; ppColor ppEffectForceInNVG true; // Film Grain ppFilm = ppEffectCreate ["FilmGrain", 2501]; ppFilm ppEffectEnable true; 2501 ppEffectForceInNVG true; waitUntil { // Scaling effects during Zooming _zoomintensity = (call kk_fnc_getZoom * 10) /30; ppColor ppEffectAdjust [0.6, 1.4 - (_zoomintensity * 0.003), -0.02 + (_zoomintensity * - 0.003) , [1, 1, 1, 0], [1, 1, 1, 1], [0, 0, 0, 0]]; ppColor ppEffectCommit 0; ppBlur ppEffectAdjust [0.22 + (_zoomIntensity * 0.45)]; ppBlur ppEffectCommit 0; ppFilm ppEffectAdjust [0.22, 1, _zoomIntensity, 0.4, 0.2, false]; ppFilm ppEffectCommit 0; //Removes Effects When NV Disabled ((vehicle player) != player) || ((currentVisionMode player) != 1) }; ppEffectDestroy ppBlur; ppEffectDestroy ppRim; ppEffectDestroy ppColor; ppEffectDestroy ppFilm; }; It wouldn't be too much of an issue (a bit of lag between turning the NVGs on and off isn't too bad) but the problem is that it also lags the dynamic blur and film grain changes when you change zoom levels (the effects don't scale themselves because they're just added to the screen and aren't based on distance) so every time you stop looking down your scope the effects still look 10X and blurry and the film grain is 10X as big for another half second until it goes back to normal size :/ Would having just the AI warn distance portion lag it just as much? because that's really the main feature I want to use for the mission -
Vcom AI V2.0 - AI Overhaul
tripod27 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not really a bug but I'm having issues with some sections of your script making any other scripts I use have a half second delay on them It's just a bit annoying because the night vision script I made takes a second to turn on and off if I have this script as well, and my script adds general blur, edge blur, static and contrast changes so it's pretty noticeable Removing the code below fixes it //Below is loop to check for new AI spawning in to be added to the list [] spawn { waitUntil {!isNil "BIS_fnc_init"}; waitUntil {!(isnull (findDisplay 46))}; while {true} do { sleep 0.25; { if (local _x) then { _CheckVariable = _x getVariable "FSMRunning"; if (isNil ("_CheckVariable")) then {_CheckVariable = 0;}; if (!(isplayer _x) && (_CheckVariable == 0)) then {null = [_x] execFSM "AIBEHAVIOR1.fsm";}; if ((isPlayer _x) && (_CheckVariable == 0)) then { player setVariable ["FiredTime", 0]; player setVariable ["PLAYERCOMMANDER", 1]; player addEventHandler ["Fired",{null = [_this] call FiredAtTarget;}]; player setVariable ["FSMRunning",1,true]; }; }; } forEach allUnits; sleep 5; }; }; Now the hint says that this is used to check for NEW spawning ai to be added to the list. Does this include the AI that are placed in the editor and "spawn" when the mission loads or are they already in the list? Because I would love to have this mod in my missions but I think the other people playing would get annoyed with the weird effects it gives my night vision script and probably most other time sensitive scripts as well.Removing this bit really helps but I don't know if the mod is even working anymore if I do remove it, or if it just gets rid of spawned AI being affected