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joostsidy

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Everything posted by joostsidy

  1. The trick is to track the living person until he's dead. The last known position is then the location of the body. For instance I use this script to track groups on the map. When the group is empty (everyone is dead), the marker changes to a faded grey. With this I can see where they (the group leader) died. For your purpose you would have to transform it a little bit. For instance have a invisible marker follow the unit until he dies and then make the marker visible and/or attach a waypoint to that position. _group = _this select 0; _type = _this select 1; _label = _this select 2; _countOn = _this select 3; _marker = createMarker [_label, getPos (leader _group)]; _marker setMarkerShape "ICON"; _label setMarkerType _type; _marker setMarkerText _label; // Loop while group is alive // ------------------------- while {{alive _x } count (units _group) > 0} do { _marker setMarkerPos (getPos leader _group); if (_countOn) then {_marker setMarkerText format['%1 (%2)', _label, count units _group];}; sleep 1; }; // Change marker on exit script // ---------------------------- if (count units _group > 0) then { _marker setMarkerColor "ColorBlack"; // destroyed vehicle _marker setMarkerAlpha .5; } else { _marker setMarkerColor "ColorBlack"; // deleted vehicle _marker setMarkerAlpha 0; };
  2. joostsidy

    Winter 2035

    Looking great! Urban CSAT soldiers already look white with the current lighting so they'll fit right in without modification ;-)
  3. joostsidy

    Visual Upgrade – Feedback

    Thats not how it works, BI is (rightfully IMO) hesitant about this type of option. Each option has to be updated and checked by the devs, whenever something is changed about the game. Having too many options slows down development. BI has painted itself in a nasty corner with creating special (?) lighting for Tanoa, which doesn't fit the other maps. On top of that, post-tanoa assets are configured for the new lighting whereas older assets only look good with the old lighting. So even if the lighting is changed, some assets will always look bad. I hope that we get the option to change the lighting ourselves (with documention from BIS). On top of that, a number of assets need to be tweaked. I've tweaked some of them myself (making the mx rifles darker for instance). However, some assets cannot be retextured, so here is an opportunity for BI to make more assets retexturable so we can help updating the assets if BI can't/won't it themselves.
  4. joostsidy

    AI Fleeing Behaviour

    Basically I make all units join grpNull (ungroup) and setBehaviour 'CARELESS'. Then I use doMove to move them to a target (a long distance away). It works very nice. You might be involved in CQB in a large building, when the amount of enemies drop below threshold and they will try to exit the building and move to the flee point. In CARELESS mode they will still try to shoot you when they see you! It's kind of a unstructured retreat. This makes for increased action in the final part of an objective. Units that fail to move because they are stuck somewhere will be killed automatically.
  5. joostsidy

    AI Fleeing Behaviour

    AI sometimes flees. When I'm doing a 'secure' mission and I can't find the last guy, he is always near a vehicle (supply point). Can even be a destroyed vehicle. Final units are fleeing to these vehicles. That said, they don't flee quickly. I use a script with a trigger. If the amount of enemy within the trigger is lower than x, the flee script is activated sending everybody in the trigger moving to a target point that I defined.
  6. joostsidy

    Changes in holster weapon .

    I think the OP's wish it to carry rifles 'holstered' in a *realistic, modern* fashion and not on your back. I agree with Janez that BI probably won't change it, clipping issues being the main reason. The long/big sniper rifles and machine guns cause problems with clipping. Probably same reason why soldiers don't show their rifle in cargo position (like they did in OFP).
  7. joostsidy

    Caesar BTT

    Also have a look at the .rvmat file. It contains a specularPower variable that influences the total glossiness. I've used it to make the black mx rifles less shiny. It is complicated stuff sometimes, the material values and texture layers together create the visual appearance. So for instance - like you say - making something darker, without adjusting all the texture layers might at the same time make it less glossy.
  8. joostsidy

    No Idle Animations Mod

    My no idle mod is available here on Steam: Just to be clear to others reading this thread: the original noidle mod by halvorson is broken, so I created a new one from scratch.
  9. This small config mod removes player idle animations for standing position. No more yawning and boot scraping during combat. I did not remove idle animations for other body positions or AI. Steam Workshop link
  10. joostsidy

    Audio Tweaking (dev branch)

    Wasn't that new/only in the Laws of War campaign? I don't think I've ever heard closed door rattling in the editor/single player games.
  11. joostsidy

    Field of view changes with increasing speed

    One of the coolest scenes in the Arma series, IMO, has always been hitching a ride in the back of a black/ghost hawk with doors open, flying low on your way to the AO or back to your base. I created a new mission with this element and to my disappointment the view as a passenger looks very strange and warped due to the fov-speed effect.. :-( This effect is very disputable because: - From a visual point of view it just looks warped - From a psychological point of view it would more sense to narrow your focus instead of expanding it - From a physics point of view the effect should be tied to acceleration and not speed I don't feel the desired effect of sense of acceleration, so I would not mind deleting this effect at all from the game. Tying it to acceleration instead of speed would probably be the best solution. I know this has been mentioned in other threads, I would like to draw attention to it again in the hope a solution can be found.
  12. Vehicles are still a retreat point. If you have to clear an area and are hunting 'the last man', first thing to check is (destroyed) vehicles. Also OFP/Arma 1 is just a few bucks on Steam. I bought it the other day to compare old and new Malden. It's really a no-brainer if you played the original OFP like I did.
  13. joostsidy

    Editor Tips

    Most base areas in Arma look derelict and abandoned with grass and weeds growing all over the place. Did you know you can freshen up your base areas by adding Grass Cutter objects (under /Props/Signs/Helpers) to remove this grass?
  14. joostsidy

    Tanks DLC Feedback

    Even with 'maybe' It's the part '.. some AT helicopters come out with the Tanks DLC...', that got me laughing, I hope you understand. I'm not trying to accuse anyone, its many people sometimes feeding off each other creating a gliding slope with maybe some AT helicopters come out with the Tanks DLC as a bonus surprise, and also as bonus surprises added interior to the USS Freedom to store tanks, new naval assets to ship tanks to shore, female crew to drive tanks, one type of tank from each decade of the 20th century, full interiors of the tanks, including interiors of tank crew, more civilian types to be crushed by tanks, overhauled healing system for wounded tank crew, new terrain for tanks and OFP Resistance campaign rebooted with tanks. ;-) Are you reading this BI? I think my list has some good suggestions. :-)
  15. joostsidy

    Tanks DLC Feedback

    No offence, but on the forum it is noticable how people sometimes manage to project their personal wishes on any DLC that is being developed. Now it's adding helicopters to tank DLC or talking about highly-improbably second Helo DLC? Next someone who will claim tank DLC will be worthless unless women are included.? ;-P Ok, I am not saying no one should talk about their wishes, but one runs the risk of being disappointed if expectations are ramped up too high. I try to let BI surprise me and trust them to come up with worthwile DLC's. I haven't been disappointed thus far.
  16. joostsidy

    No Idle Animations Mod

    I have to clean it up a bit before publishing so it will be next weekend. I also remembered why I did not publish it sooner: there are many possible variations of no idle and I don't know what people prefer: - only player noidle or AI too - remove all idle animations or some - remove idle animations for specifc stances or all stances I know that some MP people want no player idle anim whatsoever. I only play SP and my current no idle mod only removes standing idle anims to prevent my character yawning and boot checking in the middle of a fight.
  17. joostsidy

    Visual Upgrade – Feedback

    I suspect that BI hasn't decided yet what the definitive lighting will be and that's why they are silent. For many weird looking stuff in the game there is the choice for BI of adapting the official lighting or adapting the textures/materials to fix some of the issues and they haven't decided yet. They could also decide to do nothing of course and cut their losses on what I expect is also an unexpected disappointment within the company.
  18. joostsidy

    Visual Upgrade – Feedback

    I don't know what ENB is, but postprocessing effects (filtering the image) cannot fix it. I spent hours on it. The wrong visuals are because of interactions. Some things are some times too dark, but you can't just make it brighter, because some things, some times are also too bright at the same time.
  19. joostsidy

    No Idle Animations Mod

    I learned config modding especially for this and fixed it myself. I see I haven't put it online yet, but I can do it later today.
  20. joostsidy

    Laws of War DLC Feedback

    I can imagine the frustration of this regression in the series. You had something and now you don't and there is not really a super good reason for it. For what it's worth, I learned to accept some things. Arma is very good in tempting with grand ideas. I spent many hours on dynamic waypoints with vehicles, for instance dropping off vehicles with helicopters at different points and they would drive different routes depending on the landing place and circumstances of the battlefield. Unfortunately that's where Arma shows its cracks, and we know AI vehicles can get in serious trouble managing themselves. I don't like it, I hoped Arma would have progressed further in this area, but it is the way it is. I've learned to let go of the total-dynamics plans and applied the same ideas to a smaller scale. So now I create missions where you can drop vehicles off in roughly two or three places and the vehicles pick between two or three routes depending on the information they have about mine fields for instance. It's still a lot of fun and the dynamics of this type of mission are still miles beyond similar games even with these constraints. Even though civ community simulation sounds super cool (I haven't played Arma 2), it's probably not going to happen. On the other hand, there are enough assets to maybe create limited civ scenario's that give some of the same feel? I feel there are enough assets to create at least partially civilian scenario's with for instance construction workers and medical personel that overlaps with a military situation. With this limited scope there is enough variation to create different scenario's. That's at least what I plan to do with the new content.
  21. joostsidy

    Laws of War DLC Feedback

    Found my own answer: they are called 'canvas cover' in the editor.
  22. joostsidy

    Respect to Bohemia

    Hey, I'm not playing Arma all the time. For instance sometimes I'm on the Arma Forum.
  23. joostsidy

    Respect to Bohemia

    Don't forget this DLC was made in the Netherlands, an orange country! Sincerely, A dutch guy ;-)
  24. joostsidy

    Laws of War DLC Feedback

    I can't seem to find the IDAP version of the small and large IR masking tent (the tents that ares immediately on the left in the showcase mission). Am not looking correctly or haven't they been added to the editor yet?
  25. joostsidy

    Laws of War DLC Feedback

    Ah, I thought he meant the actual textures, but you are probably right and this is more helpful.
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