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FirstPanic

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Everything posted by FirstPanic

  1. Well... I think it's definitely time for a new Arma. Look on Arma 3 statistics.... 40% player lost since January (http://steamcharts.com/app/107410#1y). Player number is actually on 2014 level with a strong down trend. A3 gave me hundreds of hours full of fun and I enjoyed every hour.... but now I must say that I've lost most of my motivation... mainly because of the update strategy. Most of the updates ended in not working mods or missions... which is absolutely frustrating. I hope that Arma 4 will give a new push to the community... we need it. FirstPanic
  2. FirstPanic

    Virtual Reality ARMA - Oculus/HTC Vive

    Hmmm... need to check if it's possible to use rift buttons in A3 :-)
  3. FirstPanic

    Virtual Reality ARMA - Oculus/HTC Vive

    Hmmm... headtracking is already working with the current vorpX version :-) You CAN play arma with voprX by using head tracking... but no controllers. So you need to control your avatar with keyboard/mouse. It works... but it's not comfortable.
  4. FirstPanic

    Virtual Reality ARMA - Oculus/HTC Vive

    Hmmm... can you share your vorpX settings? I'm realy struggling with the right settings. FirstPanic
  5. FirstPanic

    Virtual Reality ARMA - Oculus/HTC Vive

    Nice :-) Watched your videos... it seems you implemented an interface to the VR API and then set the orientation of a headset and controller item in Arma (btw... would be nice if the objects would be available for the community). Very elegant solution. But... what are you using to get the right video signal to your vive?? I use vorpX for my Rift... but to be honest, this is no fun. Did you find a way to get a native VR video signal form the Arma engine? FirstPanic
  6. FirstPanic

    Virtual Reality ARMA - Oculus/HTC Vive

    Agree!! So let's keep fingers crossed that someone from BI reads this posts and that VR features get on the roadmap... maybe for Arma4 :-) BTW... I think that everyone who realy tested and worked with VR will confirm that this is the future. Since I have my Rift, all the other games or social media platforms feel so... "limited". VR is so unbelievable powerful. I truly hope that BI will implement a VR mode. FirstPanic
  7. FirstPanic

    Virtual Reality ARMA - Oculus/HTC Vive

    Hmmm... it would be a BIG modification because you need to change the full gameplay, weapon handling, moving, etc. And to be honest: I'm not sure if games like Arma will ever be able to host VR session. I agree to you that it would be a great platform for VR if some things will be added: - Arm movement depending on VR controller - Full support of HMDs (head mounted displays) - Graphic adapted to VR (Must be much simpler and not so detailed as it is for screens) - Hand movement - Weapon handling (Holding, targeting, etc.) - Handling of grenades (Throwing) - Vehicle control (Drive by virtual steering weel) and a lot of other things. With the scripting engine and the fully adaptable environment, Arma would be a GOOD platform for VR and I'm sure it would be a great win. FirstPanic
  8. FirstPanic

    Virtual Reality ARMA - Oculus/HTC Vive

    Hi Commando, I have an Oculus Rift and you can use Arma 3 with the vorpX driver. There is a predefined config available and you can easily change the settings. My experince: My system is more a midrange standard PC (i4-4570 + GTX1060) and I had no issues with lags or framerates. Of course you need to tweek a little bit your graphic settings... but in generel it's ok. BUT.... the "VR feeling" is really, really intensive. Means... walkting slowly works (for a while)... running is difficult... and driving makes you sick within a minute. The motion sickness is very strong in this kind of games (esp. Arma). I've also tried flying with a helicopter which is a little bit better because you can do it while sitting on your chair and using your stick. Overall I must say that Arma 3 is not a game for VR and to be honest... I don't see that games like Arma will EVER be VR games. Typical good VR games are completely different and needs to have a completely different movement strategy and different gameplay. Something like Battlefield for example will never work in VR... they are much too fast and you will get motion sickness within 30 seconds. Have look on "Star Treck -. Bridge Crew", "Altspace" or "Google Earth VR" which are typicall good VR apps. FirstPanic
  9. Hi all, I'm working on my new mission and want the mission start to be in the following way: Directly at mission start (immediately after clicking "continue" on the initial map) the player should wake up. lay on a bed (which is editor placed) Blinking with eyes => black screen fast on and off to simulate eye blinking. sit on the bed stand up and stand beside the bed. My issue: Don't know how to let the player lay down in the bed, to sit on bed and than to standup. It seems that the player object does not accept playmove (or similar) commands during init phase. Do you guys have any ideas? Best regards, FirstPanic P.S. this is the section in my init.sqf managing the intro sequence. if ((!isServer) && (player != player)) then {waitUntil {player == player};}; // --- Intro --- if (!glb_FlagIntro) then { cutText ["","BLACK OUT",0.001]; disableUserInput true; sleep 10; // player lay down -> Object "b01_0" is a bed player setpos [getpos b01_0 select 0, getpos b01_0 select 1, (getpos b01_0 select 2)]; sleep 1; player playmove "AidlPpneMstpSnonWnonDnon_SleepB_sleep1"; // Eye blinking and eye opening "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; titleCut ["", "BLACK IN", 0.1]; sleep 0.3; cutText ["","BLACK OUT",0.1]; sleep 0.7; titleCut ["", "BLACK IN", 0.1]; sleep 0.3; cutText ["","BLACK OUT",0.1]; sleep 1; titleCut ["", "BLACK IN", 0.1]; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; sleep 5; disableUserInput false; glb_FlagIntro = true; PublicVariable "glb_FlagIntro"; };
  10. Hmmm... Thanks for the answers. But my question is referring to copy-paste between two running Arma 3 instances. Start Arma -> Open source mission in editor Start 2nd Arma instance (You now have two running Arma) -> Open destination mission in editor In Arma 2 it was possible to copy-paste from one Arma instance into another... which was very comfortable. But good to know that Arma does not clear the clipboard when opening a new mission. So, I finally will be able to migrate missions :-) FirstPanic
  11. FirstPanic

    [WIP] FlaRakSys Roland (FFR)

    Wow.... great work!! Based on this truck it should be easy to create some BW trucks from the 80th :-) FirstPanic
  12. FirstPanic

    AI Driving - Feedback topic

    Do you have as a moderator any contacts to BI developer? It's hard to believe that BI developer ignore such a desaster. I mean... whatever is implemented in cool technology (e.g. dynamic simulation, etc.)... with 1.66 it feels like 10 steps back and it's no fun working with ArmA as a scripter and/or map developer. However... I think the only thing the community can do is take a deeeeeeeep breath.... and wait until it is fixed. In the meantime we can play other games ;-) FirstPanic
  13. FirstPanic

    AI Driving - Feedback topic

    My impression is, that is completely ignored by BI. Don't know why... but this is the best way to destroy this phantastic game. @road runner Any idea what we can do to make BI more aware of this? Maybe you as a moderator have a voice they will listen to. Finally we all want the best for ArmA (and actually for BI too)... but this ignorance- and bug-implementation-behaviour is making it very difficult. FristPanic
  14. Hi all, I have big issue on Tanoa and hope that someone finds a workarround for this: It seems that with the current version (1.66) it's not possible to let AI drive (e.g. in jeeps) on wooden bridges. They stop on the bridge and/or fall from it and cannot handle the path finding. This has been reported many times in the feedback tracker but no answer or reactions from developer. Actually this issue means that it's nearly impossible to have jeep/car patrols on tanoa because there are wooden bridges every few 100 meters :-) So, my question to the community: Does someone has a solution or a workarround for this? Thanks for your answers/replies in adavance and best regards, FirstPanic
  15. FirstPanic

    AI Driving - Feedback topic

    Well.... that's how it always was with Arma 3 Updates :-) => poorly planned and the impact on existing Arma community content never had a priority. So many developers left the community because they are fed up by Arma bugdates... and I'm confident that we will have the next big wave in 2017 of people stoping Arma development. And you are right... AI driving did a big step back with 1.66. Another example: since 1.66 AI can not drive over bridges... even on vanila maps. Try it on Tanoa.... before 1.66 it was working... now the AI is doing a right turn on the bridge and fall from the bridge. Finaly this destroyed the game play in my missions I'm working on for the last 3 month... So, let's keep fingers crossed that BI takes all this serious Regards FirstPanic
  16. ok... will try this tomorrow... it's late in Germany :-)
  17. @Theend3r: Nice approach... like it... But it's not working. The car is doing a right turn after about 10-20 meter and is falling from bridge. I've added a "SetDir"... but no change... You can see that the AI is doing a right turn. @johnnyboy: Yes... the trigger is firing. But as I said to Theend3r.... the AI is doing a right turn on the bridge. Thanks for your comments... some good ideas in this discussion. Regards Panic
  18. OK... got it and wrote the following script which is very easy and is based on the BI Wiki example: // Workarround to make AI driver over bridges // Sets the current velocity for a given time to a given vehicle // // Params: // _Vehicle = Vehcile to apply // _TimeInSeconds = duration in seconds to set the velocity of the vehicle // _SpeedToAdd = Optional speed which will be added to the current velocity // _Direction = Direction to set the velocity // // Example: // [this, 2, 0, Direction this] execVM "Velocity.sqf"; // if (!isServer) exitWith {}; Params ["_Vehicle", "_TimeInSeconds", "_SpeedToAdd", "_Dir"]; Private ["_Vel", "_i"]; hint str(_Dir); _Vel = Velocity _Vehicle; if (_SpeedToAdd <0 ) then { _SpeedToAdd = 0; }; if (_TimeInSeconds < 0) then {_TimeInSeconds = 0; }; for "_i" from 1 to (floor (_TimeInSeconds * 10)) do { _Vehicle setVelocity [ (_Vel select 0) + (sin _Dir * _SpeedToAdd), (_Vel select 1) + (cos _Dir * _SpeedToAdd), (_Vel select 2) ]; sleep 0.1; }; In adition I've placed a trigger in front of the bridge and set the direction of the trigger (which is available with the command TriggerArea) exactly to the direction of the bridge. Very easy to manage. In the activiation I wrote the following code: _nul = [Jeep3, 2, 0, (TriggerArea BridgeTrigger1) select 2] execVM "scripts\Velocity.sqf"; What happens is nothing. Car is falling from bridge like always. I've checked the parameters and everything is right. Any ideas, guys? Thanks for replys Panic
  19. OK... after a lot of investigation I think the only way is to "lead" the AI over the bridge by using a lot of "setVelocity" into the right direction (probably every 0.1 second). The challenges are: What is the direction of the bridge? Activation trigger needs to be on both sides of a bridge (cars can drive from both ends onto the brideg). Therefore the trigger needs to know if a car is driving to or from the bridge (no idea how to do that). SetVelocity vector needs to have the correct length so that players will not see a difference in driving speed. Not easy to do.... Anyone with ideas?? Regards, Panic
  20. To manage the timing you can put something like a queue in front of your script (e.g. a simple array which contains player ID and role etc.) and than have a simple queue manager (e.g. a script which looks every 5 seconds in the queue) to check if there is a loadout requested. FirstPanic
  21. FirstPanic

    German Armed Forces Mod

    Hey guys, I'm so happy to see the cold war being back on the agenda ;-) Just a question: Will it focus on units or will it also contain some typical German vehicles from the cold war period? (e.g. Unimog, Iltis, Marder, etc.) Best regards, Panic
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    [WIP] Terrain "X-Cam-Taunus"

    You are right... well... it's Christmas today... guess what I whish for Christmas ; Just a small hint... it starts with an "@T..." :)
  23. FirstPanic

    [WIP] Terrain "X-Cam-Taunus"

    Hmm.... I live in Germany too... and have 200MBit and got 32MB about 10 years ago. You need to be in an Unitymedia area ;-)
  24. FirstPanic

    [WIP] Terrain "X-Cam-Taunus"

    Agree... I saw this in AiA and I think it's fixed in CUP. So, maybe the AiA object has the wrong orientation. However.... not easy to correct... maybe a script with search and replace? Unix commands might be a solition Panic
  25. FirstPanic

    German Armed Forces Mod

    Yeeeeeeeeeeees.... Uniforms of the 80s... I hope it't not a joke (sorry... kidding )
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