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#46 Posted at 2011-04-09 09:36        
     
Hello,

thank you so much for doing this. It is awesome. Keep up the great work!

Also a big thanks to Defunkt for the pond!

Kind regards,
Melvin


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#47 Posted at 2011-04-09 14:27        
     
Update video:


Added 14 minutes later:

# ADO GMC : it is superb, I am on the bottom, my work basic with the men frogs (plungers) now take thanks to you another dimension.
I hope that in the year futures BIS will take into account this request of the players of explored sea-beds.
Multitudes of scenarios of missions will be born thanks to you. O:-)

You have just carried out what I do not have could make by lack of time and of competences.

Miles Thank you. *THUMBS UP*
Merci!!! Thanks a lot. I'm planning to clean everything up and release this, hopefully ahead of schedule. So far I'm running into a small issue where the air isn't being removed from the tanks after refilling them. Have to spend a little time finding the problem. But I'm sure it's not a big one. I'm also talking with a friend of mine who knows a lot about SCUBA diving. So I can start working on variations of the way air is handled and removed from the player. Thanks for the encouragement.

My last hurdle is using the information others have given me to see if I can tackle stopping players from losing their gear.

This post was edited by Feint (2011-04-09 14:43, ago)


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#48 Posted at 2011-04-09 15:30        
     
Try this:
ReducedSwimmingFatigue_by_Rg_Gameplay_C_PvPscene.pbo

Tweak the file to make it take more/less time to loose the gear.

This post was edited by Foxhound (2018-08-29 07:53, 549 days ago)


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#49 Posted at 2011-04-09 17:28        
     
damn this is coming along good!

just curious, is this going to work for vanilla arma 2 as well? or will you need OA?


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#50 Posted at 2011-04-10 01:54        
     
Thanks KJU, I'll take a look at this when I'm done dealing with my life drama. I think I'll ramp this up to max so that you never lose your gear.

As for Arma vs OA compatibility, I have no idea. I'm guessing that it would be compatible with Arma2 only installs as I've not called anything that is from OA, but you never know. I'll try to test for that.

Added 5 hours 34 minutes later:

I found great info on Wikipedia about being underwater. Specifically about calculating open circuit air consumption times:

breathing time = (available cylinder pressure * cylinder volume) / (rate of consumption at surface * ambient pressure)

So if you start with 2 12-Liter tanks of air filled to 232 bar, and you are down to 40 meters depth, and your sea level rate of breathing is 20 L/min, and there is 5 bars of pressure at that depth,

breathing time = ((232-5) * (2*12)) / (20 * 5)
breathing time = 5448 / 100
breathing time = 54.48 minutes of air at 40 meters
breathing time = 138 minutes at 10 meters

I'm going to have to redo my diving computer to make use of this new equation. So far I have just a simple countdown for running out of air, but this would be much more realistic for open circuit diving. I think I can get it so that depending on how deep you are, that will determine how much air you have. If you are running out of air, you can ascend to a shallower depth and gain more air time (because the deeper you are, the more air gets shoved into your lungs by the regulator in your mouth to overcome the pressure of the water).

This post was edited by Feint (2011-04-10 07:29, ago)


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#51 Posted at 2011-04-10 12:17        
     
I love this. You, kind sir, are the hero of the year already.

Also I have some questions, if you allow me...
1. Are you thinking about remaking the swimming animations (if it's possible) to make the diver only use his legs (divers seldom use their arms for movement, only legs... provided that they have swim fins/flippers)
2. Are you planning on making SEAL Delivery Vehicles or something similar to them? Is this possible? (I might be able to create models (not 100% sure if I can))
3. Will this initially be a script pack only or will it be a addon/mod?

This post was edited by Maj Pig (2011-04-10 12:28, ago)

Wanna see the big guns roll? Join us @ www.cfarma2.com/ ... heck, you might even get the privilege of shooting Foxhound :)

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#52 Posted at 2011-04-10 16:24        
     
First of all, great job on the diving mod you have been working on. Its looking great and I think I speak for everyone when I say that EVERYONE wants to try this so bad. I was watching your videos on YouTube and at the part where you were under the docks, I started to wonder if an enemy on a beach, or close to the water, can detect you if you are underwater in front of him?


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#53 Posted at 2011-04-10 16:38        
     
# Maj Pig : I love this. You, kind sir, are the hero of the year already.

Also I have some questions, if you allow me...
1. Are you thinking about remaking the swimming animations (if it's possible) to make the diver only use his legs (divers seldom use their arms for movement, only legs... provided that they have swim fins/flippers)
2. Are you planning on making SEAL Delivery Vehicles or something similar to them? Is this possible? (I might be able to create models (not 100% sure if I can))
3. Will this initially be a script pack only or will it be a addon/mod?

All great questions I've been pondering. I wrote out a long answer, but there was an error so I'm going to rewrite all of this into a hopefully shorter answer as I just woke up and I'm starving. :)
  1. I did a test and it might not be possible. I used that hand signal addon to see if I could make hand signals while swimming. Nope. Might be hardcoded by the engine. But I agree with everything you said.
  2. Theoretically the idea behind how I'm diving (staying attached to an underwater pond) should work for any vehicle that can float on the surface of the ocean or a lake. If you can survive underwater in Gnat's subs, then you can ride a vehicle from the surface down underwater. An added note: you can lock in to Gnat's submerged subs the way I have things set up now. But when locking out, you snap up to the surface. I would need to write a script as a workaround which might work. It's just a matter of time and scope. This is a 2.0 release feature I hope to add. As for making an SDV, I seem to have no modeling skills at all. Or, maybe I can model, but I can't seem to config vehicles or units very well. If you want to make an SDV that floats and has proxies for 4? divers, I can see what I can do about making a script for it to dive. Or you can use Gnat's method for making subs which works pretty well (and allows AI to dive on their own when set to "Combat" - something I don't think I can do).
  3. Good question. Ideally, I'd like to make a Module that you can place in the editor to add this functionality. But I have to learn how to do that. I plan to take a look at the excellent Medevac Module.

Added 17 minutes later:

# Mouse12 : First of all, great job on the diving mod you have been working on. Its looking great and I think I speak for everyone when I say that EVERYONE wants to try this so bad. I was watching your videos on YouTube and at the part where you were under the docks, I started to wonder if an enemy on a beach, or close to the water, can detect you if you are underwater in front of him?

The thing that's not clear in my video is that it actually was a test to see if AI would detect me. I should add that to the video's description. There's an enemy soldier standing facing away from the island right at the end of that pier. You saw how I approached the pier, from behind as deep as possible. I then swam under the pier trying to sneak up behind the enemy unit. Then I looked up and couldn't see him. So I swam further and surfaced and still couldn't see him. Eventually I swam to shore and saw him. He was prone on the doc and when I surfaced, he took a shot at me. But I don't know when he detected me. Does anyone know how I could maybe have a hint get written when an enemy detects me? Oh wait, I could just put that into a trigger, right? Detected by. OK, I'll try that next time. I'm such an idiot. Haha.

How do I switch to an AI's pont of view without taking over the AI? I've seen that in a video once.

REQUEST TO THE COMMUNITY: TEMPLATES AND ENTITIES
There are a lot of talented template makers out there. Anyone want to make some undersea stuff? Right now the undersea world is a vast desert wasteland. But if someone were to make some cool stuff to explore or blow up, that would be cool. Here are some ideas:
  • Add reeds around the coastline of Utes or some other island that doesn't have them (keep in mind the changes in tide)
  • Add Mikebart's Rocks to an island under water just so the coastlines look rocky instead of sandy. I'm thinking Crysis.
  • Add a wreak of a helicopter with plants around it and backpacks (btw, backpacks CAN be accessed while swimming underwater which I think is kick ass)
  • Add schools of fish via entities - I've tried to add entities and have no skills in this area as the existing documentation I can find doesn't explain to me what I'm doing wrong

Also, a bubble entity I can call every exhale breath of my script would be grand.

Added 11 minutes later:

By the way, that drydock shelter is awesome. Being a Navy SEAL has to be one of the coolest and most terrifying jobs out there. I've been doing a ton of research on scuba diving and it is pretty damn complicated and you are pretty bulky with all of that gear. I can't imagine trying to negotiate an escape trunk, going into a DDS, then trying to get your gear on, flooding the DDS, getting into the SDV, then opening the DDS and moving the SDV backwards out of the DDS while not bumping into several billion dollars worth of fast attack submarine, while at the same time the current of the ocean and the cold and the darkness are all fighting to kill you, and doing all of that in a hostile environment with timelines to meet, brothers to assist if they have a problem with their gear, trying not to puncture your drysuit, trying not to get hooked on anything or get a strap wrapped around you. I just can't imagine that kind of pressure.

This post was edited by Feint (2011-04-10 17:08, ago)


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#54 Posted at 2011-04-10 18:11        
     
i had a teacher who was a seal and eod in vietnam, he had some good stories haha.

will the dive keys be re mappable? my laptop doesnt have a num pad :'(


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#55 Posted at 2011-04-10 20:00        
     
Great to see you kicking goals with the project feint. Looks super you have made good progress well done. Adds a whole new dimension to the game and hopefully more water type addons (more boats etc) suitable for "the scuba soldier" to pop up to the side of an enemy boat and slit his throat (scuba doslit!) or pull enemy over side into water, ummm that would be (scuba cangrapple = true) ;)
And this project will hopefully motivate some new addons; Seaplane, jetski, speargun (for the sharks), sunken Titanic! Hidden Treasure, corel, fish!, Submarines, The Nautilus, and of course underwater map -== "ATLANTIS" ==- :D:D:D

This post was edited by Cyclonami (2011-04-10 21:03, ago)


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#56 Posted at 2011-04-10 22:47        
     
Which model would you rather have made, the ASDS or the SDV. From what I understand the ASDS is pretty much scrapped even though they just made the virginia class able to make use of it and retrofitted some LA class boats. the SDV is the older design which isnt dry/pressurized inside. Its pretty much an underwater golf cart. ASDS has periscopes and sonar etc, I think the SDV just has some depth finding sonar, compass, maybe gps etc. SDV will let riders be able to see out and pretty much bail out when they want to. ASDS requires going through an air lock. My personal opinion, the SDV would be better suited since the ASDS is pretty much just a 65ft submarine. Anyways let me know what you think and I can get a model going. I don't know crap about integrating it into arma but if someone out there is willing to help complete it, I can at least do the model.

SDV:

ASDS:

This post was edited by eightball024 (2011-04-10 23:22, ago)


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#57 Posted at 2011-04-11 02:05        
     
have you seen this? it might help with your satchel idea

http://www.armaholic.com/page.php?id=11232&highlight=PVP


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#58 Posted at 2011-04-11 03:16        
     
# ghostnineone : i had a teacher who was a seal and eod in vietnam, he had some good stories haha.

will the dive keys be re mappable? my laptop doesnt have a num pad :'(
That's cool about your old teacher. I had a teacher in my America and Modern War class who was a special forces soldier in Nam. He was pretty intense. Didn't have any good stories though that he was willing to share.

Good question. Right now, the keys I am calling are User1 and User2 which are the first and second user mappable keys under Options > Controls > Custom Controls. For me, those are mapped to the keypad, but you can map them to anything through the game. Like I just tried mapping them to Q and Z and it works perfectly to go up and down.

Added 4 minutes later:

# Cyclonami : Great to see you kicking goals with the project feint. Looks super you have made good progress well done. Adds a whole new dimension to the game and hopefully more water type addons (more boats etc) suitable for "the scuba soldier" to pop up to the side of an enemy boat and slit his throat (scuba doslit!) or pull enemy over side into water, ummm that would be (scuba cangrapple = true) ;)
And this project will hopefully motivate some new addons; Seaplane, jetski, speargun (for the sharks), sunken Titanic! Hidden Treasure, corel, fish!, Submarines, The Nautilus, and of course underwater map -== "ATLANTIS" ==- :D:D:D

Thanks man. Those are good ideas and good solutions to the problem of killing mounted troops from below the waterline. Call a script which runs an animation. Pretty extensive and precise coding needed though, so I'm not certain that it's something I'm capable of tackling. But it's possible in theory. BTW, I believe Gnat has a seaplane raring to go. And I remember seeing a jetski somewhere. Or was that a snowmobile?

Added 4 minutes later:

# eightball024 : Which model would you rather have made, the ASDS or the SDV. From what I understand the ASDS is pretty much scrapped even though they just made the virginia class able to make use of it and retrofitted some LA class boats. the SDV is the older design which isnt dry/pressurized inside. Its pretty much an underwater golf cart. ASDS has periscopes and sonar etc, I think the SDV just has some depth finding sonar, compass, maybe gps etc. SDV will let riders be able to see out and pretty much bail out when they want to. ASDS requires going through an air lock. My personal opinion, the SDV would be better suited since the ASDS is pretty much just a 65ft submarine. Anyways let me know what you think and I can get a model going. I don't know crap about integrating it into arma but if someone out there is willing to help complete it, I can at least do the model.

SDV is something I've always wanted to see in Arma2. However, I'd wait before doing anything. I've not seen if it actually IS possible in practice to sink a vehicle and drive it around. I think it's possible in theory but I've not done any real testing. And I'd hate for you to do all of that work and then have it go nowhere. I'll see if I can do a test soon on a floating vehicle to see if I can get it underwater. Also, I have to see if it's possible to bail out of an underwater vehicle without snapping up to the surface. But this honestly is a long term goal of mine and somewhat on the back burner until I can secure my present project in a releasable form.

Added 4 minutes later:

# ghostnineone : have you seen this? it might help with your satchel idea

http://www.armaholic.com/page.php?id=11232&highlight=PVP
Definitely love that satchel mod and I use it all of the time on land. It's super fun and I love the channels and delays.

For those who don't know, it attaches a satchel to any vehicle you get near, but there are two issues with that part of it. First is that you can't see the satchel attached (which kind of ruins the effect). The second is that you can only attach one satchel which might not be enough to blow up a large vessel. Side problem is that you can't attach a satchel to things like the underside of a dock. But I do love the channels and the functionality. I also like that if you get killed, someone else can blow up your satchels if they know what channel they were on. I've never tested that, but it sounds awesome.

This post was edited by Feint (2011-04-11 03:34, ago)


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#59 Posted at 2011-04-11 05:20        
     
I experimented a long time ago on TRACTORS SUBMARINE (TSM) with divers fighting but not finished due to time, but it works.
http://www.youtube.com/watch?v=IFw0xGsfIMs

This post was edited by ADO GMC (2011-04-11 05:32, ago)

Addon Maker Clan ADO�

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#60 Posted at 2011-04-11 05:40        
     
# ADO GMC : I experimented a long time ago on TRACTORS SUBMARINE (TSM) with divers fighting but not finished due to time, but it works.
http://www.youtube.com/watch?v=IFw0xGsfIMs
That's awesome. You should release that. It looks really cool!