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Feint  



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#76 Posted at 2011-04-16 17:43        
     
Cool! That looks really bien!


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#77 Posted at 2011-04-16 19:06        
     
Would be nice to have some seaweed/kelp etc hanging vertically off the ocean floor too. Could be treated like grass on land and be scaled back for slower systems etc.

By the way, I just completed the new compass face for the tac board. The last rending i posted used a cropped part of the tac board image from their website and it was really poor resolution and blurry. Working on the dive watch now, then the depth gauge.

EDIT: Pic of new compass dial face

This post was edited by eightball024 (2011-04-16 23:01, ago)


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#78 Posted at 2011-04-16 20:45        
     
Great news eightball024! I'm not sure how to get it in game, but maybe someone else can help with the proper configs if you don't know how (like me). Should be a brilliant addition to the closed circuit module.

QUICK UPDATE: I modified an SLX addon (slx_anim_swim) so now you don't lose your gear when you swim. So far, I'm up to 10 minutes of swimming and I still have my rifle over my shoulder. Next step is to stress test it to see if it will last longer than 4 hours (my cutoff for closed circuit diving) and then test it with everything else to make sure all of the diving functions work with it. And, of course, I need to get the correct permissions from Solus or whomever originally wrote the config. Thanks to boxter.dk for telling me about this and sending it to me. Fingers crossed that we can use it.

Also, looking at how the Medevac Module works, I've been able to create a module for my addon. So far, I can get the module in game. Now I just need to work on making it all function with synchronizing with a unit, etc. But this was a good milestone for me as I've never created an in-game module before and I've not been able to find any information on how to correctly do it. So far, things are progressing well. Last week, I made almost no progress as I was so busy with photo shoots all week and doing 12 hours days at work.


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#79 Posted at 2011-04-17 22:14        
     
I've got the module working pretty well now, but the underwater satchels aren't as convenient for the end user as I would like. Currently you have to place another unit and a game logic to get them to detonate properly. I've looked at how NeoArmageddon made his excellent satchel addon, but most of it is greek to me. I was hoping to make an addon that is dependant on his addon which would allow a user to basically put a satchel anywhere you want underwater or above, and then have Neo's satchels take over from there. But no joy so far.

I also wasted a lot of time trying to get a refilling sound to work. The documentation isn't very clear to me as to how to get a repeating sound to have a 3D effect. If you have a unit play a sound, there's a small delay as they draw a breath or something. But getting an inanimate object to say a sound results in no delay. Had I known this, I would have stuck with "say" rather than going down the road of playtesting 100 other options. Either way, it's working well enough for now until I can come back to it later.

I decided to have some fun by placing a ton of plastic barrels on the sea floor (where they appear if you just put them in the editor without any setPos commands). They all float if you shoot them, but I couldn't seem to get my bullets to pass below the waterline of the ocean (or at least not far enough to reach the barrels). So I placed a satchel down there and blew the hell out of them. They all spread across the surface of the ocean gloriously Crysis-style. So I decided to swim underneath them and take a few screenshots:









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#80 Posted at 2011-04-18 04:39        
     
makes sense you couldnt hit the barrels, i dont think a suppressed mp5 would have enough velocity to reach them, i remember mythbusters did a test to see how water effects bullets, i wonder if arma is realistic in that regard.

edit: i dunno if youve ever seen these, theyre for arma 1 but they might be of some use (i dont know how similar a1 and a2 are with creating addons)

http://www.armaholic.com/page.php?id=4093&highlight=SCUBA
http://www.armaholic.com/page.php?id=4080&highlight=SCUBA

This post was edited by ghostnineone (2011-04-18 04:49, ago)


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#81 Posted at 2011-04-18 05:51        
     
Dude this is coming together beautifully. Ive been away for past week so its great to see much progress. :D
let me know if i can help with anything, research/design/tester is about my strengths.] i am considering attempting my first island, i would like to make "Atlantis" but that would require some experience!.[
Lol Feint you work very well for an 108 year old ;)

This post was edited by Cyclonami (2011-04-18 06:06, ago)


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#82 Posted at 2011-04-18 06:26        
     
@Cyclonami haha, thanks man. :) There's a great page somewhere around here on everything you could ever need to make an island. The list was so intimidating that I've never considered making one. I have a ton of respect for those who can make islands, especially good ones with lots of details that still play on slower machines.

@ghostnineone Thanks for the links. Actually yes, I am already aware of them. Both have been great inspirations to me throughout this whole process.

ENGINE NOTE: Found an interesting "bug" or detail about the game engine. If you blow up a fishing boat, then swim back toward it as the wreak sinks, when the wreak reaches a certain depth below sea level, the model disappears from the game world. So if any mission makers out there plan to start a mission by destroying a boat and then going to investigate it, make sure the boat isn't in water that's too deap for the model to exist.

QUICK UPDATE: I just kicked myself in the head for not thinking of this sooner. But I was struggling with all sorts of script tricks and createVehicle hair pulling with game logics and trying to get a game logic to fire a satchel into the game world. Ug. Then, I was looking at how NeoArmageddon's satchel addon works and instead of dealing with all of that b.s., he just creates a dumb bomb where the satchel is, then deletes the satchel after the bomb explodes. WTF, that is SOOOOOOOOOOOOOOOO MUUUUUUUUUUUUCH EASIER! I spent a good part of Saturday trying to get a game logic to activate a placed satchel. Then I spent another good amount of time trying to get a game logic to place a satchel at the game start with no joy and me quitting. It's a little bittersweet to figure out a MUCH easier method to do the same thing.

For my next hurdle, I have to figure out some way of querying the player's inventory to see if they are actually carrying any satchels. Ideally, this is how things should work. Right now, when you start a mission with the module sync'd to your unit, you get an imaginary satchel that isn't in your inventory but that you can place and blow up. BTW, I've also contacted NeoArmageddon to see if he wants to use some of my ideas to change the way his addon works. If so, sweet! One less thing for me to do. If not, I'm confident I can get some kind of system working.

Also, I'm going to see if I can use nearestObject combined with attachTo and modelToWorld to actually attach a placed satchel to something in the game world. Maybe that should be a 2.0 feature as I think it will take at least a day to figure out. Hmmmmmmmm.

I also REEEEALLY want to create a dialog to set the settings on the satchel. Doing it through addActions is OK, but I like the direct approach. But dialogs? That is a whole new world for me. Maybe that's also a 2.0 feature. Gotta stay on task.

One of the other major things I have to do is create a closed circuit diving system. I'm tempted to push that to 2.0 as well as I'm afraid that if I release both at the same time, people will just use the closed circuit system and never play with the open circuit system which personally I think is more challenging and more fun. Plus, in the real world, people have to learn on an open system before they can get certified on a closed system. Sooooooooooooooooooooooooooooooooooooooooo... I don't know.

Added 6 minutes later:

BTW, Cyclonami,

Your sig currently looks like this:

a href="http://s397.photobucket.com/albums/pp52/shabbrz/?action=view&current=sig12.jpg" target="_blank"><img src="http://i397.photobucket.com/albums/pp52/shabbrz/sig12.jpg" border="0" alt="Photobucket"></a>
http://i397.photobucket.com/albums/pp52/shabbrz/sig12.jpg

That won't work because HTML isn't allowed in the sigs and also you have to use that bb code stuff to make it work. Also, with this particular website's content management system, you have to use aimg instead of img to get the signatures to show up.

If you change it to this, it should work:
[url=http://s397.photobucket.com/albums/pp52/shabbrz/?action=view&current=sig12.jpg][aimg]http://i397.photobucket.com/albums/pp52/shabbrz/sig12.jpg[/aimg][/url]

But you have to make sure it's no larger than 600x95 pixels first. Right now it's 110 tall, so you should cut it down otherwise you'll get the scroll bar on the right. Hope this helps.

Added 11 hours 51 minutes later:

# ADO GMC :

I come from carried out a test with fish to see returned in plays and I find that correct.
Now, I do not have any idea for configured that like the gulls or other insects in AO.
Let us pair random and logical in the sea.
If somebody know the step and also how integrated animations on standard of objects I am taking.

I don't know anything about entities, but I belive the addons that put flies over bodies and stuff are simply entities. Check this out for more information:
JTF Flies by DMarkwick

Added 1 minute later:

@eightball024 That G-Shock model is pretty awesome. I asked on the BI Forums for help on incorporating your models into the game.

This post was edited by Feint (2011-04-18 18:28, ago)


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#83 Posted at 2011-04-18 21:41        
     
for the compass, you need a :
- LOD 0 : 2 elements Kompas & Arrow
- Lod Gemometry.
- Lod Memory. 2 points vertically and center appoint osa kompasu.

I continued research.... *WALL*

Addon Maker Clan ADO�

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Feint  



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#84 Posted at 2011-04-19 05:07        
     
Off topic: If you haven't checked out Smookie's PvP Animation replacement/enhancement pack yet, download them now as they are so flipping awesome.
On topic: ado gmc, good luck with the research. :) Looks tres difficile to me.

Added 14 minutes later:

I decided to see if I could make a depth gauge to put into the hint that I'm currently using for depth measuring. Made one in Photoshop. I'm pretty happy with how it turned out so I decided to make a fake ad for it. :) Brilliant photo by USCG diver Alex Moomaw


This post was edited by Feint (2011-04-19 05:21, ago)


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#85 Posted at 2011-04-19 10:41        
     

I look for integration in plays…
it is not to gain…

Added 6 hours 44 minutes later:

O2 trials in the animation shows the 2D version to dive.
Configure like. cfg compass BIS.
For the rest of the lineup is not winning.

This post was edited by ADO GMC (2011-04-19 18:49, ago)

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Feint  



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#86 Posted at 2011-04-19 18:38        
     
Oh man, that is so cool! I watched it like 10 times already. :)

For Youtube, on this forum, it's
If the URL is, "http://youtu.be/R_HrGU4GBqM", then [youtube=R_HrGU4GBqM]


This post was edited by Feint (2011-04-19 18:47, ago)


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#87 Posted at 2011-04-19 18:50        
     
Which watch you want that of left or right-hand side on the image top?

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#88 Posted at 2011-04-19 19:07        
     
I think the left one is easier to read, also the right one has the red and green backwards. The left one also has the red on the wrong side (should be on the larger depths) Green should start at the 10 and the red the lower depths. I think a hybrid of the 2 would be best, Where you add green yellow and red to the ring like this...


edit: I changed the ticks to black from red. btw this is a very rough change i did in about 3 min with the magic wand tool, definitely not good enough res or quality for in game gfx

This post was edited by eightball024 (2011-04-19 19:15, ago)


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#89 Posted at 2011-04-19 19:10        
     
Ok, If you have the .psd I take to gain you time ^^ :-D

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#90 Posted at 2011-04-19 20:10        
     
Actually, the one on the right was a temporary idea I had that I didn't like in the end. And the layers aren't displayed correctly. The one darker layer was just a tool I was using to divide colors.

The original one I released on the left is most accurate. The design is a dual purpose depth gauge that can be used for general depth info and also can be used for 100% oxygen diving (like what frogmen use when using rebreathers). The depth limit is 21 fsw, but the "you're definitely gonna get oxytox" limit is more like 30. So the indicators in red are actually the 100% oxygen range with the number 30 in red to indicate an absolute limit.

In case you guys are interested, the source images are here:

and


Added 3 minutes later:

@ADO GMC, the layer with the word "OX" needs to be in there.