UPDATE: I made a script that checks whether or not you are attempting to dive. Once you attempt to dive, you are attached to the pond and you start diving. Once you reach 0 depth however, the pond is detached and moved far away so you don't see it. That means, if you swim onto shore, you won't see the pond around you. And if you are floating on the surface, you most likely won't see the pond there either. Nice. Works in rough seas also where your surface depth changes all of the time. It works very well. You can start in the ocean or start on shore and run out into the ocean. You can start on a CRRC or other boat and you won't see the pond attached to you. Even once you are in the water, even in heavy seas, you won't see the pond attached. Only once you start the dive do you see the pond. Makes the whole mod more usable until I can get my hands on a postage stamp sized pond to stick in my unit's gut.
BUG REPORT: I found my first bug. If you decrease your depth all the way down to the bottom of the ocean, the player snaps onto the bottom of the ocean and you get stuck unable to surface. You won't go below shoulder deep. The fix is to swim to shore. Once you swim above sea level, the player snaps off of the ground. So rule of thumb, don't dive deep into the mud or you'll get stuck. Seems reasonable.
LOCKING OUT: I jumped into the USS Los Angeles fast attack submarine that Gnat made and dove down to various depths. I then tried getting out and tried ejecting and the player appears on the surface of the water. So "locking out" isn't possible at this point. Yet. I could always make an action for the sub that calls a script that gets your position while on the sub, ejects you from the sub and sets your position somewhere at that depth but just above the sub's main deck. Since this is a basic of combat diving, I'm going to make this one of my priorities.
Thanks everyone! I'll definitely need some help with testing before I release anything to the wider public. You never know.
UNDERWATER SATCHEL CHARGES: Today, after smacking my head against the wall a few times and making dumb mistakes everywhere it seems, I've added the ability to position a satchel charge (it starts out attached to your body in front of you), release it at any depth where it will stay, arm the satchel remotely and add time to the satchel in 30 second increments. I will probably add the ability to add 1 min, 10 min and 1 hour time increments as well, but for now it's just adding 30 seconds at a time.
The only problem is attaching the satchel realistically to a target. I.e. if you attach the satchel to the back of a boat and the boat floats away, then you are SOL. I know there are existing mods out there I could look at for info on how to attach a satchel to a vehicle, but I think I need to hold off on that until I can concentrate on a few other things first.
GAS CONSUMPTION: I found some info online with statistics on normal and high exertion gas consumption. So I think I'll be able to make the dive computer a little more accurate looking once I've had a moment to digest how I'll implement the new data.
SOUNDS: I told myself I wouldn't make any videos until I got some sounds in game, but I anticipate some long nights with adding sounds to what I've already done. I.e. I will need to play a looping underwater breathing sound that will stop once I surface. Found a nice set of OFP instructions that will help as long as the info is still current in the Arma2: OA world.
MOVIE: I'm thinking about making a short demo movie as it would be a fun break from #START; _a = _a +1; go "START"; amount of code writing.
Alright, for modern rebreathers, you have a bunch of different systems to warn you about CO2 and other issues
my personal favorite one that I've seen is a system that sends a buzz, like the vibration setting on a phone, but these are only really included in modern, and recreational CCR's
The LAR-V doesn't really have any of that, there's a single gauge built in, and the entire system is mechanical, there isn't a single piece of electronics built into the system, and combat divers don't like to have the kind of alarms and noise making devices for obvious reasons, your best bet is to make your computer visibly flash, or possibly to simulate a HUD mask, which isn't being USED currently by SEALS but is more than enough to keep within the realm of immersion without having to break away from what's possible http://www.scubatoys.com/store/detail.asp?PRODUCT_ID=AerisCompuMask
I'll ask my boss for some more information about the systems and techniques they use though, this is an awesome project and I'm glad this dimension is finally coming to arma
@Peopleonfire: OMG that mask is really cool looking. I never knew such a thing existed. Also, thanks for the additional info and realism help. I'm surprised the SEALs don't use any diving computers as they seem like they just grab whatever newest gadget is out there in terms of GPS and motion sensors and laptops and stuff.
Updated the first post with some specifics that might be interesting to people. It also helps me to stay organized and on task.
QUICK UPDATE: Did a test to see if I could make an undersea pipe mission and blow it up. Worked. Came up with a few other ideas and found a few problems that I fixed.
EDIT: Does anyone know how to query the temp? I can get date, time, heading, etc., but I can't figure out how to find out the ambient temperature.
ANOTHER UPDATE: When swimming below sharks, they can't kill you. By the way, with the pond this large that I'm attached to, if an AI is next to me when I descend, he descends with me, even though he's not attached to the pond. I haven't tried ordering him in any direction yet, but that will be a test for another day.
This was actually fairly scary. I also tried the croc which has a great ability to sneak up on you quickly and kill you when you are close to the surface (within 1 meter of sea level or so).
This post was edited by Feint (2011-04-03 03:29, ago)
hell, what we need now, ships with interiors modeled, im talking oil tankers and cruise liners, oil rigs and stuff like that. would be cool to be able to swim up on a oil tanker, shoot a hook up, climb up the side and board un-noticed, move in, kill some guys or plant some bombs and hop back into the blue without a trace ;) keep up the good work, this is cool
@Ironwood: Thanks man. The USEC guys made an oil rig for Armed Assault. Strange. If you do a search for "oil rig" or "rig" it doesn't come up. But if you do a search for USEC, you can find the addon here: USEC Oil Rig
I tried to get it to work in Arma2 but no joy. Not sure what the problem was but I could not find it in the Editor, probably just a small config problem. I really liked that oil rig. I've read harsh criticisms of it on the BI Forums which I really disagree with, but maybe others had negative experiences that I didn't have. It had a helipad you could land on which was cool, too. Maybe the problem was placing it in the editor. You had to be spot-on with your placement because it was actually 5 pieces that you had to stack on top of one another which could be difficult. But the included example mission had them in there, so really all you needed to do was copy and paste. Anyway, if that rig was updated, with the new knowledge out there and the new Arma2 functionality, a single editor entry could load all of the pieces similar to the USS Enterprise and DBO version of the drivable LHD.
@thedog: The FFAA Mod has a cool script that you can activate which allows you to be attached to the deck of a ship before it starts moving. You can then detach by hitting backspace and reattach again whenever you like. Not possible to walk on the deck while the boat is in motion, but it's one step closer to deck walking. Of course, the ship they created has walkable surfaces. Gnat recently released a fantastic group of civilian ships called the Isolda Fleet in honor of one of the ships named the Isolda. They are great fun and have a ton of cool features including some parts of the deck that you can walk on.
Here's an idea on how to implement your idea:
Add an action to a unit which allows a player to create a ladder attachTo'd to the front of that unit.;/li]
Get that unit into the CRRC and drive to the boat you want to board.
Make another script which attachTo's your unit to the CRRC, so you can stand and turn while the CRRC is in motion
Activate the action to create the ladder
As soon as the CRRC matches the forward speed of the Isolda, use another script to detach the ladder and right after that attachTo the ladder to the Isolda modeltoworld (or something) which hopefully would lock in place the ladder relative to the position of the Isolda
The next part would be the most difficult. Once you were close enough to that ladder, hopefully you could get the option to climb the ladder. If you do that, you might leave the CRRC behind, even though it is still attached to you (that happened in my mod during testing - if you get into a boat, even with the pond attached to you, the pond would stay behind. But that's a pond and not a CRRC which has very different properties)
Next step would be to activate an action which would detach you from the CRRC
Now you are climbing a ladder attached to the side of a moving supertanker. Once you get to the top of the ladder, you are going to fall off of the ladder and fall into the ocean. So you need another script which would attach you to the deck of the Isolda
So someone has to invent a script which allows dynamic attaching to decks of boats. Theoretically, using keypresses such as MoveForward could run some kind of macro which moves your unit forward using getPos, detach, setPos and attachTo. Moving left would change your setPos to the left, etc. It would probably be a PITA for the player knowing which action to hit and when.
Once that happens, you are on the boat and kind of walking in a weird floaty way. But only walking on one plane. You wouldn't be able to go down stairs but you might be able to approach and go up ladders using an action that would detach you once you mounted the ladder.
Added 2 hours 48 minutes later:
I updated the first post with newly updated information and a reduction/enhancement to the bug list. I have good news and bad news. The bad news is that I am predicting that I won't be able to swim and dive in lakes. The good news is that I might be able to fix the problem. Currently, if I use getPosASL to check my height above sea level to attach the pond to the unit, everything is great most of the time. But sometimes the game seems to think I'm talking about the pond I'm attached to, not the sea level of the ocean. Then it gets confused and when I hit the dive or surface buttons, I start to float up and down between the level of the ocean and the level of the pond. Sometimes I go above the level of the ocean a few tenths of a meter and can't get rid of the pond (pond is supposed to detach at 0.1 meters height. So if I set the scripts to measure getPos instead of getPosASL, it works (as long as the ocean is at sea level on all maps - DOES ANYONE KNOW IF THIS IS TRUE?). If the ocean on a map is far above or below sea level, this whole thing won't work on that map. So far, I've only tested on Utes but I'll try all of the other maps I have (once I get everything squared away on Utes).
So wish me luck on fixing the getPosASL issue.
The other good news is that I've made a video (in two segments) showing the functions I've built in so far. I can't figure out how to embed them... :( <-- SEARCHING HELPS :)
PART 2 - new version
Added 29 minutes later:
Oh, I figured out a workaround for diving in lakes. But it will have issues. I can get the position of the player the first time they start to dive which will set myUnderWaterStatus = 1. Until you return to that depth (or height), underwaterstatus will stay at 1. But once you go above that depth (or height), your underwaterstatus will change to 0, and you'll be unattached from the pond. The problem is, if you hit the dive button while still on land, it will screw things up. Maybe I can have the game ask what animation the player is currently performing. If the animation is not the swim animation, it won't proceed. I have NO idea how to do that though. But that would work.
This post was edited by Feint (2011-04-03 22:34, ago)
You know, I kept checking the news announcement/post for this topic. I really expected it to turn out to be an elaborate April Fool's Day joke. I finally clicked over here to the forum thread and all I can say is...wow! Really excellent work, Feint.
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