Advertisement

Recent Posts

Pages: [1] 2 3 4 5 6 ... 10
1
OFP - Editing/Scripting General / Re: Additional EventHandlers
« Last post by SoldierEPilot on Yesterday at 12:34:52 »
Even in old Battlefield 1942 shot range affects direct damage from projectiles.
The formula is:
Hitpoints = MaterialDamage * DamageMod * AngleFalloff * DistanceMod

DistanceMod = minDamage + (1-minDamage) * (distToMinDamage - distance) / (distToMinDamage - distToStartLoseDamage)

BF community sample: for a shotgun pellet hitting at, say, 50 meters:
distance=50
minDamage=0.5
distToMinDamage=80
distToStartLoseDamage=40

DistanceMod = 0.5 + (1-0.5) * (80 - 50) / (80 - 40) = 0.875
(87.5% of the full-power hit which is occurred at ranges<40)

In OFP shots from, say, Kozlice at 5 and 105 meters are equal in power as I know.
Muzzle velocity value from config.cpp has no deal with direct damage too.

So if people want to implement some damage-modifying scripts -
here is a demo of new hit-detection system, which detects
weapon, muzzle, mode or magazine, ammo and initial position of bad boy who made this hit.

I also removed property system elements to provide maximum simplicity and performance
and optimized the scripts to work even faster in CWA.
P.S.
If someone also need to know projectile hit angles - just say a word...
2
Arma3 - Single Player Beta Testing / Re: [SP] Breaking Golden Dawn v 1.2
« Last post by deltadeel on Yesterday at 08:52:33 »
a new link my friend for the mission?thanks :)
PS:I found it on the workshop.
http://steamcommunity.com/sharedfiles/filedetails/?id=272658170&searchtext=breaking+golden
3
Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by h- on Yesterday at 08:38:27 »
Which has been conveniently ported into A3 at least once :P

And by All-in-Arma Terrain Pack which is required by that above island as well (which in itself also includes Sahrani)..
4
OFP - Editing/Scripting General / Re: SQF debugging
« Last post by Wiineri on 17 Apr 2015, 22:44:28 »
You're welcome.

Quote
Source file is not worth to see

Yeah, not necessary to see it now that the problem is solved. But it usually is a lot easier to find the problem, when one is able to actually run the code.
5
OFP - Editing/Scripting General / Re: SQF debugging
« Last post by SoldierEPilot on 17 Apr 2015, 21:31:55 »
Quote
unknown characters in the beginning of the file

@Wiineri, @h-, thx 4 ideas and fast response.
I thought that can be the reason of such a start sequence in file,
checked encoding and (yesss!) it was UTF-8 encoding feature.
I just decoded source file  into ANSI, now all works just fine.

P.S. Source file is not worth to see - fat, indigestible, spaghetti-code :D

6
OFP - Editing/Scripting General / Re: SQF debugging
« Last post by Wiineri on 17 Apr 2015, 21:09:34 »
Well, I think that the error message seems to imply that there are unknown characters in the beginning of the file. Could you upload the whole sqf-file? Without seeing the file itself, it's hard to figure out what's wrong with it.
7
Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by Rytuklis on 17 Apr 2015, 15:39:18 »
Well, I'd need Sahrani :/
8
OFP - Editing/Scripting General / Re: SQF debugging
« Last post by h- on 17 Apr 2015, 15:09:18 »
Ah, the awesome one-liner error printout..  :clap:

Have you checked the script file isn't .rtf (or any other non-txt file)?

Also, if you're running CWA it has it's own .rpt file so that might show the full error message (non-steam installed version has it in it's root folder)..
9
OFP - Editing/Scripting General / SQF debugging
« Last post by SoldierEPilot on 17 Apr 2015, 10:41:05 »
Scripters of OFPEC, how do you think, what the OFP debugger
wants to tell me with these strange symbols in the start of error message ???
10
Arma3 - Single Player Beta Testing / Re: [SP]Resistance: The Invasion
« Last post by savedbygrace on 17 Apr 2015, 06:26:15 »
Why not make your work for Arma 2 or 3 with the RACS mod? Take advantage of the improved title?
Pages: [1] 2 3 4 5 6 ... 10