武装突袭3

武装突袭3

Expanded Actions and Vehicle Animations
125 条留言
thegamecracks 10 月 4 日 上午 5:17 
Ahh, interesting to know how they came about. I know that feeling, maintaining mods is a lot of work to keep up. No worries!
DrunkeN  [作者] 10 月 4 日 上午 1:20 
@thegamecracks - Greetings. This was reported by a fellow user some time ago. That is correct, both mods use mod.pbo. Some story behind it: This was all a big mod. The anti air was one of many categories of vehicles being mixed together to make something better and more effective by using .sqf scripts, alongside extended vehicle actions and animations.
DrunkeN  [作者] 10 月 4 日 上午 1:20 
The project was just too big to handle. It was finished, but the amount of "what if's" was over the top, so I had to segment the big mod into smaller packages, this being Extended Anti Air and this Extended Actions and Vehicle Animations. There was a plan to introduce Extended Armored Force into the workshop, but there are just too many issues with AI not being able to properly target these attached monstrosities.

But yeah, at first it was just Anti Air mod that was in the works, so I left it as mod.pbo. It's a mistake that should be fixed, but I don't know when. Factor of free time and interest in fixing these issues are not working together. :(
thegamecracks 10 月 3 日 下午 4:45 
Hey there! I have a dedicated server with this mod as a requirement. One of my players tried to join with Expanded Actions and your Expanded Anti Air mod together, but the server kicked him with the error message, "Verifying PBO failed: @Expanded Actions and Vehicle Animations\addons\mod.pbo".

Despite unloading Expanded Actions, he got the same error message which was very odd. Looking at their files, I noticed they both had the same addon filename, mod.pbo. When he unloaded the AA mod and added Actions back, the error was solved and he could join. It seems that having both mods loaded and the server requiring one of them causes this issue.

We don't mind this problem at all, but just thought I'd let you know!
ElPedroChico 9 月 12 日 下午 12:52 
That's okay, thank you
DrunkeN  [作者] 9 月 12 日 上午 8:21 
@ElPedroChicoRaulAlfonsoTejada - One possible fix would be to somehow only use the animation of these doors and not include the actions. I'll see what can be done, but I'm not promising anything. Slowly distancing myself away from mod making.
ElPedroChico 9 月 11 日 下午 12:03 
Maybe a fix could be using the CBA addon options menu to disable action menu actions, but keep animations
ElPedroChico 9 月 11 日 下午 12:02 
Mod conflict with mods that change the action menu such as "No Actions"

Issue is this mod removes all action menu actions (And ace interactions) related to the vehicle, except the animation actions such as doors
DrunkeN  [作者] 8 月 29 日 上午 3:02 
@schwoop - I believe it should, it only affects the existing units as long as they are vanilla.
schwoop 8 月 28 日 上午 11:34 
does this work with antistasi ultimate?
DrunkeN  [作者] 8 月 20 日 上午 9:31 
@дмитри - I honestly didn't expect SOG to be this heavily requested, alongside other CDLCs.

I'll add it to the list, most definitely as a separate mode (this goes for every mod/CDLC). That's all I can say for now. Mod hasn't received an update for quite some time and is going to need more improvement before I proceed with other things.
Dmitrij 8 月 11 日 下午 12:15 
@DrunkeN we will have sog compatible? please!
DrunkeN  [作者] 8 月 5 日 上午 4:06 
@Deadly Neddly - Only vanilla vehicles. Scripts are basically using existing hidden animations of existing vehicles and turning them into user actions, among other things.
Deadly Neddly 8 月 5 日 上午 4:04 
Does it work with mod vehicles like RHS / CUP ?
DrunkeN  [作者] 8 月 4 日 上午 12:51 
@کC_Ne٥ - These vehicle actions can only be accessible from the inside of the vehicle. Certain vehicle actions can also be used from the outside of the vehicle. I'd have to give it a good thought about what can also be interacted with from the outside.

Right now, the mod is not receiving any updates, it is not possible to give an exact date on when it might receive any updates. Haven't got the time for myself due to RL, all good things happening though. :)
DrunkeN  [作者] 8 月 4 日 上午 12:48 
@Dmitrij - It is not.
کC_Ne٥ 8 月 3 日 上午 3:35 
Reminds me of a good old mod from Armaholic days: ''Vehicle actions and lights''. Still works fine except for an error message on mission load which disappears shortly though. This mod does allow for those actions to be executed from the outside of the particular vehicle i.e. by non crew members. Additionally, it added an internal light function, which seemed like a placed light strobe und chem light to me. Can't this the mod here on the workshop though.

Do you intend to make those vehicle actions accessible from the outside, or will you laways have to board a vehicle first?
Kayien 8 月 2 日 下午 4:33 
This gona be in RHS
Dmitrij 8 月 1 日 下午 5:23 
hello with sog is compatible?
DrunkeN  [作者] 8 月 1 日 上午 1:02 
@Bjørn - A saint would be too much, far from it actually. I'm just doing what I think is right. I'm not much of a programmer, not even sure if these scripts are functioning normally in multiplayer.
Bjørn 7 月 31 日 上午 3:38 
You are a saint. It is extremely weird to me that this game has so many practically unused assets.
[EC] HAWK 7 月 26 日 上午 5:55 
This whole things should be done by Bi long time ago :(
DrunkeN  [作者] 7 月 24 日 上午 5:40 
@-PatH- Federik - Thank you for letting me know. I've had issues with the Van specifically. I'll see what I can do. :)
-PatH- Federik 7 月 23 日 上午 7:16 
Hello Drunken, i really like the mod, also, i can't understand why all this wasn't implemented in the base game... Oh well...
Anyway i just wanted to report few animations missing for the DLC van: in some cases the animation doesn't play when the passenger get out. It occurs in all vehicle variants, for both, the passenger next to the driver and also the ones in the back. it works just for few seats, mostly the ones that can shoot outside.
Thank you for the mod! :steamthumbsup:
DrunkeN  [作者] 7 月 20 日 上午 7:58 
@PilotMan - As of right now, no. I still have to finish this mod before I start working on anything else. I'd have to inspect what can be done first, then decide if it's worth it. :)
DrunkeN  [作者] 7 月 20 日 上午 7:56 
@0x00 - I understand, both of these mods carry mod.pbo.

This shoudn't be the case, then again... Arma. It is an "easy" fix with a lot of changes to the filepaths, that's it. D':
PilotMan 7 月 20 日 上午 3:29 
Are there any plans to also add the ability to Open Doors on the Eden and Zeus Menu like with RHS, and even some SOG Prairie and CUP vehicles?
0x00 7 月 19 日 上午 8:32 
Can not be used alongside Expanded Anti Air btw, something to do with the pbo name of both, if you rename one or the other, while both are loaded - which ever pbo is loaded first is active but not the other, bizarre.

Good luck with exams ;)
JV 7 月 19 日 上午 5:26 
uuuuuuuuuuu
Nebula Nebbinson 7 月 17 日 下午 7:03 
Tuff :steamhappy:
KoVL 7 月 12 日 上午 11:47 
норм
DrunkeN  [作者] 7 月 8 日 上午 11:11 
@ElPedroChicoRaulAlfonsoTejada - Perhaps as a separate mod, this gives me an idea.
ElPedroChico 7 月 7 日 下午 3:53 
Can you add camo nets and slat cages to the pool of what a vehicle can spawn with?

For example at the moment, BTR-Ks have a chance to spawn with bags, extra tracks, both, or none of the two. It has nets and slat cages available, but they don't spawn with them at all.
DrunkeN  [作者] 7 月 3 日 上午 7:49 
@K1NG_J3W - Greetings. The mod is already signed and the EAVA.bikey is already included in the mod files.
K1NG_J3W 7 月 2 日 下午 8:11 
Great Mod! Could you please sign add a bikey so that it can be used by servers?
DrunkeN  [作者] 6 月 26 日 下午 1:41 
@MrQuental - You are correct, they do. During the development, I removed Hunter MRAP and Strider from the mod simply because the doors would not animate from the inside, but from the outside everything was alright. Basically, exactly as you said. :D
MrQuental 6 月 26 日 上午 8:03 
If I am aware and my mind doesnt fail me, the Hunter and Strider do have door animations as well, even if the Hunter door animations isn't the best due to the floating windows and all and technically the game still consider the open doors closed.

but yeah, cool mod man, you basically just made my life easier has i dont have to code anymore xD
DrunkeN  [作者] 6 月 24 日 上午 10:41 
Let's get back to it then. :espresso:
DrunkeN  [作者] 6 月 22 日 上午 12:19 
@_mickey_ - I believe that at one point in development of the vehicles in early days of Arma 3, the developers actually wanted to animate as much of these components as possible, but possibly due to lack of time, they had to cut some things out of the picture, leaving them finished, but not fully implemented.

As you said, you can hear opening/closing door sounds on the Van itself, but not on the Ifrit. That's because the actual components for the Van have been fully finished (example: using the vehicle editor to open or close specific doors of the Van).
_mickey_ 6 月 21 日 下午 1:26 
@DrunkeN Thank for your work!

By the way, one detail. Earlier I asked you to add sounds when opening/closing the door. when using CSAT Ifrit, I didn't hear any sounds, but later when using Van I hear have sounds! This means that you can do it for all vanilla vehicles!
DrunkeN  [作者] 6 月 21 日 上午 5:49 
@_mickey_ - Hey man, I see what you're trying to show me. I'm still trying to figure out how to do this. If the vehicle 'Get Out' action is tied to something more complex (such as the .p3d model itself) than what I usually would know how to alter, then there isn't much I can do.

I'm still experimenting with the codes I'm developing. It will take time. :)
_mickey_ 6 月 20 日 下午 2:35 
@DrunkeN Hi bro! Can you compare your animation and RHS animation?

https://youtu.be/cvKp7FN4aPE

In your mod, before vehicle entering, the animation of door opening does not present.

So what happens to you is this:
a). player get into the vehicle
b). start the animation of opening and after closing the door


While in RHS everything is set up correctly:

a). First the door opens,
b). then the player gets into the vehicle
c). and then the door closes

You can't do it like this?
GreedyJungle 6 月 20 日 上午 8:44 
This mod is absolutely amazing so thank you. I have been wanting a mod like this ever since A3 was released. Any chance if you find the time you can add these options to DLC vehicles too such as the Cougar Helicopter?
Whells 6 月 19 日 上午 9:30 
This mod allows you to open the rear doors of a wrecked truck to hide inside it in combination with advanced movement, arma has reached a new level of gameplay depth.
DiviAugusti 6 月 18 日 上午 6:39 
okie thanks
DrunkeN  [作者] 6 月 18 日 上午 5:57 
@DiviAugusti - I believe it should work fine with ACE3.
DiviAugusti 6 月 18 日 上午 4:11 
hey is this compact with ACE?
DrunkeN  [作者] 6 月 15 日 上午 8:49 
I've paused any updates across all mods until exams are done.
DrunkeN  [作者] 6 月 13 日 上午 1:30 
@Him - The radius should be max 5 meters. Interesting...
DrunkeN  [作者] 6 月 11 日 上午 8:31 
@[UV]Gigglebuns - I honestly don't have an answer to this question. I believe the mod works with ACE3 flawlessly, but it still follows vanilla standards, as in, scroll wheel action menu, unlike ACE Interaction menu. That's all I can say.