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feint

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About feint

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    Gunnery Sergeant

core_pfieldgroups_3

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    Photographer & Filmmaker

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    Jon Hillenbrand is a Chicago-based photographer and filmmaker. He works on Arma in his spare time, whenever that is. More information at www.feintgames.com
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  1. Version 1.2 is now out. Added support for Gomez's Harriers! If you want your favorite VTOL aircraft added, let me know.
  2. I thought of that too. Same answer, unfortunately. A few years ago, I released an addon/mod with a userconfig folder that people had to paste into their root Arma folder. I can't tell you how many questions I had to answer and how many pissed off people I had to deal with. People would post comments like, "This doesn't work. It's broken." without even asking for help ahead of time. And I'd post in the description and comments how to add the userconfig to get the addon to work. But people just don't read. I don't blame them. They just want it to work with little/no effort. But after answering those questions and dealing with that for years, I swore I'd never do any optional things like that ever again. This is probably why professional developers are always limiting options for players that seem so easy to implement. Like walking on moving boats. There's a way to do it, but it's super buggy. So rather than deal with tens of thousands of angry customers, BI just doesn't do it.
  3. I thought about this for a while. Unfortunately, for various reasons, I'm sticking with making the Jets DLC required. Some of my reasons are: Two versions would create a lot of compatibility issues with Multiplayer Two versions would just confuse people, I'm afraid. Two versions could create a lot of questions from users that would require me to answer taking time away from working on mods and addons I wish there was a way of doing this with one download or one subscription, but it's not possible. Sorry.
  4. Version 2.9 is now available. Fixes the FOV bug again and adds support for Jets DLC (which is now required). Check it out on Steam here:
  5. I'll take a look at my Head Range Plus mod and see if I can fix this issue. There was no documentation regarding this speed change and I tried to fix the issue in my last update. Looks like it is still a problem. Thanks for the explanation of the defaults. I personally hate the "zoom change with speed" feature and plan to do my best to remove it or reduce it as much as possible. I just wish BI would make the FOV consistent from walking around to being in a vehicle and then allow players to set their FOV in the game menu options. Then if they removed the limits on head rotation, my mod would not even be needed. :) It was originally my intention to not even touch FOV because I know it's such a personal thing. And I have a slider on my joystick set to continuous zoom as a fix for the various FOV changes from vehicle to vehicle. EDIT: Version 2.9 now fixes this FOV bug and adds support for Jets DLC! :)
  6. Works perfectly! :) I've used the new commands to make this Mod.
  7. Thanks!
  8. Have you ever wanted to be able to control Flaps and VTOL angle separately without having to touch the Auto Vectoring button? Well now you can! This mod adds separate keystrokes to your in-game controls menu for Flaps Up, Flaps Down, VTOL Up and VTOL Down. The keyboard commands can then be mapped to a joystick or throttle (HOTAS) if you want. Turning "Auto Vectoring" on and off is no longer required! Instructions: Open your Controls Menu Click on Configure Addons Select "VTOL/FLAPS Controls Mod" Assign the keys OPTIONAL: You can then unmap the Vanilla FLAPS UP and FLAPS DOWN controls Keep "Auto Vectoring" mapped if you plan to use the F35 from C.U.P. so you can close the flight surfaces When you want to lower or raise flaps, hit those keys. When you want to raise or lower the VTOL angle, hit those keys. You no longer have to hit Auto Vectoring On/Off. This changes automatically. Regular (non-VTOL) planes function normally For VTOL angle to function, aircraft engine must be ON Features: Works on all vanilla planes and VTOL aircraft and CUP VTOL aircraft VTOL and FLAPS controls separated into 4 separate keypresses so you can map to separate controls on your HOTAS Very small addon (0.1 MB) customizable controls via Configure Addons menu (CBA) Future Plans: Once BI implements a command to measure VTOL angle percentage, I can probably eliminate the need for the Auto Vectoring button when using the F35. Once BI implements some way of checking if an aircraft is a VTOL aircraft such as "isVTOL", then I can make this work with all mods automatically. NOTE TO MOD MAKERS: If you have a VTOL aircraft that you'd like me to include in this mod, PM me the classname(s) of those VTOL aircraft. Dependencies: CBA_A3 Bugs: NONE Bikey: https://drive.google.com/file/d/0ByQshG747KqKWUNEMjRLMVRFTjg/view?usp=sharing Credits: All credits to me. TERMS AND CONDITIONS: Any unauthorized modification of the released files is strictly prohibited without written permission by the author(s) except in the case of fair use for the purposes of learning. In those cases, the modified files can not be released to the public. You are using these files at your own risk. Author(s) of these files are not liable for any damage or loss of data caused by usage of these files. Usage of these files is also prohibited for any commercial purposes. This includes but is not limited to usage on monetized servers. SUBSCRIBE ON STEAM HERE
  9. Version 3.5 has bee uploaded in response to a bug report that multiple shovels were being created on ALiVE servers. I added a potential fix. Let me know if the fix works or if there are any other problems. I also added the fix to the camouflaging the boat script, the burying of the boat script and the rope throwing and dragging scripts/functions: VERSION 3.5 Changelog Added an "isServer" check to a few key scripts to avoid createVehicle firing on every machine in multiplayer environments. Please let me know if there are any negative issues with this fix or if the fix does not work.
  10. Sailing Mod

    VERSION 1.2 OUT NOW! Check out the first post for links. Changed the way the display works - should scale correctly now Fixed the marker lights so red is on the port side and green is on the starboard Changed the way the marker lights look so they are more realistic (Arma 3 lighting upgrade version) Added a new light to the cockpit so you can see better at night
  11. Sailing Mod

    Thanks you guys. I appreciate your help and feedback and suggestions. Thanks for the text suggestion, Soolie. I'm working with it now. I just discovered this: class RscPictureKeepAspect; Seems to work really well as a parent class. Now the aspect ratio of my images are no longer screwed up when rotating them which was primarily the problem at 1080p (but not 1920x1200 curiously). I'll release an update soon. EDIT: In case anyone searches for this later wondering what my fix was for aspect radio and scaling... here it is. This seems to work perfectly for both 1920x1080 and 1920x1200. The secret was using pixelGridBase instead of pixelGrid. #define UI_GRID_W (pixelW * pixelGridBase) // One grid width #define UI_GRID_H (pixelH * pixelGridBase) // One grid height #define CT_STRUCTURED_TEXT 13 #define ST_LEFT 0 class RscTitles { class RscStructuredText; class FNTSAILRscStructuredText: RscStructuredText { access = 0; // ReadAndWrite type = CT_STRUCTURED_TEXT; idc = -1; style = ST_LEFT; lineSpacing = 1; x = safeZoneX + (UI_GRID_W * 0.4); y = safeZoneY + (UI_GRID_H * 19.5); w = UI_GRID_W * 15.4; h = UI_GRID_H * 12; colorBackground[] = {0,0,0,0}; text = ""; size = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.5); // edit last number to change text size class Attributes { font = "RobotoCondensed"; color = "#000000"; align = "left"; // DOES NOT SEEM TO WORK CORRECTLY!! - WORKAROUND - SETSTRUCTUREDTEXT ALIGN="RIGHT" valign = "top"; // DOES NOT SEEM TO WORK CORRECTLY!! - WORKAROUND - MOVE THE SECOND SET OF NUMBERS DOWN BY CHANGING Y VALUE shadow = false; shadowColor = "#ff0000"; size = "1"; }; }; class RscPicture; class RscPictureKeepAspect; class FNTSAILRscPicture: RscPictureKeepAspect { type = 0; idc = -1; style = "0x30 + 0x800"; colorBackground[] = {0,0,0,1}; // does not do anything colorText[] = {1,1,1,1}; // tints the pictures font = "RobotoCondensed"; // does nothing but clears the error code sizeEx = 1; // FONT SIZE // does nothing but clears the error code x = safeZoneX + (UI_GRID_W * 0.1); y = safeZoneY + (UI_GRID_H * 17.5); w = UI_GRID_W * 16; h = UI_GRID_H * 16; }; class FNTSAIL_display { idd = -1; movingEnable = 0; duration = 500000; fadein = 0.5; fadeout = 0.5; name = "FNTSAIL_display"; onLoad = "uiNamespace setVariable ['d_FNTSAIL_display', _this select 0]"; class controls { // WIND DISPLAY EARS AND COMPASS BACKGROUND class FNTSAIL_windDisplayEars : FNTSAILRscPicture { idc = 3333000; text = "\A3_Sailing_Mod\data\windDisplayEars.paa"; }; // WIND DISPLAY CENTER BACKGROUND WITH TEXT class FNTSAIL_windDisplayBG : FNTSAILRscPicture { idc = 3333001; text = "\A3_Sailing_Mod\data\windDisplayBG.paa"; }; // WIND DISPLAY ROTATING COMPASS class FNTSAIL_windDisplayCompass : FNTSAILRscPicture { idc = 3333002; text = "\A3_Sailing_Mod\data\windDisplayCompass.paa"; }; // WIND DISPLAY ARROW class FNTSAIL_windDisplayArrow : FNTSAILRscPicture { idc = 3333003; text = "\A3_Sailing_Mod\data\windDisplayArrow.paa"; }; // BOAT HEADING DATA class FNTSAIL_BoatHeading : FNTSAILRscStructuredText { idc = 3333004; text = "888"; }; // BOAT SPEED DATA class FNTSAIL_WindBoatAngle : FNTSAILRscStructuredText { idc = 3333005; text = "88.8"; }; // TWS class FNTSAIL_TrueWindSpeed : FNTSAILRscStructuredText { idc = 3333006; text = "88.8"; y = safeZoneY + (UI_GRID_H * 29.8); }; // TWA class FNTSAIL_TrueWindAngle : FNTSAILRscStructuredText { idc = 3333007; text = "888"; y = safeZoneY + (UI_GRID_H * 29.8); }; }; }; };
  12. Sailing Mod

    I noticed a problem today with my displays. on 1920x1200, the display looks perfect. On 1920x1080, it looks warped and the text is not aligned properly. Can someone please help me with this? The documentation is somewhat unclear to me: #define CT_STATIC 0 #define ST_LEFT 0 #define ST_CENTER 2 #define ST_MULTI 16 #define CT_STRUCTURED_TEXT 13 #define ST_PICTURE 48 #define SCALING_FONT_SIZE 0.013 * SafeZoneH #define UI_GRID_W (pixelW * pixelGrid) // One grid width #define UI_GRID_H (pixelH * pixelGrid) // One grid height #define UI_GUTTER_W (pixelW * 2) // One “gutter” width #define UI_GUTTER_H (pixelH * 2) // One “gutter” height class RscTitles { class FNTSAILRscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "EtelkaMonospacePro";// "PuristaMedium"; sizeEx = 0.02; // FONT SIZE linespacing = 1; text = ""; x = SafeZoneX; y = SafeZoneY; w = SafeZoneW; h = SafeZoneH; }; class FNTSAILRscStructuredText { access = 0; // ReadAndWrite type = CT_STRUCTURED_TEXT; idc = -1; style = ST_LEFT; // ST_CENTER + ST_MULTI; lineSpacing = 1; x = SafeZoneX + (UI_GRID_W * 20); y = SafeZoneY + (UI_GRID_H * 43); w = UI_GRID_W * 25;// pixelW * 300; h = UI_GRID_H * 25; //pixelH * 300; size = SCALING_FONT_SIZE; // FONT SIZE colorBackground[] = {0,0,0,0}; color[] = {0,0,0,1}; colorText[] = {0,0,0,1}; text = ""; font = "EtelkaMonospacePro"; }; class FNTSAILRscPicture { type = 0; idc = -1; style = ST_PICTURE; x = safeZoneX + UI_GRID_W; y = safeZoneY + (UI_GRID_H * 30); w = UI_GRID_W * 25;// pixelW * 300; h = UI_GRID_H * 25; //pixelH * 300; sizeEx = 0;// (((100/36)/100)*0.9); colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = "EtelkaMonospacePro"; // "PuristaMedium"; text = ""; }; class FNTSAIL_display { idd = -1; movingEnable = 0; duration = 500000; fadein = 0.5; fadeout = 0.5; name = "FNTSAIL_display"; onLoad = "uiNamespace setVariable ['d_FNTSAIL_display', _this select 0]"; class controls { // WIND DISPLAY EARS AND COMPASS BACKGROUND class FNTSAIL_windDisplayEars : FNTSAILRscPicture { idc = 3333000; text = "\A3_Sailing_Mod\data\windDisplayEars.paa"; }; // WIND DISPLAY CENTER BACKGROUND WITH TEXT class FNTSAIL_windDisplayBG : FNTSAILRscPicture { idc = 3333001; text = "\A3_Sailing_Mod\data\windDisplayBG.paa"; }; // WIND DISPLAY ROTATING COMPASS class FNTSAIL_windDisplayCompass : FNTSAILRscPicture { idc = 3333002; text = "\A3_Sailing_Mod\data\windDisplayCompass.paa"; }; // WIND DISPLAY ARROW class FNTSAIL_windDisplayArrow : FNTSAILRscPicture { idc = 3333003; text = "\A3_Sailing_Mod\data\windDisplayArrow.paa"; }; // BOAT HEADING DATA class FNTSAIL_BoatHeading : FNTSAILRscStructuredText { idc = 3333004; x = SafeZoneX + (UI_GRID_W * 1.5); //SafeZoneX + ((pixelW * pixelGrid) * 1.5), SafeZoneY + ((pixelH * pixelGrid) * 33) y = SafeZoneY + (UI_GRID_H * 33); //w = pixelW * 300; //h = pixelH * 300; text = "888"; }; // BOAT SPEED DATA class FNTSAIL_BoatSpeed : FNTSAILRscStructuredText { idc = 3333005; x = SafeZoneX + (UI_GRID_W * 20); // SafeZoneX + ((pixelW * pixelGrid) * 20), SafeZoneY + ((pixelH * pixelGrid) * 33) y = SafeZoneY + (UI_GRID_H * 33); //w = pixelW * 300; //h = pixelH * 300; text = "88.8"; }; // TWS class FNTSAIL_TrueWindSpeed : FNTSAILRscStructuredText { idc = 3333006; x = SafeZoneX + (UI_GRID_W * 1.5); // SafeZoneX + ((pixelW * pixelGrid) * 1.5), SafeZoneY + ((pixelH * pixelGrid) * 49) y = SafeZoneY + (UI_GRID_H * 49); //w = pixelW * 300; //h = pixelH * 300; text = "88.8"; }; // TWA class FNTSAIL_TrueWindAngle : FNTSAILRscStructuredText { idc = 3333007; x = SafeZoneX + (UI_GRID_W * 20.5); // SafeZoneX + ((pixelW * pixelGrid) * 20.5), SafeZoneY + ((pixelH * pixelGrid) * 49) y = SafeZoneY + (UI_GRID_H * 49); //w = pixelW * 300; //h = pixelH * 300; text = "888"; }; }; }; }; I'm wondering if it gets screwed up at 1920x1080 because my monitor is 1920x1200 and setting the game to 1080 is screwing up the pixelGrid and pixelH commands.
  13. Thanks for your continued work on this. The gangplank and number/tower changes look super cool. Nice work.
  14. Version 3.4 has been released. OK, so I noticed that a few boat mods and vanilla boats were using Rubber_duck_base_F as a parent. And since the OLD version was modifying that parent, I noticed a few unintended consequences in terms of boat handling. So I've changed the way the Paddle Mod modifies the following values: insideSoundCoef rudderForceCoef enginePower thrustDelay waterLinearDamping So now, instead of modifying Rubber_duck_base_F, the following classnames are modified: "Rescue_duck_base_F" "I_C_Boat_Transport_01_F" "I_G_Boat_Transport_01_F" "I_Boat_Transport_01_F" "B_Boat_Transport_01_F" "O_Boat_Transport_01_F" "O_T_Boat_Transport_01_F" (basically all of the vanilla Zodiac CRRC-style boats) So I haven't tested a lot of addon boats yet, but this might result in some of the handling benefits (and the ability to bury the boat and add camo to the boat) might be removed from those addon boats if they were using Rubber_duck_base_F as a parent instead of one of the above. This could be a good or a bad thing. Either way, if you have a boat addon and you want me to add your classname base to the Paddle Mod to adopt some of the above changes, please send me a PM. There are additional tweaks and fixes and changes to the Paddle Mod in version 3.4 too, mostly having to do with speed and efficiency of the code, but also some other things which will slightly improve the user experience I hope. First post modified.
  15. Sailing Mod

    Thanks everyone. Happy that you are enjoying the new gameplay. :)
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