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mrflay

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About mrflay

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  1. mrflay

    FLAY Hang Glider Mod

    Yes, I've been experimenting with this a while back. The major thing holding me back is a nice looking uniform model (the flight behavior is easily configured).
  2. mrflay

    FLAY Hang Glider Mod

    Yes, I that will be fixed in next release... which should also include a few textured gliders :) The CSAT Y-500 Vulture (using antoineflemming's excellent CSAT Semi-Arid Hexacam Pattern)
  3. If there's enough interest I may add support for it. However, as it would require extra dependencies (eg. Arma2NET for cropping / resizing images) it would probably be as a separate optional addon. Anyways, Here's a small test I did to see if it was possible... It works by sending "F12" (steam screenshot key), then cropping the file to 1024x1024 and setting it as the texture for the RscPIP overlay.
  4. You're right about the menu popping up when hitting F12, so it needs to be rebound to another key like you said. I noticed there is a slight delay (around ~30 ms) before the screenshot is taken, so this "feature" is only feasible when taking single shots. And yes, there will be various types of lenses from different brands. Not sure if weight of accessories is taken into account when simulating fatigue.. need to look into that. Yeah, should hopefully provide a little more variation to missions. Thanks! Alternatively, Mission3 - follow client and photograph him taking murdering ex, and then blackmail him or sell pictures to press :) Yes, but I probably start with something simpler like this one (with proper VHS videotape): http://en.wikipedia.org/wiki/Camcorder#mediaviewer/File:Old_School_JVC_Camcorder.jpg
  5. I'm currently experimenting with the UI. Currently it works like this. The first shot will display all visible targets (in yellow) for 10 seconds. The number below the icon is the number of shots required to identify the target. Once the target has been identified it will always be visible in scope view. Here's a video of it in action...
  6. Hi, I'm trying to create a custom "photograph" objective for zeus, but I can't get it to appear in the list of available objective types in game. Anyone know how to do it using config? This is my config.cpp: class CfgPatches { class FLAY_Camera_Module_Curator { units[] = {"FLAY_ModuleObjectivePhotograph"}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {"A3_Modules_F_Curator"}; }; }; class CfgFunctions { class FLAY_Modules_Curator { tag = "FLAY"; class Objectives { file = "FLAY\FLAY_Camera\curator\functions"; class moduleObjectivePhotograph { ext = ".fsm"; }; }; }; }; class CfgVehicles { class Logic; class Module_F: Logic { class ModuleDescription { class AnyPlayer; }; }; class FLAY_ModuleObjectivePhotograph: Module_F { scope = 1; scopeCurator = 2; author = "mrflay"; displayName = "Photograph"; portrait = "FLAY\FLAY_Camera\data\icons\portraitObjectivePhotograph_ca.paa"; category = "Objectives"; function = "FLAY_fnc_moduleObjectivePhotograph"; curatorInfoType = "FLAY_RscDisplayAttributesModuleObjectivePhotograph"; isTriggerActivated = 1; curatorCanAttach = 1; curatorCost = 0; }; }; Thanks!
  7. Yeah, may look at it when basic functionality is complete. Simplest way would be to use steams screenshot feature by sending "F12" key event from an extension, then crop the file and set it as texture.
  8. Thanks everyone for the feedback! Possibly, but only in a very simplified (gamey) way. I'm still experimenting with this stuff, but the goal is to make it extensible so you have a "rating" module that determines the quality of the shot. Currently, this only scores the shot based on focus, scale, and visibility. Yes, it's possible to use the items without any scripts. The extra functionality is added by modules. Yes. Yeah, it will be possible to use the mod in this way (sync "photograph" module with a target and add "laboratory" module synced to laptop where photos can be produced/uploaded). Cool idea, but out of scope for this mod. Although, I'm thinking about modding the Darter to allow taking photographs, but we'll see.
  9. Here are some screenshots from a mod I'm currently working on... The idea is that you are a freelance photographer and you earn money selling pictures to different news agencies. At the start of the day a few random assignments are generated (eg. take photo of some event, stalk a celebrity, etc) and the goal is to finish as many of them before the day is up (pictures need to be produced and taken to respective news agency in order to get payed). Better equipment can be bought with the money earned in order to take better pictures (which are worth more money)... Planned Features Different types of cameras ranging from low-end compact cameras to high-end professional DSLR. Different types of film (e.g. b/w, color) and memory cards (32 MB - 16 GB, etc). Different types of lenses for SLRs ranging from cheap poor quality to expensive high quality. Various items and accessories that gives quality bonus for pictures taken (eg. light-meter, filters, etc). Will expand on it later... ciao!
  10. mrflay

    FLAY Hang Glider Mod

    Tiny bugfix release, fixes issue with pilot legs introduced with Kart DLC. FLAY HangGlider Mod v0.4b
  11. mrflay

    FLAY Hang Glider Mod

    FLAY_HangGlider_Bag FLAY_HangGliderBlack_Bag Try the following version, I made some changes to the backpacks and hopefully it works better. flay_hangglider_v04.zip
  12. mrflay

    Add custom vehicle to editor

    It's not strictly required (but a good practice). The units/vehicles will be displayed in the editor even those fields are empty.
  13. mrflay

    Add custom vehicle to editor

    This is how the source directory structure should look: zb_medvac/config.cpp zb_medvac/data/heli_medevac_01_ext_co.paa zb_medvac/data/heli_medevac_01_ext02_co.paa PBO zb_medvac directory and put the zb_medvac.pbo in C:\Users\{your username here}\Documents\Arma 3\@zb_medvac\addons directory. If you look inside the zb_medvac.pbo, it should look like this: config.cpp (or config.bin) $PBOPREFIX$ data/heli_medevac_01_ext_co.paa data/heli_medevac_01_ext02_co.paa The $PBOPREFIX$ should contain the single line: zb_medvac Launch Arma 3 with -mod=@zb_medvac argument. Also, you need to remove "addons" from the texture path in your config.cpp. hiddenSelectionsTextures[] = {"zb_medevac\data\heli_medevac_01_ext_co.paa","zb_medevac\data\heli_medevac_01_ext02_co.paa"};
  14. mrflay

    FLAY Hang Glider Mod

    This gets added automatically for all vehicles deriving from Plane class (same with autopilot and eject). I haven't found a good way to get rid of them for just the hangglider. Previously I removed them by overriding the CfgActions config, but then no aircraft would get the options. Sure, I'll include it in next update. Ridge Lift module adds a simulated ridge lift effect (only one should be placed on the map it as effects the whole map). Thermal Lift module adds a single thermal lift effect at the position it is placed (add as many of these you want). There is a short description of the parameters if you hover over the label in the editor. This is good idea, I'll definitely add that :) Wow, nice! :) I don't have photoshop, so a transparent PNG would be best for me.
  15. mrflay

    Add custom vehicle to editor

    It ends up in the Support category in the editor (not Air). Maybe change the vehicleClass to "Air" and add a displayName. displayName = "My Ghost Hawk"; vehicleClass = "Air"; Or remove vehiclClass completely, so it will inherit from parent class (B_Heli_Transport_01_F).
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