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Content Count
1420 -
Joined
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Last visited
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Days Won
30
axeman last won the day on July 1 2019
axeman had the most liked content!
About axeman

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Rank
Epoch Developer
- Birthday 05/27/1976
Contact Methods
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Website URL
http://www.thefreezer.co.uk
Profile Information
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Gender
Not Telling
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axeman started following [POLL] Who is right?, Future of Arma 3: Epoch Mod, What can I say. and and 2 others
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Did anything ever some from this ? i.e. getting paid to mod ?
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Hey Robio, is there news that I have missed, just getting back into Arma 3 and thought I'd come say hi :)
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A bit of progress with the bot. Built in pathing I'm still to find, or wait for them to release to modders :) I put some serious hours into a pathing / collision avoidance system for local agents that never made it into A3 Epoch. That's going to come in handy now. I will update with progress here and on the discord, join here : https://discord.gg/0k4ynDDCsnMzkxk7
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Well, that's interesting.. It seems like there have been some changes to the engine since I last looked at this. 'Immersion Mode' (No Street Lights) may be easily do-able at a much lower performance cost. Either that or I spent too much time looking at turning the lights on before :) Am hooked again, I forgot just how good Arma 2 / dayZ Epoch was..
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You can turn off the streetlights but as they are map objects you have to iterate through all objects and filter the lights by their model name, which makes it a very heavy process as nearestObjects detects everything (butterflies etc.), see axe_NoStreetLights function in: https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/fn_lightFunctions.sqf This function is called with parameters object and a range to switch the lights off within that object (usually the player). Am sure I discussed with AWOL the possibility of overriding the default state of lights with config / .hpp, I seem to remember we couldn't do it. Configs weren't my strongest point :) You can see the function being called with: if(!DZE_StreetLights)then{ [player,_hsRange] call axe_NoStreetLights }; at the bottom of the 'alive player' loop in: https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/local_lights_init.sqf No doubt there is room for optimising a lot of my code. It has been some time since I visited this and have always been bothered that it wasn't quite finished properly, some due to the complexities of the generators and some due to the restrictions of the engine / map structure. I'm now sorely tempted to reinstall Arma2 and have a play with the old code..
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axeman changed their profile photo
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There is a limit on the length of the server name / description set at the server.
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Ok... sounds like you guys need to kiss and make up.. How did I get dragged into this :)
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Unless you are breaking server rules :)
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Voted, if the random guy finds the base randomly who could blame him for claiming it ?
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You sure can, I'll get it online and PM you.
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- its2035cmonnow
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:) I have some concept code. Not really had time to do any game work recently, RL getting in the way again. Have just finished a long term contract and getting my business back up to the point where it can support us all. Happy to post the concept code to the GIT if someone wants to pick it up.
- 91 replies
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- its2035cmonnow
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Surviving the new world is not supposed to be fair..
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So how does a Bambie retaliate from being constantly spawn camped under that scenario ? The motivation for making this after being endlessly shot on MGT..
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Are we talking parking outside trader cities and multiple Bambie trying your vehicle ? It would have to be a short time so people can run away and it could be gamed . What about a vehicle safe zone / parking bay ?