6thSense.eu:Pack1: Difference between revisions

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blood info
blood info


=== CRDS ===
CRDS; Player Dammage/BlackOut/CryOut.  
CRDS; Player Dammage/BlackOut/CryOut.  
Based on CRDS2-P for OFP, by ChaosStudios (http://www.ofpmdb.net). Completely rewritten to SQF
Based on CRDS2-P for OFP, by ChaosStudios (http://www.ofpmdb.net). Completely rewritten to SQF

Revision as of 11:08, 12 September 2007

6thSense.eu Presents: Pack1 v0.2. ArmA v1.08 Compatible. (By Sickboy)


BIS Forums Discussion Thread

This package contains 5 Modules by 6thSense.eu:

  • 6thSense.eu-Misc v0.2 - Contains functions, scripts and settings used by other 6thSense.eu Addons, and More!
  • 6thSense.eu-Blood v0.2 - Enables Unit Dammage (Bleeding etc) and Special Blood Squirt Effects
  • 6thSense.eu-CRDS v0.2 - Enables Unit Dammage (Bleeding etc) and Special Player Hit FX
  • 6thSense.eu-Tracers v0.2 - Enables Tracers for MG's & Vehicle Weapons
  • 6thSense.eu-EditorUpdate v0.5 - Enables otherwise hidden classes inside the editor so you can place them :)

You do not have to use every module. SIX_Misc.pbo is the only one that is required by the other Modules


Installation

  • Place the Addon folder: @SIX_Pack1 into your ArmA Installation Folder
  • Place the dta folder into your ArmA Installation Folder, so the contents of the dta folder should be copied to your arma\dta folder
  • Edit your ArmA shortcut to include the mod, add: {{{ -mod=@SIX_Pack1 }}}
    • or if you have multiple mods, per example: {{{ -mod=@ModWar;@MAP_Air;@SIX_Pack1 }}}
  • Place the Demo Missions in your Missions or MPMissions folder and experiment
  • You can remove any Addon from the pack, except SIX_Misc.pbo as it is required for most of the other modules


Notes

  • 6thSense.eu Blood, CRDS & Tracers all require 6thSense.eu-Misc
  • You can use 6thSense.eu Misc and the EditorUpdate independently
  • You can choose to use Blood and/or CRDS and/or Tracers. So you can enable Blood and CRDS while Tracers are disabled or visa versa, however you like


Credits

  • People who's work was an inspiration to me, aswell as credits for their included code.
  • BIS - Thanks, for their great Game and continued Support! Aswell as thanks to the Mod, Script & Missionmake Community!


Info

Misc

misc info

Blood

blood info

CRDS

CRDS; Player Dammage/BlackOut/CryOut. Based on CRDS2-P for OFP, by ChaosStudios (http://www.ofpmdb.net). Completely rewritten to SQF

Check the original Readme for more info

Installation

  • Please review the Pack1 Readme


Notes

  • You can also place the SIX_Misc/CRDS addon into any other modfolder to your likings.. just make sure the dta folder has the .hpp files


Demo Missions

  • Demo1:


Config Settings

  • SIX_CRDS_REFRESH - Number (Default 30): Refresh time in seconds, how long pause between checks if new units are on the battlefield
  • SIX_CRDS_AUTO - Number (Default 1): Decides if the automatic CRDS enabling should be activated. Use 0 to disable
  • SIX_CRDS_MEDKMN1 - Boolean (Default true): Decides if the Small Medkit should be available
  • SIX_CRDS_MEDKMN2 - Boolean (Default true): Decides if the Big Medkit should be available


Config Array
  • SIX_CRDS_SETTINGS=[SIX_CRDS_REFRESH, SIX_CRDS_AUTO, SIX_CRDS_MEDKMN1, SIX_CRDS_MEDKMN2];


Credits

  • Chaos/ChaosStudios for the Original CRDS2-P for OFP.

Tracers

This Tracer Addon uses a tracer model instead of particle source.
We are still considering using a particle source at the bullet as ignition/light source.
FPS should be seriously increased compared to the hundreds/thousands of particles we used before ;-)

This tracer addon is based on many peoples addons, ideas, thoughts and other contributions.
Though the current state of the package; config wise, model wise and script wise is a nearly
completely rewritten and rebuild package, by Sickboy and Garlay.
Credits are found at the end of this Readme.

Installation

  • Please review the Pack1 Readme


Demo Missions

  • Demo1: Incl. Day & Night Time Choice
  • Demo2: Incl. Tracer Configuration on Mission Level, please review h\SIX_TracersCfg.hpp


Notes

  • Rifle Tracers are enabled by default, unless the "Rifle Bullet Tracers" difficulty option is set to "Disabled", or if you override through SIX_Tracers.hpp
  • The Mod disables default BIS Tracers, if you still see them you probably did not install the Addon right
    • Or another mod is overwriting ours, please disable others systematicly to check.
  • You can also place the SIX_Misc/Tracer addon into any other modfolder to your likings.. just make sure the dta folder has the .hpp files
  • More Readme, Info, Screenshots, Demo Missions etc. etc. coming!
  • One can make his mission permanent compatible with SIX_Tracers, please review SIX_Misc Readme


Config Settings

  • SIX_TRACER_REFRESH - Number (Default 30): Refresh time in seconds, how long pause between checks if new units are on the battlefield
  • SIX_TRACER_AUTO - Number (Default 1): Decides if the automatic tracer enabling should be activated. Use 0 to disable
  • SIX_TRACER_DELAY - Number (default 0.02): Delay time in seconds, how long pause between bullet coming out of barrel and tracer ignition


Config Array

  • SIX_TRACER_SETTINGS=[SIX_TRACER_DELAY, SIX_TRACER_REFRESH, SIX_TRACER_AUTO];


Credits

  • BN880 - For his great tracers in OFP, which were a great inspiration
  • Wolfbane - For his excellent tracers in OFP, which were used as a base for the work Centipede did
  • Centipede & Kenbow - For their excellent conversion of WolfBane's Tracers: CENT Tracers.
  • ThePredator - For his complete package of CENT Tracers bundled with his excellent config for disabling default BIS Tracers and adding Tracer Properties, aswell as lot's of input, testing, vids etc.
  • Garlay - For his Tracer Models, Vector tryouts & findings, config tests, etc. etc.
  • Simba - For his contributions at the BIS forums
  • MadDogX - For his contributions at the BIS forums
  • Anyone forgotten, please excuse me :| Thanks to all involved!
  • BIS - Thanks, for their great Game and continued Support! Aswell as thanks to the Mod, Script & Missionmake Community!

Editorupdate

Getting Started

Introduction

This is EditorUpdate unlocks objects (scope=2) that are normally hidden in the editor (scope=1). This will enable access to these objects in the editor, specially handy to mission editors. This patch is backward compatible with original BIS files. Missions created with these objects & units will work even on machines where this patch isn’t installed!


Contents
  • All buildings and objects that were hidden by default configuration, findable in the classes: Buildings and Ruins
  • Hidden Units like Marian Quandt, Prime Minister, and more.
Project Status

STABLE

Version History
  • v0.5 - Initial Release of the Reloaded edition


Install

Install this mod Directly into your ArmA installation folder Startup ArmA after following: Add behind the armed assault shortcut: -mod=@6thSenseEU It should look like this, mind the quotes: “C:\Program Files\Bohemia Interactive\ArmA\arma.exe” –mod=@6thSenseEU If you have multiple mods, spread them with semicolon, e.g: –mod=@marpat;@6thSenseEU You can also add -nosplash for fast starting your game without all the intro crap.

Reporting Bugs

Please report bugs in our Ticket System (please pick the proper component and other options)

Need Help?

If you have problems setting up, need help and the Wiki does not supply sufficient information, please post in the BIS Forums

Credits
  • Karel85 (His first ArmA editor addon was the inspiration for this idea)
  • Posters on the BIS Forum Thread about Germany1985’s editor addon: Bis Forums Thread

Classes and Screenshots

BIS Forums Thread


FAQ

Is this addon "compatible" to G85's Editor Update?

Yes, 1 way.
Missions made with this editor addon will work even when you don't have this editor addon installed.
But, missions made with G85's Editor Update, will not work if you don't have their addon installed.