#Suppression
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We still have a bit to go with development, then it will be tested privately before being released on the workshop
I want to make sure it is fully optimised + adjusted visually before releasing it to the masses
Does caliber effect suppression values?
Right now, no - but it will.
Hell yeah
What you see above is literally the first test. So early days, but I feel it is heading in the right direction.
Damn, you came first! :D
Gj, very much looking forward to this!
(Was looking into "porting" my Suppress mod for A3 to Enfusion)
@dusty sluice Funny timing innit
Great minds, and great progress!
Or join forces and help each other in your blind sides
And work on it together, instead of two competing mods
I guess whichever one releases First will be the most used, if y'all go the Competition route
Well my addon was mainly for my server I run with a group of friends, that is my main focus. I just figured this time around I would make it public.
I am not as concerned with its popularity in the workshop.
Pretty sure your goal align then :D
Oh man I started working on this EXACT same project last week lol. Looks like I'll be putting this on the back burner. Good work.
I reckoned that people have been after this sort of thing for a while
Yep. Definitely something I want to run at events.
Well next phase is calculating the projectile flybys affecting suppression, should have a new video in a couple of days
Yep I was doing the exact same thing with my own server/game mode (Seize & Secure).
Well no harm in a couple of different interpretations, people can choose whichever they prefer.
I'm certainly not out to compete with you, friend. Hope your project goes nicely! Very impressed with your blur effect too.
Thank you
Will suppression affect weapon sway like the rather controversial ico in squad?
That is not planned as it is something I feel is unnecessary.
This addon is really just to add immersion. I have played a few games in the past that have overdone this sort of thing.
Maybe, if it is heavily requested, it can be a server side setting. But we will see...
I feel like if it's super close, or hits something super close, the character should flinch
No amount of training will stop you from flinching when Machinegun fire comes overhead
There will be a visual flinch, that is already planned - it will be subtle and let you know of near misses
That's all you'll need
I love the sound of this already
š
@vale tree Will suppression work in a tank? I mean, won't it happen that a machine gunner with M249 can suppress the crew that is in the tank?
In theory yes, impacts near or around vehicles, flybys from gunners will cause suppression. I will test special cases like this and if it causes issues, it can be rectified.
Personally I think the more chaos the better, but lets see how it goes!
Itās just that the tank gunner wonāt feel small arms fire, thatās what Iām talking about.
Sure, there will need to be rules per vehicle - the gunner in the back of a UAZ with mounted gun would potentially suppress the other passengers, but suppression would be disabled for occupants of a BTR for example.
When can I try it?
I want to make sure the addon is polished before releasing it.
I will keep everyone updated with progress!
@timber quarry lmao
It does look sick
I said it was impossible and now i regret it
Is the red filter from suppression or something else
the reddish filter is from the guys recording, something to do with his colour profile with OBS
Ah ok, can I suggest some audio additions to suppression, like muffled audio, faster louder heartbeat, and increased deeper and louder breathing?
I will probably be avoiding additional audio for the time being.
Looking nice, good work š
It looks awesome
this mod going to be crazy in those realism servers
it should make a huge difference for pve and pvp servers
- Improved suppression visual effects
- Adjusted suppression timings, ranges etc
- Projectile fly-bys now cause suppression (even ricochets)
- Suppression is now calculated in relation to the players head bone, which keeps things accurate regardless of stance or animation
Is this out?
not yet, it's still in development right now and will be tested privately to ensure everything is optimised and polished before release
Okay
I really like your effect transition. I just added a bit of camera shake for explosions in mine, which I feel is quite cinematic: https://youtu.be/7weX2zJTzgM
amazing
So kind of off topic, how viable is it to apply this kind of thing to a person when pulling high Gs while flying?
I doubt the game has any idea what g forces are
Maybe a bit quicker and snappier on the effect, seems like it takes a bit to tell youāre being shot at.
when is release panned to be?
Thanks for the feedback, I will be continuing to adjust everything after some weekend sessions (where I can actually see how it feels in a real fight).
The next thing being implemented is a subtle visual flinch that will be very quick and reserved for real close misses. This should help tie everything together.
I am working on this as much as I can at the moment, I would say anywhere from 2 weeks - 1 month from now.
I think this could be possible yes.
Iāll probably roll this out amongst DarkGru realism servers after the next update to it
That's awesome, the addon is currently not on the workshop but I will keep everyone informed on the progress + when it is finally released!
Pretty metal
You think the new update on experimental will break the mod and affect the progression of this mod?
Is there anything that could potentially break what I am working on? I think the new update is mainly focused on AI driving right?
So far things are going very well. We have tested the mod at a couple of private sessions this weekend and feedback was very good.
You can put it on experimental and see how it runs
not a bad idea, will try it at the weekend
There is also separate experimental tools so it should be smooth to transfer over.
If you do put it on experimental can you make it public so we can test it plz š„ŗ
Would be good to know what kind of vehicle/weapon mods are most popular right now - I will need to add compatibility
I am currently going through all ammo and vehicles and adjusting suppression variables
RHS, Space Striderās vehicles, and maybe some of the DarkGru stuff Iād say is quite popular
Especially rhs, I feel most players reside in the darkgru servers so Iād focus on those mods
Can you not just cover the base magazines or ammo types? I think most mods either override as is.
I have checked this and RHS has created some custom types for different ammos and warheads - it's ok I will make sure RHS is compatible on release.
Yeah I would say RHS is probably the biggest check then.
Flinching - Subtle effect reserved for near misses to help players feel those snaps (subsonic calibres will not trigger this)
Explosions - Explosives will now suppress players, typically taking longer to recover from. The bigger the explosive the bigger the range of effect
Calibres - Each ammo type has different levels of suppression depending on the size/velocity of the round. A single pistol round could barely be noticed where as a .50 cal will really rock the player
Vehicles - Different vehicle types affect how quickly the passengers can be suppressed. Open top vehicles and simple cars provide little resistance however a BTR will keep you feeling a lot safer
Gunners - Passengers have different levels of resistance to their own gunners depending on the vehicle
This is super cool. I had been wary of suppression mods since most of the time it seems either overdone or tailored to "game-balancing" but this seems very nice
Did I understand correctly that this addon requires adaptation to all other third-party addons, there is no way to track the ābase projectileā if there is one?
Is suppression less intense when youāre in a a bunker because it looks less, suppressed if that makes sense
By default the addon will work with all projectiles. The values will be default so certain projectiles might feel a little off. Vehicles will also work by default.
The only issue I have had is with explosives, this is because all explosives use warheads but projectiles also create warheads. So there isn't a solid base prefab for me to extend.
This is not the case, probably just video compression or the setting.
The compatibility will tailor the suppression mod for the other third-party addons. I plan to have RHS support built into the base addon.
I saw an addon a long time ago, but for Arma 3. There was an interesting solution, when the player was suppressed by fire, you could hear his rapid breathing
Have not thought to add a sound component?
Right now I don't plan to add any additional audio. I feel that it might get repetitive quickly.
So far, feedback from testers has been very positive. I want the effects to complement firefights and not overwhelm the player constantly.
hmm
Cant wait š
Will suppresion be available soon? This is going be "Must have" mod š
Thanks for the kind words!
I am doing my very best to get it out as soon as possible. I won't release it until I am completely happy however.
is the mod released or do we have to wait ? im not sure if i've seen it in the workshop
The addon is not released yet. We are nearly there!
GOOD :d LOOK KUWALSKI