nikita320106 0 Posted February 2, 2011 Status report :)Addon current version: 2.0 grat news) waiting) Share this post Link to post Share on other sites
DAP 619 Posted February 2, 2011 Bad news. Permission not granted. At least while. Now i search new animation. If anyone can help with animations - PM with me. Share this post Link to post Share on other sites
nikita320106 0 Posted February 3, 2011 Bad news. so sad just keep it up and continue u very interesting work) Share this post Link to post Share on other sites
kremator 1065 Posted February 3, 2011 Can you use a placeholder for the animation while waiting for a better to fit in ? Looking forward to playing with the new version when ready Share this post Link to post Share on other sites
DAP 619 Posted February 3, 2011 Can you use a placeholder for the animation while waiting for a better to fit in ?Looking forward to playing with the new version when ready I Already work with this. Also i already reworked sounds. Share this post Link to post Share on other sites
kremator 1065 Posted February 3, 2011 Excellent mate ..... looking forward to testing it :) Share this post Link to post Share on other sites
DAP 619 Posted February 4, 2011 (edited) ADDON UPDATED VERSION 2.0 Changelog: - Fixed all errors messages - Reworked sounds - Reworked animations - Initialisation through Module - CBA no more needed Edited September 24, 2011 by DAP Share this post Link to post Share on other sites
kremator 1065 Posted February 4, 2011 (edited) NICE mate ... downloading and checking now. One question however. Does this addon HAVE to be sync'd with all players / AI for it to work ? Edited February 4, 2011 by Kremator Share this post Link to post Share on other sites
DAP 619 Posted February 4, 2011 NICE mate ... downloading and checking now.One question however. Does this addon HAVE to be sync'd with all players / AI for it to work ? Of course :) Use command this synchronizeObjectsAdd allUnits in module's init :) Share this post Link to post Share on other sites
kremator 1065 Posted February 4, 2011 In the previous version I'm sure I was just able to have the addon and it automatically gave the AI the medical functions. The reason I ask is that I tend to use Virtual Training System exclusively and it would be nice for all generated AI to be able to heal and revive as planned. Is this possible ? Share this post Link to post Share on other sites
katipo66 94 Posted February 5, 2011 Nice work DAP, Any chance of a script version? Share this post Link to post Share on other sites
DAP 619 Posted February 5, 2011 In the previous version I'm sure I was just able to have the addon and it automatically gave the AI the medical functions.The reason I ask is that I tend to use Virtual Training System exclusively and it would be nice for all generated AI to be able to heal and revive as planned. Is this possible ? This is possible. But only with CBA. Also it may cause problems with large scale combat. Nice work DAP, Any chance of a script version? I work with this now. Share this post Link to post Share on other sites
kremator 1065 Posted February 5, 2011 CBA is standard. Having all troops following DAP would be just awesome. Of course on very large scale combat it may be a problem but it would be much more realistic. Agree that a script version would be SUPERB! Share this post Link to post Share on other sites
tpw 2315 Posted February 5, 2011 Very very nice script. I agree an auto DAP version which didn't need to be synched would be great, but I can live with it (pun intended) in the mean time. Share this post Link to post Share on other sites
DAP 619 Posted February 5, 2011 (edited) UPDATED VERSION Changelog: - Fixed problem with vehicles crew - Fixed minor errors - Two versions of addon: AUTO and MODULE Edited February 7, 2011 by DAP Share this post Link to post Share on other sites
raserisk 12 Posted February 5, 2011 Hey there, found this thread by just luck and was impressed by what I have read thus far. So, I assume that loading this mod through the standard "mod folder" then launcher method is fine? Also, since it is a script working with all units on the map at any given time, I am sure it slows down performance a lot then, yeah? Thanks :) Share this post Link to post Share on other sites
ray6751 10 Posted February 5, 2011 Thanks, by the way, for this mod. Does this work on just your own squad AI or does it work for all squads, enemy too? Share this post Link to post Share on other sites
DAP 619 Posted February 5, 2011 (edited) I am sure it slows down performance a lot then, yeah? Only if in mission will be a lot of units :) Thanks, by the way, for this mod.Does this work on just your own squad AI or does it work for all squads, enemy too? It work for all units. If you use DAPMAN.pbo from DAPMAN(AUTO) folder, then this addon will be run automatically. If you use addon from DAPMAN(MODULE) folder, then you must add special module (AI First Aid Module) on mission and synchronize it with chosen units. Also: i found small bug with vehicles :) When unit drag his wounded teammate they can go THROUGH vehicles :) Need fix that :) And else one.. maybe somebody test this addon in MP? :) Especially player's "first aid" action on remote PC. Edited February 5, 2011 by DAP Share this post Link to post Share on other sites
kremator 1065 Posted February 5, 2011 Just had a little go with the autoinit version and it is LOVELY ! Few things.... Is it possible to vary the wounded shouts ? Is it possible that two AI go to help with a wounded soldier (one to cover, the other to drag/heal) ? and now for a REALLY REALLY REALLY big thing ... To make a proper CASEVAC dead soldiers need to be moved from battlefield to HQ. If you have ever played with madbull's R3F Arty and Logistics system you can load things into vehicles etc. IF you have time mate do you know how we could integrate this script autoinit version to work with that script ? Keep up the good work! PS Script version would be even lovelier ;) Share this post Link to post Share on other sites
tpw 2315 Posted February 6, 2011 Thanks for the changes DAP, much appreciated. A question: Under what circumstances do units drag squadmates? I've set up various scenarios and have yet to see it happen. Share this post Link to post Share on other sites
kremator 1065 Posted February 6, 2011 (edited) Happens quite a but for me in autoinit version. Did see one funny bug (during X4 speedup) where an enemy was unconscious with it's movement was shifting position very slightly but enough to make it move through trees etc EDIT: Loving this the more I use it. Is it possible that AI could CARRY their wounded over their shoulder some times instead of dragging ? Edited February 6, 2011 by Kremator Share this post Link to post Share on other sites
DAP 619 Posted February 7, 2011 (edited) Just had a little go with the autoinit version and it is LOVELY !Few things.... Is it possible to vary the wounded shouts ? There already three different shouts :) Is it possible that two AI go to help with a wounded soldier (one to cover, the other to drag/heal) ? I think it not needed :) Rest group will be covering them :) Anyway... soldiers with lower rank follow to their "subleader", and we get this cover from other soldiers in group. To make a proper CASEVAC dead soldiers need to be moved from battlefield to HQ. If you have ever played with madbull's R3F Arty and Logistics system you can load things into vehicles etc. IF you have time mate do you know how we could integrate this script autoinit version to work with that script ? Now I trying do my own MEDEVAC radio call for squadleader :) A question: Under what circumstances do units drag squadmates? I've set up various scenarios and have yet to see it happen. Main condition - free way for dragging. If units will be in building, or something will be on their way, then wounded unit will not be dragged and his teammate will help him on this place. Is it possible that AI could CARRY their wounded over their shoulder some times instead of dragging ? I trying do it for MEDEVAC. But no guarantees, that it will be work properly :) Edited February 7, 2011 by DAP Share this post Link to post Share on other sites
DAP 619 Posted February 7, 2011 (edited) Else one... :) ADDON UPDATED Changelog: - Fixed animation system - Fixed vehicle's "no barrier" bug Edited February 7, 2011 by DAP Share this post Link to post Share on other sites
tpw 2315 Posted February 7, 2011 Main condition - free way for dragging. If units will be in building, or something will be on their way, then wounded unit will not be dragged and his teammate will help him on this place. Thanks DAP. Might there be a conflict with CBA or ACE (both of which I use)? I get an error mentioning the variable _dragger (I think, I'm not in front of Arma box right now) whenever someone starts healing someone else. I will investigate more for you. Share this post Link to post Share on other sites