DAP 619 Posted March 13, 2011 Hi all is this possible to play like a COOP sandbox missions? all so does it req ACE or can ACE be used ok with no problems?.Thanks Not try all features in MP :) But bloodsucker works fine - it tested :) It work for AI and human player :) And it work with ACE. Share this post Link to post Share on other sites
stk2008 14 Posted March 13, 2011 Oh dang so I could play this COOP :) ok will inform me mates and get this on me server :) Thanks Share this post Link to post Share on other sites
malkekoen 17 Posted March 13, 2011 I hope than i will can add original bandits from S.T.A.L.K.E.R. :) Even better :D Share this post Link to post Share on other sites
stk2008 14 Posted March 13, 2011 has any one else all so tried this in MP with mates etc if so how it go?. Share this post Link to post Share on other sites
runforrest 10 Posted March 13, 2011 jea this in coop would be a dream come true. but thats a long way to go and a shitload of work. even getting this done for singleplayer is alot work. mp means u need norrins revive and all scripts need to be compatible with that (backpacks,anomalies,tradingsystem,questsystem...) and a very sophisticated spwaning system is needed to achieve a living, laagfree world. i would start building this right now but unfortunatley scripting is a total mystery to me, i cant get my head around it, even if i try. Share this post Link to post Share on other sites
DAP 619 Posted March 14, 2011 (edited) MOD UPDATED Changelog: - Reworked "Mincer" anolmaly. Added FX (leafs, blood splash) - Updated Demo mission Note: All links updated. Edited March 17, 2011 by DAP Share this post Link to post Share on other sites
Guest Posted March 14, 2011 New version frontpaged on the Armaholic homepage. S.t.a.l.k.e.r. modNamalskEast Weapon PackG3 ProjectStalker Units (included)Gms_cz584.pbo (included)Arma 2 Share this post Link to post Share on other sites
max power 21 Posted March 14, 2011 I was just thinking about something. I know this isn't an operation arrowhead based project, but I wonder if it would be possible to make some / all / none invisible entities like blood suckers or anomalies have a thermal presence, but not a visible one. Just thought I would share my thought. Share this post Link to post Share on other sites
malkekoen 17 Posted March 14, 2011 I just tried the demo mission. I believe the player isn't equipped with bolts from the start. Is that on purpose? Would it be possible to add the british Enfield from OA? I know that you maybee want to keep the addons down, but it's a shame since most people have OA, and it is a weapon that figures quite often i the Stalker games? Another thing: The Bloodsucker is deadly! And that is great, but could there be a way to make it visible, just a bit, in "invisible" mode just like the game. I know its difficult, and maybe not doable. Some (Charon I think) made a predator mod, maybe the cloaking feature could be used somehow? Share this post Link to post Share on other sites
DAP 619 Posted March 14, 2011 I was just thinking about something. I know this isn't an operation arrowhead based project, but I wonder if it would be possible to make some / all / none invisible entities like blood suckers or anomalies have a thermal presence, but not a visible one. Just thought I would share my thought. I think about this too :) But haven't enough skills for this :) Share this post Link to post Share on other sites
Spartan 163 0 Posted March 14, 2011 I just tried the demo mission. I believe the player isn't equipped with bolts from the start. Is that on purpose?Would it be possible to add the british Enfield from OA? I know that you maybee want to keep the addons down, but it's a shame since most people have OA, and it is a weapon that figures quite often i the Stalker games? Another thing: The Bloodsucker is deadly! And that is great, but could there be a way to make it visible, just a bit, in "invisible" mode just like the game. I know its difficult, and maybe not doable. Some (Charon I think) made a predator mod, maybe the cloaking feature could be used somehow? It is easy to add whatever weapon you want. Just unpbo the.mission and drop in any gun you want. I removed the original stuff and added the RH weapons. For the blood sucker I did attachto command and added a yellow light to its center. Share this post Link to post Share on other sites
malkekoen 17 Posted March 15, 2011 For the blood sucker I did attachto command and added a yellow light to its center. :p That'll teach him! Another thing: The shadows of all the models are a default chernarus citizen I think. I've seen this before with some units, and it kind of destroys the emersion. I don't know if this is simple to solve, but it seems that if a shadow isn't defined somehow, it reverts to this. Can it be fixed? Share this post Link to post Share on other sites
Li0n 10 Posted March 17, 2011 DAP,Thx a lot for the mod :) but: 1. I couldn`t wake up ( didn`t know how ) 2. Maybe you should add some yellow-green color correction? 3. Are you plan to create some MP mission like online-rpg? Share this post Link to post Share on other sites
DAP 619 Posted March 17, 2011 DAP,Thx a lot for the mod :) but:1. I couldn`t wake up ( didn`t know how ) 2. Maybe you should add some yellow-green color correction? 3. Are you plan to create some MP mission like online-rpg? 1. For wakeup press and hold "move forward"-button (default -W) 2. Where? When you sleep? 3. Only when ALL content will be playable in MP. It not tested yet. Share this post Link to post Share on other sites
Li0n 10 Posted March 17, 2011 Where? When you sleep? everywhere Share this post Link to post Share on other sites
DAP 619 Posted March 17, 2011 MOD UPDATED Changelog: - Added Attack FX for blind dogs and zombied stalkers - Reworked some anomalies - Updated Readme files DOWNLOAD Share this post Link to post Share on other sites
wiggum2 31 Posted March 17, 2011 (edited) @ DAP Will you include the Flashlight-Addon too in a later version ? And when i use the sleep action i dont see a time, so i never know how long i actually sleep... And a color-correction can be optional, take a look at this mission (just unpack it): http://www.armaholic.com/page.php?id=11532 Hey, and dont forget to add some cool and creepy fog ! ;) Uh, and maybe you should add a automatic leg-heal script (by Celery) to prevent that the player has to crawl endless if hit in the legs: _unit=_this select 0 #start @alive _unit #loop ?!alive _unit:goto "start" _unit setHit ["legs",0] ~0.1 goto "loop" And here is a great heal script by Celery, the player can find medipacks too in crates, that can be done with "CLY_healings=CLY_healings+1;" ! ;CLY Heal - a self-bandaging script written by Celery. ; ;Healing can be interrupted with movement keys and primary mouse button. ; ;-How to use- ;Execute in init script: [player,0.2,0.15,3] exec "cly_heal.sqs"; ;The first number is the damage threshold after which you are given the option to heal. ;The second one is the player's damage after healing. ;The third one is the number of uses. -1 is unlimited. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; _unit=_this select 0 _target=_this select 1 ?_unit!=player or isDedicated:exit ?_this select 3!=0.235:goto "init" ?_target!=player:exit _weapontype=getNumber (configFile/"CfgWeapons"/(currentWeapon _unit)/"type") _anim="ainvpknlmstpsnonwnondnon_medic_2" ?_weapontype==1 or _weapontype==5:_anim="ainvpknlmstpslaywrfldnon_medic" ?_weapontype==2:_anim="ainvpknlmstpsnonwnondnon_medic_1" _unit playMove _anim CLY_healcooldown=time+5 @(animationState _unit in ["ainvpknlmstpslaywrfldnon_medic","ainvpknlmstpsnonwnondnon_medic_1","ainvpknlmstpsnonwnondnon_medic_2"]) @!(animationState _unit in ["ainvpknlmstpslaywrfldnon_medic","ainvpknlmstpsnonwnondnon_medic_1","ainvpknlmstpsnonwnondnon_medic_2"]) or CLY_healinterrupt ?CLY_healinterrupt:goto "interrupt" ?alive _unit and damage _unit>CLY_healthreshold:_unit setDamage CLY_healdamage;CLY_healings=CLY_healings-1 ?!canStand _unit:_unit setHit ["legs",CLY_healdamage];CLY_healings=CLY_healings-1 exit #interrupt ?_weapontype==1 or _weapontype==5:_unit setVehicleInit "this switchMove 'ainvpknlmstpslaywrfldnon_amovpknlmstpsraswrfldnon';this playMoveNow 'ainvpknlmstpslaywrfldnon_amovpknlmstpsraswrfldnon'";processInitCommands;exit ?_weapontype==2:_unit setVehicleInit "this switchMove 'ainvpknlmstpsnonwnondnon_amovpknlmstpsraswpstdnon';this playMoveNow 'ainvpknlmstpsnonwnondnon_amovpknlmstpsraswpstdnon'";processInitCommands;exit ?_weapontype==4:_unit setVehicleInit "this switchMove 'amovpknlmstpsnonwnondnon_amovpknlmstpsraswlnrdnon';this playMoveNow 'amovpknlmstpsnonwnondnon_amovpknlmstpsraswlnrdnon'";processInitCommands;exit _unit setVehicleInit "this switchMove 'ainvpknlmstpslaywrfldnon_amovpknlmstpsnonwnondnon';this playMoveNow 'ainvpknlmstpslaywrfldnon_amovpknlmstpsnonwnondnon'";processInitCommands exit ;;;;;;;;;;;;;;;;;;;;;;;;;;;;; #init CLY_healthreshold=_this select 1 CLY_healdamage=_this select 2 CLY_healings=_this select 3 CLY_healinterrupt=false CLY_healanims=["amovpknlmstpsraswrfldnon_ainvpknlmstpslaywrfldnon","ainvpknlmstpslaywrfldnon_medic","ainvpknlmstpslaywrfldnon_amovpknlmstpsraswrfldnon","amovpknlmstpsraswpstdnon_ainvpknlmstpsnonwnondnon","amovpknlmstpsraswpstdnon_ainvpknlmstpsnonwnondnon_end","ainvpknlmstpsnonwnondnon_medic_1","ainvpknlmstpsnonwnondnon_amovpknlmstpsraswpstdnon","amovpknlmstpsraswlnrdnon_ainvpknlmstpsnonwnondnon","ainvpknlmstpsnonwnondnon_medic_2","amovpknlmstpsnonwnondnon_amovpknlmstpsraswlnrdnon"] CLY_healcooldown=time-5 ~0.1 ;Interrupt keys CLY_key_healinterrupt=actionKeys "fire"+actionKeys "moveForward"+actionKeys "moveFastForward"+actionKeys "moveBack"+actionKeys "moveLeft"+actionKeys "moveRight"+actionKeys "turnLeft"+actionKeys "turnRight" findDisplay 46 displayAddEventHandler ["KeyDown","if ((_this select 1) in CLY_key_healinterrupt) then {CLY_healinterrupt=true}"] findDisplay 46 displayAddEventHandler ["KeyUp","if ((_this select 1) in CLY_key_healinterrupt) then {CLY_healinterrupt=false}"] findDisplay 46 displayAddEventHandler ["MouseButtonDown","if ((_this select 1)==0) then {CLY_healinterrupt=true}"] findDisplay 46 displayAddEventHandler ["MouseButtonUp","if ((_this select 1)==0) then {CLY_healinterrupt=false}"] ;Action menu item loop #action _unit=player _healings=CLY_healings _leftstring="" ?CLY_healings>1:_leftstring=format [" (%1 uses)",CLY_healings] ?CLY_healings==1:_leftstring=" (1 use)" CLY_heal=_unit addAction [format ["Bandage wounds%1",_leftstring],"cly_heal.sqs",0.235,2.5,true,true,"","(damage player>CLY_healthreshold or !canStand player) and !(animationState player in CLY_healanims) and time>CLY_healcooldown and (CLY_healings>0 or CLY_healings<0)"] @!alive _unit or _unit!=player or CLY_healings!=_healings _unit removeAction CLY_heal @alive player goto "action" Edited March 17, 2011 by Wiggum Share this post Link to post Share on other sites
larsiano 12 Posted March 18, 2011 (edited) Heey cool, It runs without errors and looks great, idd be hoping for some MP missions that we can test ;) Maybe i could have a go at it, keep you posted! thx! Edited March 18, 2011 by larsiano Share this post Link to post Share on other sites
Li0n 10 Posted March 18, 2011 (edited) DAP, if you need some help with scripts, PM me, I `ll try to help as I can. Edited March 18, 2011 by Li0n Share this post Link to post Share on other sites
Iggy.PL 10 Posted March 27, 2011 DAP, I love you man! Great modification! But... i have small problem or mayby missing file. During surge, enviroment becomes red, good, but then should be a quake. There was a small error: "DAPMAN/scripts/Quake.sqf is missing". Did you forget to put this in the mod? Share this post Link to post Share on other sites
DAP 619 Posted March 27, 2011 (edited) Will you include the Flashlight-Addon too in a later version ? Work with this now. And when i use the sleep action i dont see a time, so i never know how long i actually sleep... Use "this setVariable ["DAP_SLEEPTIMER_ON",1];" in your unit's init-string. And a color-correction can be optional, take a look at this mission (just unpack it):http://www.armaholic.com/page.php?id=11532 Hey, and dont forget to add some cool and creepy fog ! I think will be better if mission-maker will do it by self :) Uh, and maybe you should add a automatic leg-heal script (by Celery) to prevent that the player has to crawl endless if hit in the legs Already fixed in new version, wich will be released soon. Medikit now can heal unit's legs and his hands. i have small problem or mayby missing file. During surge, enviroment becomes red, good, but then should be a quake. There was a small error: "DAPMAN/scripts/Quake.sqf is missing". Did you forget to put this in the mod? File is in right place. Just I set wrong path to file :) It already fixed and I will release updated mod soon. Thanks for bug-report :) Edited March 27, 2011 by DAP Share this post Link to post Share on other sites
Iggy.PL 10 Posted March 27, 2011 One more thing. DAPSHOTGUN depends on OA, right? When starting game: "DAPSHOTGUN"requires 1.57 version of application. Is this a big problem, cause i don't have OA neither CO? Share this post Link to post Share on other sites
DAP 619 Posted March 27, 2011 One more thing. DAPSHOTGUN depends on OA, right? When starting game: "DAPSHOTGUN"requires 1.57 version of application. Is this a big problem, cause i don't have OA neither CO? Unfortunately this addon based on standard ammo from PMC (AA-12). I don't know one thing - this ammo was added with latest patch for ARMA 2 or not. Share this post Link to post Share on other sites
That guy 10 Posted March 28, 2011 buckshot ammo is available in OA for the saiga and the m1014. did you just make your own ammo? Share this post Link to post Share on other sites
-)rStrangelove 0 Posted March 28, 2011 3. Only when ALL content will be playable in MP. It not tested yet. DAP, u may not realize it yet, but a MP COOP Stalker session would be UBERawesome. If you need help with coop testing plz add me to the list. :) Share this post Link to post Share on other sites