Lokerian 0 Posted August 17, 2016 This one is the one i mean, i misspelled ^^https://forums.bistudio.com/topic/186769-spyder-addons/awesome mod, with tons of easy to use modules that help a lot in ALiVE missions :)But as where it stands now, i think the modd is maybe being the conflict with it. but taking it out would be a pain as i would have to re do a whole recruiting script if its possible to make it work with it it would be amazing. Share this post Link to post Share on other sites
Lokerian 0 Posted August 17, 2016 Alright its fixed!a million thanks to davidos for taking the time to tackle this problem live with me was a huge help and he managed to make it work.Now for the future and hopefuly this may help someone.I had 2 problems on my files.Both my fn_add_codeLine.sqf and fn_handle_AIS.sqf, were labelled as fnc prefix (ex - fnc_add_codeLine) this pretty much broke the majority of the script making neither of them actually become functional in game, we changed that to fn and it fixed the first problem.the 2nd issue was i was getting an error in line 27 of fn_add_codeLine.sqf " _unit remoteExec ["fnc_handle_AIS", _clientID, false]; " || we had to add a missing INS to the fnc so we changed it to this "_unit remoteExec ["INS_fnc_handle_AIS", _clientID, false];"after that it worked like a charm.Hope this information helps anyone else with a similar problem in the future!.And once again thanks a ton for all the help! Share this post Link to post Share on other sites
Psychobastard 136 Posted August 18, 2016 For the rewrite i actualy work on i have a look for a much easier implementation of AIS in other spawn systems. If i did the work for the actual AIS it wasnt a point with focus on for me. What are the state of art systems out there? Alive. What else? Maybe i will add special variables or instructions for the most popular systems out there. regards 1 Share this post Link to post Share on other sites
Lokerian 0 Posted August 19, 2016 That sounds amazing Psycho!In my System i was running pretty much ALiVE, Spyder addons (very easy to use functions for a3 noobs like me :D a lot of people use this system), and that was all really, my mod list is bigger than that, but pretty much because as i said im a noob and tried many things in my mod specially being my first one ever.But now days its running only on ALiVE and Spyder Addons, once i started the AIS init in Spyder addons it would work in MP with np, but without davidoss code, it would not work on a dedicated server, and that was where i was struggling the most with your system.as mentioned above everything is fixed now and #worth the effort :) Share this post Link to post Share on other sites
davidoss 552 Posted August 19, 2016 There are many recruit scripts or modules. With such modules and AIS there are problem with locality where the unit executes its init while still owned by server. After he joins player group he changes the locality but the AIS system will not work for him. You need to find out the way to execute AIS init line after server side spawned unit are owned by player. I have already do this and the code are up in this thread. Share this post Link to post Share on other sites
Grenadier-Ghost 1 Posted August 26, 2016 hi, You can also drag the dead enemies? thanks Share this post Link to post Share on other sites
Wreyth 0 Posted September 9, 2016 i am new to scripting in arma 3 but learning fast..... i cannot for the life of me get this script to work..... i have everything setup right but when i try to run it in a single player mission or even MP with ai i get both these errors and i die instantly and nothing works. on mission load i get this and on killing an AI i get this and when i die same error happens on show hud restore kits (2nd image) and i go to instant death............what am i doing wrong here or how do i fix this. Share this post Link to post Share on other sites
kremator 1065 Posted September 9, 2016 OK I'm having some problems using this script. Even though I have set tcb_ais_realistic_mode to false my AI are still properly dying. I don't want this to happen at all and need them to go into agony instead of dying. Anyone help here ? Share this post Link to post Share on other sites
Variable 322 Posted September 9, 2016 Maybe this will help: http://cia.friedenhq.org/forum/showthread.php?tid=2759 Note that it's a temporary address. We are switching host providers. Share this post Link to post Share on other sites
kremator 1065 Posted September 9, 2016 Thanks mate !! Appreciate the help. I'll give it a whirl and see what happens. EDIT: Nope still no help 1 Share this post Link to post Share on other sites
Wreyth 0 Posted September 9, 2016 any idea on why mine isn't working at all? I even tried downloading someone elses mission file that is working for the most part and not throwing those errors and copied their version of the script but i am still getting the same exact errors in my mission....... is there a setting i am missing somewhere or something? Share this post Link to post Share on other sites
Psychobastard 136 Posted September 10, 2016 You missed the description.ext entries. Share this post Link to post Share on other sites
Wreyth 0 Posted September 10, 2016 You missed the description.ext entries. AHHHHHHH....... knew it was something minor or stupid on my part....... on a different note i found a bug....... AI in players squad randomly stop responding to orders or moving at any given moment......... thought it was due to vcom ai script i was running but i disabled it completly and only script i am running at all is your wounding script and having the issue of al lthe sudden random ai in my squad just stop moving and refuse to budge or do anything no matter how many times i tell them to move, regroup, stop, mount up...... just random breaking. and now getting these kinds of errors after a couple revives and losing the option to revive. Share this post Link to post Share on other sites
jgaz-uk 132 Posted September 11, 2016 Psycho sir, any progress in fixing the, being able to move when injured. Really loved the way you could try & shoot the one who got you, or move away from burning vehicles Also the way you scripted in if you did not fire you were ignored, open fire & you were a target one again. All good stuff The Apex heal is rubbish at the moment. Share this post Link to post Share on other sites
Psychobastard 136 Posted September 12, 2016 Sry, but a lot of work and another project had prevent me to work on. To fixinf/rewrite all is the next step on my prio-list. And the days get shorter and colder. ;-) regards Share this post Link to post Share on other sites
kremator 1065 Posted September 14, 2016 Hey guys, Nomatter what values I try, my AI are dying. Anyone cracked how to keep them alive by modifying fn_handledamage2.sqf ? Share this post Link to post Share on other sites
Psychobastard 136 Posted October 15, 2016 New Version released. First post are updated. Changelog Version 15102016: - fixed: players are not able to crawl in agony-mode since patch 1.62 It was realy hard time (3h!) for me to figure out the reason for this issue. So i will share the solution to you. Maybee some other guys run into the same problem... Since A3 patch 1.62 a unit which is set in agony action state (player playActionNow "agonyStart") cant perform some other animation values when the engine state "canMove" is false. You can avoid this situation by make sure the legs hitpart damage is lower than 0.5! regards 1 Share this post Link to post Share on other sites
davidoss 552 Posted October 15, 2016 Great!! .Thanks for update. Share this post Link to post Share on other sites
Guest Posted October 15, 2016 New version frontpaged on the Armaholic homepage. A3 Wounding System v15102016 Share this post Link to post Share on other sites
taumargin 13 Posted October 15, 2016 Thanks for the update pleased to see this is still going strong. 1 Share this post Link to post Share on other sites
Harrison Clark 3 Posted October 16, 2016 I'm probably doing something really dumb but for me all ai die instantly 99.9999% of the time and only revive me and not other ai's... Please help :( Share this post Link to post Share on other sites
davidoss 552 Posted October 16, 2016 No its works like charm. tcb_ais_realistic_mode = false; tcb_ais_medical_education = 1; tcb_ais_pvpMode = false; tcb_ais_rambofactor = 2; tcb_ais_random_lifetime_factor =200; tcb_ais_delTime = 0; tcb_ais_allways_walk = false; tcb_ais_toggleTFAR = false; tcb_ais_noChat = false; tcb_ais_show_injury_marker = true; tcb_ais_show_3d_icons = true; tcb_ais_dead_dialog = true; tcb_ais_bloodParticle = true; tcb_ais_impactEffects = true; tcb_ais_showCountdown = true; tcb_ais_showDiaryInfo = true; Share this post Link to post Share on other sites
Harrison Clark 3 Posted October 16, 2016 Not for me... I just said that mate... Share this post Link to post Share on other sites
davidoss 552 Posted October 16, 2016 Its can only be locality problem nothing else. If you not provide your setup configuration how you call it we can only guess. Share this post Link to post Share on other sites
LegionEsus 2 Posted October 19, 2016 Hello, Does anyone make it Ace 3 addon compatible? to use it with this mod. Could you share it? Thanks Share this post Link to post Share on other sites