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sa (script action (Dragging bodies, micromanaging ai), killing enemies by hands).

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Letting you drag bodies and ai.

As shown on video working with units under remote control same as with players.

100% working in multiplayer.

 

Can watch after 3:00.

https://youtu.be/2ZryL4mE4C0

After the video added range limit, increased " Drop " action priority.

 

v. 0.68

Download.

v. 0.69 te. (te - tech (lower information)).

 
Changelog:
Added animation for carrying to bodies.
     For carrying drag then switch stance up and hold " move front "|" move back ".
Added ability to kill enemies by hands (
     reveal enemy,
     come < 2.5 meters to it,
     use action,
     stay alive 0-2 seconds (according to F.P.S.)
) (compensating game's deficiency).
If reexecuting script previous loop will be stopped.
Fixed: player was forced to walk after dragging.
v. 0.69 te.
Added action to recruit units of sides passed in script for dragging.
Drag action showing only in range.
Core mistake fix.
 
Do not place any attention on "script error";
 

Installing:

File in mission folder, execute the file locally on all clients by \/ .

(if need help:

Insert in:

init.sqf

if(!isdedicated)then{[
[east,sideLogic,sideLogic],
[west,independent,east]
]execVM"sa.sqf";};

or

initplayerlocal.sqf:

[
[east,sideLogic,sideLogic],
[west,independent,sideLogic]
]execVM"sa.sqf";

the sides can be changed by wish 2-nd 3 - sides which's units to will be added action to drag (civilian side always `(mean bodies too)), 1-st 3 - same for | killing | , can use sidelogic for disabling the slot `'(and repeat same sides `(but 3 and 3 of  them need to present)).

 

or copy all from the file to the `|initplayerlocal.sqf|'s bottom (do not forget to uncomment parameters in |settings area|)).

 

settings - inside the script:

Forbid moving players.

Disabling the ability to kill.

 

The script can be executed midgame unlimited number of times, you can change it's settings or it self and reexecute onplay it will work perfect.

Didn't tested in singleplayer, but should work.

If leave control of unit didn't dropped carried entity it will stay carried (Working for fix it). 

 

In progress:

Loading in vehicles.

R3F logistic optimization (same instance working).

Possible:

Impact on fatigue (for work with normal fatigue of course `(use mods to get it)).

 

Welcome any suggestions, work in progress.

By request will make version without ability to move alive units.
By request will make personally setted up version for better performance.
 

Not perfect, but writed by us what mean it's light and small is possible.

New version are a bit lower perfect (sorry, just we are busy now).

 

Only one loop and 1 global variable (uncounting settings- +1 global variable),

v. 0.68: + 3 global variables

 - it's all script.

Do not leaving any actions, do not creating any instances (exact of 2 - the actions).

Using global variables:
aa ;
stsea ;
asidsea ;
sta ;
aa1 ;
v.0.69 te.
ea ;
 

By Ilias and t.a.6.

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Hey t.a.6 i just gave this a try and dragging works great, but after i drag and then drop someone even at a very short distance then my character loses the ability to run and is stuck on walking.

 

I did have CBA, Eden Enhanced and mrg units sfx mods running and im on 1.56 stable.

 

Anyway looking forward to updates and the ability to load into vehicles.

 

Thanks for sharing!

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Hey t.a.6 i just gave this a try and dragging works great, but after i drag and then drop someone even at a very short distance then my character loses the ability to run and is stuck on walking.

 

I did have CBA, Eden Enhanced and mrg units sfx mods running and im on 1.56 stable.

 

Anyway looking forward to updates and the ability to load into vehicles.

 

Thanks for sharing!

Yeah, there was some mistake, today will download next version with additional improvements.

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does anyone have a working copy of this script. the link is down.

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