zooloo75 834 Posted June 3, 2016 In multiplayer does the server need to run it aswell? Yes. Share this post Link to post Share on other sites
zooloo75 834 Posted June 3, 2016 UPDATE New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.31.zip Official BloodLust Webpage: http://bitdungeon.org/arma/bloodlust/ Note: The server and clients must run the addon. [6-3-2016] v2.31:Added BloodLust Settings menu to multiplayer.Increased amount of blood splatters emitted.Fixed addon key and signature. 2 Share this post Link to post Share on other sites
Azza FHI 50 Posted June 4, 2016 Wow this mod is cool. Its not as 'hollywood' as I thought so we might end up using it in coop anyway. I have seen the list of options, but how would I go about disabling it for everyone with a command in the mission init if possible? Cheers Share this post Link to post Share on other sites
zooloo75 834 Posted June 4, 2016 Wow this mod is cool. Its not as 'hollywood' as I thought so we might end up using it in coop anyway. I have seen the list of options, but how would I go about disabling it for everyone with a command in the mission init if possible? Cheers What are you trying to accomplish by disabling the settings menu? Share this post Link to post Share on other sites
Azza FHI 50 Posted June 4, 2016 sorry, i meant disabling bloodlust itself... Share this post Link to post Share on other sites
Guest Posted June 4, 2016 New version frontpaged on the Armaholic homepage. Blood Lust v2.31 Community Base Addons A3 Share this post Link to post Share on other sites
zooloo75 834 Posted June 4, 2016 sorry, i meant disabling bloodlust itself...Same as preventing any other addon from being used on your server. Verify sigs.If you have a reason to disable it only for a specific mission, you can dissect the addon and find which functions to overwrite/clear. Share this post Link to post Share on other sites
Azza FHI 50 Posted June 4, 2016 got a script error to report. seems to happen on dedicated server and when a grenade goes off 1 Share this post Link to post Share on other sites
alpha993 122 Posted June 4, 2016 got a script error to report. seems to happen on dedicated server and when a grenade goes off I'm also getting the same exact error on a hosted server and all clients connected to it are getting it as well. It appears to happen with AOE weapons like grenades and HE rounds from choppers from what we've seen so far. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted June 4, 2016 Sound: Error: File: BloodSplatter\Audio\blooddrip_3.ogg not found !!! Getting RPT spammed with that. A typo maybe? 1 Share this post Link to post Share on other sites
zooloo75 834 Posted June 4, 2016 got a script error to report. seems to happen on dedicated server and when a grenade goes off Will look into that, thanks. Sound: Error: File: BloodSplatter\Audio\blooddrip_3.ogg not found !!! Getting RPT spammed with that. A typo maybe? That file path looks fine to me. The file exists as well. Even checked the Configurables.sqf which contains the collection of blood drip sounds, and that path isn't any different than the other paths. Nevertheless, I'll check my RPTs and see if I get that issue. BloodLust_BleedSounds = [ "BloodSplatter\Audio\blooddrip_1.ogg", "BloodSplatter\Audio\blooddrip_2.ogg", "BloodSplatter\Audio\blooddrip_3.ogg" ]; Share this post Link to post Share on other sites
R3vo 2654 Posted June 4, 2016 That file path looks fine to me. The file exists as well. Even checked the Configurables.sqf which contains the collection of blood drip sounds, and that path isn't any different than the other paths. Nevertheless, I'll check my RPTs and see if I get that issue. Forget about it, the issue is on my end. Sorry for the inconvenience. 1 Share this post Link to post Share on other sites
zooloo75 834 Posted June 5, 2016 Any idea why this doesn't work? It's as though none of these conditions even matter, it continues execution regardless if any of these conditions are true. if(time == _lastEventTime || ((position _target) distance (positionCameraToWorld [0, 0, 0]) > BloodLust_BloodLustActivationDistance) || count _unitLastFiredProjectileInfo == 0) exitWith {}; Yet when I do it like this, it works. WTF SQF??? if(time == _lastEventTime) exitWith {}; if((position _target) distance (positionCameraToWorld [0, 0, 0]) > BloodLust_BloodLustActivationDistance) exitWith {}; if(count _unitLastFiredProjectileInfo == 0) exitWith {}; Am I just too tired right now, or is this legit? On a related note, fixed that error message you were seeing, Azza. 1 Share this post Link to post Share on other sites
zooloo75 834 Posted June 5, 2016 UPDATE New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.32.zip Official BloodLust Webpage: http://bitdungeon.org/arma/bloodlust/ Note: The server and clients must run the addon. [6-4-2016] v2.32:Fixed script error in multiplayer core when a unit was hit. Share this post Link to post Share on other sites
kecharles28 197 Posted June 5, 2016 Updated mod v1.3.0.29 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
zooloo75 834 Posted June 5, 2016 Here's a new event hook example. This will cause units that are killed within an exploding vehicle, to vaporize. Execute this in the debug console or slap it in an addon (whatever your preferred method is for adding this functionality). Get into a dogfight, or launch a missile at a truck. _UnitVehicleExplosion = { _unit = _this select 0; _vehicle = vehicle _unit; _isUnitInVehicle = _vehicle != _unit; if(_isUnitInVehicle && damage _vehicle == 1) then { _fuelExplosionPower = getNumber (configfile >> "CfgVehicles" >> (typeOf _vehicle) >> "fuelExplosionPower"); if(_fuelExplosionPower >= 1) then { [_unit, _fuelExplosionPower] call BloodLust_VaporizeUnit; }; }; }; BloodLust_OnUnitKilledPostEventHandlers pushBack _UnitVehicleExplosion; 2 Share this post Link to post Share on other sites
marceldev89 89 Posted June 5, 2016 Any idea why this doesn't work? It's as though none of these conditions even matter, it continues execution regardless if any of these conditions are true. if(time == _lastEventTime || ((position _target) distance (positionCameraToWorld [0, 0, 0]) > BloodLust_BloodLustActivationDistance) || count _unitLastFiredProjectileInfo == 0) exitWith {}; Usually, wrapping the conditions with parentheses helps. if ((_var1 >= 5) || (_var2 == _someVariable) || (_var3 != MY_VALUE)) exitWith {}; 1 Share this post Link to post Share on other sites
zooloo75 834 Posted June 5, 2016 Usually, wrapping the conditions with parentheses helps. if ((_var1 >= 5) || (_var2 == _someVariable) || (_var3 != MY_VALUE)) exitWith {}; I think I tried that as well without luck. Operator precedence may be lacking in the SQF department :( Share this post Link to post Share on other sites
zooloo75 834 Posted June 5, 2016 Shittt, I think all this BloodLust development screwed up my sleep pattern. 6AM, and still writin' code. 1 Share this post Link to post Share on other sites
Guest Posted June 5, 2016 New version frontpaged on the Armaholic homepage. Blood Lust v2.32 Community Base Addons A3 Share this post Link to post Share on other sites
milosv123344 37 Posted June 5, 2016 Hey just curious, is it even possible in arma 3, to make bullet hit holes on the body, exactly where the shot landed, and make the size according to the caliber? Also make bodies react to bullets/explosions etc... 1 Share this post Link to post Share on other sites
froggyluv 2135 Posted June 5, 2016 Exact bullet holes would be amazing but I think there's a problems with them retaining position when rotating Share this post Link to post Share on other sites
Incontinentia 339 Posted June 5, 2016 Any ideas if it's possible to keep ragdoll simulated even after death? That would be a cool feature! 1 Share this post Link to post Share on other sites
NorX Aengell 23 Posted June 5, 2016 Any idea why this doesn't work? It's as though none of these conditions even matter, it continues execution regardless if any of these conditions are true. if(time == _lastEventTime || ((position _target) distance (positionCameraToWorld [0, 0, 0]) > BloodLust_BloodLustActivationDistance) || count _unitLastFiredProjectileInfo == 0) exitWith {}; It may depends of your loop, but you could try : if(time == _lastEventTime || ((position _target) distance (positionCameraToWorld [0, 0, 0]) > BloodLust_BloodLustActivationDistance) || count _unitLastFiredProjectileInfo == 0) exitWith {true}; With waituntil for example, it could save your life :P. Share this post Link to post Share on other sites
zooloo75 834 Posted June 5, 2016 Exact bullet holes would be amazing but I think there's a problems with them retaining position when rotating Yep, I already tried this early on; attachTo is quite wonky, attached models float around a memory point which aren't indicative of what you actually see of the model itself. It also messes up rotations. Share this post Link to post Share on other sites