rafael09ed 31 Posted May 13, 2016 On 5/13/2016 at 5:33 AM, darkxess said: Its possible it could be clashing with one of the other scripts I have running?!?! Can you maybe add something later to the script to disable it altogether on AI aircraft? I found that whenever the mod starts, any units currently in vehicles will have the mod enabled. It was not intended for that to happen. You could fix it by doing this : Reveal hidden contents go to: r0ed_SurvivableCrashes\functions\init\init_survivableCrashes.sqf and change the end of the file to this: { _unit = _x; _veh = vehicle _x; if(_veh != _unit && !(_veh isKindOf "Man")) then { if(isServer or (hasInterface && _veh == vehicle player)) then { [_veh] call r0ed_SurvivableCrashes_VehicleInit; }; }; } forEach (allPlayers - entities "HeadlessClient_F"); 1 Share this post Link to post Share on other sites
darkxess 60 Posted May 15, 2016 On 5/13/2016 at 5:20 PM, rafael09ed said: I found that whenever the mod starts, any units currently in vehicles will have the mod enabled. It was not intended for that to happen. You could fix it by doing this : Reveal hidden contents go to: r0ed_SurvivableCrashes\functions\init\init_survivableCrashes.sqf and change the end of the file to this: { _unit = _x; _veh = vehicle _x; if(_veh != _unit && !(_veh isKindOf "Man")) then { if(isServer or (hasInterface && _veh == vehicle player)) then { [_veh] call r0ed_SurvivableCrashes_VehicleInit; }; }; } forEach (allPlayers - entities "HeadlessClient_F"); And where exactly do I put that? :P Share this post Link to post Share on other sites
rafael09ed 31 Posted May 16, 2016 On 5/15/2016 at 12:54 PM, darkxess said: And where exactly do I put that? :P You replace the other forEach loop at the end of the file r0ed_SurvivableCrashes\functions\init\init_survivableCrashes.sqf Share this post Link to post Share on other sites
imager6 40 Posted June 19, 2016 Thanks, this mod works great for a SAR mission I was making for either a heli or aircraft, thanks again. Share this post Link to post Share on other sites
Capt Childs 178 Posted July 17, 2016 We've been getting an odd bug on a dedicated MP server, where when a helo is going down (either AI or player flown) it's master warning alert is transmitted to all connected players, as if they're in the helo. Is anyone else experiencing this? We run TFAR (as well as CBA) if that's any help. Share this post Link to post Share on other sites
rafael09ed 31 Posted August 16, 2016 On 7/17/2016 at 12:54 PM, Capt Childs said: We've been getting an odd bug on a dedicated MP server, where when a helo is going down (either AI or player flown) it's master warning alert is transmitted to all connected players, as if they're in the helo. Is anyone else experiencing this? We run TFAR (as well as CBA) if that's any help. I was having a difficulty limiting the area the sound would play. To limit it to only units that are inside the vehicle can hear it, go to r0ed_SurvivableCrashes\functions\fn_onVehicleCrash.sqf and change if (_sfxEnabled) then { [_veh] remoteExec ["r0ed_SurvivableCrashes_PlaySfx", -2]; }; to if (_sfxEnabled) then { [_veh] remoteExec ["r0ed_SurvivableCrashes_PlaySfx", crew _veh]; }; 1 Share this post Link to post Share on other sites
Capt Childs 178 Posted August 16, 2016 Thanks for the suggested script fix, but we use the mod version. :( Share this post Link to post Share on other sites
Darkfire19802 0 Posted April 16, 2017 Hey man,if you still reply,is there a way to make it so you don't get ejected from the helicopter once you crash?You just stay in the helicopter and you have to get out so the helicopter doesn't kill you. Share this post Link to post Share on other sites
Whiplash174 4 Posted August 3, 2017 Hey @rafael09ed Are you aware of any errors in terms of spawn points? We run Zeus missions and our mission has a default spawn point enabled. The unit dies during the crash, sees the respawn menu fade in and out (as if unconscious) and when clicking "respawn" during a conscious moment the unit spawns on the crash site with the intended effects of the fuzzy screen etc. From that point on the unit is only ever able to respawn on that crash site on death and all the other respawn points are ignored when selecting them in the menu. Share this post Link to post Share on other sites
Fairchild77 10 Posted August 28, 2017 Not sure if any work is being done on this mod anymore but I've run into a conflict possibly from an ace update. As stated I've run with the "Prevent instant death" parameter checked and the mod functions fine for anyone flying but now prevent instant death is not working for anyone not in an aircraft. I've tested changing the type of vehicle to include "man" and tested with module placed and without and it only occurs when module is placed and enable mod parameter set to enabled. Share this post Link to post Share on other sites
evokerzz 3 Posted December 20, 2017 I've been looking for a way to make a script that goes into a vehicle's init and causes the crew of the vehicle to eject when the damage to the vehicle exceeds a certain threshold while limiting the damage to .9 for a few seconds preventing it from blowing up instantly.. now the damage "delay" function of my init works beautifully, it's just that it won't eject the player and anyone under their command (AI on their own seems to eject fine, but i'm sure that's just the AI doing that due to the vehicle reaching a "status red" situation), after everything i came up with failed i cannibalised your mod a bit and found this in your fn_vehicleCrashLocal.sqf: _unit action ["eject", vehicle _unit]; if (vehicle _unit != _unit) then { moveOut _unit; }; turns out that you can't copy this directly from a .sqf to a vehicle's init and hope for it to work - it gave me a "error undefined variable in expression: _unit" error when the events reach the point of triggering that part of the init, any thoughts on how to get around that/fix it while staying in the limits of a vehicle's init? (my thread is here: https://forums.bistudio.com/forums/topic/212511-automatic-eject-via-vehicles-init-line/) Share this post Link to post Share on other sites
Nichols 243 Posted November 17, 2018 I know this one is old but I am getting this error constantly spamming the RPT of a mission I am building. I am using the mod version of this but its not helping when I use the script either. 15:19:38 Error in expression <vehType) then { _isAllowed = true; }; } forEach _vehKindWhitelist; if (!(_isAllo> 15:19:38 Error position: <forEach _vehKindWhitelist; if (!(_isAllo> 15:19:38 Error foreach: Type Bool, expected Array 15:19:38 File r0ed_SurvivableCrashes\functions\fn_vehicleInit.sqf, line 13 15:19:38 Error in expression <vehType) then { _isAllowed = true; }; Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted December 5, 2018 awesome script . wish it didn't delete ai though Share this post Link to post Share on other sites
Alpha Trap 0 Posted December 18, 2018 Is there a way to disable the unconscious effect? Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted February 16, 2019 It works in single, however not in a hosted multi game? I wonder why. Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted February 16, 2019 Hmm seems it still works in multi ie the blurred effect happens, but the player always dies when a crash. i do ge tthe vehicle whitelist error but thought that was normal., Share this post Link to post Share on other sites