phronk 898 Posted September 7, 2017 COMBAT REALISM SCRIPTS DESCRIPTION: Combat Realism Scripts is a totally addon-free set of light weight scripts for Arma 3 which enhance the gameplay in your mission. Features are SP, MP, and Dedicated compatible. Script will deactivate itself if it detects ACE running. VIDEO: SCREENSHOTS: N/A FEATURES: Features listed in italic font are not yet developed Backblast - Knocks down & severely injures those in your backblast radius Cookoff Deafness Disposable Launchers - Single-use disposable launchers Flashbang - RGN Grenade acts as a flashbang; also blinds AI Flashlight - Simply plays a sound when you toggle your flashlight/laser Fragmentation Grenade - RGO Grenades spew shrapnel upon detonation Hand Flares Holster Weapon - You can holster your sidearm/sling rifle on your back Interact Medical System STFU CARL - Mutes your character's voice Shoulder Tap Surrender - You can surrender. You are released when a friendly is <3m away Tactical Hand Gestures - Perform tactical hand gestures Tactical Point - Player points at what he's Tactical Pinging Tear Gas Weapons Animations - Appropriate animations when mounting/dismounting attachments Weapon Jamming - Rare chance for weapon to jam while firing Weapon Safety - Switch weapon to safe, to help prevent negligent discharges Wire Cutters More features may get added to the list. All features can be easily configured / disabled by the mission designer. TO DO LIST: Improve/rewrite current features (They're mostly proof of concept and need to be expanded upon) Add the features listed in italic font KNOWN BUGS: Post-process effects do not reset after being backblasted Weapon attachment animations play when moving attachment into/out of container CREDITS: Phronk: Script Creator Bohemia Interactive: Sounds, models, textures, animations TESTERS: Chaser (ATCAG) KingCarter (ATCAG) Phoenix (ATCAG) PRYMSUSPEC (22.NOV.2017) Version: 0.1 Size: 22 KB DOWNLOAD LINK - (Google Drive) DOWNLOAD LINK - (Steam Workshop - Unavailable) DOWNLOAD LINK - (Armaholic) CHANGE-LOG: (22.NOV.2017) - v0.1 Initial release 16 3 Share this post Link to post Share on other sites
scottb613 285 Posted September 7, 2017 Hi Folks, Sounds promising and ambitious - best of luck with it... Regards, Scott Share this post Link to post Share on other sites
Rich_R 1087 Posted September 7, 2017 The name of this script made me laugh STFU CARL They all look good! Share this post Link to post Share on other sites
dlegion 98 Posted September 7, 2017 awesomeeee ! its more or less what i'm trying to achieve! any possibility to merge our work ? my work here : 2 Share this post Link to post Share on other sites
Jnr4817 215 Posted September 8, 2017 This is excellent. I also love its addon-free and script based. Keep it up. I am willing to test if need be. FlashBang is something we are definitely missing. 1 Share this post Link to post Share on other sites
phronk 898 Posted September 10, 2017 Thank you for the kind words. It's definitely an ambitious project and I guess I'm reinventing the wheel, but it's a project I want to take on because it's fun/educational coding stuff like this without the use of mods; some of the scripts support both default Arma 3 content and modded content. Today I pretty much finished the flashbang (SP, MP, and Dedi compatible) script, which blinds both AI and players within 18m of flashbang and in line of sight. It still needs tweaking, but the functionality is there. 4 Share this post Link to post Share on other sites
Ivanoff.N 61 Posted September 11, 2017 @phronk hey good stuff, is the pointing animation already ingame ? What is the name for it ? I have never seen it in the animations viewer before. Share this post Link to post Share on other sites
phronk 898 Posted September 11, 2017 It's a gesture, there's actually quite a few in the game that aren't even used. You can view them all in the config viewer under the CfgGestures category. The classname for the pointing gesture is "HandSignalPoint" Share this post Link to post Share on other sites
Ivanoff.N 61 Posted September 11, 2017 Great, thanx Share this post Link to post Share on other sites
Ivanoff.N 61 Posted September 12, 2017 23 hours ago, phronk said: It's a gesture, there's actually quite a few in the game that aren't even used. You can view them all in the config viewer under the CfgGestures category. The classname for the pointing gesture is "HandSignalPoint" hey one more question, how do you actually animate this ? Is it playmove or switchmove or there is another command ? 1 Share this post Link to post Share on other sites
kauppapekka 27 Posted September 12, 2017 54 minutes ago, Ivanoff.N said: hey one more question, how do you actually animate this ? Is it playmove or switchmove or there is another command ? https://community.bistudio.com/wiki/playAction 1 Share this post Link to post Share on other sites
Ivanoff.N 61 Posted September 12, 2017 2 minutes ago, kauppapekka said: https://community.bistudio.com/wiki/playAction Thanks, been playing this game for 13 years just found out about it now lol. 1 Share this post Link to post Share on other sites
JohnKalo 657 Posted September 13, 2017 Please make this script seperated into smaller ones. I mean one script for each intented function. That way we will be able to implement the functions we need only And can there be a drag script too? A simple mp script that will alow you to drag injured or dead units without implementing other revive functions that are not wanted. I do not believe one such script exists. In order to be able to drag you need to implement whole revive scripts. Thanks P.S. A helicopter winch script would be epic along with a scripted fix for the non movable helicopter searchlight but I do not think you got any such plans, right? Share this post Link to post Share on other sites
phronk 898 Posted September 13, 2017 I'll most likely add a CFG script file which the mission designer can use to easily tweak the CRS features and even toggle them on/off. The incapacitation/revive system I'm working on will include player dragging, but will not include dragging of dead bodies. That's an interesting idea with the searchlight. It's not on my list of priorities, but maybe I'll put it on the list when other stuff is done. Here's a video of my flashbang script in action with AI. I know the fuse for the flashbang is too long, but oh well. Maybe I'll write a workaround some other time, but I'm happy enough with it. I'd like to fix the minor bug where AI continue to animate, even if they're killed mid-animation. It's pretty shitty but here ya go: 4 Share this post Link to post Share on other sites
EO 11275 Posted September 13, 2017 Don't be so hard on yourself....it looks f*****g awesome. ^^ 2 Share this post Link to post Share on other sites
dystopian 25 Posted September 13, 2017 Cool shit Phronk One thing for that flashbang script that would be even more legit is to decrease the blast timer from 4-5 seconds to 1-3. 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted September 13, 2017 3 hours ago, dystopian said: Cool shit Phronk One thing for that flashbang script that would be even more legit is to decrease the blast timer from 4-5 seconds to 1-3. Excellent feed back. I'd also add the 3 banger and 9 banger versions and decrease the max effectiveness from 18m to 7-10m in an open area. This can be increased when in a closed area and/or if it is dark. The flashbang is pretty unimpressive in broad daylight and when outside in the open. They really shine when inside any structure and when not in direct daylight. Great work by the way. Thanks Share this post Link to post Share on other sites
phronk 898 Posted September 13, 2017 I haven't figured out a way to reduce the amount of time the flashbang's fuse goes off, but I have a couple ideas which might work. I like the idea of making the flashbang less effective outdoors, I'll put that on my to-do-list. Something else I wanna add is flash of white light at the position of the flashbang when it goes off. More features are in the works. Thinking about it more, helicopterenthusiast, it would be nice to have a script to drag incapacitated players which worked with the default Arma 3 revive system. If it's doable, I'll look into it. 2 Share this post Link to post Share on other sites
dlegion 98 Posted September 14, 2017 the drag is already in my scripts pack. let me know if you're interested! Share this post Link to post Share on other sites
Tankbuster 1746 Posted September 14, 2017 I'd quite like a stand alone drag script. Share this post Link to post Share on other sites
dlegion 98 Posted September 14, 2017 well every item of my pack is made by a different authro, i just optimized them to merge togheter and get better performance possible! so it can be considered "stand alone" , just need to use only it and not the rest. 1 Share this post Link to post Share on other sites
phronk 898 Posted September 14, 2017 The file size of all these scripts combined will honestly be smaller than my Addon-Free Arma Radio script, probably. Also, if you truly wanna save that extra 8 kb by deleting the shit you don't want, it won't be hard since they're in their own functions and have comments that let you know what they do. As a side note, I'm not much of a collaborator. I like working on my own projects alone because I learn more that way and it's more fun for me. Help is alright when it's necessary, but otherwise I try to figure things out on my own for the most part. Thank you for the offer though. 4 Share this post Link to post Share on other sites
johnnyboy 3793 Posted September 14, 2017 Great work Phronk. Here's another idea to further spice up AI affected by flashbang: Panic firing. Could be a low percentage chance of them spraying in a random direction when blinded. Just an idea...its already great as it is. I remember doing alot of panic firing myself back in my counter strike days... :) 5 Share this post Link to post Share on other sites
FireWalker 329 Posted September 14, 2017 You know, something that keeps bugging me is vehicle crashes. I keep thinking that when you crash a vehicle (land, air, or sea) that you should feel some sort of concussion from it. I know you can get injured depending on the severity, but I keep thinking there should be some kind of feeling like a stun grenade. -just graded on the severity of the crash. Like if you run your truck into a wall, you shouldn't be able to just hop out and pin down the enemy with accurate weapons fire, you know? Maybe a little flashing light, or red (like you get from negative g's) and a little ringing in the ears maybe, make it feel like you're trying to walk through mud when you move... Sort of like when you get shot when using ACE. I don't know, I'm rambling. But I thought if you were nailing down the flash bang effects, that maybe they could be applied towards accidents also. Fire 4 Share this post Link to post Share on other sites