johnnyboy 3797 Posted January 13, 2019 Shooting vanilla ARMA fish is boring and looks stupid because dead fish just freeze in place. But now we can MAFGA--Make Arma Fishing Great Again--with JBOY_SpearGun!!! Features: Converts SDAR into a SDart gun! SDAR shoots fish with a small spear/harpoon (big thanks to @BadBensonfor the harpoon .p3d object!) Fish bleeds, squirms for awhile, and sinks Fish can be be taken by player, and a fish count variable is maintained for the shooter. This fish count variable can then be used later by other scripts for player to eat fish (for a survival scenario), or sell or trade fish as an item (if someone else wants to modify their trade scripts to include these fish). No Mods required! Works on ambient fish and fish created via script (createAgent) Does NOT work on turtles. I don't know why. But only jerks shoot sea turtles anyway! :) Does NOT impale AI units. When AI goes ragdoll, mempoint positions no longer mean anything, so its impossible to make harpoon stay impaled in a unit. Which is sad, because we would all love to turn an AI diver into a pin cushion! Access the Fish Count variable for a unit: If you are scripting a survival scenario, or a trade scenario, you can access the number of fish the player has as shown in following code snippet. _fishTaken = player getVariable ["JBOY_FishTaken",0]; hint format ["You have %1 fish.",_fishTaken]; Credits: @BadBenson for cool barbed harpoon object. Thanks bro! (Sorry I took so long to publish it...) @HallyGfor awesome blood effects script. Thanks HallyG! I use your scripts in a lot of my stuff, and really appreciate the help. Sample mission to put in Editor: ZipFile of mission directory Steam Link to play demo mission: Demo Mission Enjoy! 8 3 3 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 13, 2019 johnnyboy ! i was about to seach for a spearfishing game , but now i thing that i will spend some time on how to do this in arma! Thank you very much for sharing ! Thanks also to @BadBenson and @HallyG ! Have you got in mind to make a script for fish etc ? (i remember that you were doing something !) Share this post Link to post Share on other sites
johnnyboy 3797 Posted January 13, 2019 2 minutes ago, GEORGE FLOROS GR said: Have you got in mind to make a script for fish etc ? (i remember that you were doing something !) Thanks GidaBoy! Yes, I have a Fish School script that is almost ready. But I am leaving on vacation for 2 weeks, so I won't publish it until after that (probably 3 or 4 weeks). With this script, a school of fish will travel from point A to point B. Or a school can continuously circle around a fixed position (radius of circle set by a parameter, and type of fish set by parameter). 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted January 13, 2019 2 hours ago, johnnyboy said: Does NOT impale AI units Damn...that's the first thing that came to my mind when I read "speargun".... LOL..congrats for the release J-Boy!!!!! 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 13, 2019 Ps : For the ai , try to create a #particlesource and attach it it to ai and attach the spear there . ex : _particlesource = "#particlesource" createVehicle [0,0,0]; _particlesource attachTo [_this, [0,0,0]]; 1 Share this post Link to post Share on other sites
EO 11277 Posted January 13, 2019 Wonderful work JB, a perfect reason too get wet! (and a perfect reason to give my Animals Module an underwater update.) 2 Share this post Link to post Share on other sites
pvt. partz 248 Posted January 13, 2019 the things you come with Johnny! rrrreally cool 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 13, 2019 I was thinking maybe you could use , if you haven't already lineIntersectsSurfaces , so it will create the object exacly at the aimpoint. https://community.bistudio.com/wiki/lineIntersectsSurfaces If you want you can check from my GF Blood stains script. Share this post Link to post Share on other sites
johnnyboy 3797 Posted January 14, 2019 4 hours ago, GEORGE FLOROS GR said: if you haven't already lineIntersectsSurfaces , so it will create the object exacly at the aimpoint. That is probably a good idea for the fish spears. For AI its all bets off once the guy goes ragdoll. The spear can appear one meter away. 1 Share this post Link to post Share on other sites
Valken 622 Posted January 16, 2019 Awesome! Does this work with the SHARKS from Feint and B@Co: https://steamcommunity.com/sharedfiles/filedetails/?id=1231094504&searchtext=shark https://steamcommunity.com/sharedfiles/filedetails/?id=911433699&searchtext=shark Would be awesome to capture those as well - finally! :D Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 19, 2019 On 14/1/2019 at 4:58 AM, johnnyboy said: For AI its all bets off once the guy goes ragdoll. The spear can appear one meter away. I 'll try if i can to check this as well and see if i can find a way , but to be honest i'm sure that there are more persons to help ! Let's make more progress in arma 3 ! On 16/1/2019 at 11:15 AM, Valken said: Would be awesome to capture those as well - finally! :D It really would be ! Have you tested this Valken ? Share this post Link to post Share on other sites
johnnyboy 3797 Posted January 26, 2019 Hi guys, I was gone for a 10 day unplugged vacation, so just reading posts now... On 1/16/2019 at 1:15 AM, Valken said: Awesome! Does this work with the SHARKS from Feint and B@Co: The script in current form would not work with shark mods. Its doable, but would take some work. On 1/18/2019 at 6:09 PM, GEORGE FLOROS GR said: I 'll try if i can to check this as well and see if i can find a way , but to be honest i'm sure that there are more persons to help ! Thanks George. 1 Share this post Link to post Share on other sites
johnnyboy 3797 Posted March 24, 2019 I've released the new JBOY Fish School script now. It includes the latest version of JBOY Spear Gun. I will support the Spear Gun script under the Fish School thread from now on, as I don't want to maintain 2 versions of the script in 2 sample missions. 1 Share this post Link to post Share on other sites