GEORGE FLOROS GR 4207 Posted February 4, 2019 19 minutes ago, 0Y0 said: Can I make blood flow across the screen? What i ment is to attach it to the victim , but if it was strict 1st person , then you could use probably positionCameraToWorld as well. 1 Share this post Link to post Share on other sites
0Y0 788 Posted February 4, 2019 2 hours ago, GEORGE FLOROS GR said: What i ment is to attach it to the victim , but if it was strict 1st person , then you could use probably positionCameraToWorld as well. Hmm .. I do not know, I will try, but it seems to me that I do not quite understand this) Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 4, 2019 46 minutes ago, 0Y0 said: Hmm .. Generally , whenever i propose - suggest something , it's what i would think and do if this project was mine. So it's not something that is just a thought, personally it's what i would do ! I was saying , that it would be really nice to add also some blood particles ,in this nice wounded feature reaction , as seen in your video . Share this post Link to post Share on other sites
0Y0 788 Posted February 5, 2019 14 hours ago, GEORGE FLOROS GR said: Generally , whenever i propose - suggest something , it's what i would think and do if this project was mine. So it's not something that is just a thought, personally it's what i would do ! I was saying , that it would be really nice to add also some blood particles ,in this nice wounded feature reaction , as seen in your video . I understand) Share this post Link to post Share on other sites
0Y0 788 Posted February 8, 2019 Added interaction functions with AI. Now the player can drag and help them. To stop dragging, you just need to release the button backward movement. Also added the ability to kill yourself. Also some fixes added. Download test version v3. 8 Share this post Link to post Share on other sites
Wiki 1558 Posted February 9, 2019 very good mod! finally, we don't need half a mag to shoot an AI Share this post Link to post Share on other sites
0Y0 788 Posted February 10, 2019 Download test version v3.5. Fixed bug with non-working out for player of effects after repeated injury. And now there is blood loss when in transport. 1 Share this post Link to post Share on other sites
john111 76 Posted February 10, 2019 Could this be made to work with some sort of auto load-into a Huey if someone made a with a trigger 100m X100m and added an invisible landing pad that could follow player and put all wounded Ai& players inside of it with combat land and smoke signal. If all wounded could get the helipad, and maybe a timer that place a helicopter on map with a few minutes ,then launch a helicopter with a WP and a 3-5 minutes of time at location,then RTB and off loads. Trigger synced to a game logic.Set to All Objects on map. Could you try to see if you could put this in this mod .You`re the Mod maker. If it could be made to work,we can get Combat Dust off. 1 Share this post Link to post Share on other sites
0Y0 788 Posted February 10, 2019 10 hours ago, john111 said: Could this be made to work with some sort of auto load-into a Huey if someone made a with a trigger 100m X100m and added an invisible landing pad that could follow player and put all wounded Ai& players inside of it with combat land and smoke signal. If all wounded could get the helipad, and maybe a timer that place a helicopter on map with a few minutes ,then launch a helicopter with a WP and a 3-5 minutes of time at location,then RTB and off loads. Trigger synced to a game logic.Set to All Objects on map. Could you try to see if you could put this in this mod .You`re the Mod maker. If it could be made to work,we can get Combat Dust off. I think it is not in the format of the mod) Share this post Link to post Share on other sites
0Y0 788 Posted February 10, 2019 And so, I can't make the mod work in multiplayer. I can’t get HitPart to work in multiplayer. Need help with this. 1 Share this post Link to post Share on other sites
laxemann 1673 Posted February 11, 2019 7 hours ago, 0Y0 said: And so, I can't make the mod work in multiplayer. I can’t get HitPart to work in multiplayer. Need help with this. HitPart is tricky, because it ONLY triggers on the SHOOTER's computer. Meaning you'll have to execute your scripts (or, to be more performant, the consequences of your calculations etc.) remotely, for example via remoteExec: https://community.bistudio.com/wiki/remoteExec Share this post Link to post Share on other sites
froggyluv 2136 Posted February 11, 2019 On 2/9/2019 at 7:56 PM, john111 said: Could this be made to work with some sort of auto load-into a Huey if someone made a with a trigger 100m X100m and added an invisible landing pad that could follow player and put all wounded Ai& players inside of it with combat land and smoke signal. If all wounded could get the helipad, and maybe a timer that place a helicopter on map with a few minutes ,then launch a helicopter with a WP and a 3-5 minutes of time at location,then RTB and off loads. Trigger synced to a game logic.Set to All Objects on map. Could you try to see if you could put this in this mod .You`re the Mod maker. If it could be made to work,we can get Combat Dust off. Think ive seen your Helo suggestion in just about every mod's threads now and dont mean to be a dick but you might just wanna learn to do it yourself. Trust me, Im the worst modder/coder out there but i got so frustrated with implemeting AI skills in what i think is the proper way that i just finally learned to create it myself. Its way better than waiting around for something that may/probably will never manifest 1 Share this post Link to post Share on other sites
0Y0 788 Posted February 11, 2019 7 hours ago, laxemann said: HitPart is tricky, because it ONLY triggers on the SHOOTER's computer. Meaning you'll have to execute your scripts (or, to be more performant, the consequences of your calculations etc.) remotely, for example via remoteExec: https://community.bistudio.com/wiki/remoteExec I understand the concept. But I do not understand how to write it. _My_Unit addEventHandler ["HitPart", {(_this select 0) spawn My_Function}]; How do I write this through remoteExec? Share this post Link to post Share on other sites
laxemann 1673 Posted February 11, 2019 2 hours ago, 0Y0 said: I understand the concept. But I do not understand how to write it. _My_Unit addEventHandler ["HitPart", {(_this select 0) spawn My_Function}]; How do I write this through remoteExec? https://community.bistudio.com/wiki/remoteExec [params] remoteExec ["nameOfYourScript", targets, JIP]; Note that "nameOfYourScript" actually needs to be set in quotation marks " ". You'll also have to whitelist the function you're trying to call via https://community.bistudio.com/wiki/Arma_3_CfgRemoteExec ...but that's a quick setupt. 🙂 Share this post Link to post Share on other sites
0Y0 788 Posted February 11, 2019 16 minutes ago, laxemann said: https://community.bistudio.com/wiki/remoteExec [params] remoteExec ["nameOfYourScript", targets, JIP]; Note that "nameOfYourScript" actually needs to be set in quotation marks " ". You'll also have to whitelist the function you're trying to call via https://community.bistudio.com/wiki/Arma_3_CfgRemoteExec ...but that's a quick setupt. 🙂 I feel that I am very stupid, but .. This is my function: _x addEventHandler ["HitPart", {(_this select 0) spawn fnc_PiR}]; And I can't write it))) I do not understand the syntax. [params] remoteExec [fnc_PiR, _x, JIP]; What should I write to the parameters? Or should it not be like that at all? Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 11, 2019 Should be something around this line: [_x, ["HitPart", {(_this select 0) spawn fnc_PiR}]] remoteExec ["addEventHandler",0 , true]; About the 0: Dunno if it needs to be executed on the server aswell About the true: Dunno if it needs to be JIP compatible Share this post Link to post Share on other sites
0Y0 788 Posted February 11, 2019 1 hour ago, Moon_chilD said: Should be something around this line: [_x, ["HitPart", {(_this select 0) spawn fnc_PiR}]] remoteExec ["addEventHandler",0 , true]; About the 0: Dunno if it needs to be executed on the server aswell About the true: Dunno if it needs to be JIP compatible It works in single. In multiplayer, only server and bots shots work. Maybe the matter is in the whitelist about which it was written above? Share this post Link to post Share on other sites
laxemann 1673 Posted February 11, 2019 4 hours ago, 0Y0 said: I feel that I am very stupid, but .. This is my function: _x addEventHandler ["HitPart", {(_this select 0) spawn fnc_PiR}]; And I can't write it))) I do not understand the syntax. [params] remoteExec [fnc_PiR, _x, JIP]; What should I write to the parameters? Or should it not be like that at all? Your syntax isn't quite correct, it should be [params] remoteExec ["fnc_PiR", 0, false]; The 0 in "target" means it's executed for everyone while the "false" for JIP means it won't accumulate and trigger a few times once players join. 😉 And [params] are simply the parameters that are handed over to the script that is executed. Could be [unit,number,bla]. Share this post Link to post Share on other sites
0Y0 788 Posted February 11, 2019 I think it's all too complicated for me. And I can't go this way. Thank you all for your help. I will rewrite everything under MPHit. There are problems with determining the part of the body. But for me it is at least understandable. And probably, I can solve it. Share this post Link to post Share on other sites
0Y0 788 Posted February 12, 2019 Download test version v4. So. Completely redid the hit fixing system. The definition of body parts does not work as clearly as before, but for the fact that it works in multiplayer. And probably you will not feel the difference. Now you can try in multiplayer. I also added a feature in the CBA menu. There you can turn off the effects for the player. At this stage, I advise you to turn it off for the player, because in the multiplayer does not display the effect of blood for everyone except the server. And while I'm stuck with the solution of this issue) The same drag function is available only for the server. So far the same can not solve this problem. 4 Share this post Link to post Share on other sites
khaosmatical 237 Posted February 12, 2019 5 hours ago, 0Y0 said: So. Completely redid the hit fixing system. The definition of body parts does not work as clearly as before, but for the fact that it works in multiplayer. That is dedication, awesome work man! Share this post Link to post Share on other sites
0Y0 788 Posted February 12, 2019 2 hours ago, khaosmatical said: That is dedication, awesome work man! The main thing that would work) Share this post Link to post Share on other sites
Rex Imperator 8 Posted February 20, 2019 Awesome awesome mod! Though may i ask what parameters i can use to disable the throwing of smoke grenades when retrieving the injured? My PC can't handle smoke particles very well. Thank you! Share this post Link to post Share on other sites
0Y0 788 Posted February 20, 2019 3 hours ago, Rex Imperator said: Awesome awesome mod! Though may i ask what parameters i can use to disable the throwing of smoke grenades when retrieving the injured? My PC can't handle smoke particles very well. Thank you! I heard you. Perhaps I can add a setting in the menu to disable. Share this post Link to post Share on other sites
0Y0 788 Posted February 20, 2019 Added one new reaction in a prone position. At the moment, I have done a lot of work on the stability of work. Animations play more smoothly. Fully working multiplayer for players. And I was able to return my original fixation system to my own, it makes me very happy)))) Thanks to everyone who helped advice) Very soon there will be a release. For this, I ask all suggestions. 2 Share this post Link to post Share on other sites