Sparker 185 Posted January 16, 2020 For your problem, you could do it with making some functions which are wrapping the addAction, for instance: pir_fnc_addDragActionClient = { params ["_targetUnit"]; // The other unit to add action to when this client will be looking at him // Adds action to player on client's computer // Must be run on client private _id = _targetUnit addAction [...]; _targetUnit setVariable ["pir_dragActionID", _id]; }; pir_fnc_removeDragActionClient = { params ["_targetUnit"]; // Removes a previously added drag action private _id = _targetUnit getVariable ["pir_dragActionID", -1]; if (_id != -1) then { _targetUnit removeAction _id; }; }; Then you would execute these functions on client from server like this: [_target] remoteExecCall ["pir_fnc_addDragActionClient", 0, _target]; // Execute it on all clients. On every computer an action will be added to _target [_target] remoteExecCall ["pir_fnc_removeDragActionClient", 0, _target]; // Execute it on all clients. On every computer action will be removed from _target I might be wrong somewhere, it's pretty late now. However I like another kind of approach with addAction. You can add action to player (local player I mean). Then in condition you check if player is looking at something draggable. If something is draggable or not, you can dictate by setting some variable on that target object globally. This way you don't need to add actions to all units on all client's computers for instance. Share this post Link to post Share on other sites
0Y0 788 Posted January 16, 2020 Thanks. Need to comprehend. If I can’t do it, I’ll ask again) Share this post Link to post Share on other sites
0Y0 788 Posted January 17, 2020 Video with new features, which will be added in the next update. Share this post Link to post Share on other sites
uzabit 38 Posted January 18, 2020 I'm really enjoying this mod more and more. I also like the new animations and their implementation. Share this post Link to post Share on other sites
0Y0 788 Posted January 18, 2020 6 minutes ago, uzabit said: I'm really enjoying this mod more and more. I also like the new animations and their implementation. Good) Share this post Link to post Share on other sites
Disgusting_Man 111 Posted January 18, 2020 The last update is awesome! I like new animations. Outstanding work. I hope you will continue and add more of them in future. I also wanted to say that sometimes i have a problem when carrying a wounded person. When you take wounded teammate and want to carry him in safe place he can suddenly disappear and there is no action menu. And as a little suggestion: can you make the screams a little louder? Thank you! 1 Share this post Link to post Share on other sites
Bukain 86 Posted January 19, 2020 Yes, the new animations are really great indeed. Thanks 0Y0 Share this post Link to post Share on other sites
0Y0 788 Posted January 19, 2020 2 hours ago, Bukain said: Yes, the new animations are really great indeed. Thanks 0Y0 Thanks) Share this post Link to post Share on other sites
0Y0 788 Posted January 19, 2020 22 hours ago, Disgusting_Man said: The last update is awesome! I like new animations. Outstanding work. I hope you will continue and add more of them in future. I also wanted to say that sometimes i have a problem when carrying a wounded person. When you take wounded teammate and want to carry him in safe place he can suddenly disappear and there is no action menu. And as a little suggestion: can you make the screams a little louder? Thank you! How often does this happen? And under what circumstances. About the sound. I need to see what can be done with this) Share this post Link to post Share on other sites
0Y0 788 Posted January 19, 2020 I increased the distance of sound from 100 to 200 meters. Changelist: Added collective treatment feature Added display status of unconscious blood loss Added display status of unconscious treatment Added new action icons Added option for the dependence of blood loss on the severity of the wound Added options for collective treatment Added option to save treatment progress Added option to disable IFAK mod Increased available blood loss time in options Increased available treatment time in options Changed options menu Menu translation fixed The bloody screen in Zeus and the observer is disabled Scream of the wounded range increased A few minor fixes Download new version. 1 1 Share this post Link to post Share on other sites
Disgusting_Man 111 Posted January 19, 2020 11 hours ago, 0Y0 said: How often does this happen? And under what circumstances. About the sound. I need to see what can be done with this) I don't know was it problem on my side or your last update fixed it but everything works fine now and i can't reproduce that isuue. Thank you! Share this post Link to post Share on other sites
0Y0 788 Posted January 20, 2020 7 hours ago, Disgusting_Man said: I don't know was it problem on my side or your last update fixed it but everything works fine now and i can't reproduce that isuue. Thank you! But I did not do anything with this)) Share this post Link to post Share on other sites
Disgusting_Man 111 Posted January 20, 2020 1 hour ago, 0Y0 said: But I did not do anything with this)) It's Arma)) Share this post Link to post Share on other sites
0Y0 788 Posted January 20, 2020 1 hour ago, Disgusting_Man said: It's Arma)) )))) Share this post Link to post Share on other sites
0Y0 788 Posted January 20, 2020 The problem with deleting actions has been resolved. Download new version. Share this post Link to post Share on other sites
0Y0 788 Posted January 20, 2020 We posted the latest version of ACE, removing from it all the medicine and other conflicting functions. Steam Link 1 Share this post Link to post Share on other sites
0Y0 788 Posted January 21, 2020 A few minor fixes. Download new version. Share this post Link to post Share on other sites
0Y0 788 Posted January 22, 2020 Dead icon bug fixed. Download new version. 1 Share this post Link to post Share on other sites
0Y0 788 Posted January 26, 2020 There was such a question. Is it possible in an already launched mission to disable the standard extended system of injuries? If you enter this, then the system will turn off only after the next respawn. player setVariable ["#rev_enabled", false, true]; The question is how to disable it immediately) If at all possible. Share this post Link to post Share on other sites
0Y0 788 Posted January 26, 2020 I found a solution) No help needed) Share this post Link to post Share on other sites
0Y0 788 Posted January 26, 2020 Now the mod can automatically turn off the standard extended wound system. If in the mission to include a standard extended wound system in basic mode. Then you will get an instant death switch off when injured. Download new version. 1 Share this post Link to post Share on other sites
0Y0 788 Posted February 14, 2020 Near explosion reaction. 7 Share this post Link to post Share on other sites
0Y0 788 Posted February 17, 2020 Added 18 animations to react to a near explosion. Download new version. 2 3 Share this post Link to post Share on other sites
Disgusting_Man 111 Posted February 17, 2020 I have some problems with performance after the last update. I use all the same mods as before i updated PIR to the latest version and have fps drop from 40-35 to 25-28 frames. And one more thing: when i use stun grenades such as Zarya-2 i get contusion effects and near explosion reaction even through the thick wall. Is there a way to get previous version of the mod because i really like it and everything was working fine for me before last update. Thank you once again! 1 Share this post Link to post Share on other sites