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Hi 🙂   

 

I love this mod but...

When mod is loaded on dedicated exile server it overides server time and sets it to 12:00.
This has been tested with no mods other than cba and PIR.
I cannot tell when this behaviour started since I dont have access to older versions.
Is it possible that you could send some older versions of PIR to me so I can test when the error started?

Best regards Thomas

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6 hours ago, Porkeld said:

Hi 🙂   

 

I love this mod but...

When mod is loaded on dedicated exile server it overides server time and sets it to 12:00.
This has been tested with no mods other than cba and PIR.
I cannot tell when this behaviour started since I dont have access to older versions.
Is it possible that you could send some older versions of PIR to me so I can test when the error started?

Best regards Thomas

 

 

As I already answered in Steam)) There is nothing in mod that could affect time)

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Hello two questions. Love the mod I've been saying this for a while Bohemia needs to put something like this in the vanilla game for sure 

 

Question one I don't want the playable units to ever die only stay unconscious. That is a easy fix by turning the minimum and maximum blood loss time to 3600 but this affects all AI in the mission is there a way that will only affect playable units? Ai and playable units can still die on one shot of hit in the right spot. Can this be toggled on and off. 

 

Question two are you ever planning on adding a carry and load function for wounded units.

 

 

I use a modified AIS wound system that allows for all of this but your mod has some really nice functions and you still updating and working on the mod. I would like to start switching over to your mod but those are two important functions I need in my missions. Avibird

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6 hours ago, avibird 1 said:

Hello two questions. Love the mod I've been saying this for a while Bohemia needs to put something like this in the vanilla game for sure 

 

Question one I don't want the playable units to ever die only stay unconscious. That is a easy fix by turning the minimum and maximum blood loss time to 3600 but this affects all AI in the mission is there a way that will only affect playable units? Ai and playable units can still die on one shot of hit in the right spot. Can this be toggled on and off. 

 

Question two are you ever planning on adding a carry and load function for wounded units.

 

 

I use a modified AIS wound system that allows for all of this but your mod has some really nice functions and you still updating and working on the mod. I would like to start switching over to your mod but those are two important functions I need in my missions. Avibird 

 

 

No, there is only a general adjustment for all units. Theoretically, when you make a mission, you can try, in the unit settings, turn off damage for available units. Then the available units will not die immediately after hit. But this is far from the best solution, because there will be no damage from any explosives, grenades and so on.

 

Carrying the wounded and loading them into vehicles is not planned. The mod has the ability to drag the wounded.

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Yes but tell me would it be that much more work to add the functions into mod but if you were going to add the wounded drag function then adding carrying and loading functions should be straightforward within the script/mod scope. Just curious great mod hope that behemia puts in some type of system between this and Ace in the next Arma. I can't understand why they took out the function from arma2.

 

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The possibility of dragging the wounded is in the mod from the very beginning of its creation))

 

I do not plan to add new features. Now only fixing bugs if they are found.

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Hi!
Need to help.

In some mission i need to hill all units with radius 50 meters from the flag.
How, in PIR, will momentary hill sombody in the script?
I dont find in this forum answer to it, to my sad.

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On 2/5/2022 at 6:26 PM, Triada said:

Hi!
Need to help.

In some mission i need to hill all units with radius 50 meters from the flag.
How, in PIR, will momentary hill sombody in the script?
I dont find in this forum answer to it, to my sad.

 

 


		 _unit setVariable ["dam_dihanie_statys",1,true];
		 _unit setVariable ["dam_puls_statys",1,true];
		 _unit setVariable ["dam_krov_statys",5,true];

			switch (gestureState _unit) do
			{
			 case "pir_medic_uncondition_1":  {[_unit, "PiR_medic_uncondition_1_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_2":  {[_unit, "PiR_medic_uncondition_2_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_3":  {[_unit, "PiR_medic_uncondition_3_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_4":  {[_unit, "PiR_medic_uncondition_4_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_5":  {[_unit, "PiR_medic_uncondition_5_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_6":  {[_unit, "PiR_medic_uncondition_6_out" ] remoteExecCall [ "playAction", _unit];};
			};
		 
		 _unit setVariable ["dam_player_krovstoit0",true,true];
		 _unit setVariable ["dam_uncondition_injured0",true,true];
		 [ _unit, false ] remoteExecCall [ "setUnconscious", _unit ];
		 _unit setVariable ["dam_conec_istorii0",true,true];
		 [_unit,"UnconsciousOutProne"] remoteExecCall ["switchMove", 0]; 

			[{
			 params ["_unit"];
			 _unit setVariable ["dam_ignore_CountTimeEffect0", 0 ,true];
			 _unit setVariable ["dam_ignore_HealEffect0", (24 - round ((damage _unit) * 24)) ,true];
			}, [_unit], 2] call CBA_fnc_waitAndExecute;	


	 _unit setVariable ["dam_ignore_CountPlayerList0", [] ,true];
	 _unit setVariable ["dam_ignore_CountPlayerEffect0", 0 ,true];
	 _unit setVariable ["dam_ignore_Apteka0", 0,true];
	 
		[{
		 params ["_unit"];
		 _unit setVariable ["dam_player_lecit0",false,true];
		}, [_unit], 2] call CBA_fnc_waitAndExecute;

 

Already answered you in Steam, but here I will duplicate the same, maybe it will be useful to someone)

 

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On 2/24/2022 at 2:51 AM, Ahmed Soltan said:

فكرة رائعة والمود رائع 

 

Thanks)

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hello author,

i got problem with my newest version PIR

when i try to use it with only cba or other mod

it say

'..{"pir_medic_uncondition", (gesturestate |#|_unit) } call BIS_fnc_instring )
== "fal...'
error missing )
(

case "pir_medic_uncondition_...'

file\pir\function\unconditionAnimo0.sqf..., line 15

error mising)

 

any sugestion?

thnx before

 

 

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8 hours ago, Adrian Kristianto said:

hello author,

i got problem with my newest version PIR

when i try to use it with only cba or other mod

it say

'..{"pir_medic_uncondition", (gesturestate |#|_unit) } call BIS_fnc_instring )
== "fal...'
error missing )
(

case "pir_medic_uncondition_...'

file\pir\function\unconditionAnimo0.sqf..., line 15

error mising)

 

any sugestion?

thnx before

 

 

 

 

Do you have the latest version of ARMA 3 installed?

Because the gesturestate command was introduced in one of the latest versions of the game.

 

If so, in what situation does the error occur?

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Amazing mod. I love that you included all NPC's too.

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15 hours ago, civiciam said:

Amazing mod. I love that you included all NPC's too.

 

Ok))

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Hi,

I try to create script for "Torture" with PiR.
I make it with ACE for singleplayer (addAction) & Dedicated (RemoteExec)
What i Need for :
- torture target member of player on trigger
- Heal player on trigger
- AddEffect on player
(pains, effects & conscience)

Original script for torture ACE :

this addAction 
	[
		"<t color='#0000FF'>Administrer Adrénaline - Réveiller</t>",
			{
				private _player = [allPlayers, trigger_torture] call BIS_fnc_nearestPosition;
				if (_player distance2D trigger_torture < 3)
                then {
                		_player setUnconscious false;
                     }
            },
            nil,
            10,
            true,
            true,
            "",
            "true",
     		3, 
      		false, 
      		"", 
      		"" 
    ];

this addAction 
	[
		"<t color='#00FFFF'>Administrer Bacta - Soigner</t>",
			{
				private _player = [allPlayers, trigger_torture] call BIS_fnc_nearestPosition;
				if (_player distance2D trigger_torture < 3)
                then {
                		[_player] call ace_medical_treatment_fnc_fullHealLocal;
                     }
            },
            nil,
            10,
            true,
            true,
            "",
            "true",
     		3, 
      		false, 
      		"", 
      		"" 
    ];

this addAction 
	[
		"<t color='#800080'>Administrer Tranquilisant - Endormir</t>",
			{
				private _player = [allPlayers, trigger_torture] call BIS_fnc_nearestPosition;
				if (_player distance2D trigger_torture < 3)
                then {
                		 _player setUnconscious true;
                     }
            },
            nil,
            10,
            true,
            true,
            "",
            "true",
     		3, 
      		false, 
      		"", 
      		"" 
    ];

this addAction 
	[
		"<t color='#FF0000'>Torture Lourde</t>",
			{
				private _randomSelection_dgt_1 = selectRandom ["head","body","hand_l","hand_r","leg_l","leg_r"]; 
				private _player = [allPlayers, trigger_torture] call BIS_fnc_nearestPosition;
      			if (_player distance2D trigger_torture < 3)
                then {
                		 [_player, 0.8, _randomSelection_dgt_1, "shell"] call ace_medical_fnc_addDamageToUnit;
                     }
            },
            nil,
            10,
            true,
            true,
            "",
            "true",
     		3, 
      		false, 
      		"", 
      		"" 
    ];

this addAction 
	[
		"<t color='#FFA500'>Torture Moyenne</t>",
			{
				private _randomSelection_dgt_1 = selectRandom ["head","body","hand_l","hand_r","leg_l","leg_r"]; 
				private _player = [allPlayers, trigger_torture] call BIS_fnc_nearestPosition;
      			if (_player distance2D trigger_torture < 3)
                then {
                		 [_player, 0.8, _randomSelection_dgt_1, "bullet"] call ace_medical_fnc_addDamageToUnit;
                     }
            },
            nil,
            10,
            true,
            true,
            "",
            "true",
     		3, 
      		false, 
      		"", 
      		"" 
    ];

this addAction 
	[
		"<t color='#FFD700'>Torture Légère</t>",
			{
				private _randomSelection_dgt_1 = selectRandom ["head","body","hand_l","hand_r","leg_l","leg_r"]; 
				private _player = [allPlayers, trigger_torture] call BIS_fnc_nearestPosition;
      			if (_player distance2D trigger_torture < 3)
                then {
                		 [_player, 0.8, _randomSelection_dgt_1, "vehiclecrash"] call ace_medical_fnc_addDamageToUnit;
                     }
            },
            nil,
            10,
            true,
            true,
            "",
            "true",
     		3, 
      		false, 
      		"", 
      		"" 
    ];

If you want use on Dedicated, need to remoteExec all addAction

Help possible for PiR ?

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Theoretically, here is the code to hurt a unit:

 

params ["_unit", "_shooter","_selection"];

_unit = unit name;
_selection = "head"
_shooter = _unit;

_unit setDamage 0.9;

IF ((!(PiR_DamageAllow_on) && (str (isDamageAllowed _unit) == "true")) or (PiR_DamageAllow_on)) then{

	IF (isplayer _unit) then {
	 [_unit, _selection, _shooter] remoteExecCall [ "PiR0", 2 ];
	} ELSE {
	 [_unit, _selection, _shooter] remoteExecCall [ "PiR", 2 ];
	};
};

 

And this is the code to completely heal the unit:

 

		 _unit setVariable ["dam_dihanie_statys",1,true];
		 _unit setVariable ["dam_puls_statys",1,true];
		 _unit setVariable ["dam_krov_statys",5,true];

			switch (gestureState _unit) do
			{
			 case "pir_medic_uncondition_1":  {[_unit, "PiR_medic_uncondition_1_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_2":  {[_unit, "PiR_medic_uncondition_2_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_3":  {[_unit, "PiR_medic_uncondition_3_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_4":  {[_unit, "PiR_medic_uncondition_4_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_5":  {[_unit, "PiR_medic_uncondition_5_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_6":  {[_unit, "PiR_medic_uncondition_6_out" ] remoteExecCall [ "playAction", _unit];};
			};
		 
		 _unit setVariable ["dam_player_krovstoit0",true,true];
		 _unit setVariable ["dam_uncondition_injured0",true,true];
		 [ _unit, false ] remoteExecCall [ "setUnconscious", _unit ];
		 _unit setVariable ["dam_conec_istorii0",true,true];
		 [_unit,"UnconsciousOutProne"] remoteExecCall ["switchMove", 0]; 

			[{
			 params ["_unit"];
			 _unit setVariable ["dam_ignore_CountTimeEffect0", 0 ,true];
			 _unit setVariable ["dam_ignore_HealEffect0", (24 - round ((damage _unit) * 24)) ,true];
			}, [_unit], 2] call CBA_fnc_waitAndExecute;	


	 _unit setVariable ["dam_ignore_CountPlayerList0", [] ,true];
	 _unit setVariable ["dam_ignore_CountPlayerEffect0", 0 ,true];
	 _unit setVariable ["dam_ignore_Apteka0", 0,true];
	 
		[{
		 params ["_unit"];
		 _unit setVariable ["dam_player_lecit0",false,true];
		}, [_unit], 2] call CBA_fnc_waitAndExecute;

That is, the first part of the code gives the usual injury. It will be the same if you just shot a unit.

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On 8/20/2022 at 5:51 PM, 0Y0 said:

Theoretically, here is the code to hurt a unit:

 


params ["_unit", "_shooter","_selection"];

_unit = unit name;
_selection = "head"
_shooter = _unit;

_unit setDamage 0.9;

IF ((!(PiR_DamageAllow_on) && (str (isDamageAllowed _unit) == "true")) or (PiR_DamageAllow_on)) then{

	IF (isplayer _unit) then {
	 [_unit, _selection, _shooter] remoteExecCall [ "PiR0", 2 ];
	} ELSE {
	 [_unit, _selection, _shooter] remoteExecCall [ "PiR", 2 ];
	};
};

 

And this is the code to completely heal the unit:

 


		 _unit setVariable ["dam_dihanie_statys",1,true];
		 _unit setVariable ["dam_puls_statys",1,true];
		 _unit setVariable ["dam_krov_statys",5,true];

			switch (gestureState _unit) do
			{
			 case "pir_medic_uncondition_1":  {[_unit, "PiR_medic_uncondition_1_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_2":  {[_unit, "PiR_medic_uncondition_2_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_3":  {[_unit, "PiR_medic_uncondition_3_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_4":  {[_unit, "PiR_medic_uncondition_4_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_5":  {[_unit, "PiR_medic_uncondition_5_out" ] remoteExecCall [ "playAction", _unit];};
			 case "pir_medic_uncondition_6":  {[_unit, "PiR_medic_uncondition_6_out" ] remoteExecCall [ "playAction", _unit];};
			};
		 
		 _unit setVariable ["dam_player_krovstoit0",true,true];
		 _unit setVariable ["dam_uncondition_injured0",true,true];
		 [ _unit, false ] remoteExecCall [ "setUnconscious", _unit ];
		 _unit setVariable ["dam_conec_istorii0",true,true];
		 [_unit,"UnconsciousOutProne"] remoteExecCall ["switchMove", 0]; 

			[{
			 params ["_unit"];
			 _unit setVariable ["dam_ignore_CountTimeEffect0", 0 ,true];
			 _unit setVariable ["dam_ignore_HealEffect0", (24 - round ((damage _unit) * 24)) ,true];
			}, [_unit], 2] call CBA_fnc_waitAndExecute;	


	 _unit setVariable ["dam_ignore_CountPlayerList0", [] ,true];
	 _unit setVariable ["dam_ignore_CountPlayerEffect0", 0 ,true];
	 _unit setVariable ["dam_ignore_Apteka0", 0,true];
	 
		[{
		 params ["_unit"];
		 _unit setVariable ["dam_player_lecit0",false,true];
		}, [_unit], 2] call CBA_fnc_waitAndExecute;

That is, the first part of the code gives the usual injury. It will be the same if you just shot a unit.


Thank's a lot ! ♫ You're so beautiful !

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On 9/1/2022 at 3:16 PM, CT-5111 VIKING said:


Thank's a lot ! ♫ You're so beautiful !

 

Ok)

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