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Have you checked out the Animation Viewer in Eden Editor, you can find all animations and their classnames, those can be used with playMove.

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Here's something I use.  It randomly picks from 3 different head bandages, and also drops a bloody bandage on the ground.  Try it in the console.

Spoiler

_x=[] spawn  
{ 
player playActionNow "MedicOther";  
sleep 4;  
_bandage="MedicalGarbage_01_Bandage_F" createVehicle [0,0,0]; 
_bandage enableCollisionWith player;  
_bandage setpos (player modelToWorld [.3,-.3,0]);  
sleep 2;   
player addHeadGear ( selectRandom ["H_HeadBandage_bloody_F","H_HeadBandage_stained_F","H_HeadBandage_clean_F"]); 
sleep 2;   
player setDamage 0; 
};

 

Note that the head bandage requires Laws of War premium DLC, so could be annoying.

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added this:

 

places the current headgear into the inventory if there is space... putting it on the ground would be nice too tho..

Spoiler

player additem headgear player; 
player addHeadgear selectrandom["H_Headbandage_bloody_F","H_Headbandage_stained_F","H_Headbandage_clean_F","rvg_bandage_1","rvg_bandage_2","rvg_bandage_3"];

 

 

I like the medical garbage, may I include your code johnny?

I ll do the same with bloodbags after bloodtransfusions😃

 

 

 

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3 minutes ago, Vandeanson said:

I like the medical garbage, may I include your code johnny?

Of course!   And I like the idea of putting current headgear on ground.

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thanks!

the animation glitches if you have your gun on the back, from the ravage holster function

gotta add something to put the gun on the ground temporarily XD

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riiight - the code escalated - but i like it 😃

 

Thanks for the inputs guys!

 

Spoiler

0 =[] spawn
{

      private _mag = primaryWeaponMagazine player;
      private _ammo = player ammo primaryWeapon player;
      private _primweap = primaryWeapon player;
      private _atts = primaryWeaponItems player;
      player removeWeapon (primaryWeapon player);

player playActionNow "MedicOther";
sleep 8;
    _bandage="MedicalGarbage_01_Bandage_F" createVehicle [0,0,0];
    _bandage enableCollisionWith player;
    _bandage setpos (player modelToWorld [.3,-.3,0]);

    _headgear ="groundweaponholder" createVehicle [0,0,0];
    _headgear enableCollisionWith player;
    _headgear setpos (player modelToWorld [.4,-.4,0]);
    _headgear addItemCargoGlobal [headgear player, 1];

player addHeadgear selectrandom["H_Headbandage_bloody_F","H_Headbandage_stained_F","H_Headbandage_clean_F","rvg_bandage_1","rvg_bandage_2","rvg_bandage_3"];

player removemagazine "VA_Bandage_F";
cutText ["", "PLAIN DOWN", 0];
cutText ["That should hold.", "PLAIN DOWN", 4];
player setVariable ["VanD_isBleeding", false, false];

    player addMagazine [_mag select 0, _ammo];
    player addweapon _primweap;
    {
    player addPrimaryWeaponItem _x;
    }foreach _atts;

cutText ["", "PLAIN DOWN", 0];
cutText ["That should hold.", "PLAIN DOWN", 4];
};

 

 

 

 

 

Just one minor issue,  the used magazine with fewer bullets is in the inventory and not in the rifle afterwards=(

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Hey, 

 

Has anyone gotten this mod to work on a mp server yet? 

Every time I try to load the sever up with this it says that my server doesn't require any mods in the launcher, If i take it out my other mods show straight away. 

😫

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I was always able to start a dedicated server so far. 

 

I would save my mission with VA active and move it to the missions folder. 

 

Then i would copy my mods into the main arma folder and start a server with tadst

 

Ill try to record what i do tonight and share it:) 

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2 minutes ago, Vandeanson said:

I was always able to start a dedicated server so far. 

 

I would save my mission with VA active and move it to the missions folder. 

 

Then i would copy my mods into the main arma folder and start a server with tadst

 

Ill try to record what i do tonight and share it:) 

Thanks for the help 😃

I would do the same but I'm renting from a host at the moment. 

Will be moving my server over to my own system soon mainly for convenience.

 

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Can I choose enemy fraction?  How can I did it ?

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28 minutes ago, sammael said:

Can I choose enemy fraction?  How can I did it ?

For you as player? 

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49 minutes ago, Vandeanson said:

For you as player? 

For example I want play as RHS VDV against Project Opfor islamic state

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hmm, i need to check, i think i need to change some small things to make it possible.

Then you will be able to chose the enemy side and what soldier types may spawn 

i will revert back to you on this. 

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Posted (edited)

lol something one should just check the wiki....

 

	
_wh = "GroundWeaponHolder_Scripted" createVehicle position player;
player action ["DropWeapon", _wh, currentWeapon player];

nvm doesnt work for my case (weapon on back)

 

@johnnyboy i saw that version of your script:

 

Spoiler

_weapon = currentWeapon _dude;       
_dude removeWeapon (currentWeapon _dude);
sleep .1;
_weaponHolder = "WeaponHolderSimulated" createVehicle [0,0,0];
_weaponHolder addWeaponCargoGlobal [_weapon,1];
_weaponHolder setPos (_dude modelToWorld [0,.2,1.2]);
_weaponHolder disableCollisionWith _dude;
_dir = random(360);
_speed = 1.5;
_weaponHolder setVelocity [_speed * sin(_dir), _speed * cos(_dir),4];  

 

 

nice, with the weapon flying down! 

do you know away to add weaponitems to a weapon that is in a groundweaponholder?

 

cheers

vd

Edited by Vandeanson

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v2.11

Bleeding:
- added knockout/faint effect (KK's Ragdoll script)

 

(also, I played around with intro, logos and music)


Bandaging:
- updated animation
- updated addaction restrictions

Blood Transfer:
- updated animation
- updated addaction restrictions

Anti Virus Injection:
- updated animation
- updated addaction restrictions

Overall this added another dificulty, as at very low blood, you risk of fainting and become zombie food.
I have also fixed some issues with the above animations and have added restrictions so that these addactions cant pop up while a e.g. bandaging animation is running.
One more check was added to change the animation of above actions to consider if there is a primary/secondary/no weapon.

cheers
vd

 

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6 hours ago, Vandeanson said:

do you know away to add weaponitems to a weapon that is in a groundweaponholder?

in the following I created dude's original headgear on ground.  Since z pos zero I think it doesn't bounce around.  Can't try it right now so no guarantee.

        _weaponHolder ="WeaponHolderSimulated" createVehicle [0,0,0];
        _weaponHolder addWeaponCargoGlobal [_headgear,1];
        _weaponHolder disableCollisionWith tinker;
        _weaponHolder setPos (tinker modelToWorld [1,.4,0]);

 

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Hey 

Finally got it to run on my server, one issue I am having though is consuming any of the items.

If I get hit I am infected but I cant cure it 😳

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2 hours ago, sniperb said:

Hey 

Finally got it to run on my server, one issue I am having though is consuming any of the items.

If I get hit I am infected but I cant cure it 😳

Niice! What did you have to change? 

Do you want to share or PM me your server details? 

 

You need to put away your weapon to cure or bandage, nd ofc you need the respective item too

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2 hours ago, Vandeanson said:

Niice! What did you have to change? 

Do you want to share or PM me your server details? 

 

You need to put away your weapon to cure or bandage, nd ofc you need the respective item too

I just added this  to my mission.sqm under addons:

Spoiler

addons[]=
{

    "A3_Ui_F",
    "VDA" <<<
};

 

 

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On 8/16/2019 at 2:55 PM, sammael said:

For example I want play as RHS VDV against Project Opfor islamic state

 

oh i forgot, it is already in for Banditcamps:

 

check the settings under SITES, select the number corresponding to the side you wish, and enter all the units classnames of your faction that you want to fight.

 

C62AF70D208C39ABA9292C5D985309C0F40F2F29

 

you can also choose the side for the AI patrols and stalkers under the "AI" settings. but i need to add a field where you can enter the desired soldiers.

if you want to use the actual gear of these soldiers, you need to turn of both the VA equipper and the Ravage equipper under the AI settings.

 

71DA8A88C7470D78662A9373E5B1719DDEC4B790

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Reworking the site and AI spawners to be more fps friendly.
Prototype with the banditcamps went well. 
20 camps and 40-60 AI spawned and put into cache until a player gets within range. 
Fps was stable at 60 until i triggered a camp (got close), so while dormant, it seems that the spawned sites have barley any effect on the fps. 

The camps will now only start their despawn counters once they have been discovered. 
For banditcamps this means, that a player needs to find the bandits buried treasure near the camp, to get the good loot and to trigger that the banditcamp despawns. 

AI have now a proper skills setup and should be acting normal now. 
All AI skills are going to be adjustable. 

I will roll these changes out to every site. 

in generall i want to have a little while/waituntil loopa running as possible. With the above, i already made a big step towards that. 

The AI spawning has also been reworked to be a bit smoother, it should cause less spikes as each skill and AI abilty is activated delayed. 

Last, since assets are the things that impact fps the most, i might add an optional light version of a sites, with as little objects (walls, structures, things) as possible. 

Hopefully, once all this is implemented, there should be a overall improvement of fps. 

Cheers
Vd
 

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Next update WIP:

 

Sides of enemies can now be chosen or randomized for every site type

 

The chance to spawn Guard dogs can now be adjusted for each site (or disabled) 

 

858A39C8F2B166C3FDB57838F4ECCFA4890FE178

 

AI skills are properly implemented and can be adjusted 

6EF4DF77EAA8E58633C49B518F59E3C4AADDA526

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V2. 12 uploaded fixing bleeding, infection and the tradercamp:) 

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v2.09 reuploaded - working on a fix on some v2.13 issues now - going good tho;)

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