sickboy 13 Posted June 10, 2007 BETA - BETA - BETA - BETA - BETA - BETA - BETA - BETA - BETA - BETA While the boys were discussing Tracers for SmallArms, Per so many bullets or only at the end, I came up with this: 6thSense.eu CRDS 0.1Beta2 Readme: Quote[/b] ]6thSense.eu Presents: CRDS v0.1Beta2. ArmA v1.07+ Compatible. (By Sickboy) -------------------------------------------------------------------------------- CRDS; Player Dammage/BlackOut/CryOut. Based on CRDS2-P for OFP, by ChaosStudios (http://www.ofpmdb.net). Completely rewritten to SQF Check the original Readme for more info Installation: * Place the Addon folder: @SIX_CRDS into your ArmA Installation Folder * Edit your ArmA shortcut to include the mod, add: -mod=@SIX_CRDS * WARNING if you run v1.07 beta, it should be: -mod=beta;@SIX_CRDS * or if you have multiple mods, per example: -mod=@ModWar;@MAP_Air;@SIX_CRDS * WARNING if you run v1.07 beta, it should be: -mod=beta;@ModWar;@MAP_Air;@SIX_CRDS * Place the Demo Mission in your Missions or MPMissions folder and experiment Notes: * Multiplayer compatibility under Development & Testing Demo Missions: * Demo1: Credits: * Chaos/ChaosStudios for the Original CRDS2-P for OFP. Share this post Link to post Share on other sites
dmarkwick 261 Posted June 10, 2007 Ooh nice one How extensive do you plan to make this? I ask because I was recently interested in someone converting the ECP Blood Effects over to ArmA (I looked but it's way beyond me I'm afraid). It had bleeding out, blood drops, even spurting blood. Spurting blood was especially nice, not because I'm a sicko sadist but because it was genuinely useful in showing the direction of attack. If you found some dead teamies and wonder what happened to them, the blood effects told their own story. Also, the blood drops often helped me to track down fleeing wounded enemies. It was very atmospheric in tight urban areas. You fancy working some of this in? I can pass you the blood effects code from OFP if you don't fancy downloading the whole of ECP, I contacted the ECP developers to get permission and the reply I got suggested that no-one really minded what was done as long as credits are available etc. Usual stuff. ECP has disbanded and they have no interest in the project anymore. Anyways, I will try out this addon of yours, it certainly sounds like a nice start to something that would improve the CQBs immensely. Screenie of the blood spurt effects in use: Share this post Link to post Share on other sites
sickboy 13 Posted June 10, 2007 Sure, send it over to my e-mail: sb_at_6thSense.eu replace _at_ with @ I wanted to use the CRDS as a base, while expanding with blood spurt effects etc. The CRDS itself is for the player specific, but the blood and other effects can be made for any unit etc. Share this post Link to post Share on other sites
snoops_213 75 Posted June 10, 2007 very nice so far. The mission gave me an error relating to the player used is from your mod, not a standard BIS soldier. And i had an error with one of the sqf files, but sorry was playing not testing, next time i'll get details Share this post Link to post Share on other sites
sickboy 13 Posted June 10, 2007 very nice so far. The mission gave me an error relating to the player used is from your mod, not a standard BIS soldier. And i had an error with one of the sqf files, but sorry was playing not testing, next time i'll get details Ty for the report, reuploaded package, fixed the mod-guy error, have no sqf error though, so if you could pass it to me? Share this post Link to post Share on other sites
wolfsblut_ 0 Posted June 10, 2007 Everybody who dont know CRDS here are some basic infos whats going on here ... Copying from OFPs-CRDS-Readme: ###################################################################################################### Function & the idea behind it: ###################################################################################################### I put this as one of my favourite goals a long time ago and I already used it in some of my missions a long time ago. This script allows mission makers to put a little bit more reality into the dammage system of OFP. The player gets Black 6 Whiteouts when hit, moans, hears his heart beat - this has a big effect on his senses and blocks the ability to communicate with his team members. The harder the hit the harder the consequences (since version 1.1) With the newest version 2.0 there will be even more changes. the player will get bigger difficulties when he gets hit on the body The bigger the dammage the player will bleed in various speeds until he will die and bleed dry without medical care. The bigger the wound the faster the bleeding.If the dammage is too hard - the player is as good as dead - The player has only seconds to get medical aid. in these casesyou have only seconds (more than 10 but less than 20). 2 medipacks have been built in for personal use. The little medipack only fits to wounds from 0-0.4 with an alleviation of the dammage of 0.3 and from 0.41 to 0.79 with an alleviation of 0.2 pts. When you are injured by 0.8 to 1.0 you can' t treat the wound with this anymore and the medipack is with 0.05 pts. useless. The big medipack treats effective wounds within 0 and 0.98 with an alleviation of 0.5 pts. If you are injured above 0.98 it won't help either. Of course the medipacks won't help on this injuries. This is my only limit to the game in this respect otherwis I would destroy the fun. With every hit you'll get a whitescreen, which pretends that you feel a burning pain. If you get to many hits you won't be able to fight at all. ###################################################################################################### Script development: ###################################################################################################### Share this post Link to post Share on other sites
ebud 18 Posted June 11, 2007 Great stuff. Now for me since I don't do mp, a wounding system similar to this for the ai would be a godsend. If anyone can make something to make the ai not take 3 shots and just stand there, they'd be the SP genius I've been waiting for. There was something like that in OFP right? Anyway, really nice work Share this post Link to post Share on other sites
snkman 351 Posted June 11, 2007 Strange i'm also working on a hit system... Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 11, 2007 Hey sick, nice job, my only problem is that the death screams are somewhat... camp (though this isn't your fault), and to actually get them working (I was getting an error each time I died) I had to alter the CRDS_HitFinal to this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> private ["_RAN"]; sleep 0.08; if(CH_Hitspeak)exitwith{}; _RAN = random 20; CH_Hit=false;CH_Hitspeak=false; (_this select 0) setDammage 1; if (!alive (_this select 0)) then {titlecut ["", "White IN",0.01]}; if(_RAN<1)exitwith{playsound "headshot1";}; if(_RAN<2)exitwith{playsound "headshot2";}; if(_RAN<3)exitwith{playsound "death02";}; if(_RAN<4)exitwith{playsound "death03";}; if(_RAN<5)exitwith{playsound "death06";}; if(_RAN<6)exitwith{playsound "death07";}; if(_RAN<7)exitwith{playsound "death08";}; if(_RAN<8)exitwith{playsound "death09";}; if(_RAN<9)exitwith{playsound "death10";}; if(_RAN<10)exitwith{playsound "death11";}; if(_RAN<11)exitwith{playsound "gen_death1b";}; if(_RAN<12)exitwith{playsound "gen_death2";}; if(_RAN<13)exitwith{playsound "gen_death3b";}; if(_RAN<14)exitwith{playsound "gen_death4";}; if(_RAN<15)exitwith{playsound "gen_death5";}; if(_RAN<16)exitwith{playsound "gen_death6";}; if(_RAN<17)exitwith{playsound "gen_death7";}; if(_RAN<18)exitwith{playsound "gen_death11";}; if(_RAN<19)exitwith{playsound "gen_death11b";}; if(_RAN<20)exitwith{playsound "gen_death12";}; Works flawlessly now. Share this post Link to post Share on other sites
sickboy 13 Posted June 11, 2007 ....I have yet to see your files come over mate )Hey sick, nice job, my only problem is that the death screams are somewhat... camp (though this isn't your fault), and to actually get them working (I was getting an error each time I died) I had to alter the CRDS_HitFinal to this:Works flawlessly now. No worries mate, ty, that piece of shit code is going to be replaced by an array and a randomselection function anyway ) Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 11, 2007 Nice. May I also suggest a fairly big chance (say, 25%) that when the player is killed by a non-headshot he doesn't make any noise? I haven't had the unfortunate situation of having someone killed by a non-lethal hit in real life, but having my avatar squawk every time after karking it is quite annoying. Either that, or having some death sounds which are a bit less Hollywood (e.g, a quiet death rattle, cut-off gasp), etc. Share this post Link to post Share on other sites
sickboy 13 Posted June 11, 2007 RGR Cammy I can do some filtering on what is inside the package right now, though as I believe in jolly good cooperation I welcome anyone to take the sound-bits for his account, so I can concentrate on what matters most to me; the Scripting Share this post Link to post Share on other sites
dmarkwick 261 Posted June 11, 2007 I have yet to see your files come over mate ) Well I sent 'em I haven't had the email bounce back so I guess they went off OK. Let me know if you want me to send them again. Was about half a MB in size. Share this post Link to post Share on other sites
snoops_213 75 Posted June 11, 2007 If anyone can make something to make the ai not take 3 shots and just stand there, they'd be the SP genius I've been waiting for. Sounds like ya weapons to small, might want to try a bigger weapon Seriously though i agree, i play more SP than MP and that would be awesome if the AI had the same effects. As for the sqf error i havent been able to reproduce it, it was probably something i was toying with at the time. If i get it again i will let you know the details Share this post Link to post Share on other sites
ebud 18 Posted June 11, 2007 Sounds like ya weapons to small, might want to try a bigger weapon Seriously though i agree, i play more SP than MP and that would be awesome if the AI had the same effects. True, true If this can be done for player/players couldn't it be done for ai somehow? Believable wounding for the ai + player combined with the suppression scripts combined with the tracers? Now that would be a dream. Share this post Link to post Share on other sites
sickboy 13 Posted June 11, 2007 Sounds like ya weapons to small, might want to try a bigger weapon Seriously though i agree, i play more SP than MP and that would be awesome if the AI had the same effects. True, true If this can be done for player/players couldn't it be done for ai somehow? Believable wounding for the ai + player combined with the suppression scripts combined with the tracers? Now that would be a dream. Sure it can mate v0.1 will be about the player effects v0.2 will be about the AI etc aswell Share this post Link to post Share on other sites
ebud 18 Posted June 11, 2007 Thanks for the reply. That will drop the frustration level down considerably Really really looking forward to it. Share this post Link to post Share on other sites
sickboy 13 Posted June 11, 2007 Released Beta2, Minor Fixes/Changes: [*] Exchanged RndInt function for RndSelect [*] Removed the horrible code that represented a random death sound, thanks to Cameron for posting this horrible piece on the forums, I was nearly ashamed :P SIX_CRDS v0.1Beta2 More updates over the course of the week. Release Plan is v0.1 for next week, then v0.2 for the next weeks. In between i'm squeezing in some AI-M, esp encouraged for next stage of AI-M, v0.3 with the nice FSM guide out by SOW @DMwarwick; its possible that my e-mail server marks you as spamz0r lol :P Would you be so kind upping it at megaupload.com or similair and pasting the link? Ty! Share this post Link to post Share on other sites
dmarkwick 261 Posted June 11, 2007 @DMwarwick; its possible that my e-mail server marks you as spamz0r lol :P Would you be so kind upping it at megaupload.com or similair and pasting the link? Ty! No probs. Post up when you've got it & I'll delete it again. *link removed* I tried to keep the mod folder structure but only retain the relevent files that had blood references in. I was looking at an interesting piece of code that dealt with how the blood spatter is calculated but I cannot find it now. Hopefully it's there somewhere Share this post Link to post Share on other sites
sickboy 13 Posted June 11, 2007 Hey thanks mate! But just one thing... Is there permission given for using those works etc by the authors? Important question. Share this post Link to post Share on other sites
dmarkwick 261 Posted June 12, 2007 Hey thanks mate! But just one thing... Is there permission given for using those works etc by the authors? Important question. Indeed I can pass you the texts from emails that I exchanged with Amos (one of the lead ECP devs/managers) but the upshot was this: He was going to contact the disbanded ECP group to see how they felt about conversions, I haven't heard anything since a little over 2 weeks. A previous conversation I had suggested that in the absence of any other interest then conversions were OK, but I no longer have that conversation, I think it's on a forum somewhere out there Would you like me to contact him again to clarify things? If there's a real possibility of conversion I can say so, maybe that would get a definitive answer. Did you take a look to see if the work is viable? One thing I forgot to add which was in the email - I can do new blood textures. Just need to know size & format. Share this post Link to post Share on other sites
W0lle 1052 Posted June 18, 2007 Thread Closed on request by Owner. This addon is now part of 6thSense.eu "Pack1". Share this post Link to post Share on other sites