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Feenx sama

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About Feenx sama

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  1. Is there a tutorial or more in depth documentation on artillery? I'm not trying to disable the computer but I do want to enable ammunition handling and I'm having a hard time finding any examples on this. Generally I want the M252 and the M119 to have ammunition handling enabled.
  2. Feenx sama

    Help with Damage Handling

    I've figure out this one after some experimenting with setCamShakeParams to the code. However, I'm still stick on number 2. If I happen to figure it out I'll edit this post but any help is still welcomed. I've figured out the second half. Turns out it was as simple as defining a variable.
  3. Can anyone help me figure out how to modify this code to include (1) no camera shake when being shot and (2) apply this to a specific unit only (two to be exact) via it's variable name or class name. params[ "_unit" ]; // Damage reduction from https://forums.bistudio.com/forums/topic/198136-reducing-player-damage/ // Exit if we are a player and not local // Otherwise add EH for AI every where just in case their locality // changes due to moving into a players group // the EH will only fire where the AI is local if ( isPlayer _unit && { !local _unit } ) exitWith {}; if ( isPlayer _unit ) then { _unit removeAllEventHandlers 'HandleDamage'; }; // Only damage from last applied handleDamage EH is taken into consideration by the engine // Apply a new EH so as we can override the damage applied _unit addEventHandler [ "HandleDamage", { params ["_unit", "_hitSelection", "_damage","_source","_projectile","_hitPartIndex", "_instigator", "_hitPoint"]; // Damage multipliers. The damage of each projectile will be multiplied by this number. private _damageMultiplierHead = 0.3; private _damageMultiplierBody = 0.25; private _damageMultiplierLimbs = 0.15; private _damageMultiplierOverall = 0.25; // Damage limits. Each projectile will be limited to a max of this much damage. private _limitHead = 1.0; private _limitBody = 0.25; private _limitLimbs = 0.1; private _limitOverall = 0.25; private _oldDamage = 0; if (_hitSelection isEqualTo "") then {_oldDamage = damage _unit} else {_oldDamage = _unit getHit _hitSelection}; private _newDamage = _damage - _oldDamage max 0; private _incomingDamage = _newDamage; private _playerHealth = damage _unit; // Infantry selections // Keep in mind that if revive is enabled then incapacitation may occur at around 0.7 damage. // "": The overall damage that determines the damage value of the unit. Unit dies at damage equal to or above 1 // "face_hub": Unit dies at damage equal to or above 1 // "neck": Unit dies at damage equal to or above 1 // "head": Unit dies at damage equal to or above 1 // "pelvis": Unit dies at damage equal to or above 1 // "spine1": Unit dies at damage equal to or above 1 // "spine2": Unit dies at damage equal to or above 1 // "spine3": Unit dies at damage equal to or above 1 // "body": Unit dies at damage equal to or above 1 // "arms": Unit doesn't die with damage to this part // "hands": Unit doesn't die with damage to this part // "legs": Unit doesn't die with damage to this part // Do any other damage calculations here // _damage is the previous damage plus any new damage and will be applied // as the total damage the unit has for this selection once this EH returns // Only modify damage if it is a known projectile (leave falling damage etc alone) if (_newDamage > 0 && !(_projectile isEqualTo "")) then { // Reduce damage by damage multiplier private _damageMultiplier = _damageMultiplierBody; private _upperLimit = _limitBody; switch (_hitSelection) do { case "face_hub"; case "head": { _damageMultiplier = _damageMultiplierHead; _upperLimit = _limitHead; }; case "arms"; case "hands"; case "legs": { _damageMultiplier = _damageMultiplierLimbs; _upperLimit = _limitLimbs; }; case "": { _damageMultiplier = _damageMultiplierOverall; _upperLimit = _limitOverall; }; default { _damageMultiplier = _damageMultiplierBody; _upperLimit = _limitBody; }; }; _newDamage = _newDamage * _damageMultiplier; // Place an upper limit on projectile damage done at once if (_newDamage > _upperLimit) then { _newDamage = _upperLimit; }; _damage = _oldDamage + _newDamage; }; // For players ignore damage if they are incapacitated and pass damage to bis revive handler if ( isPlayer _unit ) then { if ( lifeState _unit == "INCAPACITATED" ) then { //if we are incapacitated take no additional damage _damage = _oldDamage; } else { _this set[ 2, _damage ]; //Call BI REVIVE HandleDamage EH passing new _damage value _damage = _this call bis_fnc_reviveEhHandleDamage; }; }; systemChat format[ "pHealth: %1 selection: %2 oldTotal: %3 newTotal: %4 incomingDmg: %6 appliedDmg: %6", _playerHealth, _hitSelection, _oldDamage, _damage, _incomingDamage, _newDamage]; _damage }]; systemChat format[ "Damage reduction applied to %1", _unit ]; Thanks, Feenx
  4. Feenx sama

    Full Screen NVG's (No Border)

    Thanks guys! I love this community, so positive and helpful :D
  5. Feenx sama

    CEA Group

    Community: CEA Group Play Style: Semi-realism/Casual Main Language: English Time zone: UTC -6 (CST) Operation Times: Server runs 24/7; no scheduling commitment. Operation Type: Multi-Type; Procedural Generated missions. Misc Info: Public group with a public server for missions and fun ops. Website: https://units.arma3.com/unit/combined-enemy-assault
  6. Squad name: CEA Group Timezone/location : UTC -6 (CST) Gamemode preference: Coop Contact email: feenx.sama@gmail.com Website address: https://units.arma3.com/unit/combined-enemy-assault Short description: Public Missions and Fun Ops Language: English
  7. Hi All, I was wondering if you guys could point me in the right direction or give me help with figuring out how to remove the border around the nightvision googles. I'm using the ace mod for night vision and rhs for the goggles. Any help would be greatly appreciated.
  8. Feenx sama

    Virtual Vehicle Spawner (VVS)

    Thanks for this. However I've found a solution for it already but I might mess around with your suggestion later.
  9. Thanks guys I'll look over these and fingers crossed it works out! Edit* Worked like a charm with a few minor tweaks, I have to say you write some of the cleanest code I've ever seen. Thanks for the help!
  10. Can someone help me, I'm looking for a way to include an init line on specific vehicle classes when they're being spawned during a mission. More specifically I want to have spawned Cargo Net Boxes to spawn with my resupply script to populate its inventory. Not sure it this matters but I'm using VVS to spawn the Cargo Net boxes to a specific coordinate on my friendly base. Any help would be greatly appreciated.
  11. Feenx sama

    Virtual Vehicle Spawner (VVS)

    Hey there, out of curiosity I was wondering did you ever figure this one out? I'm currently trying to figure out the same thing. I have specific items for "B_CargoNet_01_ammo_F" that I call from a "box_resupply.sqf" script. I have the Cargo Net Boxes spawn via VVS but now I'm looking to find a way to have them spawn with my script everytime. Any help would be appreciated.
  12. Thanks, I'm down to 3 tasks now but I'll check these out!
  13. Hi Larrow, If possible can you help me with a few things : set a predefined direction for the vehicle to face when spawned; enable spawned vehicles to take damage ; clear the spawn area of a spawned vehicle; and prevent vehicles from being spawned and stacked on top of each other. Or if anyone can help me with this or point me in the right direction, many thanks.
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