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  1. I have a question regarding AI and the "radio chatters" , is it possible to have one AI unit play any of the radio chatters available with the unsung radios with a script command (like with a playSound3D or say3D command) ? I know it's possible to manually activate the radio of an AI unit while in-game, but I would have liked to make it activated/play the sound without needing the player to do it in-game, for "immersion" purposes. I browsed through the config viewer in cfgSounds and tried a bunch of different sound files from Unsung but could'nt find those radio chatters, specifically the "transport channel chatter" and/or the "support channel chatter". Anyway, still having some great times with this amazing mod.
  2. @igame360 This script doesn't record head movements as stated by the OP's in his 1st post. Even if you made the unit turn his head left or right while recording, it would not appear while playing back the sequence because those head movement haven't been recorded. Whenever I've used this script, the units playing the movement/anim sequence turn their heads a bit here and there ( I guess depending on what's around them), but they will mostly just stare at whatever direction their body is facing.
  3. I guess that you didn't change the name of the data in your CaptureData2.sqf and in your play2.sqf . In your CaptureData2.sqf you need to change the name of the data, and do the same for your play2.sqf . Your CaptureData2 should be like this; HLF_moveData2 = [ whatever data you recorded]; HLF_fireData2 = [whatever data your recorded]; HLF_animData2 = [whatver data you recorded]; And your play2.sqf should be like this; _unit = _this select 0; {_unit disableAI _x;} forEach ["ANIM","MOVE","FSM","TARGET","AUTOTARGET"]; [_unit, HLF_moveData2] spawn BIS_fnc_UnitPlay; [_unit, HLF_fireData2, true] spawn HLF_fnc_infUnitPlayFiring; [_unit, HLF_animData2, true] spawn HLF_fnc_infUnitPlayAnim; If you would need a 3rd unit playing aswell, you would name the data in your CaptureData3.sqf , HLF_movedata3, HLF_fireData3,etc... and. And do the same for your play3.sqf Hope that helps.
  4. Did some more testing with this script trying to get the AIS_Medical_Education parameter to affect AI, still no luck. What I've found out is that regardless of how you set this parameter, AI unit that have AIS loaded will be able to revive other AI if they have a FAK or a MediKit in their inventory. If you remove all of their FAKs and MediKits they won't be able to revive unconscious units though so the workaround to only allow AI medics to revive other AI is to remove all of the medical gear from non medic units.Posting this here in case someone else wants to restrict the revive to AI medics only for mission purpose, as I'm not sure if OP still plans to work on the script or not. I have to say I'm quite amazed at the sturdiness of this script so to speak, I mean I've made quite a few changes to it trying to get the desire effect, not really knowing what I was doing, but it practically never broke, lol
  5. praising

    Blud's Terrain thread.

    Looking forward to explore and discover the new version, seems like there's lot of new stuff to find. Always loved the rice paddies on this map and it's nice to see there will be more rice paddies areas. Great work, top notch quality map!
  6. @eggbeast Thanks for the info!
  7. @Grizzly58 If I recall correctly in the module option you can either apply it to synced units, or units in a trigger which is synced to the module, there might be a third option but I'm not sure exactly. Though, this will sound like a stupid question, but what does the RUG DSAI module exactly do? Asking this cause I've never actually used it in my missions cause AI still speaks nonetheless (not that I don't like them speaking, I think it's cool), so I never felt the need to use that module since AI seems to speaks without it. Was wondering if I l missed anything cool by not using the module. PS: not sure if this should be asked here or in the other Unsung thread so sorry if it's not in the right thread.
  8. @lightspeed_aust The reason you're having this issue is cause you need to remove the two brackets on this line: AIS_MEDEVAC_STATIONS = [[]];// Add one or more objects and a radius to activate the medevac feature. If enabled revive is only at this place(s) possible. Empty array means feature is disabled. That line should be like so: AIS_MEDEVAC_STATIONS = [];// Add one or more objects and a radius to activate the medevac feature. If enabled revive is only at this place(s) possible. Empty array means feature is disabled. See my post on the previous page, if you leave those two brackets the script will look for a non existant "medevac station" object and thus you will only be able to stabilize. @R0adki11 During your OPs did you had the script running for AIs as well? The script works all fine for me except for the AIS_MEDICAL_EDUCATION parameter. I cannot get it to work for AI. I'd like to restrict the revive to "medics only" for both player and AI, but despite the description saying "(this affects both, AI and players!)" , the parameter only seems to affect players, AI will still be able to revive wether or not they are a medic and have the medic trait. Rest of the script still work nicely, so no big deal I guess.
  9. I've been running into a few issues as well since the past few days. Some of the configurable parameters in "AIS_SETUP.sqf" don't seem to be taken into account anymore. The core of the script itself seems to still work fine as I can still get AI to revive one another or revive them myself. The "AIS_MEDICAL_EDUCATION" parameter doesn't work for AI, if I set it up to "only medics can revive", any units can still revive unconscious ones even if they are not medic (though it says "this affects both, AI and players!"), but the parameter will still work on players (haven't tested it with other players just myself). Another one that doesn't seem to work is "AIS_SHOW_UNC_3D_MARKERS", setting it to false or true doesn't seem to change anything as the markers will show up anyway. The other parameters seems to work fine as far as I can tell.
  10. Decided to test this script after trying out a few other similar AI revive scripts (which didn't work exactly as I wanted them to and/or were kinda buggy), and I have to say that this one gets my vote. Great script! Easy to set up and configure, and seems to work perfectly. Arma being what it is I guess there still might be specific situations where you might encounter some bugs while using this script ( Arma without bugs wouldn't be arma, right?). But overall, the script seems nicely polished and it does work really well. I was getting really tired of having most if not all of my AI teammates die at the smallest firefight, leaving me all by myself deep behind enemy lines, and having to go back to base recruit another AI "cannon fodder squad" or whatever. This script is quite a game changer for singleplayer and small player-team coop, I only wish I had found about it and tried it waaaaaayyyy sooner. Great work OP, thanks for making game way more enjoyable!! @robphx387 I guess that you probably made the same mistake as me when configuring AIS and disabling the Medevac Station option in the AIS_SETUP.sqf , line 11, this is default one: be sure to remove the "[Medevac_Blackfish, 10]" and not just "Medevac_Blackfish, 10", otherwise if you leave the two brackets the script will still look for a Medevac Station object that doesn't exist, and thus you will only be able to "stabilize" the wounded and not revive them aswell. this is how it should be if you want to disable the MEDEVAC STATION (and be able to revive anywhere):
  11. praising

    Blud's Terrain thread.

    Ah it's nice to see PKL getting some love! Looking forward to make some more Nam mission on this. Also, is it just me or did that AI just crossed the bridge without any problem???!!!??? I thought this was impossible in Arma. Besides that, the AI seems to be driving without any problem, was there any AI mod involved in this video or just vanilla, cause I don't remember ever seeing an AI drive as well as that. Anyhow, great work!
  12. praising

    The all new: Ask a moderator about the forum & rules

    Ah, okay. I can see my post now, indeed. Thanks for explaining, and thanks for suggesting the Photography/ Screenshots channel,I'll take a look at it, ;)
  13. praising

    The all new: Ask a moderator about the forum & rules

    Howdy folks! I guess, this is the right place for me to ask this question; I registered not too long ago, and made my first post today, though it doesn't show up and it's marked as hidden. It also doesn't appear in my profile when I look at my activity. So I was wondering why? I made a second post in a different thread and that one appeared right away, and isn't set as hidden. So, yea, just wondering why my 1st post doesn't show up. I read about newcomers posts being "auto-moderated", but i'm not sure if that's why my post doesn't show up or not. Here's a link to the thread where I made my 1st post:
  14. Howdy everyone, new to the forum, though not new to Arma or the Unsung mod. Been a fan of the mod for some time now, I used to make missions for myself back on Arma 2, and actually I bought Arma 3 just so I could play the Unsung mod with it. Thought it was about time I show some gratitude and love to the people who work hard to make this mod what it is. So, a BIG THANK YOU to all the Unsung Devs for creating and sharing such an amazing piece of work. I simply love it. The mod really is an experience itself, the atmosphere, the ambience, the maps, the sounds, the weapons, the vehicles... You guys brought immersion to a whole new level. So, yea, thank you all for making this mod a reality. PS: Not sure if this is the right place to post screenshots, but, I'm also part of a modding community (which focuses mainly on Fallout modding, though we are not the Nexus), and not long ago we had a screenshots contest on the theme of Military, contest which I did not won though. Needless to say the screenshots I submitted were screens of Unsung (and I also used Direone Static Pose Pack for the poses). Thought I'd share them here (again, sorry if it's not the right place for screens) Putting the rest of the screens in a spoiler so it doesn't stretch the page too much: