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Posts posted by 0Y0
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High throw mod and at the end of the video, an example of inertia is shown when throwing a grenade from a running.
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Change of throw modes:
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Made effects for grenade initiation:
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Hi everyone again)
I now started working on an extended grenade throwing.
Here is a video of the first developments.
Already implemented:
Extraction of the grenade
Change grenades
Grenade initiation
Swing with a grenade
Grenade throw
Also implemented inertia when throwing. That is, when throwing a grenade from a running start, the grenade will fly further.
There are plans to implement several types of throws. There is also a lot of work to be done with animations, for the prone position, for the unarmed unit, and so on.
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58 minutes ago, pierremgi said:Could you elaborate? What is your code for your explosion? Are you using setParticleParams? (see parameters, especially the last one)
No)
if ((!isServer) or (((agltoasl _this) select 2) < 0) or (PiR_frags_on == 0)) exitWith {}; params ["_position","_frag", "_count", "_speed", "_xv", "_yv", "_zv"]; _count = round ((10 + (random 10)) * PiR_frags_on); _position = [(_this select 0), (_this select 1), ((_this select 2))]; IF ((_position select 2) > 2) then { for "_i" from 1 to (_count) do { _speed = 100 + (random 100); _xv = selectrandom [random -1, random 1]; _yv = selectrandom [random -1, random 1]; _zv = selectrandom [random -1, random 1]; IF ( str (lineIntersectsSurfaces [agltoasl _position, agltoasl [((_position) select 0) + (_xv * 5),((_position) select 1) + (_yv * 5),((_position) select 2) + 0.05 + (_zv * 5)]]) == "[]") Then { _frag = "PIR_frags_light" createVehicle _position; _frag setpos [(_position select 0), (_position select 1), ((_position select 2) + 0.05)];; _frag setvelocity [(_xv * _speed), (_yv * _speed), (_zv * _speed)]; }; }; } ELSE { for "_i" from 1 to (_count / 2) do { _speed = 100 + (random 100); _xv = selectrandom [random -1, random 1]; _yv = selectrandom [random -1, random 1]; _zv = abs ((sqrt ( _xv ^ 2 + _yv ^ 2)) * (tan (selectrandom [random 45, 180 - (random 45)]))); IF ( str (lineIntersectsSurfaces [agltoasl _position, agltoasl [((_position) select 0) + (_xv * 5),((_position) select 1) + (_yv * 5),((_position) select 2) + 0.05 + (_zv * 5)]]) == "[]") Then { _frag = "PIR_frags_light" createVehicle _position; _frag setpos [(_position select 0), (_position select 1), ((_position select 2) + 0.05)];; _frag setvelocity [(_xv * _speed), (_yv * _speed), (_zv * _speed)]; }; }; };
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Hi all.
Such a question... We have a 3D vector. Which is located on a perfectly flat surface.
Through the "surfaceNormal" command, we can find out the vector perpendicular to the surface. And with a perfectly flat surface, it is "[0,0,1]". The angle between our vector and the perpendicular vector to the surface must be constant.
And the question itself .. what to do if our surface is at an angle to the horizon?
Let me explain what I do. Here is a video where the fragments of the explosion are made of fish, for clarity.
The scattering of fragments has a certain structure. And I want that during explosions on an inclined surface, the scattering of fragments would remain in the same structure, but the whole structure should be parallel to the slope of the surface.
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This bug is not in the mod. This is a config error. Looks like you screwed something up when you changed it.
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On 11/20/2022 at 12:54 PM, Alwarren said:Try the latest release on this page
You can also try to download the master branch by clicking on "Code" and selecting "Download ZIP", but you will have to install the stuff by hand since that ZIP archive does not work with the "Install Addon" in Blender.
Thanks a lot) The setting is now displayed)
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Hi people. A question...
Is it possible to somehow get the RTM motion vector parameter for animation in blender 2.92 and higher?
I read the previous page... but I can't get this parameter.
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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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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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15 hours ago, civiciam said:Amazing mod. I love that you included all NPC's too.
Ok))
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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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On 2/24/2022 at 2:51 AM, Ahmed Soltan said:فكرة رائعة والمود رائع
Thanks)
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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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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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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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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 ThomasAs I already answered in Steam)) There is nothing in mod that could affect time)
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1 hour ago, -Anti- said:Thanks for all your recent updates. This is an amazing mod.
I have to admit, I don't understand how to control it yet, despite spending a few hours messing around with PiR settings.
Can you confirm... after editing some of the PiR settings, do I need to restart the mission for the change to take effect?
My main question is...
Which settings do I need to edit/disable, so that scenarios and campaign triggers will be minimally affected by the change in AI behaviour?
Thanks.
The CBA settings correctly display which settings require a restart and which do not.
I guess turn off injuries for the blue side.
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Video explaining the new system, but in Russian.
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The mod will be updated today.
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51 minutes ago, PTV-Jobo said:I'm actually getting pretty excited about this. For the longest time I have been using Ace, then Ace Advanced, then using all the super-advanced stuff like KAT.....don't get me wrong, it was okay and all, but medic systems in Arma always just end up being boring menu games. Go into a menu, then a sub-menu, then a sub-sub-sub menu and click on that. It got to the point I either got too bored or too frustrated and stopped playing as a medic. I always use to think, "man, too bad we couldn't have animations where you see a medic holding the bandage or something like you see in games like Tarkov or Squad". And now you managed to put together a really visually fun medic system that feels less like a boring game of endless menus, and more fun visually. I can't wait to try it when it's all done! 🙂
I think I still need about a week or so.
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Demonstration of work with a dropper.
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Animated Grenade Throwing
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Posted the current version of steam. Link in the first post.