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Everything posted by Slay No More
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i need help Handledamage Eventhandler & Aircraft Not Working as expected?
Slay No More posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I'm trying to make it so all vehicles survive impact damage (from wrecks), but can get killed from everything else. The script works fine on land vehicles, it even de-activates on its own, but helicopters don't seem to abide by the same rules, even after blocking the damage types that they give off during various wrecks, but it almost always seems to be fuel damage or something else still destroying it. I can throw a vehicle with the following setvelocitymodelspace function to enduce a strong wreck, the land vehicles remain alive, the helicopters even if its a soft slide still explode like vanilla. vehicle player setVelocityModelSpace [55, 55, 0]; I wish I understood what to do with the script at this point, Vandeanson assisted me and helped me with his knowledge of eventhandlers and helped me get to this point, which functions as I wanted, but the game seemingly doesn't allow it to work the same for helicopters so I'm stuck at a complete stand still trying to think of some way to protect helicopters as well without the proper knowledge. explosionarray = []; player addEventHandler ["GetInMan",{ params ["_unit", "_role", "_vehicle", "_turret"]; //if (driver _vehicle != _unit) exitwith {}; if (_vehicle getVariable ["alreadyprotectedunderscripts",0] isEqualTo 0) then {//variable check to stop spam maybe _vehicle setVariable ["alreadyprotectedunderscripts",1,true]; _vehicle addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; explosionarray pushbackunique _projectile; //systemchat _projectile; if (_unit iskindof "air" && _projectile in ["", "HelicopterExploSmall", "FuelExplosion","HelicopterExploBig"]) then {_unit allowdamage false; }; if (!(_unit iskindof "air") && _projectile in ["", "HelicopterExploSmall", "FuelExplosion","HelicopterExploBig"]) then { if (_selection isEqualTo "") then {damage _unit} else {_unit getHit _selection}; }; }]; }; }]; player addEventHandler ["GetOutMan",{ params ["_unit", "_role", "_vehicle", "_turret"]; if (count crew _vehicle isequalto 0) then { _vehicle removeAllEventHandlers "HandleDamage"; _vehicle setVariable ["alreadyprotectedunderscripts",0,true]; }; }]; -
I hope you are doing well George. Been thinking of you recently friend. I hope the best for you and your family.
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i need help Handledamage Eventhandler & Aircraft Not Working as expected?
Slay No More replied to Slay No More's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I wish I knew how to do that, I've forgotten how to use forums it seems. I've taken too long of a break from any kind of platform like this lmao. -
i need help Handledamage Eventhandler & Aircraft Not Working as expected?
Slay No More replied to Slay No More's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's basically the goal of these scripts. The idea is to basically avoid all the other damage EXCEPT gun fire and rocket fire, I like vehicles tanky on missions, but allowdamage false is just way too much protection. It makes it un-fun. It's the entire reason hopefully we can get to the bottom of it. -
i need help Handledamage Eventhandler & Aircraft Not Working as expected?
Slay No More replied to Slay No More's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks to you as well and thank you for replying to my post / thread! I have prepared a demo mission to sort to give you the same view of things that I have so hopefully you can see how the issues are occurring. I swapped the if statement with your first suggestion. As you can probably see with this demonstration here, the effects work on land vehicles, but not so much with aircraft. I'm hoping you are able to spot something obvious seeing it in action as its intended. Please note, the version I used in this snippet is different from the original first post, below the download URL I will post the tested version. http://uppit.com/awz22wpqv5fz explosionarray = []; player addEventHandler ["GetInMan",{ params ["_unit", "_role", "_vehicle", "_turret"]; //if (driver _vehicle != _unit) exitwith {}; if (_vehicle getVariable ["alreadyprotectedunderscripts",0] isEqualTo 0) then {//variable check to stop spam maybe _vehicle setVariable ["alreadyprotectedunderscripts",1,true]; _vehicle addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; explosionarray pushbackunique _projectile; //systemchat _projectile; if (_projectile in ["", "HelicopterExploSmall", "FuelExplosion","HelicopterExploBig"]) then { if (_selection isEqualTo "") then {damage _unit} else {_unit getHit _selection}; }; }]; }; }]; player addEventHandler ["GetOutMan",{ params ["_unit", "_role", "_vehicle", "_turret"]; if (count crew _vehicle isequalto 0) then { _vehicle removeAllEventHandlers "HandleDamage"; _vehicle setVariable ["alreadyprotectedunderscripts",0,true]; }; }]; -
i need help Handledamage Eventhandler & Aircraft Not Working as expected?
Slay No More replied to Slay No More's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for fixing my whoopsie lmao. Merry Christmas to you and all who reads this. -
i need help Handledamage Eventhandler & Aircraft Not Working as expected?
Slay No More replied to Slay No More's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey @pierremgi or @Rydygier I was wondering if maybe one of you or maybe both of you could assist or help me with a perplexing issue here I ran into with a script I had made, perhaps one or both of you know what's wrong? I've attempted to make a script which disables damage for all vehicles from impact and wrecking and it works for land vehicles in regards to tree impact and vehicle to vehicle impact but the same logic doesn't apply to aircraft. Aircraft explode when coming into the same types of collisions and even when blocking all of the incoming damage which can be viewed when putting _projectile into the console. I've been stumped for months on it, tried asking around to no avail so I'm desperate with a tag, I'd like to add eventhandlers are completely new to me, I used to get the desired effects using while loops and I know now its bad. -
i need help Handledamage Eventhandler & Aircraft Not Working as expected?
Slay No More replied to Slay No More's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks m8 -
GMAN thinkin' he's slick
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Was this in the mod for ages but not properly hooked up?? I'd always have issues of running over zombies and them throwing my car a mile away.
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wip (EDS) Slay's Expedited Drone System
Slay No More posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Formally named: Slay's Ghost Recon Wildlands Drone System, now named (EDS) Slay's Expedited Drone System Hello Bohemia forum, this is going to be the first mod I've publicly released, I'm currently planning to release it as a standalone mod as it was originally made for a Ravage mission I worked on for 2 years, but I felt as if it was a complete waste to let it sit in an obscure mission. Posted on Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2263559431 Status: WIP Features: Instantly throw infinite amount of drones that are already connected to the players UAV terminal allowing a Ghost Recon Wildlands esque drone system. 4 different drones to choose A Recon drone which can drop smoke grenades A Medical drone which can revive teammates using the vanilla revive system A combat drone using the Laws of War DLC's de-mining drone A secondary combat drone using the vanilla drone but with weapons attatched to it (not visible, but usable) Planned Features: Standalone mod first and foremost, the script version will be posted as soon as I seperate unneeded files and remove left over scripts from the original mission they were used in. The ability to visibly see what drone you threw A way to destroy the drone with a scroll menu or make destroying the only means of leaving the drone, akin to the original game. More planned features maybe to come depending on feedback. Media:- 21 replies
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wip (EDS) Slay's Expedited Drone System
Slay No More replied to Slay No More's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Negative, I wanted it to let servers know what was going on so it didn't get categorized as a cheat. That said, I'm sorry to everyone else I've been sleeping on updating this script and my other releases, there isn't enough time in the day for all the mini-projects and server I got going on. -
Indeed, I started my day by updating the ravage on Serverblend (server host), it went something like this. 1. updated ravage on my local machine, 2. updated the mission.sqm with latest ravage, 3. opened each module just to check for new settings, (I do this every update just to be sure of everything on my end) 4. everything looked okay, saved mission.sqm, 5. restarted server, pushed new mission.sqm (with updated ravage) over, updated ravage on server, 6. started server, it said the error above, it acted like there was a missing mod requirement, I removed all mod requirements, pushed the mission file not requiring mods, tried again, same error. 7. Stopped server, removed ravage, deleted all folders pertaining to it on the Dedi, re-installed the latest Ravage on the server, tried again. No luck. 8. Stopped server, reverted back to old mission.sqm (non-updated SQM), re-installed ravage, no luck. 9. Repeated the reinstall 3 more times, starting from scratch manually removing ravage each time, on the end of the 3rd attempt and with the original mission.sqm (non-updated SQM using old ravage modules inside) it worked. 10. I reloaded the latest updated mission.sqm which used latest ravage, then things all started to work again magically. Not sure if there was a hotfix in between now and then, but it was for sure a head scratcher.
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v1 script released JBOY Giant v1
Slay No More replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd like to give this script out. And to maybe give people some ideas. This is to spawn a giant around you without needing to manually place them. //if !(_playerunit == vehicle _playerunit) then {do something}; _playerunit = playableUnits call BIS_fnc_selectRandom; deleteVehicle host1; //_SpawnPosition = _playerunit getPos [(50 + random 250,50 + random 250),_dir]; _SpawnPosition = _playerunit getPos [60 + random 50,60 + random 50]; _marker = getPos _playerunit; _playerunitpos = position _playerunit; _SidePick = east; giantsgroup = [_SpawnPosition, _SidePick, _classes,[],[],[],[],[_finalAmount, 0]] call BIS_fnc_spawnGroup; host1 = giantsgroup createUnit ["O_sniper_F", _SpawnPosition, [], 0, "CARELESS"]; removeAllWeapons host1; [host1] spawn { //this is intended to give the giant a random skin color, but only works if you modify the giant script itself, therefore this is useless to everyone and commented out /*_colorrandom = selectRandom [["#(argb,8,8,3)color(0.12,0.0598,0.0168,1)",4], ["#(argb,8,8,3)color(0.12,0.1,0.042,1)",4], //["#(argb,8,8,3)color(0.12,0.1,0.039,1)",4], //["#(argb,8,8,3)color(0.12,0.0718,0.029,1)",4], //["#(argb,8,8,3)color(0.0624,0.119333,0.16,1)",2], //["#(argb,8,8,3)color(0.0624,0.119333,0.16,1)",2], //["#(argb,8,8,3)color(0.31,0.00929999,0.00929999,1)",6]]; ["\SlaysRavage\images\03_flesh.jpg",2], ["#(argb,8,8,3)color(0.0496,0.114,0.16,1)",2], ["#(argb,8,8,3)color(0.31,0.00929999,0.00929999,1)",4], ["\SlaysRavage\images\03_flesh.jpg",6]];*/ waitUntil {sleep 1; missionNamespace getVariable ["JBOY_giantInitDone",false]}; [host1] spawn {waitUntil {sleep 1; missionNamespace getVariable ["JBOY_giantInitDone",false]}; [_this select 0, east, 1, position _playerunit] call JBOY_createGiantGroup; //disables VCOM AI from interacting with Giants //(group host1) setVariable ["VCM_NOFLANK",true]; //This command will stop the AI squad from executing advanced movement maneuvers. //(group host1) setVariable ["VCM_NORESCUE",true]; //This command will stop the AI squad from responding to calls for backup. //(group host1) setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup. //(group host1) setVariable ["Vcm_Disable",true]; //This command will disable Vcom AI on a group entirely. //(group host1) setVariable ["VCM_DisableForm",true]; //This command will disable AI group from changing formations. //(group host1) setVariable ["VCM_Skilldisable",true]; //This command will disable an AI group from being impacted by Vcom AI skill changes. }; //host1 setVariable ["colorpallet",_colorrandom#0]; //host1 getVariable ["difficulty",_colorrandom#1]; host1 doMove (position _playerunit); host1 setcaptive true; host1 forceAddUniform "U_B_CTRG_Soldier_Arid_F"; }; host1 setspeaker "male01rus"; sleep 5; host1 doMove (position _playerunit); waituntil {getDammage host1 isEqualTo 1}; sleep 35; deleteVehicle host1; -
v1 script released JBOY Giant v1
Slay No More replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sounds amazing, I'm excited and thanks for the permission! I will do your work justice. I have some plans for your little guy here. -
v1 script released JBOY Giant v1
Slay No More replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm excited. Would you care if i added him into a mission whenever you released him? I feel like he would best be used for random encounters. -
script [Release] SCCLoot
Slay No More replied to samscodeco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this script \ mod still being developed? -
wip (EDS) Slay's Expedited Drone System
Slay No More replied to Slay No More's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm gonna release em as scripts eventually, they're finished and 1:1 with workshop, minus the RPG elements that my mission has, the mission has it so you have to earn unlocks to get em like I had mentioned, but I had no idea how to do it in a standalone mod without requiring players to re-earn them on relog / reconnect. Not sure when I'll post the scripts but it won't be too long. Kinda want to earn some workshop clout first 😋, but it will definitely get released. -
wip (EDS) Slay's Expedited Drone System
Slay No More replied to Slay No More's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sorry for the double post, but I wanted to let everyone know I released another mod since this one was so positively recieved, I hope you guys would take a gander at my other new standalone mod, it marks my second standalone mod. -
wip (EPS) Slay's Expedited Parachute System
Slay No More posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So people liked my last post, so I decided to slice another piece of my mission and serve it to the community in the form of a standalone. This time, I bring you, Slay's Battlefield / Modern Warfare Inspired Parachute System now named (EPS) Slay's Expedited Parachute System, it will delete your backpack, equip and then open a chute, protect you till landing, then give the player back their backpack and all respective gear it had. Status: WIP Features: The ability to open a chute without one equipped The ability to land safely at any speed without dying The ability to cut the chute you currently have if you open it up at say, a mile up, you can cut it, and redeploy it whenever you wish, or smack into the ground and die, completely up to the end user. Planned Features: Bindable button. Usage: Press Space Bar while falling. Media: Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2264418816 -
wip (EDS) Slay's Expedited Drone System
Slay No More replied to Slay No More's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Still hurting, but I've been wearing arm braces to bed for the last 3 weeks, cranking up NSAIDs, no surgery yet, finally this Friday I get into the doctors for nerve testing, the symptoms I was having are definitely not like they were, but still there for sure. Still makes life difficult, I would have had this stuff done sooner if I A, knew how to do standalones and B didn't have to take breaks for my wrists. Pic of my new arms: In my mission which these scripts are taken from, the player has to spend about 3+ in game hours or so grinding out XP to purchase the perk requirements for various drones, there was 5 levels, and a the first stage, access to the recon drone is avalible only, then medical drones at level 1, level 2 the medical ugv and rollers unlock, so on and so on. I couldn't think of a way to do this in a mod format sadly, so I stripped all of that RPG elements out and left it raw so to speak. I think I may have fixed it by adding DEBUGINFORSLAYSINFO = false; to the init of the mod, hopefully solving it, but it almost appears its missing a bracket. -
wip (EDS) Slay's Expedited Drone System
Slay No More replied to Slay No More's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello everybody, I didn't want to post back unless it was news regarding the mod, which this happens to be. I decided to focus my attention on it the last few days, get it ready for standalone as well as actually learn the method required to make standalone mods, all that was managed, it sadly required an additional rewrite due to the mechanics of the other mission lingering and causing issues, not to over sell the mod or anything, but it is ready for playing. Had a few tests already, but no one tested the workshop version. I'm open to suggestions, the mods not encrypted or anything. May post a direct download on here, or armaholic eventually. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2263559431 Explanation on why I changed the mods name: -
wip (EDS) Slay's Expedited Drone System
Slay No More replied to Slay No More's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'd like to apologize to everyone waiting on this, I developed Carpal Tunnel and I'm awaiting surgery to try to return to a normal life style, one which I made stuff for arma frequently. Before the Carpal Tunnel came on strong I re-wrote the scripts for the drones, fleshed it out a bit more, but I haven't gotten around to making it stand alone, my wrists are aching just typing this sadly, my accuracy with typing is bad due to the pain which causes incorrect button presses adding to the headache, I hope to get this mod out before the years end since its finalized basically, just needs a few finishing touches. Hopefully I get the surgery and hand function returns to normal. Sorry again, I know people are waiting on this, I was looking forward to everyone trying it and leaving feedback. I may just post what I have as a script version as it sits, but I kinda wanted to do standalone as the first release, followed by scripts later. -
wip (EDS) Slay's Expedited Drone System
Slay No More replied to Slay No More's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I absolutely welcome input! I just cannot promise I possess the skills to do some things. But, in terms of what you suggested I kept the drones third person avalible just so its toggleable by the server owner, I believe when the server locks first person it locks the drones if I'm not mistaken, I'll also take a look at adding setcaptive to the script, once I read the wiki and its intended function and how it could be used in the script, I suppose you're suggesting "executing" the setcaptive off the drone flier till the drone is dead, right? Edit- I read the wiki page for setcaptive, I know right away what you want me to do with it, I'll add it to the scripts for sure. Edit2-I tested if enabling force first person or disable third person work on the drone and it does, I'm going to leave this as is so its at discretion of the server administrator UNTIL I can learn how to make a module, if a server module can be created, maybe better customization can be added such as disable third person separate from the servers settings. -
ETS - Enemy Tagging System
Slay No More replied to Gunter Severloh's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry one final off-topic post, here's the WIP thread, I'll keep the future discussion there.