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samir17864

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Everything posted by samir17864

  1. samir17864

    [MP][CTI-COOP] Liberation (continued)

    Hi Wyqer, There is a problem in build menu: Description of the problem: When open the build menu and go to Infantry Squads list you will see some items in this list active and some are not active, depending on your resources and units cap ... When you click on non-active item in that (Infantry Squads) list the menu keep working fine, but, When you click on active item (affordable) in that (Infantry Squads) list the menu will stop working, and you cannot change to another list (for example Infantry units or Light vehicles or Armored vehicles etc.) ... Further more, when you select an item from any other list (for example Infantry units list or Light vehicles list or Armored vehicles list etc.) that is on the bottom of the list (actually anything below item 6), and then when you click on Infantry Squads list you will NOT be able to build a squad even when click Build or Build crew. Solution: Step 1- Open the file (\presets\init_presets.sqf) in Notepad++ and then make a change to the code from line 93 to 100, like this: KPLIB_b_allSquads = [ ["blufor_squad_inf_light",200,0,0], ["blufor_squad_inf",300,0,0], ["blufor_squad_at",200,250,0], ["blufor_squad_aa",200,250,0], ["blufor_squad_recon",250,0,0], ["blufor_squad_para",200,0,0] ]; All what I did, is adding double-quotations around the names in that array ... Now these names changed from being variables to text strings. Step 2- Open the file (\scripts\client\build\do_build.sqf) in Notepad++ and then add this code after line 40: if (buildtype == 8) then { _classname = missionNamespace getVariable _classname; }; Now the code will look like this: _classname = ((KPLIB_buildList select buildtype) select buildindex) select 0; _price_s = ((KPLIB_buildList select buildtype) select buildindex) select 1; _price_a = ((KPLIB_buildList select buildtype) select buildindex) select 2; _price_f = ((KPLIB_buildList select buildtype) select buildindex) select 3; if (buildtype == 8) then { _classname = missionNamespace getVariable _classname; }; _nearfob = [] call KPLIB_fnc_getNearestFob; _storage_areas = (_nearfob nearobjects (GRLIB_fob_range * 2)) select {(_x getVariable ["KP_liberation_storage_type",-1]) == 0}; Then in the same file, change line 66, from this: if (_classname isEqualTo blufor_squad_para) then { to this: if (buildtype == 8 && buildindex == 5) then { Step 3- I pbo everything and play and try the build menu and the problem is gone. 👍 I hope this might help someone. By the way ... I am the one who made Arma Trainer and Enhancer 1.4 mode, and now I finished with new update for that mode (Arma Trainer and Enhancer 1.5) which will add full Zuse ability and teleport to SP (now I play KP liberation alone with full Zuse ability and teleport 😎).
  2. ok i will try to upload to steam
  3. Hi everyone, The original version of Arma Trainer and Enhancer is HERE This is new update for Arma Trainer and Enhancer (ATE) ... Version 1.3 Fixes: 1- Now, you don't have to move in order the ATE box (window) to appear. 2- Updated Markers option to: OFF - KNOW ABOUT ME - ALL SEEING EYE (Yellow for your squad - Blue for friendlies - Red for enemies). Also if any of your squad mates has health less than 75, the markers will be with red circle) (KNOW ABOUT ME: will show markers when any other player is aware about your presence). (ALL SEEING EYE: will show markers of all players even if they are not aware of your presence). 2- Added: Virtual Garage - Pressing Ctrl + Print Screen will open Virtual Garage. 3- Added: Compact Box - This will remove the list of cheat hotkeys. 4- Added: Elapsed time - This will show how many minutes you have been playing since the mission started. 5- Added: My kills - This will show how many players you killed in the mission. 6- Added: My Squad - This will show your squad name and how many players still alive in your squad. 7- Added: List of alive players in your squad + health + fatigue. 8- Added: List of dead player from your squad. Infinite Ammo option in this mod mean REALLY INFINITE, everything will be infinite, bullets, grenades, rockets, explosives, on foot or as Car or APC or Tank or Aircraft gunner, and also drones ... ALL infinite ... Just make sure that you switch Infinite Ammo option to ON. https://www.dropbox.com/s/7ynzy3qhu529sy4/20181228021602_1.jpg https://www.dropbox.com/s/xebefxnjhqy0cu6/20181228021638_1.jpg Installation: ------------------- 1- Download the RAR file from the link below. 2- Extract the content of the RAR file into your ARMA 3 directory. 3- Make your ARMA launcher load this mod ... There are many threads in this forum explaining to you how to make ARMA 3 run with mods. 4- Play a campaign mission or some other community created mission and enjoy. Download Here
  4. Hi everyone, This is my first mod in ARMA 3 ... I call it Arma Trainer and Enhancer (ATE) ... This is the first version ... This mod is meant to be used ONLY in single player campaign and missions ... I advise you NOT to use it in Multiplayer ... This mod will: 1- Add a box to your screen ONLY while you are truly playing ... To make this box appear you MUST move ... If the mission started and you NEVER move, then the box will not appear ... Sooooo, MOVE to make the mod work. The box will contain a list of cheating option to be used while in "game". Elapsed time "playing" in a mission. Your kills. Your squad call sign. Number of alive members in your squad. List of alive members in your squad (unit number + name + current health + current stamina). (Check Note-1 below) List of dead members who were in your squad and now there are dead. (this might not work in some vanilla ARMA campaign missions). 2- 3D mark different players with different colors (blue: BLUFOR or friendlies ... red: OPFOR or enemies ... Yellow: Your own squad members) ... These 3D markers will not appear if the unit is more than 800 meters far from you ... These 3D Markers will appear ONLY ONLY IF the units KNOWS about your presence in the area ... So, if there is an enemy unit walking nearby and there is No 3D marker on that unit, it means that unit is still not aware of your presence ... You can toggle these 3D markers ON or OFF ... These 3D markers are meant to enhance the "game" and bring some balance to your "playing" experience while you fight these crazy AI units. I know, some people will not like this feature, some will like it, so, it is up to you: like it or not like it ... You can toggle these 3D markers ON or OFF by pressing [ Insert ] on your keyboard. 3- Add the missing feature in the vanilla ARMA 3, which is: Auto healing ... This mod will add a healing round to your squad every 2 minutes ... If the unit get wounded and the health is less than 75, then the unit will heal "himself" only if "he" has a Medikit or First Aid Kit, otherwise, healing will depend on the presence of Combat Life Saver nearby (range of 300 meters) ... If the unit is wounded and has NO Medikit nor First Aid Kit and there is a Combat Life Saver in range of 300 meters, then the Combat Life Saver will move to get close to that wounded unit and heal "him" (of course this is ONLY IF the Combat Life Saver has a Medikit or First Aid Kit, if not, then forget it, that wounded unit will not get healed) ... This process keep repeating every 2 minutes ... I hope you understand the auto healing process of this mod ...Now you can forget about ordering your squad members to heal themselves, because they will do this by themselves and/or the Combat Life Saver will do his job without waiting for your orders ... Isn't that what we all wanted ?? Now you have it. The cheating options available are: Markers: ON/OFF. God mode : ON/OFF. Stamina: ON/OFF. Weapons sway: ON/OFF. Weapon recoil: ON/OFF. Grass: Visible/Hidden. Animals: Visible/Hidden. Infinite Ammo: ON/OFF (Check Note-2 below). Toggle the mod box. (Show or hide ATE box). Open Virtual Arsenal. Note-1: Health of wounded units will appear in yellow color. This will make you aware of which units are wounded in your squad. Note-2: Unlike some other mods, the infinite Ammo option in this mod mean REALLY INFINITE, everything will be infinite, ammo, grenades, rockets, explosives, on foot or as Car or APC or Tank or Aircraft gunner, and also drones ... ALL infinite ... Just make sure that you switch Infinite Ammo option to ON. Installation: ------------------- 1- Download the RAR file from the link below. 2- Extract the content of the RAR file into your ARMA 3 directory. 3- Make your ARMA launcher load this mod ... There are many threads in this forum explaining to you how to make ARAM run with mods. 4- Play a campaign mission or some other community created mission, and when the mission starts, MOVE yourself, and ATE will start working and the box will appear ... Enjoy. To Do in near future: -------------------------------- 1- Add Virtual Garage. 2- Add auto re-arm feature to AI units of your squad (everybody is tired of babysitting AI units :P) 3- Add Grenade throw notifier. (this is damn hard) All thanks to tRiKy_ch ... He is the one who guided me in the right direction to improve my skills in making this mod. Download here
  5. I have no idea if t is possible to change VAA key binding ... As far as I know, U is hard coded within the code of VAA.
  6. Centollo James, By default VAA can be opened by pressing U on your keyboard ... but I made ATE open VAA with PAUSE, because some missions use the U key for other purpose, or, some missions disable the use of U key.
  7. Hello Centollo James, Now I was able to repeat the problem you are facing ... Without VAA mod running with your game, then pressing PAUSE will NOT work ... You can download VAA from here: http://www.armaholic.com/page.php?id=26269 Download VAA mod, and run Arma with CBA + VAA + ATE and check if your problem will be solved.
  8. Do you have Virtual Arsenal mod installed ?? Try to run ARMA with CBA latest version + Virtual Arsenal latest version + ATE and see if everything works fine. Also try to run ARAM with only CBA + Virtual Arsenal (without ATE), play any official mission and try to open the virtual arsenal by pressing U, if it load fast, then it is ATE problem, if it remain take time to load or not loading, then there is something wrong with your ARMA installation. Finally, try to update and verify your ARAM files from inside steam.
  9. I downloaded the Hetman War Stories ... I already tried to play it, and ATE is working fine with it ... The whole concept of this Hetman War Stories is not clear to me, it seems like generating random missions ... I tried the Hetman War Stories with and without ATE. If you like, I can record a video to prove to you that it is working. There will be a new version of ATE coming soon ... Right now, I am working on AUTO-REARM for AI units plus adding some other enhancements, like >>>> user key bindings, compact box, clear destination, super health for squad teammates. I will be glad to hear any suggestions to improve ATE.
  10. Regarding Zeus, I think you mean, make the player have access to Zeus with all addons and unlimited resources, even if the mission disable access to Zeus, right ?? Anyway ... Right no, I am working on auto re-arming ... I want to end my headache of AI units NOT auto re-arm.
  11. (it keeps loading the virtual arsenal and never loads.) this sentence is very confusing to me. I tried to play duws, and when I press Print Screen the Virtual Arsenal will open and I can load whatever weapons and items I want. Have you tried to test ATE mod with any official ARMA 3 missions ???
  12. Right now, You cannot change the key bindings, because it is hard coded inside the mod script ... I think it is good idea to give the player the ability to set his own key bindings for the cheat options in ATE ... You can hide the box of the mod by pressing PAUSE on your keyboard, so that the box will not bother you. You can switch the 3D markers ON/OFF by pressing INSERT on your keyboard.
  13. Hello, I need help about: 1- A mod that makes the AI units in my squad auto re-arm and auto heal ... I read about WW AIMenu and ASR AI3, but I just wanted to hear other members advice about the best mod to make AI units auto rearm and auto heal. 2- A mod or a command or an option that will let me see the my team mate icons on the mini GPS map. Please, check what I mean HERE.
  14. Hello everyone, Now I will start to think about the best way to make squad teammates (AI units) re-arm themselves without waiting for player orders ... Please give me some time.
  15. Alright ... I will upload it now to Armaholic.
  16. This is V. 1.1 Changes: 1- Wounded teammates will have red circle in the 3D Marker, this will make it even more easy for the player to recognize wounded teammates. Download Here
  17. I did not understand your post. Please explain more.
  18. Have you tried to use it with any ARMA official mission? The 3D markers will NOT show up, until the AI unit is AWARE of your presence (mean: they know that you are somewhere nearby), otherwise that unit will not be marked. BLUFOR units will be marked in BLUE, OPFOR will be marked in RED, your own squad members will be marked in YELLOW. Your squad members will always know about your presence so yellow markers will always be there, all this is true if and only if the distance between you and the AI unit is 800 meters or less. Any AI unit more than 800 meters will NOT be marked (including your squad members). See the screenshot: https://www.dropbox.com/s/nef3fivoavopdoo/20180826233435_1.jpg Keep in mind: when AI UNITS know about your presence it DOES NOT mean they immediately see you, it means they know you are there somewhere nearby!! And, this will make them RUN + HIDE + TRY TO SPOT YOU, and believe me, they WILL spot you fast ... So, when you see RED markers: HIDE yourself immediately or go prone. The reason for making such mod is not to ruin the game, not at all ... I made this mod to help new "players" to try to understand the game and understand what is going on ... A lot of new players fade up with the game fast, because they get killed so easy and so fast, and they keep repeat and repeat without success, so they fast fade up and stop playing the game ... So, these markers and this list of cheats, will help them, to get used and enjoy the game at least in the beginning. The potential of this mod is not just about cheating and markers, it is about AUTO HEALING.
  19. I am sure that these 8 AI units are a bug, I can report this bug to BI. Yes if you executed that 3 lines code in the Debug Console and click LOCAL EXEC, you will have infinite amount everything can kill in ARMA ... Try it yourself: create a mission containing only 1 player (yourself) add some tanks add some turrets add some drones add some armed aircraft and arm yourself with AT launchers and get some mines and come explosives and some grenades, etc etc , then start the mission, paste that code in the Debug Console and click LOCAL EXEC, and see by yourself, ALL will be infinite. I will learn how to upload a mod into Steam Workshop. Please, give me some little time.
  20. Hello, I will fix the mod to make it NOT run if the mission running on dedicated server (isDedicated) ... I can add: if (!isDedicated) then { // the mod code goes here };
  21. Absolutely correct ... When I was developing this mod, I discovered many things about the ARMA official missions ... For example: 1-ARMA main menu non static background, is actually a scenario (a mission). This explain why I set this mod to work only when the player start to move. 2- When you play ANY mission on Altis island, and after ending the mission and go back to ARMA main menu, there are ALWAYS 8 strange AI units still alive in ARMA main menu!!! This happen only if the mission run on Altis Island. Even if you created the most simple scenario ever containing only 1 player in Eden editor and you play it once, and you go back to the main menu, there will be these strange 8 AI units. Do you know that these 3 lines of code represent the FULL infinite ammo of ANY type of weapon whether on foot (ammo, rockets, grenades, charges, claymores, mines, etc etc) or ground vehicle mounted weapons, or aircraft mounted weapons, or static weapons, or drone weapons: player addeventhandler ["Fired", { (_this select 0) setvehicleammo 1; } ]; player addeventhandler ["Fired", { (_this select 0) addMagazine (_this select 5); } ]; player addEventHandler [ "FiredMan", { (_this select 7) setvehicleammo 1; } ];
  22. Screenshot: https://www.dropbox.com/s/nef3fivoavopdoo/20180826233435_1.jpg
  23. EDIT: I made a small fix: 1- If you choose to have the box visible, then it will automatically disappear when you open the map or when you open the arsenal, and it will automatically re-appear again when you close the map or when you close the arsenal. 2- If you choose to have the box hidden, then it will remain hidden whether you open the map or arsenal or not open, because you choose to keep it hidden. Cool.
  24. Hi everyone, I created a simple scenario Eden Editor that consist of only 1 BLUFOR assault squad (of course the Squad Leader is the PLAYER) ... this squad has ONE Combat Life Saver (the class is B_medic_F) ... This Combat Life Saver has 1 Medical Kit and 10 First Aid Kit ... I made this piece of code to make the Combat Life Save heals injured members of the squad ... I run this code from the Debug Console: player allowDamage false; // for test, so that I can see what is happening { // loop for each units in game if ((group _x == group player)) then // check if the unit is in my squad { if (typeOf _x == "B_medic_F" OR typeOf _x == "I_G_medic_F" OR typeOf _x == "I_medic_F") then // if the unit is Combat Life Saver (c_L_s), assuming there is only ONE Combat Life Saver in the squad { c_L_s = _x; // save the Combat Life Saver in a varialble called c_L_s c_L_s allowDamage false; // for test, so that Combat Life Saver will not take damage and die } else { // if NOT Combat Life Saver _x addeventhandler ["hit", { [_this select 0, c_L_s] spawn SAM_fnc_heal; }]; // if NOT Combat Life Saver, then add event handler (hit) that will call a function. Two values to be passed to the function: the unit that has dammage (_this select 0) and the Combat Life Saver unit (c_L_s). }; }; } forEach allUnits; SAM_fnc_heal = { // A function called SAM_fnc_heal that will be called by the _hurted = _this select 0; // save the first parameter passed to the function (the unit that has dammage "the hurted unit") in a variable called (_hurted) _healer = _this select 1; // save the second parameter passed to the function (the Combat Life Saver "the healer") in a variable called (_healer) _hurted_pos = position _hurted; // save the current position of the unit that has dammage (_hurted) in a variable called (_hurted_pos) _healer_pos = position _healer; // save the current position of the Combat Life Saver (_healer) in a variable called (_healer_pos) hintSilent parseText format ["%1", getDammage _hurted]; // a hint to see what is going on if ( alive _hurted && ((items c_L_s find "Medikit" != -1) OR (items c_L_s find "FirstAidKit" != -1)) && getDammage _hurted > 0.25) then // if the hurted unit is still alive and the healer has Medikit or has FirstAidKit excute the code below { doStop _hurted; // make the hurted unit stop moving _healer doMove (_hurted_pos); // move the healer to the position of the hurted unit waitUntil { _healer distance _hurted < 2 }; // wait unit the healer unit less than 2 meters far from the hurted unit while { getDammage _hurted > 0.25 } do // a loop that will keep running if the hurted unit dammage is above 0.25 { if (items c_L_s find "Medikit" != -1) then // if the the healer has a Medical Kit then do the next code { _healer playAction "MedicOther"; // make the healer do Medic others animation sleep 9; // wait for 9 seconds _hurted setDamage 0; // heal the hurted unit and make its dammge become 0 (fully healed) _healer removeItem "Medikit"; // remove the Medikit from the healer unit as it is already used just right now player sideChat format ["%1 healed to %2", _hurted, 1 - getDammage _hurted ]; // show a chat message telling that the unit is already been fully healed } else { // if the the healer does NOT have a Medikit then do the next code if (items c_L_s find "FirstAidKit" != -1) then // if the the healer has a First Aid Kit then do the next code { _healer playAction "MedicOther"; // make the healer do Medic others animation sleep 9; // wait for 9 seconds _hurted setDamage 0.25; // heal the hurted unit and make its dammge become 0.25 (healed to 0.75) _healer removeItem "FirstAidKit"; // remove the First Aid Kit from the healer unit as it is already used just right now player sideChat format ["%1 healed to %2", _hurted, 1 - getDammage _hurted ]; // show a chat message telling that the unit is already been partially healed }; }; }; _hurted doFollow player; // make the hurted unit start move to return to formation _healer doFollow player; // make the healer unit start move to return to formation _healer doMove (_healer_pos); // make the healer unit return to its original position _hurted doMove (_hurted_pos); // make the hurted unit return to its original position (the same current position ) hintSilent parseText format ["%1", getDammage _hurted]; // a hint to show the final dammege of the player waitUntil { getDammage _hurted < 0.251 }; // wait until the hurted player is healed }; }; 1- I run the scenario. 2- I execute the above code in the debug console. No errors 3- I shoot one member in my squad and the damage is less than 0.25 >>> nothing happen ... (the damage will be shown in a hint box) 4- I shoot that unit again and again until the damage is more than 0.25 >>> Voala, the Combat Life Saver move and get close that damaged unit healed it to 1 (100%) ... (the final damage will be 0 and will be shown in a hint box) ... Now the Combat Life Saver will NOT have any more Medical Kit. 5- I repeat this to another unit .. and the same process repeat, but this time the healing will be up to 75%, because the Combat Life Saver now has only First Aid Kits. 6- I repeat this shooting a units ... The Combat Life Saver move to that unit and start healing, during this healing process, i shoot another unit, and the Combat Life Saver was also able to heal the second unit ... So far so good. 7- when the Combat Life Saver run out of all First Aid Kits, nothing will happen ... So far so good. You can try it yourself and see if the above code works for you ... Just create a very simple scenario containing ONE Assault squad and then play that scenario and execute the above code in the Debug console and then start shooting your teammates and see what happen. However, there are 2 questions: 1- The above code will work only if I use HIT event handler ... It will not work if I use HandleDamage event handler ... During a battle with enemy, the Combat Life Saver will be busy fighting or hiding and it will NOT attempt to heal damaged units ... I tried to use the above code during a battle with opposing enemy and it did not work, why because it depend on HIT event handler ... The question is: is there any way to make the above code work with HandleDamage event handler ?? 2- Is there any way to develop the above code so that the Combat Life Saver check the squad every 5 minutes and try to heal the damaged mates one by one ?? I can't understand it, why Bohemia Interactive did not include this auto heal as a game built-in feature? What is the use of a Combat Life Saver in a squad, if he does not heal his team mates by his own? Arma is a military war simulation application (game), and in real life fight a medic soldier will do his job to aid wounded soldiers without waiting for an order from a ranking officer or a squad leader, am I right ?? ... I know there are mods attempting to solve this problem, but i don't think they are so effective. I hope this thread will be a start of an interesting discussion.
  25. samir17864

    Auto heal script - help needed

    This is it, now if the soldier has a medical kit or first aid kit, then it will heal "himself" ... i have tested the code below and it seems to be working very nice ... But it is working only on BLUFOR side. while { true } do { { self_heal = false; _nearestMedic = []; _nearestMedic = _x nearEntities [["B_medic_F", "I_G_medic_F", "I_medic_F"], 300]; if (count _nearestMedic > 0) then { if (_nearestMedic find _x == -1 ) then { c_l_s = _nearestMedic select 0; self_heal = false; } else // the unit is medic { c_l_s = _x; self_heal = true; }; }; if ((!isNull c_l_s) && (group c_l_s != group player)) then { c_l_s_pos = position c_l_s; }; if ((getDammage _x) > 0.1) then { if ((items _x find "Medikit" != -1) OR (items _x find "FirstAidKit" != -1)) then { _x playMove "AinvPknlMstpSlayWrflDnon_medic"; if (items _x find "Medikit" != -1) then { _x setDamage 0; _x removeItem "Medikit"; } else { if (items _x find "FirstAidKit" != -1 && getDammage _x > 0.25 ) then { _x setDamage 0.25; _x removeItem "FirstAidKit"; }; }; } else { if ((!isNull c_l_s) && ((items c_l_s find "Medikit" != -1) OR (items c_l_s find "FirstAidKit" != -1))) then { if (!(self_heal)) then { injuredu = _x; injuredu_pos = position injuredu; injuredu disableAI "MOVE"; c_l_s enableAI "MOVE"; c_l_s doMove (injuredu_pos); waitUntil { c_l_s distance injuredu < 2 }; c_l_s playMove "AinvPknlMstpSlayWrflDnon_medicOther"; } else { injuredu = c_l_s; c_l_s playMove "AinvPknlMstpSlayWrflDnon_medic"; injuredu disableAI "MOVE"; }; sleep 9; if (items c_L_s find "Medikit" != -1) then { injuredu setDamage 0; c_l_s removeItem "Medikit"; } else { if (items c_L_s find "FirstAidKit" != -1 && getDammage injuredu > 0.25 ) then { injuredu setDamage 0.25; c_l_s removeItem "FirstAidKit"; }; }; injuredu enableAI "MOVE"; injuredu doFollow player; if (group c_l_s == group player) then { c_l_s doFollow player; } else { c_l_s doMove (c_l_s_pos); }; }; }; }; } count (units player); sleep 180; }; Now, I consider this auto heal problem solved ... Next step .. is to convert the code into a mod, and I don't know how to do that
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