Jump to content

LSValmont

Member
  • Content Count

    907
  • Joined

  • Last visited

  • Medals

Everything posted by LSValmont

  1. FiredNear won't work George. Just tested it. Your unit needs to be very close to the unit that is firing for the EH to execute. So I placed a barricade, my player and then a enemy 200mtrs away on the VR map. The enemy would start to shoot and I will get no blur effect nor the systemchat until I get lets say 20 meters from that unit and then it fires. It would be great to have a "HitNear" or "BulletNear" eventHandler but we don't. 😓
  2. Ok will try it now. Last time I used that EH it only fired if the enemy was really close... Will spawn some enemies over 200mtrs to see if the effects are still there. PS: This will also fire if you shoot or if an ally shoots so more conditions will be needed.
  3. LSValmont

    Ravage

    Thank God CUP has really been keeping up with RHS' quality with its latest patches so I found myself uninstalling RHS altogether. It is too heavy and demanding on my system too. If you own the new DLC then you might not even need CUP except for the terrains...
  4. You see, it only takes BI a few years to give you the tools you need to make what you envision... 😅
  5. Thank you so much George! You are always there backing all our backs! 😍 PS: If we figure this out I wouldn't mind you releasing this as: "GF Suppression Effects Script" (or something). 😉
  6. Yes sir, something similar to that but: - In script format. - Without any config options that could make players just deactivate or reduce the effects. - Not as invasive. The effects are quite minimal yet enough to feel the "danger" of the situation. - And finally the code has to be leaner than that of the mod. I have checked laxemann's code a lot and it writes a lot of variables for its cumulative suppression, it is good but quite redundant for the needs of this SUPER SIMPLE SUPPRESSION SCRIPT. What I am trying to do is a lot simpler and should be a lot faster too.
  7. Thank you Johnny. So far I get no errors and everything seems to work when I run the commands individually but as a whole I cannot get the suppression effect to show for players. I think I am way over my head now so I've requested help from the master... https://forums.bohemia.net/forums/topic/215280-i-saw-a-video-of-a-ballistic-tracer-script-that-showed-the-projectile-with-a-dot-where-can-i-find-that-script/?do=findComment&comment=3353475 I hope we can make this work. So far the only good suppression effects come from mods and quite expensive in terms of network/processing. I want this script/EH to be as light as a feather 😃
  8. Hey Grumpy, could you help me with this so that instead of the attachTo command (which is super expensive for MP) it just registers the position of the bullet at the point of impact (change of velocity) so then that position can be used to make this suppression effect EH work: // EH added to ai Unit who is able to inflict the suppress visual effect on player units: _aiUnit addEventHandler["FiredMan", { params["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; if (isNull _projectile) then { _projectile = nearestObject [_unit, _ammo]; }; _getProjPos = [_unit,_projectile] spawn { params ["_unit","_projectile"]; waitUntil {sleep 0.1; vectorMagnitude velocity _projectile <= 0.01}; _bulletImpactPos = getPos _projectile; [_unit,_bulletImpactPos] call bulletImpactCheck; }; }]; // Both bulletImpactCheck and suppressionEffect are placed on top of the Init.sqf. bulletImpactCheck = { _aiWhoFired = _this select 0; _bulletImpactPos = _this select 1; _nearHumans = []; _targetHumans = []; _closestEnemy = objNull; _nearHumans = nearestObjects [_bulletImpactPos, ["man"], 15]; { if ((side _aiWhoFired) getFriend (side _x) < 0.6 && alive _x && !isNull _x && isPlayer _x) then {_targetHumans = _targetHumans + [_x];} }forEach _nearHumans; _targetsAmount = count _targetHumans; if (_targetsAmount > 0) then { { _null = [_x] remoteExec ["suppressionEffect",_x]; } forEach _targetHumans; }; }; suppressionEffect = { 0 = ["ChromAberration", 200, [0.02, 0.02, true]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 0.1; waitUntil {ppEffectCommitted _handle}; uiSleep 0.2; _handle ppEffectEnable false; ppEffectDestroy _handle; }; }; /* The EH works and it shows no error yet the effect does not happen on the player. The remoteExec works great so it must be the position that is not calculated right? */ As you can see the suppression effect are just visual and can only happen to players. I know I am close but I can't get this to work so far. johnnyboy suggested that perhaps BIS_fnc_inAngleSector could be used instead of a spawn so the whole EH is less expensive. And since I am doing this for a MP mission I really need to keep this as lean as possible. But after hundreds of tests I still cannot make this work. If you can help me I would be in your debt! Thanks in advanced
  9. The problem is that "FiredNear" only detects if the shooter was close, not the actual bullet, so if you get fire from an AI unit who is far from your playerUnit you won't get the suppression effects... The problem with Arma 3 is that it is very complicated, as far as I know, to detect where a bullet hits. In every single suppression script/mod I check they use the "Fired" EH. The problem is that all those mods and scripts are more complex and use more FPS that what I want with this script.
  10. Ok so I tried with spawn and it still did not work for some reason. It is weird because it should work...
  11. Thanks, will try your suggestions and will report back!
  12. Amazing news Phronk! I vote no on: disabling the channel switching keybinds. (It is better to have two ways of doing things just in case the interface glitches or has delays (happens when the client FPSs is low). I vote yes on: Not adding transmitting hints... the radio sounds are feedback enough. Perhaps the interface could have a blinking light that turn green while talking and red while not or something. PS: I have a LAN with 10 pcs and we play every weekend so I will do a multi faction test!
  13. LSValmont

    Ravage

    Do you know how long the respawn time lasts? PS: Like how long until items are deleted and new ones replace them. PS2: I am also getting the "Everything is empty still the inventory shows up" bug. Instead of the "nothing but junk" my inventory does indeed opens.
  14. LSValmont

    Release Candidate Branch Discussion

    Quick question oukej. How long does it usually take for the improvements and fixes released on a particular rev of the Dev-Branch To make it into the Release Candidate? And I am just asking about average time here as I know that each rev is different...
  15. One thing is protecting your stuff (from being used outside of your community) and another is restricting something that was previously possible on your previous games and that modders have been adding to all your games all along. For me such policy is a spit in the face of all the modders who worked just as hard as the DEVs but without getting any $$$ out of it. It is like: You modders keep adding stuff to our games so we can sell more but if we do some cool stuff in the future you are not allowed to use it. And BTW modders please also save DayZ SA as it is failing hard. It might not sound as bad as EA I give you that but it does sound far worst than the BIS from years before. Ironically that old BIS that wasn't blocking all its content was the far more successful one.
  16. LSValmont

    Ravage

    Those FPSs are far more frightening than the Dogs themselves. 😂🤣😅
  17. LSValmont

    Ravage

    Thanks Vandeanson. What I actually need is to apply this EH when the zombie spawns: _unit addMPEventHandler ["MPHit", { params ["_unit"]; _rand = random 100; if (damage _unit > 0 && (_rand > 50) && !(lifeState _unit == "INCAPACITATED")) then { [_unit] spawn { params ["_unit"]; _unit setUnconscious true; sleep (8 + (random 20)); _unit setUnconscious false; }; }; }; ]; I cannot add any code to init.sqf because I don't want another loop checking constantly for newly spawned zombies. My performance is poor already. So It has to be in the zombies module as that has several fields for adding custom code but I just cannot get the syntax right.
  18. I completely agree, that is why adding those requirements (being on vehicles or radio installations or having to use heavy radios that are unpractical to have on your inventory) in order to be able to access those Global and/or Side chat etc channels would fix the "flooding issue" without disabling the channel completely. I just don't know if adding those kind of limitations for specific channels is doable in the scope of a script but perhaps it is. (Checking if player is inside vehicle and if vehicle has long range frequency radio on its inventory or checking if player is near a specific building or object is easy script wise). Anyway, I hope the new version is coming along nicely, can't wait to add it to my mission.
  19. LSValmont

    Ravage

    Guys, how can I add an Event Handler to all zombies spawned via the module?
  20. Damn you BI, you are no longer the same company that made Arma 2 and made us falling in love with your games... Just rename yourself to EA...
  21. Thanks for your honest answer! Really looking forward to the day we see all those plans being fulfilled. By the way... porting buildings from DayZ SA's Chernarous Map into CUP is not an option? As you know most of the buildings in DayZ SA have detailed interiors now. And since it is possible to port things from Arma 2 into Arma 3 maybe there won't be an issue porting for other BI game (DayZ)...
  22. Guys, I am super exited about the many changes and improvements you are continuously blessing CUP with. The excitement is actually doubled now with the eminent release of the new Germany DLC. Looking at the most recent advertised new features and improvements on recent patches I can't help to notice that a very high % of them relate to units, uniforms and weapons. I now that is what excites players the most but never the less I wanted to ask: Are there any updates planned for future updates about: 1) Adding more interiors to buildings that don't have them? 2) Improving the interiors of buildings that already have them? Cheers
  23. LSValmont

    Ravage

    I didn't know that! Thanks EO!
  24. LSValmont

    Ravage

    Hey EO, By hand placed you mean the Horde Module?
  25. LSValmont

    remoteExec an addAction

    I think this method is the most efficient bandwidth wise! But how would you apply this method if the object (to get the addAction) is spawned via script rather than EDITOR (So no access to Object's init field)?
×