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Vanilla Faction Overhaul/Replacement
CzechsMix357 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello everyone! So I, like many, was a bit disappointed with the vanilla factions in the game, and wanted something a bit more down-to-earth when playing missions and the campaign. There were several excellent mods that attempted to address this issue, but none of them ever went quite the direction I wanted, so I decided to try my hand at my own. I've been working on this mod for a bit, and would like to share what I have so far with everyone. The faction with the most work done so far is CSAT, which needed an overhaul the most. CSAT infantry no longer looks sci-fi, and is properly identified as Iranian and Chinese forces. Regular CSAT Infantry Urban CSAT Infantry CSAT Special Forces CSAT Pacific Regular Infantry CSAT Pacific Special Forces CSAT vehicles also now have markings and insignia, as well as a toned-down camouflage that fits better within the environment. So, things are very much a work in progress, and I am more of a texture artist than a script writer, so I am using Eduardcomando's excellent "HQ Replacement CSAT" mod as a base for the texture and equipment modifications. However, there have been some game updates that have come along since his last release, and I am at a loss on how to update the scripts to account for this. It is nothing game breaking, just some textures not being replaced as they should, and not being able to replace some of the newer DLC assets. I would love to team up with an talented scripter that can get the script issues figured out so I can concentrate on creating textures. If this at all interests you, please get in touch! The file requirements so far are RHSUSAF: https://steamcommunity.com/sharedfiles/filedetails/?id=843577117 and NIARMS: https://steamcommunity.com/sharedfiles/filedetails/?id=1208517358 Here is the download link to try it out: https://www.dropbox.com/s/y15aylbwd6av885/%40CSAT Overhaul.rar?dl=0- 1 reply
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I suppose I could do it myself too, if you let me know how. Would removing this work, or is there more I need to do? IF ((({"FirstAidKit" == _x} count (itemCargo _x)) > 0) or (({"Medikit" == _x} count (itemCargo _x)) > 0)) then { _numberOfKits = {"FirstAidKit" == _x} count (itemCargo _x); IF (_numberOfKits > 0) then { _numberOfItems = itemCargo _x; _numberOfItems = _numberOfItems - ["FirstAidKit"]; [_x, "FirstAidKit"] remoteExec ["removeItems", 0]; clearItemCargoGlobal _x; _unitP = _x; {_unitP addItemCargoGlobal [_x, 1]} forEach _numberOfItems; _x addItemCargoGlobal ["PiR_bint", _numberOfKits]; for "_i" from 1 to _numberOfKits do { _x addItem "PiR_bint"}; }; _numberOfKits = {"Medikit" == _x} count (itemCargo _x); IF (_numberOfKits > 0) then { _numberOfItems = itemCargo _x; _numberOfItems = _numberOfItems - ["Medikit"]; [_x, "Medikit"] remoteExec ["removeItems", 0]; clearItemCargoGlobal _x; _unitP = _x; {_unitP addItemCargoGlobal [_x, 1]} forEach _numberOfItems; _x addItemCargoGlobal ["PiR_apteka", _numberOfKits]; for "_i" from 1 to _numberOfKits do { _x addItem "PiR_apteka"}; };
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Hey OYO! I was wondering, could there be a version without the removal of the old medical system? It was easier to make this mod play nice with TPW's mod back when there was still the old medical system, and it was also nice to be able to treat your own injuries, especially when playing some certain single-player missions. Also, I noticed some issue with units becoming healed but not having any ammunition (which may just be something that happens due to combining this mod with TPW's), so I took out the scripts for removing the unit's magazines, and that seemed to fix it.
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Thank you OYO! That should be just what I need! I've downloaded it and I'll give it a go.
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Looking better every day, OYO! I was wondering, what do I need to change within the script to allow for units to stay in wounded animation for longer before bleeding out and dying? I want to have a battlefield littered with wounded men, like I can achieve using TPW bleedout. Right now, downed units die too quickly.
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Opps! Looks like the script I was talking about is actually within "tpw_bleedout" not "tpw_fall".
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Hey OYO! Amazing mod so far! So, the issues that people have been talking about on Steam, such as not working with Bloodlust, and everything triggering on one hit regardless of damage or armor, I may have something you could look at to try to get all of those issues resolved. TPW MODS has a module (located in the script folder called "tpw_fall") that has an incapacitation effect for AI that reach a certain damage threshold. If you were to do something similar, and have your script for injuries fire at that point like TPW's incapacitation script does, that should solve all of those issues that people were mentioning. Let me know what you think!