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bendy303

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About bendy303

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  1. Pierre, I gave you a thank you for the help in my mod. Cheers https://steamcommunity.com/sharedfiles/filedetails/?id=3343235386
  2. My new AI Revive mod is up https://steamcommunity.com/sharedfiles/filedetails/?id=3343235386 Enjoy Lifeline Revive AI This is a revive mod. Your AI units can heal and revive you and each other when down. This is designed to be as compatible with as many workshop missions as possible to take advantage of the huge library of scenarios on the workshop, and have a universal AI revive system for them all. Works with ACE medical or without ACE Single player and multiplayer All AI units in your squad can temporarily turn into a medic to revive you Over 600 audio samples with over 15 different voice actors for the medic, automatically assigned to all affected AI units. High quality ElevenLabs voice creation. This means when you are unconscious and blacked out - you can hear the the medic talk to you as he revives you. This is often what happens with human players with ace so you know what is going on when you are down. Smoke grenades as an option , thrown by the medic before revive MASCAS / MASCAL warning when all your units are down. If a unit is lucky enough to regain conciousness (autorevive), it is updated Optional HUD feedback: distance of medic, injury revived, and realtime list of all incapacitated units and medics Works with teamswitch Automatically detects and disables other revive systems, vanilla revive, SOG revive, Psycho revive, Grimes revive etc Bonus features unrelated to revive: hotwire locked vehicles, and auto crouch when idle, auto make explosive specialist for all units, to make missions more compatible WITH ACE MEDICAL The ACE damage handler and medical system is used. The custom damage handler is bypassed. All AI revive functions with voice etc, still work. Backwards compatible with older ACE versions for max compatibility with ageing and older workshop missions WITHOUT ACE A custom damage model and injury system. Kind of a "halfway" between vanilla revive and ACE. Body part damage, number of bandages, blood IV, morphine, epi and CPR is now a simple addaction menu, replicating longer amount of time to revive depending on amount of damage and number of bandages Difficulty setting using a 'bandage range'. If you have this set to 8, then maximum damage equals 8 bandages (if not killed). Set it to 4, and maximum damage equals 4 bandages. This means more time or less time needed to revive. You can also set it to 1 so that its like vanilla revive, only one action to revive Instant death blocker. You can block instant death so always fall into incapacitated state first before bleeding out or autorevive. 3 levels of difficulty choice The above two options can be used to adjust the difficulty. So from 'arcade' playing to 'milsim' playing is no problem This is just a BETA version. I have it up on Github for the community to improve it. Github I am actually a composer and sound designer, so this was the motivation to have the AI medic talk to you while you are blacked out with ACE. Then you get some feedback while down, similar to how human players do it. Getting voices sounding natural and not "cut and pasted" was a challenge. The original source samples created by the brilliant AI voice lab, Elevenlabs. Highly randomized parts of sentences joined together to make it more natural sounding and so you don't get 'used' to the same sample sounds and more spontaneous and natural. I originally started working with Rick'O'Shay's excellent ROS AI Revive server script over a year ago - to try to turn it into a mod - but in the end I needed to rewrite it all from scratch due to my crappy slow laptop losing all the loop timings. Server scripts don't always work as mods. Thanks to Rick for code tips and inspiration. Excuse my sloppy code, the community is welcome to improve it. Future Plans Language pack mods that work with this, Deutsch, Français, Italiano, Español, Russian Dedicated server version is almost finished Carrying and dragging when ACE is not loaded. Currently if you wan't that, load ACE Also include OPFOR Known Issues The usual Arma dumb AI pathfinding. Sometimes AI just stand there. I have an idle stopper, and it kind of works Sudden direction change of medic sometimes happens when medic overshoots the incap. Not smooth (setDir). This will be made smooth for future The voices sound too 'calm' during intense combat, so more stressed voices is an idea. Elevenlabs only just added this ability.. a big thank you for help: Rick O Shay pierremgi Members of the ACE team: BaerMitUmlaut Grim MiszczuZPolski prisoner
  3. Hi... I keep losing the team colours of my AI units after they go unconcious.... I thought if I can add an eventHandler to monitor player command input, I can store the colour to a variable, then recall it after revive. This link here is overwhelming: https://community.bistudio.com/wiki/User_Interface_Event_Handlers help appreciated cheers Bendy
  4. bendy303

    best way to test MP?

    Thanks Pierre, will test your suggestions!! Bendy
  5. Hi, currently almost finished a revive mod, and it works perfectly with a self-hosted MP mission, however, when I test with friends, ie remote players, sometimes the Damage Handler seems to slip and death happens - when I have code to prevent damage going to 1. In all my tests self hosted just with AI, the damage handler works perfectly. But with remote players - sometimes it seems it "slips" and a player still dies. I am remoteExec the damage handler on each player. I have extensive rpt logging with diag_logs in the damage handler (which is remoteExec to the server) and it doesnt make any sense why just occasionally a remote player still dies. I have tested and tested in multiple environments with self-hosted missions and it works 100%. Could it also be that I am self-hosting a game using wireless and this is unreliable? network speed? I would think the damage handler is running on each remote machine (I remoteExec it). I just wanted to know an efficient method for testing MP without always relying on freinds to log in. Is there a better way? cheers Bendy
  6. Hi, I have created a revive mod, and many workshop missions have the AI for player slots disabled. I found out you can enable this in Description.ext with disabledAI = 0; *note - this command is different to disableAI which is per unit. Notce the "d" in "disabled" in the command above: disabledAI. Its a MP setting for lobby slots. info here How can I do this with a mod? I know with CBA loaded, my mod already loads XEH_preInit.sqf which loads before the mission - so what sqf code can I have to enable AI in the lobby for slots for missions with it disabled? I tried just the same code that works in Description.ext for missions with disabledAI = 0 but it didnt work. I asume its different with mod. cheers Ben *P.S. changing a paramter in description.ext using a mod CAN BE DONE. For example, for revive settings usually in description.ext, I have working with sqf in a mod: bis_reviveParam_mode = 1; bis_reviveParam_bleedOutDuration = 300; bis_reviveParam_unconsciousStateMode = 0; [] call BIS_fnc_reviveInit; the documentation on this is sparse - I got this from a forum post. Perhaps there is something similar with lobby slot AI.
  7. Pierre thanks a million!!! that works!!!!!!!!!!!!!!!!!!! BRILLIANT
  8. this is great, thanks Pierre. I also wouldnt mind just being able to see which units are down in the teamswitch popup - because sometmes you have no choice but to switch into an incapacitated unit. So its choice... any way to change the font colour in the popup? cheers Pierre
  9. Hi, I have created a revive mod, and I would like to change the teamswitch popup text when you press "U". I just want to make the text red for units that are incapacitated, so you can choose which units to teamswitch into... how can I affect this popup? is it a display number? cheers Ben
  10. ahhh silly me. Thanks Pierre! indeed, the params ["_unit"]; was missing thanks a million! Bendy
  11. HI, I want to store the damage handler ID for all units in MP game, both AI and remote players. At the moment, I am using a custom damage handler, so doing: [_unit, ["handleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint", "_directHit", "_context"]; // work some damage handler magic with some code _damage }]] remoteexec ["addeventhandler", _unit]; and this works 100% fine. HOWEVER we cannot store event handler IDs using remoteexec in this way. So trawling through the forums, I see you can also remoteexec a "call". However when I try it, it doesnt apply the damage handler. This is the code that DOES NOT APPLY THE HANDLER: [[_unit],{ _unit addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint", "_directHit", "_context"]; // work some damage handler magic with some code _damage }]; //end DamageHandler }] remoteExec ["call", _unit, true]; Why is it not working? it seems all logical? (I don't store the event handler ID in the latter code, because I cannot even get the handler working) help greatly appreciated cheers Bendy
  12. maybe I can create my own respawn tickets using the teamswitch MP event handler. Use a setVariable of a var to the unit to limit the amount of teamswitch respawns. Only thing is - how can I prevent the last teamswitch when respawn tickets run out? the event handler only recognises the teamswitch AFTER it happens (or at least I think) maybe I could force spectator view
  13. Hi, Currently using "Respawn" = 4, or "GROUP" method (in editor this is named "Respawn -> Switch to Group Member"). I want to evenly distrubute the amount of times a player can teamswitch at death, basically similar to "tickets" for when revive mode is Respawn = 2 or Respawn = 3 with set number of tickets. It gets annoying when a player gets killed more than others, take up all the teamswitch opportunities. Just want to even it out amongst players, so each can only teamswitch at death a limited number of times. I have a respawn module set down in the editor and BLUFOR is set to 2 tickets. Indeed, if I use [player, nil, true] call BIS_fnc_respawnTickets (which checks number of respawn tickets) I get the return of "2" So why is it not working? Players keep switching to group member way after 2 times... cheers Ben
  14. Hi, I am storing a short script using setVariable and I get this warning: Performance warning: SimpleSerialization::Write 'spawncycle1' is using type of ',SCRIPT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types Its for a revive mod and I terminate previous script iteration if this function is called again. // TERMINATE PREVIOUS _spawncycle //AGAIN FOR GOOD MEASURE _spawncycle1 = (_medic getVariable ["spawncycle1",false]); if (typeName _spawncycle1 == "SCRIPT") then { terminate _spawncycle1; }; _spawncycle1 = [_medic, _incap] spawn { params ["_medic", "_incap"]; // Start Recycle / death / Auto recovery [_medic, _incap] spawn ROS_Fnc_Recycle_Fnc; // Start AI revive [_medic, _incap] spawn ROS_Fnc_AIReviveUnits; // Pause thread waitUntil { sleep 1; (!alive _incap or !alive _medic or !(lifestate _incap == "INCAPACITATED")) }; };//spawn _medic setVariable ["spawncycle1",_spawncycle1,true]; How can apply the warning message recomendation, which is "not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types" help appreciated Bendy
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