Jump to content

fimpen

Member
  • Content Count

    24
  • Joined

  • Last visited

  • Medals

Everything posted by fimpen

  1. Hello! What would be the easiest way to emulate losing your vest when getting hit? I've been looking around for a simple solution. The gist of it would be: Check if player has a vest on him If player gets hit (if possible; if hit in the body and not arms, legs, etc.) 1 in 20 chance that the vest is "destroyed" and removed from player. Would be nice if there is a simple way of making different chances of this happening for different kinds of vests. For example: a "heavy" vest might be more durable than a lighter one. Thus, harder to lose. Any ideas?
  2. Well, I've got no luck getting this to work even without ACE. Something I found out is that "Chest" doesn't seem to be a HitPart (at least not in game). All hits on the "chest" are actually body hits according to the game. Can't seem to find any chest location. The script doesn't work even if you switch out "HitChest" to "HitBody" though.
  3. I can already tell what it does from looking at it :D Nice one. I opened up Goko's Ballistics mod to look at at how he did it. Though I couldn't get it to work with vests (even without the other features). So, is "handledamage" if a unit/object receives actual damage? That might be a better way of doing what I'm thinking about.
  4. Nope. Like having an array of specific types of vests, i.e. using their classnames. Btw, still cannot get this script to work. I'm beginning to wonder if it has something to do with Arma's hit detection. Seems like different body parts are hit more or less at random sometimes. Or more likely: it's a conflict with using ACE, I guess they handle damage and hit locations differently. Might have to dig into ACE and see what I can find.
  5. Thanks! So, would it be possible to change "vest" to an array of classnames?
  6. This is the error I'm getting.
  7. Hey, thank you for the answer man! Although I cannot get this one to work. Do I need to set the Player as _unit in the parameters? Or maybe use _this as Player?
  8. I'm sure they would. I'll make sure to contact them.
  9. OK, just found there's an event handler for this kind of thing, at least to detect a hit. So there might be a way of detecting if the player is hit in the body I suppose. But I cannot figure this one out. The wiki isn't too clear on the subject IMO.
  10. fimpen

    ASR AI 3

    Hello! Long time user of this excellent mod. Now I'm about to configure the skill settings (coefficient) for some factions added by mods, and I just want to make sure I understand correctly: if I set a faction as having a coefficient of 0.7 for example; does this mean that the coefficient will be 0.7 of the settings I have in arma? So if the AI has a skill setting of 0.7 in arma will ASR AI will replace it with 0.7*0.7 (i.e. 0.49) ? Also, is file patching mandatory for arma to use the ASR config? Thanks for all your great work!
  11. Have you thought about joining up with tne "Conflict 85 CUP" team ?
  12. Getting an error and Arma 3 crash when trying to run TPW. Error message pops up as: "Config: some input after EndOfFile". When I look at the Arma 3 Troubleshooting Report the last entries are: File userconfig\TPW_MODS.hpp, line 107: '/TPW_ANIMSPEED_Key_Setting.tpw_hud_asl_txt': Missing ';' prior '}' File userconfig\TPW_MODS.hpp line 108: '.tpw_hud_azt_txt': Missing ';' prior '}' I might add that I downloaded it from armaholic and ran the installer, no problems there, and all the files (addons, userconf) seems to be in the right places.
  13. fimpen

    United States Air Force( 2015)

    Wow ... Just wow. Please tell me that AP makes it possible to put the aircraft in an altitude/bank hold. Then ARMA has reached new heights (no pun intended). Locking on to stuff with gravity bombs is silly, yes. But as it stands now you have to basically bomb as in pre-Vietnam times. Carpet bombing with the B-1 is pretty much a guessing game now. Some kind of indicator á la CCIP/CCRP would be nice, it should only be an indication of in what area the bombs will land, nothing precise about it. I think there's actually a CCIP script on armaholic, but I recall that it was quite CPU intense, might want to look into it. Gotta say that this mod and the newly released TGP mod has completely changed ARMA for the better ! Great work guys.
  14. Right. I'm starting to think it might be a lag problem. If no-one else has the same problem that is. Thanks anyway !
  15. Would anyone like to take a stab at why MCC Sandbox only seems to work with the Ia Drang Valley mission ? I've tried to figure out why it doesn't let me log in on the other missions. Without dissecting the Ia Drang Mission (I've looked through the scripts of the SEA mission); is there anything that sets them apart ?
  16. That's from the readme. I haven't been able to try the mission yet, so I can't validate if it works.
  17. How did you get it to work ? The problem is that the "uns_tripwires" addon is in the mission sqm file. There is no "uns_tripwire" in the UNSUNG mod folder, and the mission sqm doesn't mention the "uns_traps" pbo. So I guess removing the "uns_tripwire" from the sqm might do the trick, although I don't know how that will change the mission.
  18. fimpen

    ASR AI Skills

    Oh I do, but that was when I was running some AI mod a long time ago (SLX or Zeus perhaps).
  19. fimpen

    ASR AI Skills

    I dunno if this is a vanilla problem or not, but A-10 pilots doesn't seem to be able to hit anything with their GAU-8. So does the different settings for pilots in the ASR AI userconfig determine their accuracy while being in an aircraft ?
  20. I'm having a strange problem with GL4 .. Everytime I make a mission in the editor and load it up, the initilization message shows different versions of GL4. And this seems to have an impact on how the mod works. I'm also getting really weird AI behaviour if synching friendly AI groups with the "Custom" module. I was trying to replicate this (posted on in another thread): But when I do this, it never works. The problem lies with the friendly AI, the enemy does what it should. If I synch friendly AI groups with the "Custom" module, they will show up on the map as "(Combat)" and they ignore the waypoints and run to me instead. If I place myself further away from them, they don't show up on the map as in "(Combat)", and the mod doesn't seem to change their behaviour. The thing that it shows different versions of GL4 each time I load the mission is really weird though.
  21. fimpen

    Suppression Effects

    The shaking hands usually comes from the adrenaline being pumped out into your system, as opposed to the stress of being fired upon. I like the suppression system in ArmA 2, it isn't a show stopper and it gets the job done well. The only thing that needs to be changed (i.e. worked on) is suppression vs. AI.
  22. Anyone knows what happend to the AOR troops ? I seem unable to find them. IIRC they were under "AE US Navy" before, but now they are nowhere to be found.
  23. fimpen

    SLX Mod WIP

    Noticed something today when I was testing different weapons against static enemies. When using SXL together with ACE2 (1.5 version for Combined Operations), .45cal weapons (M1911 and USP) doesn't seem to do much damage at all. I could shoot 8-9 shots in the face/head of an enemy about 1 yard away before he would finally fall down to the ground and become "incapacitated". Once of the ground he could take another 3-4 shots into the head before dying. All other weapons seems to work OK, except for silenced 5.56's which would need over 4-5 torso shots before the target went down. This was tested with only SLX's own "medic" system.
×