Murcielago_ESP
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Everything posted by Murcielago_ESP
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Team Killer Lock System
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm surprised too... I just create an easy complete automatic team killer lock system with a marker... Achieving it made feel crazy but is better when your work and dedication is recognized. Talking about been recognized... I just received an e-mail from a guy who have been playing my Silent Rescue mission for about 4 weeks with his team... Finally they won and they saw the cool ending! That is really amazing! Thanks Team Eugene! Murcielago. -
Team Killer Lock System
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
LtIpm9S9X9U Download: http://www.armaholic.com/page.php?id=18606 This new version includes 3 new features: . Ability to forgive team killer. . Hit and run detector. . Reduction of team kill count with the time. Ability to forgive team killer: Now when you are killed by a team mate you will be capable to forgive him... or not! The TKL system will punish team killer by default so you do not need to spend your time but if you one you can forgive him. Hit and run detector: Now the TKL will detect hit and run actions. Like the rest of the TKL system it works without creating extra communication or adding issues (The punishment will applied only on the driver not the owner of the vehicle) Reduction of team kill count with the time: This new version allows to decrease the team killer count with the time. The time to remove one team kill from the team kill count can be easily changed (By default is 10min) In addition some other improvements have been introduced. Murcielago -
What is Real Damage? Real Damage is a tiny code that fix some infantry damage issues in Arma 2. Like I said Real Damage is a tiny code not a mod so you can add it to your missions and players will not need any extra files to play your missions. Rl3Zf4Aj8XA DOWNLOAD LINK: http://www.armaholic.com/page.php?id=18305 Real Damage does basically two things: 1. Fix the damage for infantry units. 2. Adds a dynamic and realistic bleed out system. 1. Fix the damage for infantry units: Real Damage fix some issues in Arma 2 making it more realistic. This increase the game experience because with Real Damage you will be afraid of being injured, like in real life, because with Real Damage being injured has realistic consequences! The Real Damage systems makes differences between minor, critical and fatal wounds and in addition it will modify your ability to shoot. . MINOR WOUNDS: Will slightly increase the unit damage and the bleed out process and it will have a small impact in your ability to shoot. . CRITICAL WOUNDS: Will considerable increase the unit damage and bleed out process and it will have a bigger impact in your ability to shoot. . FATAL WOUNDS: Will kill you straightaway. Head shot or a chest shot with a medium weapon can produce a fatal wound. In addition every time you receive a shot the screen will flash to simulate pain. The system has been tweaked to: . avoid the death of a soldier by being shot twice on the foot. . avoid the death of a soldier by being shot on the foot with a sniper rifle. . increase the power of handguns: Silenced pistols: You will need 2/3 shots on the chest to kill a soldier (Default is 4 shots) Pistols: You will need 2 shots on the chest to kill a soldier (Default is 4 hots) Revolvers: You will need 2 shots on the chest to kill a soldier (Default is 3hots) . reduce the effective range of shotguns to around 50m (Default value is around 100m) . make a difference between different body parts: head (Wounds: Fatal), torso (Wounds: Minor, critical and fatal) and legs (Wounds: Minor, normal and critical) 2. Adds a dynamic and realistic bleed out system to handle: . The time left for the wounded unit (The higher the damage the less time) . The ability to shoot for the wounded unit. The higher the damage the higher the unit's recoil coefficient) . The bleed out rate. If the wounded unit moves his bleed out rate will be three times bigger than normal. If the wounded unit uses a vehicle it will not increase its bleed out rate. . Visual warning. Depending of the damage and/or remaining time the code will send visual messages to let the player knows how bad his situation is. Quick flashes will indicates that the player situation is not that bad. The very long flashes will tell to the player that the time is running out and/or that the players injury is very bad. With one normal wound (Quick flash) you will have around 7-5min to fix it if not... you will die! How to use Real Damage? The code is very easy to use. The same code will work in single and multiplayer mode and with players and AI (From editor or created via script!) To use it in your missions you will need: 1. The Real Damage code folder place it on your mission's folder. 2. To create a game logic (Side = Game Logic / Class = Objects) and add into its initialization box: Logic_Team = CreateGroup Civilian; 3. To add to every unit's initialization box: This addEventHandler ["HandleDamage", {If (Alive(_This Select 0)) Then {Null = _This ExecVM "Real_Damage\Damage_Detector.sqf";};}]; (I also included inside the zip file the mission I created to made the Real Damage code) I let you know that depending on your feedback/interest I can extend this Real Damage project a little bit further... may be real vehicle damage? Thanks for your time. Please send me your feed back to mgllgm@hotmail.com
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Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi guys! I have been thinking... What happens if some players uses the RD Bullet Proof mod and some others do not use it? Are the first group of players cheating? I guess there is a natural step before converting the RD systems into a mod. I think I need to create a new global solution with may be some new features and improvements. Global, because it will cover all the units on the game. Some units they have slightly different base protection and their bullet proof vest vary too so I would like to create a new version to include all units. Good news are... I created a little thing... Called Team Killer Lock system... and the technology inside this little baby can be used to make better Real Damage systems and many other things! So I guess that soon I will come back with something "definitive" for the Real Damage system! Taro8, The YouTube video and the readme file inside the ZIP file contains a way to apply the code to multiple units, even all units. Have fun guys! Murcielago -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi guys! About the plate I need to say that I saw videos where you can see that plates they resist to many bullets impacts. How I will use the Real Damage Bullet Proof Vest code... I will not use it for every enemy/soldier. I will use may be for players and for some enemies to make them harder to kill. By the way if you use a bullet proof vest it is normal that you will die less times, that's logic, may be you will need to increase the AI skills? About including extra visual features maybe in the future. The original RD idea was to create a easy to use standard working code to allow anyone to use it in their missions. The more you add to the code the more complex and less standard it will be... normally... I will try to use some magic tricks! And about including a more realistic features including kinetic energy, projectile shape... I let you know that I guess I'm the right guy... I created and in addition I have some knowledge of Chemistry and Physics... Stay tuned!I'm currently "relaxing" my self working in other cool projects like Real Damage... Soon I will public some things... then I will come back to Real Damage project with new ideas,solutions and fresh batteries! By the way I'm answering to every comment and e-mail I received. I will have all of them in consideration. Thanks guys for your time and interest! Murcielago. -
Show Script Errors system (-showScriptErrors) does not work properly.
Murcielago_ESP posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Hi all! Looks like that the issue have been already reported on dev-heaven.net. I think this is a pretty important issue as people trust the Show Script Errors system when people does code for Arma 2. I did not realize how important this issue is since I posted a comment on the BIS forums talking about my last creation (Real Damage for Arma 2) Writing this comment I realize that the "-showScriptErrors" glitch can be the cause of the HEAVY performance issue of some multiplayer missions. I let you know that I have some experience with the Arma engine right now (More than 2640h of experience only in Arma 2) and after all this time I learn many tricks to make my life easy when I create missions/codes. Thanks to this experience I noticed that when a mission has errors the mission performance is fine at the beginning and after some time (Code usage) there is a big drop in performance (That behaviour happens in many Warfare missions) Non detected errors will be not prompted and the script will not be executed and may be it would create "collateral errors". I do not why but this is always like this, for this reason when I do missions I do stability tests and code flow checks. Stability test: My stability test is a simple stress test (I run the mission making sure that all the code have been used several times) and after some time I check the mission performance with Fraps. If the mission performance is similar to the one at the start of the mission I share the mission with you guys. Code flow check: This is a test that tracks the code flow to confirm that the code does exactly what I expect. That test not only checks for errors in addition it can reduce the "hidden work" of your code (Things that your code does and can be improved/removed) I use the GlobalChat command to create marks inside the code and then when the code runs I check the marks to know what the code really does (Like a break point in VisualBasic) Example of not captured error (HandleDamage in Real Damage system - SQF script): If (Alive(_This Select 0)) Then { _Unit = _This Select 0; _Part = _This Select 1; _Damage = _This Select 2; If (Damage _Unit == 0) Then {_Unit SetDamage 0.1; Null = [_Unit] ExecVM "Real_Damage\Bleading.sqf";}; If (Vehicle _Unit == _Unit) Then { // TORSO If (_Part in ["body"]) Then { // WOUND: MINOR If (_Damage > 0.1+(Damage _Unit)) Then { _Unit SetDamage ((Damage _Unit)+0.075); Player Globalchat FORMAT ["TORSO (MINOR): %1 | DU: %2",_Damage,Damage _Unit]; }; // WOUND: CRITICAL If (_Damage > 0.3) Then { If ((_This Select 4) == "B_12Gauge_Pellets") Then { _Unit SetDamage ((Damage _Unit)+0.2); Player Globalchat FORMAT ["TORSO (CRITICAL): %1 | DU: %2",_Damage,Damage _Unit]; } Else { If ((_Damage < 0.6) And ((_This Select 0) Distance (_This Select 3) < 50)) Then {_Unit SetDamage ((Damage _Unit)+(_Damage*1.45));} Else {_Unit SetDamage ((Damage _Unit)+0.2);}; Sleep 0.1; "logic" CreateUnit [Position _Unit, Logic_Team, "This AttachTo [_Unit,[0,0,0]];", 1.0, "MAJOR"]; _Unit SetHit ["legs",1]; Player Globalchat FORMAT ["TORSO (CRITICAL): %1 | DU: %2",_Damage,Damage _Unit]; }; }; }; } Else { _Unit SetDamage ((Damage _Unit)+0.1); }; }; // <- REMOVING THE "};" NO ERROR MESSAGE WILL BE SHOWN AND THE SCRIPT WILL NOT BE EXECUTED If (IsPlayer (_This Select 0)) Then {TitleText ["","WHITE IN",0];}; Sleep 0.2; If (Count (NearestObjects [Position (_This Select 0),["logic"],0.3]) > 0) Then {(_This Select 0) SetHit ["legs",1];}; If you removed "};" from the main IF the error will not be shown, the script will not run and no chat messages will be shown. I experienced some times this glitch and I guess that may be I experienced it in another different situation than a bracket. Please guys be aware of errors and missions performance, they kill our game. Thanks for your time. Murcielago (mgllgm@hotmail.com) -
Show Script Errors system (-showScriptErrors) does not work properly.
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - TROUBLESHOOTING
I already reported to ARMA2 Community Issue Tracker (Bug #70299) Another case where the system does not capture an error is when you use the "In Array" command and you make an error forgetting double quotes. There is no message error and the sqf script does not run any more. Example: _Pos = animationState _Unit; If (_Pos In ["amovppnemstpsraswrfldnon", amovppnemstpsraswpstdnon", "amovppnemstpsraswlnrdnon"]) Then {_Unit SetUnitPos "DOWN";}; // 2nd element is missing double quotes -> no error and sqf script does not run any more. -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Soon (When I will have some free time) I will review my mission and another one... to include the Real Damage code... + Real Damage system + Some friends... could be better than a great war film.Bloody hell! I just remember that I should create the Stealth Mode mod version included in ...Sometimes is hard to realize that you are only a human being. -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes VRCRaptor. Only you need to added the "handledamage" code inside the unit created via script. The Real Damage code is there now it depends of you guy how to add it to your project. If you have any problem please let me know! How to apply the Real Damage code to a unit created via script? We are going to use the "CreateUnit" command http://community.bistudio.com/wiki/createUnit. This command needs: . UNIT TYPE. The best way to find your unit type is to create the unit you want on the editor and name it for example as XXX. Save the mission and go to the mission folder and open the "mission.sqm" file using the notepad. Then search for XXX inside the file. Once you find your target you will see a vehicle variable (vehicle="NameTypeObject") That is the unit type. . UNIT POSITION. This will be the place where the unit will be created. . UNIT GROUP. The unit needs a group to be created. "Unit_Type" CreateUnit [unit_Position, Unit_Group, "This addEventHandler ['HandleDamage', {If (Alive(_This Select 0)) Then {Null = _This spawn DamageDetector;};}];", 1.0, "MAJOR"]; -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks RunForrest... and yes! More cool things are coming in order to try to fix basic problems in Arma 2! Stay tuned! By the way my mission is full of these kind of details... I created that mission to put many Arma 2 basic issues fix in one amazing mission! Or take a look to my They are solutions for Arma 2 basic problems presented as missions.NEW REAL DAMAGE VERSION INCLUDING THE BULLET PROOF VEST FEATURE IS HERE! The new Real Damage code not only makes Arma 2 more realistic in addition it brings the game to a new level because being injured now is more real... and feels more real! The game experience because medics and medical equipment have an important role in game play and the bullet proof vest feature add an important asset to the game. DOWNLOAD LINK: http://www.armaholic.com/page.php?id=18305 Update 20130127: . Included Bullet Proof Vest version. . Improved code. . Included direction change every time that unit is hit to simulate bullet impact. . Code made easier to be used. Update 20130113: . Fixed the vehicle issue and reduced number of variables. Real Damage Bullet Proof Vest for Arma 2 created by [MIC] Murcielago (mgllgm@hotmail.com) What is Real Damage? Real Damage is a tiny code that fix some infantry damage issues in Arma 2. Like I said Real Damage is a tiny code not a mod so you can add it to your missions and players will not need any extra files to play your missions. Real Damage does basically two things: 1. Fix the damage for infantry units. 2. Adds a dynamic and realistic bleed out system. 1. Fix the damage for infantry units: Real Damage fix some issues in Arma 2 making it more realistic. This increase the game experience because with Real Damage you will be afraid of being injured, like in real life, because with Real Damage being injured has realistic consequences! The Real Damage systems makes differences between minor, critical and fatal wounds and in addition it will modify your ability to shoot. . MINOR WOUNDS: Will slightly increase the unit damage and the bleed out process and it will have a small impact in your ability to shoot. . CRITICAL WOUNDS: Will considerable increase the unit damage and bleed out process and it will have a bigger impact in your ability to shoot. . FATAL WOUNDS: Will kill you straightaway. Head shot or a chest shot with a medium weapon can produce a fatal wound. . KINETIC DEATH: This is a new feature included in the Real Damage Bullet Proof Vest version. Kinetic death or death due to energy transfer will happen when projectiles have enough energy to crush the soldier chest bones creating internal bleeding and lung failure. Close range shots from rifles and sniper rifles can create this kind of slow death. Player will die slowly in a matter of 10 seconds listening a choking sound. In addition every time you receive a shot the screen will flash to simulate pain and your character will change direction to simulate the bullet impact. The system has been tweaked to: . avoid the death of a soldier by being shot twice on the foot. . avoid the death of a soldier by being shot on the foot with a sniper rifle. . increase the power of handguns: Silenced pistols: You will need 2/3 shots on the chest to kill a soldier (Default is 4 shots) Pistols: You will need 2 shots on the chest to kill a soldier (Default is 4 hots) Revolvers: You will need 2 shots on the chest to kill a soldier (Default is 3hots) . reduce the effective range of shotguns to around 50m (Default value is around 100m) . make a difference between different body parts: head (Wounds: Fatal), torso (Wounds: Minor, critical and fatal) and legs (Wounds: Minor, normal and critical) 2. Adds a dynamic and realistic bleed out system to handle: . The time left for the wounded unit (The higher the damage the less time) . The ability to shoot for the wounded unit. The higher the damage the higher the unit's recoil coefficient) . The bleed out rate. If the wounded unit moves his bleed out rate will be three times bigger than normal. If the wounded unit uses a vehicle it will not increase its bleed out rate. . Visual warning. Depending of the damage and/or remaining time the code will send visual messages to let the player knows how bad his situation is. Quick flashes will indicates that the player situation is not that bad. The very long flashes will tell to the player that the time is running out and/or that the players injury is very bad. With one normal wound (Quick flash) you will have around 7-5min to fix it if not... you will die! 3. Bullet Proof Vest version: This version simulates that units are wearing a class III bullet proof vest (Not suitable for armor-piercing projectiles): 3.1. Hand guns, submachine guns and shotguns do not kill you, at any distance. 3.2. Standard assault rifles ammunition do not kill you at any distance. 3.3. Rifles and sniper rifles will kill you due to energy at close range. Long range hits may be will not kill you. 3.4. Anti-materiel weapons (m107 and AS50) will kill you at any distance by penetration and energy transfer. 4. How to use Real Damage? The code is very easy to use. The same code will work in single and multiplayer modes and with players and AI (From editor or created via script!) To use it in your missions you will need: 4.1. Pick the Real Damage mission example folder you want: . Normal: \Missions - EDITOR\RealDamage.Chernarus . Bullet Proof Version: \Missions - EDITOR\RealDamageBPV.Chernarus 4.2. Modify the game logic init code: Null = [This,2000,"Man"] ExecVM "RealDamage.sqf"; . 2000 is the area radius where all the units will receive the Real Damage code automatically. The game logic object will be de centre. . "Man" is the unit types that will receive the Real Damage code. The standard values are: "SoldierWB" -> BLUFOR "SoldierEB" -> OPFOR "SoldierGB" -> Guerrila "Civilian" -> Civilian "Man" -> All 4.3. Start creating your mission. If you have your mission already done just take the game logic object and the scripts and add them to your mission. Be aware that the bullet proof version has a sound so remember that the external sound needs the "description.ext" file to be used/edited. 5. Test Missions? The Real Damage test missions (PBO files) are multiplayer missions that you can use to study/edit/learn about the Arma 2 damage system. You can find them inside "\Missions - TEST MULTIPLAYER" folder. The soldier on the left uses the Real Damage code. The one on the middle is a dummy version (Shooting to it will allow you to know the projectile name of your weapon. This name will be copied so you can paste it as a text) The soldier on the right is the standard Arma 2 soldier. Thanks for your time. Special thanks to Rydygier. Please feel free to use/edit this code and try to send me your feed back to mgllgm@hotmail.com Today's Real Damage version is fully working and it is focused on making the game play more realistic and interesting. Soon I will improve the code to make it a complete solution for Arma 2 damage system issue. Real Damage weak points: 1. The bleed out death of a unit is not linked to the killer. 2. Current version does not allow to use both versions of Real Damage (With and without bullet proof vest feature) Soon I will fix it. This issue is link to the mod creation. 3. People is asking for a mod release. 4. Different units have different level of protection by default. This variable will be included in the future update. Anyone capable to help to fix these issues is welcome! Please do not hesitate to contact me, mgllgm@hotmail.com. to be continued... -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Like I said I will try to do it but I have other projects on my head. If I can see many interest from the people after the new update I will think about doing the mod thing earlier. Thanks for your time! -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Orcinus, Thanks mate! I will use the external sound I have. Is perfect for the script. A guy give me that link: http://browser.six-projects.net/other_roots/CfgSounds/config?version=63 That is what I was looking but I have no time to check one by one the sounds (I rather to use my time testing the new changes) But I'm sure that in the future I will use that web. ---------- Post added at 18:34 ---------- Previous post was at 18:33 ---------- Rydygier!!!! Thaaaanks! Again! I currently testing the last Real Damage version. I did incorporate you changes (Except the variable one, I will try to incorporate it in the future version) in addition I added some code improvements!!! The new baby feels smoother and it only triggers 4 times when you kill 4 soldiers with a grenade!!! I used the "BreackTo" command to stop the code working when is not necessary. Thanks indeed for taking your time to help and Arma colleague. Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime. I hope I will end this project stage this weekend. I'm finishing the tests and I'm thinking on the video and what I will include in the zip file. -
Does anyone know the name of an Arma 2 sound that simulates a slow death?
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Marker for your time too! I really appreciate every single comment guys. Murcielago -
Does anyone know the name of an Arma 2 sound that simulates a slow death?
Murcielago_ESP posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, I help guys. I need to know and Arma 2 sound that simulates a slow death/choking. I need that for my new Real Damage Bullet Proof Vest code. I already have a external sound but if I used it I will need to modify/create the "description.ext" file and I want to keep my code as simple as I can. Are there anyway to play an external code without using the "description.ext" file? Thanks for your time. -
Does anyone know the name of an Arma 2 sound that simulates a slow death?
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks! Thanks! Thanks Mattar_Tharkari! I do not know if I will find what i'm looking for there but sure it will be useful for mi future creations! -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rydygier... T H A N K S !!! I will try to incorporate your improvements. After I read your post I understood that is better to use a local variable than an array element (_This Select i)? The original code used local variables but I removed them because I though that it was an improvement. I guess I was wrong. Mate, Thanks again! I will download your code and I will study it, sure there are many things there that I can use/learn. Thanks for your time! -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Tes, I like the Murcielago cars but murcielago is also the Spanish for bat. I pick the name because it contains all the vowels (Latin languages use vowels everywhere) and I use specially my ears to track enemies... (Having a 5.1 system with a 5.1 headset makes the difference... but this is for another post) I want to let you know that when I do codes I try to make them as best as I can (No errors, no performance issues and, if I can, I try to made them easy for users) For sure I can do many cool things with the code but nothing is free. By the moment I'm keeping it tiny and tidy, be aware that the command used in Real Damage is a little bit... tricky! That may be explain why no one find out a tiny trouble free solution like Real Damage. The Real Damage code uses the event handler called "HandleDamage" and this code is triggered 4 times per hit and in addition is not easy to use... so this event handler is not easy to handle... ;) I let you know that I played a mod and the AI was invincible because, I guess (99%), the mod has a problem with this event handler (HandleDamage) During my testing process I find out a nice test for The Real Damage code. This test was to kill three soldiers with a grenade. At the early state of Real Damage code I noticed that killing 3 guys with a grenade creates connection issues problems even with LAN connection. That is because the code for 3 guys killed with a grenade was triggered more than 25 times. This is a "little problem" for the Arma engine even when Real Damage uses one tiny script (+ bleeding one) The current version is even better! It only fully reads a 3.5kb script 3 times! I think the Arma engine can handle that ;) Tes, I have some knowledge of programming and some other things... but I do the codes to challenge my self and to push the envelop (Take a look to my mission or the next COOP mission that I will release soon... High quality stuff mate!) One of my first rules in life is, I do not start something if I do not know how to finish it. A few people escape from my when I open fire in Arma! (Many times I saw them but I do not shoot to them because I do not have the right weapon...) Do not worry mate, with the time I will find out the way to make Real Damage even better! My guess is that the Arma developers are trying to make this "HandleDamage" event handler easy to use.Thanks for your comments! They are really appreciated! By the way, I guess no one manage to finish my because is too... complex and realistic. That mission was a benchmark for teams of players, at the end of the mission you will see a table with the score for your team. In addition it has crazy codes/features! -
Does anyone know the name of an Arma 2 sound that simulates a slow death?
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi marker, I do not understand something. How that link can help me? I do not want to use any external file as I want to keep my Real Damage code as "simple" as I can. I want to use original sounds included in the game so I will need only to use the "playsound" command. -
Does anyone know the name of an Arma 2 sound that simulates a slow death?
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks FRL-Myke. I guess you have realized that I'm "new" posting... ;) But you need to admit that this forum is huge! (my problem was that I used a short cut to "ARMA 2 & Operation Arrowhead" and I did not see the editing section (I though that I was watching all the Arma 2 & OA Threads) I was surprised for it but I was focus on the idea of finding help... for the Arma 2 sound.) I really appreciate your time guys! Please guys give me a comment about if there is a way or not to find a sound like that. -
Does anyone know the name of an Arma 2 sound that simulates a slow death?
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My bad. I do not why I did not see the editing thread. I sent an e-mail to [FRL]Myke to fix it. Thanks mate! -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
mrcash2009, I already told that they can use it on this thread. I will appreciative if they let me know that they are using my code, that is all I ask. I have to many more codes/missions with this level of quality or more to be published or finished!!! And I want to do it. I still working in Real Damage project because I can see people is interested by the YouTube view count, e-mails that I received and this thread. But I love to create/fix things! If no one takes from me the Real Damage mod conversion I will do it but before I want to make public a SP mission with unique features/codes. By the way... Real Damage with Bullet Proof Vest is real! It works perfectly... better than the original one! (I will transfer the improvements to the original code) and with some cool features! I have been doing multiplayer tests and I'm more than happy... I'm SURPRISED!! with what I saw... I only can say that from now on you will enjoy been shot! Because is so cool! Today I will take a final look to the legs damage values. I'm more than happy with the rest of the code! This Sunday it can be done! New features: Bullet Proof Vest hit: 1. You will not be injured at all when being shot with: hand guns, submachine guns. You will see a white flash (To simulate pain) and your character will change its looking direction slightly. 2. Small damage or no damage when being shot with: shotguns and assault rifles. You will see a white flash (To simulate pain) and your character will change its looking direction slightly. May be the unit will receive a small amount of damage if shot does not hit the centre of the vest. 3. Slow death (Lungs failure/internal bleeding) when being shot with: rifles, sniper rifles and anti-materiel rifles. You will see a white flash (To simulate pain) and it will fall. Players will only be capable to move their heads will they can see a large fade to blacks and a choking sound will be played to let you know that you can not breath any more. Points I need to focus on are: 1. May be rifles will kill you by energy transfer when the shooter is close to you. What you think? Powerful sniper rifles will kill you at any distance. 2. How to integrate the sound? I have a perfect sound but in order to use it you will need to have an extra file. I would like to avoid that but I do not know any arma 2 sound name to replace it so I will not need to add an extra file and the sound. 3. How I can link both codes (With and without bullet proof vest feature) or do a general solution... May be we will left this for the mod version... Does anyone know the name of an Arma 2 sound that simulates a slow death? Thanks for your time! -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi mates! I'm back on busyness. I have been studying how I can simulate a bullet proof vest. I have been watching and reading information about bullet proof vests and now I have an idea of what I want/need to do. Guys, remember that the idea behind Real Damage is to improve/add things without adding more issues! I want Real Damage to be a fully working code. I want to have some feedback from you about the lethal conditions for the bullet proof vest. I found a cool way to fake the unit death without multiplayer issues. I want to use it when the unit is hit by a high calibre projectile so after being hit you will be laying on the ground for a few seconds and you will be capable to around and I will add some fade to black and may be noise... that will let the injured unit that has problems to breath as when you are hit with a big projectile the projectile may not penetrate the bullet proof vest but the energy of the bullet will crush your chest creating internal bleeding... After I gather some information about bullet proof vests and that looks like that units in Arma 2 use a class III bullet proof vest (Not suitable for armor-piercing projectiles) we can say that wearing a class III bullet proof vest: 1. Hand guns, submachine guns and shotguns do not kill you, at any distance. 2. Standard assault rifles ammunition do not kill you at any distance. 3. Sniper rifles will kill you due to energy at close range. Long range hits may be will not kill you. 4. Anti-materiel weapons (m107 and AS50) will kill you at any distance by penetration and energy transfer. Please share you knowledge with me to create a better gameplay. Thanks for your time! Murcielago -
Arma 2 Crashing after 3D editor.
Murcielago_ESP replied to Redeker's topic in ARMA 2 & OA - TROUBLESHOOTING
Hi mate! I'm not a Bohemia Interactive but I have some experience with the Arma 2 3D editor. You need to understand that it is not official (This is why is hidden) but there is a way to create a playable missions using the 3D editor. I have been using it on my last missions. I use the normal editor and then I add the buildings/objects from the 3D editor using a script. How to use the Arma 2 3D Editor? 1. Open the game. 2. Press ALT+E to show the 3D editor island selection menu. 3. Select an island 4. Create a "center - F10" 5. Create a "Group - F2" 6. Create a "Unit - F1" 7. Create you 3D mission with the objects/buildings. Left the rest for the normal editor. 8. Save the mission. 9. DO A BACKUP!!! DO NOT WORK ON THE ORIGINAL FOLDER!!! 10. Convert the mission.sqf file into a standard SQF file: 10.1. Remove this code (Top of the file): activateAddons [ ]; activateAddons []; initAmbientLife; _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; 10.2. Remove this code (Bottom of the file): processInitCommands; runInitScript; finishMissionInit; 10.3. Remove the unit (If the unit was the first object created and you did not change anything it shuold look like this) _unit_1 = objNull; if (true) then { _this = _group_0 createUnit ["BAF_Soldier_AA_DDPM", [3467.6084, 3615.4612, 0], [], 0, "CAN_COLLIDE"]; _unit_1 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; }; 11. Save the file and add it to your standard mission editor folder. 12. Make a copy of the "mission.sqf" file and rename it as "init.sqf" 13. Open the "init.sqf" file and clear all the code and add this code inside: If (IsServer) Then {Null = [] ExecVM "mission.sqf";}; 14. Save the changes. Preview the mission and you will see all the objects created with the 3D editor in your normal editor. Now you can save it as a normal mission and it will work fine! You will be capable to play it with you colleagues with no issues! -
Show Script Errors system (-showScriptErrors) does not work properly.
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - TROUBLESHOOTING
To everyone who does scripts, Be aware that the capture error system (-ShowScrptsErrors) has some weak points. It will not show an error if you forgot a closing bracket and in addition if you use "BreakOut" or "BreakTo" commands to jump forwards the code will stop and no message will be shown. I already reported to ARMA2 Community Issue Tracker (Bug #70299) Hi, Like I said before I saw the capture error system failing with something different than the bracket issue. Here there is an example where the system does not show anything when an error happens. I was studying the "BreakOut" command to understand its "real" behaviour and what I can do with it and I find out that if you it to jump to a scope ahead of its position the code will stop working and no error message is shown. I only want to make our game better and show that there is a critical weak point. This capture error system bug can be behind the performance issue that makes some missions unplayable affecting to how people perceive what Arma is and it can decrease players population... Check how many people came back to Arma after the last big patch that improved the game performance... Code example: LoopV = ""; Player GlobalChat "IN"; scopeName "main"; Player GlobalChat "MAIN LOOP"; while {true} do { scopeName "loop1"; Player GlobalChat "LOOP1 - EXTERNAL"; while {true} do { scopeName "loop2"; Player GlobalChat "LOOP2 - INTERNAL"; if (LoopV == "main") then {breakTo "main"; LoopV = "";}; // Breaks all scopes and return to "main" if (LoopV == "loop1") then {breakOut "loop1"; LoopV = "";}; // Breaks scope named "loop1" if (LoopV == "loop2") then {breakOut "loop2"; LoopV = "";}; // Breaks scope named "loop2" if (LoopV == "jump") then {breakOut "jump"; LoopV = "";}; // Breaks scope named "jump" sleep 1; }; sleep 1; }; scopeName "jump"; Player CommandChat "OUT"; I used triggers to activate the script and change the LooV variable value. If you change the LoopV to "jump" the code will stop and no error message will be shown. -
Real Damage for Arma 2
Murcielago_ESP replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Tes! Tomorrow I will carry on with the Real Damage project. I had a busy time last weeks and in addition I have been answering people's e-mails. But mate do not worry, when I say I'm going to do something I do it... I start all my projects like that and I always find out the way to achieve things. By the way... my head never stops! Even when I watch a movie ideas pop-up from my head! Problem is time... I just a human being. Thanks ended for your interest. Murcielago