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Psychobastard

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Everything posted by Psychobastard

  1. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hello, Short status report: Had found the time the last few days and have nearly completed the rewrite of the revive system. (98%) Will beginn the test-phase in the next days and if everything works fine, also hopefully release soon. Most advantages of the rewrite: raise the script performance up to date, fix some old bugs and non-fixable structural problems, mutch easier setup up and initialization (especially if you want to add AI's later in the mission flow) and of course expand the functionallity. (f.e. it will be possible that AI units can revive you also when they are not in your own group or AI-only groups are able to aid one another. regards
  2. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Its simply done by blocking the deploy-button via script. ;-) There is already a script included (fn_keyunbind.sqf) for blocking some act ionkeys while in agony. Simply add the right action to the existing array and its done. I will be awared at this issue for upcoming version. ['ReloadMagazine','Gear','SwitchWeapon','Diary'] regards
  3. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Thx for report madmonkey. Have to disable the weapon resting function to prevent this problem. regards
  4. Psychobastard

    A3 Wounding System (AIS by Psycho)

    This isnt a mod, its a script for mission designer. And it makes no sence to make it compatible cause ace have his own medic system. regards
  5. Psychobastard

    A3 Wounding System (AIS by Psycho)

    New Version released. First post are updated. It was realy hard time (3h!) for me to figure out the reason for this issue. So i will share the solution to you. Maybee some other guys run into the same problem... Since A3 patch 1.62 a unit which is set in agony action state (player playActionNow "agonyStart") cant perform some other animation values when the engine state "canMove" is false. You can avoid this situation by make sure the legs hitpart damage is lower than 0.5! regards
  6. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Sry, but a lot of work and another project had prevent me to work on. To fixinf/rewrite all is the next step on my prio-list. And the days get shorter and colder. ;-) regards
  7. Psychobastard

    A3 Wounding System (AIS by Psycho)

    You missed the description.ext entries.
  8. Psychobastard

    A3 Wounding System (AIS by Psycho)

    For the rewrite i actualy work on i have a look for a much easier implementation of AIS in other spawn systems. If i did the work for the actual AIS it wasnt a point with focus on for me. What are the state of art systems out there? Alive. What else? Maybe i will add special variables or instructions for the most popular systems out there. regards
  9. Psychobastard

    A3 Wounding System (AIS by Psycho)

    The higher value maybe end up in non-natural damage tollerance. That mean you eat a bunch of projectiles before you go injured. But you can try it out how it works and look for you by increasing this value. regards
  10. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Any other part still work. It's not a game-breaker.
  11. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Had recognized the problem by myself 30 minutes ago... Will have a eye on it. btw: i had start a complete rewrite. But stay maybe at 20% of all work to do. regards
  12. Psychobastard

    Revive Feedback

    That means you are out of scope with the community. The revive system is senceless without these essential features since... A1! (or longer?!) New bright animations are fine but only a "nice to have" after everything else important functions and features you need to implement in a modern game of 2016. What is needed for a good revive system is well kown. The given options at this point are a good step in the right direction. But please, did the next step and implement the missed features too. Also think about "modability". Modders and Scripters out there need possibilities to enter the revive system at any important point to bring in custom community extensions. (EH's, variable states, functions, engine based states) (already we had engine based states in A2... bring back the setUnconcious command is a positive point) regards
  13. http://img684.imageshack.us/img684/75/rednblue.png (109 kB) H o h e i___E v o l u t i o n___2 actual version: 2.07 Hello, I have already indicated several times that I am working on a new evolution. After about 6 months now it's finally the time I can offer a playable beta-version. The beta version is tested and is playable, but will still have quite a few bugs hidden in it, because it is impossible for me to explore all the functions themselves in the game - there are simply too many. It should still be added for a whole couple of other features. But I would like first be sure that the existing content is also working satisfactorily. And for this I need your help dear Evo fans! Why a complete rewrite of the evolution? Quite simply - the old code, dragged along for many years, endlessly changing and editing was so bad that he and the entire Evo, or whose performance has been poor. In addition, new features were very difficult to add and the Evo was very inflexible when it comes to bringing innovations therein. Roadmap: In the coming weeks and months, the Evolution 2 will be further improved, optimized and grow up. In this first beta release is just a blue version and required for Takistan Combined Operations. The aim versions are more like RED, Chernarus, OA-only and A2 only! Also, a compatibility with the ACE2 mod is already being considered and prepared. In amount should be so soon possible between 8 and 12 versions of this evolution. The more (bug) repport I get, the faster will appear more versions. For this a project page on DevHeaven was created: http://dev-heaven.net/projects/hohei-evo last update: 14.08.2012 included versions: BLUE - co32 Hohei Evolution 2 CO - Takistan - co32 Hohei Evolution 2 CO - Chernarus - co32 Hohei Evolution 2 OA - Takistan RED - co32 Hohei Evolution 2 CO - Takistan - co32 Hohei Evolution 2 CO - Chernarus - co32 Hohei Evolution 2 OA - Takistan ACE2 - co32 Hohei Evolution 2 ACE Red - Takistan - co32 Hohei Evolution 2 ACE Red - Chernarus - co32 Hohei Evolution 2 ACE Blue - Takistan - co32 Hohei Evolution 2 ACE Blue - Chernarus Credits & Historie: Download: http://dev-heaven.net/projects/hohei-evo/files (Here you will find ALWAYS the latest original-version) Armaholic Mirror (Thanks for hosting) Support and Contact: http://dev-heaven.net/projects/hohei-evo/issues/new External Links (for ACE2 Versions): For playing the ACE2 versions you need the ACE2 mod (complete, include acex) and the cba (community based addons). Download ACE2: http://ace.dev-heaven.net/wagn/ACE_1_13#Downloads Download cba: http://dev-heaven.net/projects/cca/files regards Psychobastard
  14. Psychobastard

    A3 Wounding System (AIS by Psycho)

    It work if you understand how to implement it. But i know, its maybe not the easiest way!
  15. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Alwarren's work is already included.
  16. Psychobastard

    [MP] GWAR3 (Gossamer's Warfare 3)

    HP down? Armaholic lists only a old version.... regrads
  17. Psychobastard

    3den Enhanced

    Ah ok. I tought you had set this somewhere in your mod. Two points to think about: - The standard eden behavior is "Aware". This state will be set also for the patrol task. Maybe you take a look at your init order to solve the problem. - Work around: standard eden behavior from "Aware" to "Safe" for every unit. (i see atm no bad reason for this but maybe it caused some broken missions if mission already exist and get edited/re-saved with your mod) regards
  18. Psychobastard

    3den Enhanced

    Hello, nice tool you have created there! I've take note of a small thing: If i use your Patrol option the units are automatically in behavior "Aware". But if i use the BIS_fnc_TaskPatrol the standard behavior is "Safe". Why is is so? And is it possible to change the standard behavior also to save by using your mod? regards
  19. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Its a normal option in the setup. Everyone can make their own choise... It's not - AI wont die in agony mode. regards
  20. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Yes. No. Its a main feature so i wont put a option to disable it. But: i still work on next verision. This version will give you the possibility to activate the PvP-mode. This mode will deactivate this feature for balancing reasons. But also the PvP mode will disable any AI support. No, i dont know this script. But i think it dont work cause this script spawn ai on server environment but my script has to init on client side. You have to make sure the unit open the script on client side. regards
  21. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Update, 21022016 Download links can be found on first post of this topic. Many thanks to lukio and Alwarren for helping me and their selfless engagement! Attention! If you are a mission designer who already use this revive system and want to update your mission after the 21. february 2016: The damage handling since the last version from april 2014 was completely changed. Also the impact of some variable values in the ais_setup.sqf had heavily changed. So please take care of the behaviour to your mission after updating the script packet. Start a quick test run and edit the setup file to find your wanted behaviour back again. Changelog Version 21022016: - fixed: long initialization delay if you start the script on large number of ai soldiers since patch 1.16 (BIS_fnc_feedback_hitArrayHandler not set) - fixed: (hopefully!) group leader lost sometime the command after a respawn - fixed: duplication of medikits after revive (fixed by Alwarren) - fixed: Since fire starts to "damage" with minimal damage at a large radio, lower damage get filtered out (by Alwarren) - fixed: damage calculation issue if a unit get healed before fall in agony first time - changed: stronger code while asking for tcb_is_agony variable in different cases - changed: attempt at correcting the damage values with getHit (by Alwarren) - changed: some small code optimizations (usage of new script commands) - changed: skip initialization in post init area - changed: completely rewritten damage handling - changed: text clean up (rewritten by lukio) - removed: remove tcb_ais_revive_guaranty from setup (it is now included tcb_ais_realistic_mode - easier setup process) - removed: healReset.fsm no longer needed (caused by new damage handling) - added: check for wrong player initialization/localization and abbort init AIS if check failed - added: new setup option to disable TFAR radio for unconscious players - added: new setup option to disable text chat for unconscious players - added: random pain screams if a player go unconscious - added: add score points to the unit who shoot other AIS handled units down (to agony) - added: new setup option to enable/disable bleedout countdown (tcb_ais_showCountdown) - added: new setup option to enable/disable AIS diary entries (tcb_ais_showDiaryInfo)
  22. Psychobastard

    A3 Wounding System (AIS by Psycho)

    I wont support ACE. ACE have his own medical system and maybe a different damage handling.
  23. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Had add a option to enable/disable via setup in next version...
  24. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Working on a updated version at the moment. Release maybe tomorrow or during nect week. regards
  25. Psychobastard

    A3 Wounding System (AIS by Psycho)

    There isnt a variable to change the revive time. The duration for revive time will be calculated by some variable factors. (damage, is healer medic, ....) If you want to change the time you have to look in "fn_firstaid.sqf" on line 106. (_skill_factor) regards btw: what means PITA?
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