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Psychobastard

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Everything posted by Psychobastard

  1. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hello, here comes the new version. It's mainly a bugfix version, nothing realy new stuff. I hope again for some good feedback. (especially about the blur-bug and the ai radio chatter) Download: dev-heaven.net: https://dev.withsix.com/attachments/download/21513/Wounding%20System%2011012014.7z Changelog: Have fun with it! :)
  2. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hello, thanks for your description. With this description i can start a try to reproduce it. But i think is a "standard" arma bug cause i know this problem from every further version from the arma series. If someone know a work around for the radio chatter stuttering please tell me. Same that i have told to prykpryk: is it possible to describe some reproducable steps? For the time i start to add some extra safety questions in the scripts to block that these bug can happen. Hello, one of your questions i ask a post before yours. ;-) There are no settings to say only medics can "revive" cause: it isnt a revive script. This is an first aid / wounding system. Every soldier, every people can start a first aid process. But: only a medic can heal a player fully witch was agony before. Also the health of a player who recived first aid depends on some conditions. If a player who start the first aid process to another unit own a first aid kit can help the other unit more effective as a player without a fak. If the healer is a medic and own a fak as well, the healing effect to the agony unit increased mutch more. And only if the healer is a medic and own a medikit too can heal a unit fully. I try to release a new version next weekend. During the week i'm working the most time and wont find at the evening the just to edit or play arma.:p regards
  3. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hi, i need more infos for this. Maybee you can tell me a way to reproduce this? Nothing else you have to do as start your hostage the script too. I a further version i add a easier possibility to include other units. At the moment you can execute it something like this: {[_x] execVM "..."} forEach (playableUnits + [myHostage]); It works on self hosted environment and dedicated too. Only SP i have not tested. You cant add a exactly lifetime limit but you can adjust the random scaler in the included setup file. Nice to see that so much people want to use it in their missions. :) regards
  4. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Yes of course, nice to see that its usefull for you. :) Hi, no i dont want to include this feature cause: this function need to transmit a command from the clients to the server. That end in more traffic and did not fit to the design of the architekture. Smoke is realy a nice feature but also a part for AI behaviour modifications. Sorry. This will ends up with yellow/red chain. :p The biggest part of the wounding system are effects and informations for the local player. It exist no reason to switch any part to the server side. btw: i cant reproduce your bug Kremator. If i kill the AI during a healing process the healer AI stop the healing animation everytime. @JCae2798, sounds like a old vanilla bug. Maybee a intersection with other mods how you has sayd before. regards
  5. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Theoretically yes. But that isn't the goal what iam looking for. If you use want to use this wounding module as a everytime working mod first you have to ensure that no other revive system is working in any played mission. That means other system break down. I dont want to break any other work. The script is for mission designers for use in their own missions. Also you can implement it less time than 3 minutes in every existing mission if you need. Its simply a unexpected way to use the wounding system in a everytime running mod. :) Thx for report this. Will be fixed in further versions. Mainly this wounding system is created for players and their playable ai comrades. If you want to use this script for every exisitng AI you can do it. But you have to make sure that it runs for every unit on every lokal client machine only one time. If you add it twice it cant work. Its possible to do what you have tried but it's not the simpliest way to do so. :p How i told before, expected way of use is for players and their ai comrades. No, you and every other player can do this. But an AI will only help comrades from their own group. Reason is the way of expectad usage i explain before. Maybee i add this feature in further versions. But at the moment i see no priority for that topic. Also have a look at the init.sqf and the execution examples. The way of execution can change the way who can help who, too. regards
  6. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Update! Download: https://dev-heaven.net/attachments/download/21483/Wounding%20System%2003012014.7z Changelog:
  7. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hello, thx for feedback at all! No problem. I can add a parameter in the setup file to disable the dead-dialog. That are waypoint markers. These waypoints are spawn if a unit need your help. Normaly these wp's got deleted after a respawn. I know, these wp-markers dont look realy good and be a little bit confused. Maybee i delete them. I will take a eye on it. :) FFIS influenced the AI behaviour. This script did this too. Maybee FFIS tell the AI "go prone" and the wounding system scream " no, stand up and help your mate!". maybee it takes longer until a AI helps you cause the jump on the ground during they run to your position. But, the wounding system influenced the AI's behaviour rarely under some conditions. The AI helps you first time after less than two healty players in your group. That means the AI help if the group is just before a complete fail. The reason for that is that the AI soldiers dont jump outside their cover and run across the battlefield every time if another group member fall in agony. regards
  8. Psychobastard

    FHQ Debug Console for Arma 3

    Very nice and exactly that what i am looking for! With your debug console i have every needed tool in one! Perfect work and thanks for this. :) One intention: Please show the duration of the music tracks in further versions. You can read them out with the following code: _duration = getNumber (configfile >> "CfgMusic" >> _actual_Track >> "duration"); kind regards!
  9. Psychobastard

    Psycho's Multiplayer Missions for A3

    Changelog Version 1.04: Downloadlink at the first post still actual. Have Fun!
  10. Psychobastard

    Scripting Discussion (dev branch)

    Old ticket for multiple handleDamage EH's are solved. Thx, for the fix BI. But: new ticket open: http://feedback.arma3.com/view.php?id=15948
  11. Psychobastard

    Psycho's Multiplayer Missions for A3

    fixed --> version 1.02 - fixed: error in camera view settings links in first post stil working. regards
  12. Psychobastard

    Psycho's Multiplayer Missions for A3

    Hi, i did a big mistake and load up the wrong file. :o This version was only the first beta test version and wasn't for you publics! Now you can load the right version. To avoid mistakes and confusion i set nevertheless a new version number to 1.01. (link in first posts stil actual) And the changelog: @Taxman, i cant reproduce your problem on my dedicated server, regardless how often i restart the map. (no matter if restart manual or let the game time skip and restart) If the problem is stil present at this new version feel free to open a ticket at dev-heaven and show me your server.rpt regards and have fun!
  13. Psychobastard

    Psycho's Multiplayer Missions for A3

    Hi, thx for feedback. I want to try to reproduce that. I don't think that the mission corrupt your server. regards
  14. Hello, did anyone know how i can change the callsign to "Papa Bear"? The old way like under OA won't work longer. Code: PAPABEAR=[West,"Papa_bear"]; PAPABEAR SideChat "Hello, World"; stringtable.csv LANGUAGE,"English" STR_CFG_PAPABEAR,PAPABEAR Both ways won't work and give me the callsign "Crossroad". I try an experimantal solution with cfgIdenties too but nothing has changed the callsign... regards
  15. Psychobastard

    PAPA BEAR callsign with Arma 3

    Thank you 2nd Ranger! This simple solution works fine. I had create a piece of code to prevent the usage of a physical unit and create a chat logic. if (isServer) then { _grp = createGroup west; hq_logic_papa = _grp createUnit ["Logic",[0,0,0],[],0,"NONE"]; [hq_logic_papa] joinSilent _grp; hq_logic_papa enableSimulation false; hq_logic_papa setGroupId ["Papa Bear"]; }; hq_logic_papa sideRadio "RadioMsg1"; regards
  16. It means this feature isnt avalible at the moment.
  17. Psychobastard

    JSRS2.0 WIP Thread

    The old game, he? When it's done.
  18. When it isn't made for MP why you add signatures? :confused:
  19. Wow, realy nice modification. This is what is missed in vanilla again. Thank you!
  20. Hi, i have take a look on it and i have to say that this modification is scrap for every mp game. You destroy simply the hole damage handling with it for all units cause you don't mind any mp and locality impact of the different scripting comands in there. An example: This mod isn't executing on dedicated servers. ok. So it is expect as client side only mod. And now every client start your loop which call to allUnits. So far so good. Now a unit take damage and start to bleeding. It's unimportant if it's a player or an ai. Your script starts now to play some anims and take damage to the unit. And where is the mistake: damage are a global event, no matter if the execution starts local. So every player on a server start to give this unit damage parallel at the same time. Test your mod on a dedicated server with maybee 20 players and every unit will bleed out in a few seconds. The other thing is: why you use cba even though not one cba function is used in there? And another negative aspect: you give the user a config where he can handle the impact of damage in percent. So everyone is bleeding in different speed? I can't think that this it is what you look ahead? So please: fix it and start to build a modification that works with the right localtions. Damage handling is a part for the server if it should handle all units. If you wan't to handle it lokal so please late the damage only impact on the unit which executed it by herself. regards p.s.: sorry for bad english p.p.s.: the mod is fine for sp gaming...
  21. It's the same for me. If the dealer see me before he is praying he run away. But i was thinking this is right. I follow him trough the desert for round about 500m and kill him with two shoots. :-) Used mods: ShacTac movment and HUD, JSRS and CBA.
  22. Ok, i have get the name of the dealer while he was praying. :)
  23. Hi, no problems i had to play this mission. And it's a nice mission. I like the small details and the voice interacting with any caracters. I want to get a identity card from one of the weapon dealers but don't find out how i can get one.(?) The mission needs definitely a option to drag dead bodys! (is it possible?!) regards
  24. Psychobastard

    [SP] Super Fun Happy Pack!

    Realy nice missions! I love your intros and the style how you put the player into the story. Keep up your good work. :)
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