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Psychobastard

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Everything posted by Psychobastard

  1. A3 Wounding System _________________________________________________by Psychobastard Hello, this wounding system based on the AIS Wounding Module from BonInf*`s Arma 2 version. Again this one based on the vanilla wounding module from BIS. (but it wasnt MP compatible) Well, essentially not a completely new stuff. But i think this was one of the best wounding systems we had with Arma. Cause i wont miss it in upcoming Arma 3 missions i rewrite and expand the system for further use. The greatest advantage i see in the system is that you dont realy die before the unit go in agony. (what happens by any other normal revive system) That fact give the mission designer the possibility to create non-respawn missions with a revive system, too. The second big advantage is the possibility for unconcious players by pressing "W" to roll on their jelly and crawl forward or empty their loaded magazine. The following short video i had made in the early alpha state of the development. (over 8 month ago) The effects are completely reworked since this days. Nevertheless you can watch the core features of the system well. Core Features: - Fully AI compatible revive system - Fully SP/MP, HC and JIP compatible - Teamswitch compatible - Setup file to change easy the behavior of the revive system - A lot of options to choose between arcade or a more realistically usage of medics - Option to select a realistic damage handling (die immediately by heavy explosions f.e.) - Injury state without dying immediately - Compatible for missions without respawn - drag, carry, drop and load injury units - Option to change damage tolerance - A lot of visual effects and discreet information’s around the gameplay - Unconscious units are able to roll on their jelly and perform simple actions - Most time consumption actions are visualized and can be aborted if needed - Markers and HUD show injury units on the map (if wanted) Attention! - Update from 24.06.2017 or later - If you are a mission designer who already use this revive system and want to update your mission: Newest version is a complete rewrite with new setup file and new functions. I recommend to test the mission before you release a update with the new AIS revive script package. Screenshoots: ais_setup.sqf: Readme and Documentation: Download sources: Armaholic Steam GDrive Have fun!
  2. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Ok, thx for feedback. Less to work for me. 🙂
  3. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Sry, cant test actualy cause i had deinstalled A3 atm. regards
  4. Psychobastard

    A3 Wounding System (AIS by Psycho)

    @LSValmont Thx for feedback and good (and difficult) point. The hole system checks "what damage will be made by impact x/y" and after this check the damage is given by the system. This is for true a lack between true damage and the incapacitated state. But it is the only good working solution if you want to deal with the complex damage handling. There are tons of possibilites to become an absurde damage input to the player and he will "die" before other calculations are done. (for example caused by wrong frame handling) I know about the problems with the tolerance factor, particular when values far away from 1 are used. It is a simple "nice to have" feature for more self adjustment possibilities for mission designers. But as i said before i dont recoment to use values far away from 1 and only use it if you know what you're doing there. (im sure, you know it ;) ) sry for bad english but im a little bit drunken. :) regards
  5. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hey, no further scripting is needed. Wanted behaviour is: - You will get a score point for shooting other soldiers (to dead or unconscious state) - You will get a score point for revive a soldier Looks like a localization issue. You can try the following step to get points for the revive action working: Open file AIS/System/fn_Revive.sqf and change line 66 from [_healer, 1] remoteExec ["addScore", 2]; to [player, 1] remoteExec ["addScore", 2]; regards
  6. Psychobastard

    A3 Wounding System (AIS by Psycho)

    You have to set AIS_SHOW_UNC_MESSAGE_TO to "Side" in the setup file. (case sensitive) regards
  7. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Yes, but since version from 2017 i have changed the behavour. You can stop the process by press Esc. but not look around. regards
  8. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hey, its not possible and its wanted. First you have to find a safe position. (drag the wounded guy) A medic have to concentrate 100% on threating the wounds and cant look around during this process. ;)
  9. Psychobastard

    A3 Wounding System (AIS by Psycho)

    R E L E A S E - new version 30072018 Changelog: fixed - initial misssion eventhandler breakdown (can break 3rd party mods) fixed - "Medic only revive" option have no effect fixed - animation issue if no primary weapon is selected when starting the carry animation fixed - TFAR speaching doesnt enabled again after a reivive fixed - AI soldiers didnt pull out the wounded everytime while they want to help him fixed - possibility to trigger some actions from any distance fixed - unconscious driver was able to drive a vehicle fixed - unbind "wepon on back" (or any other weapon changes) during unconcious state to avoid player can walk around changed - some minor improvements in all animation handlings changed - AIS can now work with ACE together as long as ACE_medical isnt present changed - unconscious markers are only for the same faction visible added: notification when a player shoot down another player (user wish) added: simple score system (user wish) added: option to disable the possiblity that unconcious units can die before the bleedout timer is gone (f.e. by near explosions) (user wish) Gdrive, Armaholic and steam are already up to date. Have fun!
  10. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Ah you got it. And now as you are talking about i can remeber in this problem (and your solution) again with ace interacting. My fault - solution is realy this code line you have removed. I will take care of your solution to have working it with ace in a further release. It's no solution for casual players but will work fine for teams like yours when they know what they are doing. regards
  11. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Thx, i will take care of it the next days.
  12. Psychobastard

    A3 Wounding System (AIS by Psycho)

    @UnknownCobra nobody has reported this bug before. Maybe you can make a test without any other mods by yourself and report it? @Vormulac Good to hear it worked so far for you. But i cant help you at this point with your problem cause i dont know how the ace interacting system is working. I believe in a conflict with some eventhandlers. Cause the AIS action handling is also working with some eventhandlers. So - no idea at this point - sorry. regards
  13. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hey, answer you are looking for you will find in the included guide. regards
  14. Psychobastard

    A3 Wounding System (AIS by Psycho)

    It doesnt work cause the counter is a variable set to a player/unit. You want to ask for the variable inside a trigger. But this mean you want to ask for a variable in the mission namespace. It isnt that difficult to solve your problem but i cant help you at the moment cause i doesnt have the time to get in deeper. regards
  15. Psychobastard

    A3 Wounding System (AIS by Psycho)

    It's not the behaviour of my script. Greetz
  16. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Mostly everything is possible. But both working with a damage EH - so its only possible by comparing both EH's to one. You cant work with more then one damage EH at the same time. regards btw: what a stupid mod in my opinion... you falling down to the ground, crouch unconcious out of a burning wrack and start walking around happy half a minute later?!
  17. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hey, random help screams are simply possible. There is already a functionm implemented: [_unit] call AIS_Effects_fnc_helpScream; You can add this to an existing loop. (for example in fn_bleeding.sqf) I dind't implement it cause some people dont like this help screams. Med-eqip didnt spawn by AI's cause in my opinion its a ambient thing for the medic himself to see some medic stuff while "working". But AI doesnt need ambient. ;) greeets
  18. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Hey, did you play with modded units? Dont tested with actual version. But at the moment i have build up the scripts a fall from round about 5 metres broke your legs with a random chance. After the second fall from the same altitude you go in unconscious mode. Maybe you can make a short video which is showing your circumstances. regards
  19. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Everything can be changed. But there are also some reasons why the script handle some things like it does. I cant help you to change the hole system. If you want to do it, fine. But you have also to know HOW to do it by your own. :P regards
  20. Psychobastard

    A3 Wounding System (AIS by Psycho)

    It's not directly possible to prevent this behaviour. But you can block the keys which are need to crawl around. (wasd) The function to block keys is already inside and active while a player is uncoscious. You simply have to to add the right keyCode or action name. https://community.bistudio.com/wiki/inputAction/actions https://community.bistudio.com/wiki/DIK_KeyCodes regards
  21. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Very special. I am sure you are able to do it by your own. ;) Im very corious about your project, sounds interesting. Good luck! regards
  22. Psychobastard

    A3 Wounding System (AIS by Psycho)

    Strange line spoted and fixed! Thx. :)
  23. Psychobastard

    A3 Wounding System (AIS by Psycho)

    The FAK consumption is not handled by the AIS Revive. Its normal vanilla content. If you want to stop it you have to find a ssolution by your own or find an exisiting solution. (maybe someone else before you had made a similar script) regards
  24. Psychobastard

    A3 Wounding System (AIS by Psycho)

    @nomadd To prevent that a unit get damage during unconcious mode you have to set up a lot of things in the handledamage script. Their is already a protector-delay of 6 seconds for some design reasons set. Medics have already a multiplier for every action. (150%) You want to stop the FAK consum for regular soldiers but want also a medic with special perks - there is a opposition in your design idea. :) @Jnr4817 No body removal is included in AIS. (exclude the example file) @listerofsmee Open the file AIS/System/fn_unconcsiousRemote.sqf and change line 38 to the following code: if (AIS_SHOW_UNC_MARKERS && {side _unit isEqualTo playerSide}) then { Thanks for draw my attention to this issue - had changed it in my own version and will be standard for upcoming versions. regards
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