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glowbal

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Everything posted by glowbal

  1. glowbal

    Combat Medical System

    Combat Medical System - Progress Update video 1 Everything you see in this video is either unfinished or a placeholder. Also damage values might need adjusting. The current terms for injuries might be incorrect or listed under the wrong Category. They are currently only listed for debug purpose. Any errors/mistakes will be corrected later on. We do plan on changing the look of the interface, as well as what buttons to put on there. Currently it's only there for debug reasons (in fact, the only buttons that work are the return and examine bodypart). - Detects what has caused the injury (bullet, explosion, a crash, etc) - Assigns wounds based on the cause of injury (crashes causes broken bones, no gunshot wounds, for example) - You can lose blood by getting injured and if you lose to much you will die - Fully MP compatible (has been tested)
  2. Congratulations. :) If I ever get to include an item, that is also in your mod, in one of my projects, I will make it so your items will function with it as well.
  3. GBL_isControlling (boolean) GBL_isControllingObject (object) Object is the suspect. Can't be detected from a different machine, only on the client (player). you can work from the suspect, which does work on all clients: GBL_isAttached (boolean) GBL_isAttachedTo (object) Object is the unit that is moving the suspect. Use getvariable to get the value. I think that is how it works in a trigger, but didn't double check that.
  4. I am going to wrap up a few fixes and new things I got for the next version hopefully in the upcoming few days/next week, depending on my work load. Will be an update to both the items and advanced interaction files. The stance system should be fixed now and properly implemented (although not done yet). In the current version, it is there in the background, but you won't really see anything from it. I had ditched the different behaviours when they where angry due to rewritting the talking function entirely. It is now back in, so if you shoot a bunch of civi's in the next version, you can expect them to react differently. For the time being, I'd like to know if anyone experienced any strange things, bugs or performance issues? Also, can anything be improved upon and if so, how? Would be a great help. :)
  5. glowbal

    Combat Medical System

    If there is any help you need, with anything, you know where to find me. Every so often I get some spare moments which I'd like to start on some new project for scripting or finishing some old ones. I could help you with implementing something for threating civi's which results in civi's being more happy in AIM, if you want.
  6. You have to be within about 5 meters of the vehicle. Then look at the suspect, interact with person > load suspect. Sadly for now, looking at the vehicle will not work.
  7. I'm suprised to hear this. I've made the signatures in the exact same way as any other signature for my community and we are running v2. I will look into it. Hold down left windows key, have keycuffs, look directly at a civilian. Red action: Arrest Person. That will enable the arrest options in the interaction menu. Read .pfd file for more details. :)
  8. Editor > Modules (F5?) > Search for "(AIM) Enable AIM". Place it down, should display as a blue rectangle, with the letters AIM inside.
  9. If you where to get me an audio file/recording for stop, I could add it into the mod. It's fairly easy. I've done a few lines for the talking part with the friendly behaviour, but it was a bit to much work to do it for every single one. So I've put it on a very low to do list. Though, perhaps it wouldn't be to much trouble to add it for the things you say yourself. Are you sure? As far as I know ACE only uses the right windows key and the application key, just to the left of it. Note though that left windows key is for the action to appear, as in: scroll wheel + hold down left windows key. Shows the arrest action, for example. Or look at a car driving towards you whilst doing that.
  10. Mod is ACE compatible. In fact, I haven't tried it without ACE yet. I am confident it works without it. Though CBA is needed, I suppose. As for your other questions, that is a different mod, but: Something for the future, I suppose. You can however, give MREs to civilians with AIM, same goes for waterbottles. They will like you for doing such things.
  11. Yes, needed on both server and clients.
  12. Ah thank you. Should be fixed now. Same download link.
  13. Well, if there aren't any major issues with the basic features in AIM, I might pick that one up somewhere this week. You will probably notice if you look in the ammobox for gbl_items, that there are a few items for that in there as well, such as the camelbak or MREs.
  14. glowbal

    Interaction Scripts

    http://forums.bistudio.com/showthread.php?142121-GBL-Advanced-Interaction Released AIM + Items. :)
  15. Assault on an airfield. Part 1:
  16. glowbal

    Interaction Scripts

    Someone mentioned that yesterday evening when I was trying it out in MP. Which by the way worked pretty neat. No real issues. Only issue is probably the benefit from searching something. What could you gain, etc. I could perhaps look into making it like that. Putting new objects in isn't to much of a problem. Just need to make new models for it some day, which is the problem. Probably a good project to keep myself buzy during next weekend.
  17. glowbal

    Interaction Scripts

    Lots of small fixes and minor tweaks done, as well as rewritten certain parts. Still a lot of work to do regarding that. But I've also made some progress with something new: It's build on the same mechanics as the search vehicle bit, but a bit revamped. No longer instant finding things, no finding everything there is to find in one go. You have to search multiple times. Moving around is necessary in order to find everything. Standing still on one spot and spamming the search building button will only result in a "You cannot find anything new" message.
  18. glowbal

    Interaction Scripts

    Hello, As gobbo said, we've been doing some tests (60+ players COOP missions) and are currently working on some internal parts. I've been buzy over the past few months, so process is unfortunaly not going as fast as one would hope. That said, soon I'll be able to pick up a good phase again and hopefully got something to show you guys again! I've got some pretty cool plans for additional things to add (I say intel gathering). That said, I might release a basic version with some of the finished features for you to play around with. More to come within the next few weeks!
  19. glowbal

    What is the first thing you will do in Arma3?

    I heard you could play around as a turtle or fish. So investigating that story will be my first objective. After that, make a simple MP mission and discover all the weapons and equipment with some friends. :)
  20. glowbal

    J.S.R.S. 1.5

    I like those movement sounds. Really well done, can't wait for 1.5. :)
  21. glowbal

    Tarin Kot, Oruzgan

    That looks pretty sweet!
  22. glowbal

    Interaction Scripts

    We've ran our first mission with ~60 players last sunday succesfully.There were some minor cosmetic bugs I found out, but nothing major and they have already been fixed. This wednesday we are going to run another mission with the same if not more players. Btw, I noticed a lot of people are under the impression that when you talk to a civi, he might give you intel. Unfortunaly that is not in. I am working on an system that does that, however it takes some time. I will obviously show it when it's working.
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