

Persian MO
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Everything posted by Persian MO
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[Release] Injured Ai script/Mod
Persian MO replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Update to ver 1.1 changelog: - now script working with zeus - script will add to spawned units in middle of mission -
[Release] Injured Ai script/Mod
Persian MO replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i had a new test.looks like this script working with ace 3. just you have to disable ai unconscious in ace medical setting module Ais will continue to shot to injured units and kill them. you can add a setCaptive command to injured units if you want to stop them to shoting to injured mans. add it to fnc_injured fnc_injured = { _unit = _this select 0; _unit removeAllMPEventHandlers "MPHit"; _unit setcaptive true; [ _unit ] remoteExec [ "Lar_fnc_setunconscious", 2 ]; sleep 3; //animations _anim = [ "UnconsciousReviveArms_A","UnconsciousReviveArms_B","UnconsciousReviveArms_C","UnconsciousReviveBody_A", "UnconsciousReviveBody_B","UnconsciousReviveDefault_A","UnconsciousReviveDefault_B","UnconsciousReviveHead_A", "UnconsciousReviveHead_B","UnconsciousReviveHead_C","UnconsciousReviveLegs_A","UnconsciousReviveLegs_B" ] call bis_fnc_selectRandom; [[[_unit,_anim],"animation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP; //play sounds while man is injured, not dead while {(true)} do { sleep (30 + random 60); _ls = lifeState _unit; if (_ls != "INCAPACITATED") exitWith {}; _sound = [ "pain1", "pain2", "pain3", "pain4", "pain5", "pain6", "pain7", "pain8", "pain9", "pain10", "pain11", "pain12", "pain13" ] call BIS_fnc_selectRandom; _unit say3D [_sound, 100, 1]; sleep (60 + random 60); }; }; -
JBOY Turbo Chicken [Updated to V1.2]
Persian MO replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
allright.i had a test on dedicated server.script working for players but not for jips. JIPs re spawn some rabbit and chicken that reading on init.sqf but act like vanilla animals.they won't fly or run. for JIPs those chickens and rabbit that spawned at start mission working fine. also particle effects didn't work at all on server. I think particle effects commands are local.im not sure about this, have to check out wiki. perhaps run "nul = [bird] execVM "JBOY\featherEffect.sqf";" with remote exec solve problem. -
[Release] Injured Ai script/Mod
Persian MO replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Allright.If you can do mod, feel free and go for it. -
JBOY Turbo Chicken [Updated to V1.2]
Persian MO replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
:D Fantastic . is it working on MP? -
[Release] Injured Ai script/Mod
Persian MO replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I didn't try that.Im going to test it :) -
[Release] Injured Ai script/Mod
Persian MO replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just vanilla arma -
[Release] Injured Ai script/Mod
Persian MO replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know how to modding.sorry. The script version should be ok , no need to create a mod for everything's and add dependency on missions for it. -
RHS Escalation (AFRF and USAF)
Persian MO replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Everything is new!!!- 16574 replies
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- Weapons
- Accessories
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there is some sub functions like "GetAllGroups" - Returns all registered and valid groups should return something , See BIS_fnc_dynamicGroups in Functions Viewer for more sub-functions and their parameters.
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https://community.bistudio.com/wiki/Dynamic_Groups
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set name for players like player1 and player2 initplayerlocal.sqf if (player == player1) then { code1 }; if (player == player2) then { code2 };
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setUnconscious animation on dedicated server
Persian MO replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, found a solution. Share a demo mission here if somebody need it http://www.mediafire.com/file/8yz3oj35mr9nzx5/test_uncouncios3.VR.rar init.sqf fnc_injured = { _unit = _this select 0; _unit removeAllMPEventHandlers "MPHit"; [ _unit ] remoteExec [ "TAG_fnc_setunconscious", 2 ]; sleep 3; _anim = [ "UnconsciousReviveArms_A","UnconsciousReviveArms_B","UnconsciousReviveArms_C","UnconsciousReviveBody_A", "UnconsciousReviveBody_B","UnconsciousReviveDefault_A","UnconsciousReviveDefault_B","UnconsciousReviveHead_A", "UnconsciousReviveHead_B","UnconsciousReviveHead_C","UnconsciousReviveLegs_A","UnconsciousReviveLegs_B" ] call bis_fnc_selectRandom; [[[_unit,_anim],"animation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP; while {(true)} do { sleep (30 + random 60); _ls = lifeState _unit; if (_ls != "INCAPACITATED") exitWith {}; _sound = [ "pain1", "pain2", "pain3", "pain4", "pain5", "pain6", "pain7", "pain8", "pain9", "pain10", "pain11", "pain12", "pain13" ] call BIS_fnc_selectRandom; _unit say3D [_sound, 100, 1]; sleep (60 + random 60); }; }; initserver.sqf TAG_fnc_setunconscious = { params[ "_unit" ]; [ _unit, true ] remoteExec [ "setUnconscious", _unit ]; }; _null = [] execvm "injured.sqf"; injured,sqf sleep 3; { if (side _x == east) then { if (_x isKindOf "Man") then { _x removeAllMPEventHandlers "MPHit"; call compile format[" %1 addMPEventHandler ['MPHit',{ if (vehicle %1 == %1) then { _rand = random 100; if (_rand < 35) then { [%1] spawn fnc_injured; }; }; }] ",[_x] call BIS_fnc_objectVar]; }; }; } forEach allUnits; animation.sqf _unit = _this select 0; _anim = _this select 1; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; _unit disableAI "MOVE"; _unit disableAI "TEAMSWITCH"; _unit disableAI "FSM"; _unit disableAI "AIMINGERROR"; _unit disableAI "SUPPRESSION"; _unit disableAI "COVER"; _unit disableAI "AUTOCOMBAT"; _unit disableAI "PATH"; while {true} do { _ls = lifeState _unit; if (_ls != "INCAPACITATED") exitWith {}; _unit playMove _anim; sleep 5; }; -
setUnconscious animation on dedicated server
Persian MO posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. I have a simple script so when ai get shoot , there is a chance they move to Unconscious state and it working on my pc and also on server, but the Unconscious animation working just on my pc(single player). In dedicated server Ai unit move to Unconscious state but no animation. Here is script: init.sqf fnc_injured = { _unit = _this select 0; _unit removeAllMPEventHandlers "MPHit"; _unit setUnconscious true; while {(true)} do { sleep (30 + random 60); _ls = lifeState _unit; if (_ls != "INCAPACITATED") exitWith {}; _sound = [ "pain1", "pain2", "pain3", "pain4", "pain5", "pain6", "pain7", "pain8", "pain9", "pain10", "pain11", "pain12", "pain13" ] call BIS_fnc_selectRandom; _unit say3D [_sound, 100, 1]; sleep (60 + random 60); }; }; initserver.sqf _null = [] execvm "injured.sqf"; injured.sqf sleep 1; { if (side _x == east) then { if (_x isKindOf "Man") then { _x removeAllMPEventHandlers "MPHit"; call compile format[" %1 addMPEventHandler ['MPHit',{ if (vehicle %1 == %1) then { _rand = random 100; if (_rand < 35) then { [%1] spawn fnc_injured; }; }; }] ",[_x] call BIS_fnc_objectVar]; }; }; } forEach allUnits; any solution for animation? on singlePlayer on server -
Spawning complex structures on demand
Persian MO replied to ARCHaim's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://forums.bistudio.com/topic/163625-dynamic-object-compositions-doc/?p=2575685- 4 replies
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- performance
- spawn
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Respawn Script equals vehicle explosion: Help
Persian MO replied to Jnr4817's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Light Vehicle Respawn Script, try this, perhaps useful. -
Shooting at a locked fence
Persian MO replied to Jsempri's topic in ARMA 3 - MISSION EDITING & SCRIPTING
set a name for door, set simulation false, and then use addEventHandler hit to return door simulation to true. -
Infinite loading screen - Script Issue
Persian MO replied to J. Yssing's topic in ARMA 3 - MISSION EDITING & SCRIPTING
maybe you made your mission with some mods and you don't have those mods on the dedicated server. -
setUnconscious animation on dedicated server
Persian MO replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
here is a video about im trying to accomplish https://youtu.be/oCM8L8uSAaQ -
setunconscious not working on player when called from a script
Persian MO replied to tpw's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried Larrow demo mission on dedicated server, all fine but for Ai , it won't show unconscious animations on the server. You can see screenshots i got it from server here https://forums.bistudio.com/topic/196150-setunconscious-animation-on-dedicated-server/ any way to show unconscious animations? -
Simple respawn with old gear, optimization help?
Persian MO replied to dachs's topic in ARMA 3 - MISSION EDITING & SCRIPTING
initplayerlocal.sqf // Save loadout player addEventHandler ["Killed", { [player, [missionNamespace, getPlayerUID player]] call BIS_fnc_saveInventory; } ]; // Load saved loadout on respawn player addEventHandler ["Respawn", { [player, [missionNamespace, getPlayerUID player]] call BIS_fnc_loadInventory; } ]; -
thanks for updates and support. any plan for to add particle effects editor to 3den enhanced?
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IgiLoad script - logistical support
Persian MO replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any news about 0.9.11 is WIP update? -
POLPOX's Calm Animations 3
Persian MO replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for POLPOX's Calm Animations 3Is it ok with MP/Dedicated server? -
Real Tank Crew - Improved behavior addon
Persian MO replied to Vasily.B's topic in ARMA 3 - ADDONS & MODS: COMPLETE
well done. is the mod server side or all players include server should have it?