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Persian MO

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Everything posted by Persian MO

  1. Persian MO

    [Release] Injured Ai script/Mod

    Update to ver 1.1 changelog: - now script working with zeus - script will add to spawned units in middle of mission
  2. Persian MO

    [Release] Injured Ai script/Mod

    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); }; };
  3. 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.
  4. Persian MO

    [Release] Injured Ai script/Mod

    Allright.If you can do mod, feel free and go for it.
  5. :D Fantastic . is it working on MP?
  6. Persian MO

    [Release] Injured Ai script/Mod

    I didn't try that.Im going to test it :)
  7. Persian MO

    [Release] Injured Ai script/Mod

    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.
  8. Persian MO

    RHS Escalation (AFRF and USAF)

    Everything is new!!!
  9. Persian MO

    Group disbanded EH?

    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.
  10. Persian MO

    Group disbanded EH?

    https://community.bistudio.com/wiki/Dynamic_Groups
  11. Persian MO

    Local ppEffect

    set name for players like player1 and player2 initplayerlocal.sqf if (player == player1) then { code1 }; if (player == player2) then { code2 };
  12. 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; };
  13. 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
  14. https://forums.bistudio.com/topic/163625-dynamic-object-compositions-doc/?p=2575685
  15. Light Vehicle Respawn Script, try this, perhaps useful.
  16. Persian MO

    Shooting at a locked fence

    set a name for door, set simulation false, and then use addEventHandler hit to return door simulation to true.
  17. maybe you made your mission with some mods and you don't have those mods on the dedicated server.
  18. here is a video about im trying to accomplish https://youtu.be/oCM8L8uSAaQ
  19. 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?
  20. 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; } ];
  21. Persian MO

    3den Enhanced

    thanks for updates and support. any plan for to add particle effects editor to 3den enhanced?
  22. Any news about 0.9.11 is WIP update?
  23. Persian MO

    POLPOX's Calm Animations 3

    Thanks for POLPOX's Calm Animations 3Is it ok with MP/Dedicated server?
  24. well done. is the mod server side or all players include server should have it?
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