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Persian MO

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Everything posted by Persian MO

  1. I'm trying to destroy oil pipelines in cup maps.used line1 = [0,0,0] nearestObject 80743; in logic init and then i used setdamage command to achieve that but not working.Usually, it working with most map objects, anybody has a way for this?
  2. Persian MO

    [Release] Injured Ai script/Mod

    injured.sqf sleep 5; _units = []; while { (true) } do { { if ((_x isKindOf "Man") && (!isplayer _x)) then { _uls = lifeState _x; if ((_uls != "INCAPACITATED") && !(_x getVariable ["dam_ready",false])) then { _units pushBack _x; _x removeItems "FirstAidKit"; _x removeItem "Medikit"; _x removeAllMPEventHandlers "MPHit"; _x setVariable ["dam_ready",true]; 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; sleep 10; }; I don't know how to mod but you first try the script version, make sure it working then go for modding
  3. Persian MO

    [Release] Injured Ai script/Mod

    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; }; initserver.sqf TAG_fnc_setunconscious = { params[ "_unit" ]; [ _unit, true ] remoteExec [ "setUnconscious", _unit ]; }; _null = [] execvm "injured.sqf"; injured.sqf sleep 5; { if (side _x == west) 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; }; change side in injured.sqf by changing WEST to any side you want. Change chance of injured ai also is a number in the same script.Look for _rand < 35, the higher number means more chance.
  4. Persian MO

    [Release] Injured Ai script/Mod

    ignore it.when script can't find any unit around injured ai, it shows up this error.the script should work anyway.
  5. Persian MO

    [Release] Injured Ai script/Mod

    this setVariable ["dam_ready",true]; put the code in init of any unit you want to exclude from scripts.did not test it yet but it should work.
  6. Persian MO

    [Release] Injured Ai script/Mod

    if ((_x isKindOf "Man") && (!isplayer _x) && (side _x == EAST)) then {
  7. Persian MO

    [Release] Injured Ai script/Mod

    put your code here, let me see what you've done and change the code to this before that: !(side _x == WEST) change it to (side _x == east)
  8. Persian MO

    [Release] Injured Ai script/Mod

    yes, your right. re-uploaded http://www.mediafire.com/file/4oau4ts2wa9621g/Demo_Ai_Injured.Stratis.rar
  9. Persian MO

    [Release] Injured Ai script/Mod

    no.it is beyond my skill. check out some above posts.
  10. Persian MO

    [Release] Injured Ai script/Mod

    This is Here is a non-sound version http://www.mediafire.com/file/4oau4ts2wa9621g/Demo_Ai_Injured.Stratis.rar I didn't test it yet, let me know if it has issue.
  11. Persian MO

    Arabic codename for the 'Eastwind Device'

    So if you looking for a codename for the device, i suggest this: Resurrection Machine, "machine-eh Ghiamat ", ماشین قیامت
  12. Persian MO

    [Release] Injured Ai script/Mod

    This is script, read as (this is Sparta) , not a mod. :) . try sample mission and see if it doesn't work.
  13. I tried something like this before, worth a test if you have time. multiplayer option in attribute section of the editor settings: custom respawn, check tickets, check spectator, check menu position description.ext //Respawn respawnOnStart = -1; class Params { class numTicket { title = "Respawn Ticket"; values[] = {20,40,60,80}; texts[] = {"20 Tickets","40 Tickets","60 Tickets","80 Tickets"}; default = 40; }; }; initserver.sqf ticket = paramsArray select 0; [player, ticket] call BIS_fnc_respawnTickets;
  14. Persian MO

    [Release] Injured Ai script/Mod

    Small update ver 1.4.2 separate sound sources for each side Ais will do regroup after job done"need more tests"
  15. Persian MO

    [Release] Injured Ai script/Mod

    open voice.sqf, line 08 change it to this: if ((_x isKindOf "Man") && (!isplayer _x) && (side _x == EAST)) then { injured.sqf, line 162: if ((_x isKindOf "Man") && (!isplayer _x) && !(side _x == EAST)) then
  16. Persian MO

    [Release] Injured Ai script/Mod

    That false or true is for 2 type drag, one of them looking for bush or rock around and another is looking for just more distance to drag. If you want to disable drag part, have to change the unconscious chance to zero. _null = [true, true, false, 0, 50] execvm "scripts\injured.sqf"; Thank you.really good stuffs
  17. Persian MO

    Forum Upgrade Feedback

    same issue, chrome , win 10
  18. Persian MO

    [Release] Injured Ai script/Mod

    I ll go for it later.also, i have some ideas about add animations while patrolling and talking This error means the script didn't find any units around injured guy.I didn't try script with asr and alive mods. :) thanks .very useful pieces of stuff.
  19. Persian MO

    [Release] Injured Ai script/Mod

    script disband injured and draggier ai to follow script lines, if ais don't disband from the group, they will not going to do the job. I have to find a way for ais return back to the group when the job was done.
  20. Persian MO

    [Release] Injured Ai script/Mod

    here is a sample for changing sound for sides, i think it work, not tested yet. killer sound killer.sqf if !(isServer) exitWith {}; _victim = _this select 0; _killer = _this select 1; _victim removeAllMPEventHandlers "MPKilled"; /////////////////////////////////sound for west units if (side _killer == west) then { // add finisher sounds here _sound = [ "kill1", "kill2" ] call BIS_fnc_selectRandom; //_killer say3D _sound; [[_killer,_sound] remoteExec ["say3D"]]; } else { ////////////////////////////sound for east units (side _killer == east) then { // add finisher sounds here _sound = [ "kill3", "kill4" ] call BIS_fnc_selectRandom; //_killer say3D _sound; [[_killer,_sound] remoteExec ["say3D"]]; } else { ////////////////////////////////////sound for independent/civilians units // add finisher sounds here _sound = [ "kill5" ] call BIS_fnc_selectRandom; //_killer say3D _sound; [[_killer,_sound] remoteExec ["say3D"]]; }: }; i ll add this in next update to help users to separate sounds for each sides
  21. Persian MO

    [Release] Injured Ai script/Mod

    ais drag player maybe i can do it but need to more test and try . about player can drag ai its not possible with this script yet. anyway about the ai drag and load injured ai or player in vehicle and transfer to medical area, sounds good idea.
  22. Persian MO

    [Release] Injured Ai script/Mod

    1- I 'll try to not separate from groups for injured ais next update 2- the last update had something like it.if dragger got problem, somebody else will try to help I'm working on Ais reacting to grenade so they run away when seeing grenade near them.Still WIP. Thanks for suggestions. i always can use some of them . 1-this script working for ais , no plan for the player , there is no room to make it for playable units.script most focus on some effect like dragging , yelling, injured act and etc effects for ais to make it more realistic , the battlefield . 2- drag is already in there by ais, i tried some carry animation but the result wasn't that good which I put it in the script, perhaps later if I got a better way to do it.about the load in the vehicle , let see if its possible by ais 3- I 'll try to add something like it , sure. if you looking for a well revive script with some good options, you may want to try this, if you not seeing this before. https://forums.bistudio.com/topic/161291-a3-wounding-system-ais-by-psycho/?hl=revive%20script
  23. Persian MO

    [Release] Injured Ai script/Mod

    Thanks. so sound files not playing for player on dedicated?all of it? then i ll update script soon with this solution or i have remoteexec solution which i can use it too. [[_killer,_sound] remoteExec ["say3D"]]; just need confirm that sounds not playing on dedicated server.
  24. Persian MO

    [Release] Injured Ai script/Mod

    Thanks hunter1000 Update to Ver 1.4.1 Fixed injured dead timer Now script run smooth and better ***Link at first post
  25. Persian MO

    [Release] Injured Ai script/Mod

    Thanks for feedback. hideobjectglobal must execute only on server.So when you changed inCap start to "if (isServer) exitWith {}; " ,Script executing just on clients.Thats why you saw civ.If you saw civ before change inCap so there is a problem with hideobjectglobal. How many times you tried? Every time same result? It happened with zeus or placed unit in editor have such issue too?Did you tried demo mission? I ll dig in more to fix this and other things you said. Thanks again for feedback.
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