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Persian MO

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Everything posted by Persian MO

  1. A simple script that allow you to load any vehicle in a near airplane/helicopter and then drop it from the sky via add actions. Drop option will be appear after you reach to altitude more then 20 meters, which you can change it. For any vehicle you load in dropper, you will get a separate add-actions to drop that vehicle and you must be the pilot. Tested on sp and mp. How to use: Just copy files from demo mission into your mission folder. Add this code to init any vehicle you want to load this addaction ["<t color=""#ff0000"">Load in airDroper</t>","tfi_load.sqf",[0],1,false,true,"","(_target distance _this) < 10"]; Download from Google Drive Steam Workshop Download from Armaholic Thanks to KK for parachute function
  2. I'm looking for a way to disable save/load option in arsenal.Searched forum but nothing yet.Any solution?
  3. Injured Ai script provide a little more realistic fight against Ais for player. When player shot ais , there is a chance that ais fall down with ragdoll and injured and unconscious with animations and begging for help. Here is demo mission with some descripts in there how script work. Tested on sp and mp and zeus - Ais unconscious with animations and sounds - Ais team mate will try to help by dragging injured guy and heal him - Smoke drop around injured Ai - React hit for Ais - Injured Ais will die if not get help in 2 minutes - Ais talk with radio or yelling while firing How to use: Copy folder and files from demo mission into your mission folder. Check out init.sqf and injured.sqf and killer.sqf for more setting and add your own sounds. /*//parameters _this select 0, true or false, ais war voices,ais will talk with radio or yelling while firing, (default = true) _this select 1, true or false, drop smoke around injured ai, (default = true) _this select 2, true or false, drag to cover, dragger will drag injured to covers like bushes or rocks, for longer distance drag set this false, (default = true) _this select 3, unconscious and drag chance, determine chance unit unconscious if got hit, min 0%-100% max (default = 50%) _this select 4, hit react chance, determine chance unit have react animation if got hit, min 0%-100% max (default = 20%) *** Important Note: if you increase hit react chance, it also decrease unconscious and drag chance *** */ _null = [true, true, true, 70, 20] execvm "scripts\injured.sqf"; Download Demo Mission Armaholic Download Steam Workshop ------------------------------------------------------------------------------------------------------------------ Mod Version here is a mod version of injured ai.The mod can run only on the server but if you want to hear injured ais pain and hit sounds, clients must have the mod too. Download Injured Ai Mod How to use: Just move injured ai mod to your mod folder. ******************************************* Disable the mod for a mission: init.sqf dam_injured_ai = false; publicVariable "dam_injured_ai"; exclude a unit from mod: put this code in unit init this setVariable ["dam_ignore_injured",true]; ************************************** PS: some of codes are from forum community members Update to ver 1.1 changelog: - now script working with zeus - script will add to spawned units in middle of mission Update to ver 1.2 - Added hit sounds -Added Finisher sounds Update to ver 1.3 added dragging action to Ais to drag injured body and heal Added hit react to Ais fix some zeus issues Added timer to injured Ais to die if not get heal Update to ver 1.4 added voices , ais will talk with radio or yelling while firing fix remove firstaid and medkit fix some performance issues , thanks to hunter1000 added 2 new killer voices added parameters for control script Update to Ver 1.4.1 Fixed injured dead timer Now script run smooth and better update to ver 1.4.2 separate sound sources for each side Ais will do regroup after job done"need more tests"
  4. Injured Ai mod provide a little more realistic fight against Ais for the player. When player shot ais , there is a chance that ais fall down with ragdoll and injured and unconscious with animations and begging for help. - Ais unconscious with animations and sounds - Ais teammate will try to help by dragging injured guy and heal him - Injured Ais will die if not get help in 2 minutes The mod can run only on the server but if you want to hear injured ais pain and hit sounds, clients must have the mod too. Download Injured Ai Mod How to use: Just move injured ai mod to your mod folder. ******************************************* Disable the mod for a mission: init.sqf dam_injured_ai = false; publicVariable "dam_injured_ai"; exclude a unit from mod: put this code in unit init this setVariable ["dam_ignore_injured",true]; **************************************
  5. Persian MO

    [Release] Injured Ai script/Mod

    did you try it from init.sqf?
  6. Persian MO

    [Release] Injured Ai script/Mod

    :D My English isn't good. Because of codes that I used in this mod, it's not possible to add something like that to the mod. It needs whole new codes to make this happen. Already there are a lot of scripts that do something like that you want to revive your ais. Thanks for reports bugs and using the mod. I'm aware of drag glitch but it was the best thing I get when it comes to animations in arma. about the dragger, I put some codes so dragger should regroup again. not sure why this not working. about the ais revive player or vice versa in the mod, there isn't room for such things. it needs new codes that perhaps not fit in there. some guys shared some idea about that bandages, but it needs some free time to make it happen. I hope to fix it soon or somebody try to fix it.
  7. Persian MO

    [Release] Injured Ai script/Mod

    No.Its just for AI's.
  8. Persian MO

    Injured Ai Mod

    Yes.
  9. I'm trying to download and install the terrain map on the dedicated server. downloaded from armaholic 2.01 GB. I downloaded the mod from the workshop for myself and the file size is 3.58 GB. I see some pbos like cup_terrains_maps_abel.pbo which I don't have it on armaholic version. so is there the problem with workshop version or armaholic ?
  10. Persian MO

    [Release] Injured Ai script/Mod

    It's based on last version but reduced features like war voice or smoke drops.
  11. Persian MO

    Injured Ai Mod

    yes if you disable ai unconscious chance via ace medical module.
  12. Persian MO

    [Release] Injured Ai script/Mod

    Mod Version Here is a mod version of injured ai.The mod can run only on the server but if you want to hear injured ais pain and hit sounds, clients must have the mod too. also, check out the first post for more info Download Injured Ai Mod
  13. This script will give players pre-defined ranks by their player ids.Its include a server-side script (rank.sqf) which checks player id and gives him a rank. the script working ok but I don't know how to convert it to mod so mission maker doesn't need to add it to all missions. if you know modding please help me out. here is the script with mission sample: http://www.mediafire.com/file/b6a2bczjhd02c35/0_AutoRank.VR.rar rank.sqf for server-side: http://www.mediafire.com/file/kb1w6j6zkc91yky/Rank.rar
  14. Thanks, the mod working finally.
  15. Arma 3 roadmap 2016-2017 sounds good. somebody can explain whats means 'ORANGE' DLC what is that?
  16. There is a snow object in cup empty objects list, cool thing. is there any water/pond like snow that we can use? I think I saw something before but now I'm searching for empty objects about water/pond, no luck.
  17. Yes.only English.Those sounds are from arma 3 ambient talk sample. There are not any other language chat/talk sounds.I extracted sounds from dubbing_ pbo's . There is still more than this but as I listened most of them, to my ear, this sounds like ok for normal talking while ais are on patrolling or standing guards.
  18. I created a list of sound from arma3 root sounds and combine it with JBOY_patrolChater.so while patrols moving on, you may hear they talking.It effects on editor based units and other ais spawning in the middle of the mission.Also, random units of the group will chat.Should work on MP, didn't test it yet. Share here may be useful for some users. init.sqf JBOY_PatrolChatter = compile preprocessfilelinenumbers "JBOY_PatrolChatter.sqf"; [] execvm "Chatter.sqf"; chatter.sqf JBOY_PatrolChatter.sqf
  19. Persian MO

    3den Enhanced

    there are separate options for classname and position, I didn't saw any option to get both of them at the same time.I 'll look for options again if I miss it.but that would be usefull if we have a signle option to get all info of the object.reduce times of ALT + TAB .
  20. Persian MO

    3den Enhanced

    There is some option in the editor to get clasname or position of the objects separately. how about have a new option to get objects classname, direction, position and some kind info like this at one time?
  21. Persian MO

    How to get AI to drive on roads

    this forceFollowRoad true; in vehicle init line. put vehicle exactly on the road and also set vehicle direction to the pathway at the beginning.
  22. 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?
  23. 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
  24. 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.
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