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Everything posted by MrSanchez

  1. Headlamp Mod This mod gives you two functioning headlamps as well as functional helmet mounted flashlights. Works with ArmA 3 v1.68+ Features: - Two functioning headlamps - Functional helmet mounted flashlights (vanilla helmets) - Ability to change lamp colours - Ability to change lamp brightness - Configurable by modules - Multiplayer support (Tested on Dedicated servers) - CBA Keybinding support - CBA Settings support Mod Dependencies: - None Controls: - Toggle light on/off: SHIFT+N - Cycle Brightness: CTRL+N - Cycle Colors: ALT+N Download: - Dropbox: https://www.dropbox.com/s/81uzo4ei2v0ik20/%40SAN_Headlampv1_3.rar?dl=0 - Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=930264602 Known Issues: - Light does not follow the head during ambient animations (engine issue) - Update rate of light appears somewhat jagged in moving cars in MP (new script command needed) Whitelisting: For (dedicated) server owners that run servers with CfgRemoteExec whitelisting enabled, whitelist the following functions: - SAN_fnc_ToggleHeadlamp - SAN_fnc_sendJIPinfo Scripting: To toggle the headlamp by script, use: _unit call SAN_fnc_ToggleHeadlamp_local; It takes a local argument _unit and has a global effect. Credits: - loki.87 for the 'Headlamp Bravo' model & textures - Phantom Incorporated for intensive testing & motivation Media: Album: Video: Disclaimer: This work is licensed under the Arma Public License Share Alike (APL-SA) https://www.bistudio.com/community/licenses/arma-public-license-share-alike This is the first release, let me know about any bugs/glitches. Have fun. Kind regards, Sanchez
  2. Head gore Mod v1.1 by MrSanchez Info This mod adds an extra bit of gore into ArmA 3. It allows you to burst people's heads with a powerful enough weapon. The mod is configurable using a module found under Editor -> Modules -> MrSanchez -> Headgore In the module settings you're able to change: The caliber needed for decapitation (to e.g. change .408 req to 5.56mm) The chance decapitation may occur The amount of time gibs stay visible The influence wearing a helmet has upon the decapitation requirements It is multiplayer compatible. It must be run server & client sided if used in MP. The mod is also compatible with the Zombies & Demons mod which will have this head gore feature natively built in. If you intend to play singleplayer I highly recommend the modification "Blood Lust" by zooloo75, it works extremely well when combined with this. Known Issues - A few lines in the RPT referencing a texture was not found upon decapitation Change log v1.1: ADDED: New head-remainder model (thanks to Ryan & Katie) FIXED: Compatibility issues with (ACE) revive scripts (no more headless walking humans) v1.0: Initial Release Requirements - None Terms You're not allowed to use this modification on monetized servers or use it for any commercial purposes. Since it is a small modification, do not publicly redistribute it in other modpacks or on the workshop, this includes modifying and redistributing it. I however allow this mod to be redistributed on Play withSix & ArmAholic. Downloads v1.1: Dropbox Steam Workshop Credits Ryan - For edited sounds & being a nice supportive bogan ❤️ Media http://imgur.com/a/PbdQt (Yet again, the blood decal textures are part of the amazing Blood Lust mod by Zooloo. If you have feedback or bugs to report, I'd be glad to hear them. Have fun. Kind regards, Sanchez
  3. Hi, I add an eventhandler to all playable AI in the mission using: { _x addeventhandler ["Killed", {_this execVM "playerkilled.sqf"}]; _x setVariable ["PlayerName",name _x,true]; } foreach playableUnits; I then kill one of the AIs with a pistola and the rpt reports this: 21:19:59 C Alpha 1-1:1 21:19:59 C Alpha 1-1:1 21:19:59 C Alpha 1-1:1 21:19:59 C Alpha 2-3:1 (MrSanchez) in playerkilled.sqf I have: _victim = _this select 0; _killer = _this select 1; diag_log _victim; diag_log _killer; I am in MP LAN lobby when testing this. Does anyone know about this issue? Kind regards, Sanchez
  4. Hey guys, Does anyone know how to retrieve an array of all muzzle attachments that can be fitted on a weapon? For mags I use: _mags=(getArray (configFile/"Cfgweapons"/(_array select 4)/"magazines")); // ignore the _array select 4 part, its part of my code) Now in CFGweapons, there is an entry (here an example for a MX) but I am not too sure how to access it. class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_h"}; }; class CowsSlot: CowsSlot { }; class PointerSlot: PointerSlot { }; }; Also, is there a way to retrieve an array of all muzzle attachments in the game? (Including modded ones?) My intentions is to add silencer variants to weapons that dynamically spawn in a weapon box or otherwise a seperate box with all silencers/muzzle attachment available in-game. Kind regards, Sanchez
  5. MrSanchez

    Arma 3 Trouble in Terrorist Town

    This is true. For Mr. HateMySelf, note that I tagged the code I provided as pseudoish code. It is not code to be directly copy pasted without adjustments :) Kind regards, Sanchez
  6. MrSanchez

    Arma 3 Trouble in Terrorist Town

    Hi, If you have access to the gmod files you could take a look at the lua scripts used for some of the original TTT's components such as the selection system. I think that for the selection part you should let the server do that and once that's done, broadcast the players' roles to them using _unit setVariable ["ttt_role", 2, true] or use remoteExec. The selection logic could be as follows: (pseudoish code) // Many different ways to approach this. // Below defaults everyone to role 0 (innocent) and then sets the role IDs. _innocentPool = allPlayers; { _x setVariable ["TTT_Role", 0, true]; } foreach _innocentPool; // Determine traitors for( int i = 0; i < amountOfTraitors; i++) { _traitor = selectRandom _innocentPool; _traitor setVariable ["TTT_Role", 1, true]; _innocentPool = _innocentPool - [_traitor]; } // Determine detectives for( int i = 0; i < amountOfDetectives; i++) { _detective = selectRandom _innocentPool; _traitor setVariable ["TTT_Role", 2, true]; _innocentPool = _innocentPool - [_traitor]; } { _x call TTT_fnc_initializeRole; // Uses TTT_Role variable } foreach allPlayers; As I commented, many ways to approach this. I'd recommend you write some pseudo code to figure out what you want, how you want it and how to get there :) Kind regards, Sanchez
  7. MrSanchez

    Zombies & Demons 5.0

    I replied to your comment on Youtube. I indeed also tested flying completely alone. This is such an obscure issue, haha. You said you could reproduce it on your local server. Is that without Exile running? If so, could you give me the list of mods you can reproduce it with (running on server and running locally) and the mission file if possible? Can be by PM if you wish. Kind regards, Sanchez
  8. MrSanchez

    Zombies & Demons 5.0

    I tried to reproduce your issue using Z&D and only a few other mods. I was unable to do so even with some silly test cases like landing the Blackfoot as gunner among a crowd of 50 now-spawning out-of-ground-crawling soldier zombies. You're having the issue on an Exile server, which probably runs tons of mods. My guess is that one of those are contributing to the issue. Video of one of the test cases Kind regards, Sanchez
  9. MrSanchez

    Zombies & Demons 5.0

    Ryan doesn't check the BI forums much (especially while logged in). He's more active on Steam. We both have shifted our attention away from SQF scripting (with exception to Ryan's Z&D movie productions) and so there have been no updates for quite some time. We consider the Z&D mod as still functional and feature rich, such that there's no need for any update, which could potentionally break things for the many users using the mod. If an ArmA update does come out that renders the mod broken we will certainly try our best to update it. And perhaps we may release an update before that happens, only time will tell. Kind regards, Sanchez
  10. MrSanchez

    Zombies & Demons 5.0

    We noticed a flaw with the zombie civilian-targeting system a while ago but unfortunately we haven't been able to rewrite it just yet. I have a suspicion your issue may be related, could you go into the editor and stand infront of one of the civilians that get ignored and type this into one of the the debug console's watch tabs: cursorObject isKindOf "Civilian" and see if the output is false? If it is indeed false, try placing down one of the altis (generic) civilians with shorts and see if the zombies do attack those. If you don't want to that's fine, in that case just let me know which (subtype/subfaction) of civilians you're using that get ignored. I had some time tonight to investigate the issue with civilians and it seems that it's caused by the OPFOR AI not 'knowing' the civilian units. Their knowledge of units can be tested using the knowsAbout/targetKnowledge commands. Atleast some knowledge of the civilian units is required for zombies to attack them, hence why the zombies right now straight up ignore them. The only quick workaround I can think of right now is to write some loop that reveals the civilians to the zombies, but that is obviously a very tacky hack. I'm not quite sure why the zombies do not have knowledge of the civilians by default, this definitely used to be the case (it worked when we made this system). Perhaps a BI update changed things. We do no longer give out update ETAs so I'm afraid you'll either have to come up with a workaround or otherwise abandon the idea until we publish another update. Kind regards, Sanchez
  11. Don't get me wrong, this looks amazing and I love C&C Generals but uhhhm, this is a C&C Generals mod, not an ArmA 3 mod so I reckon this post is in the wrong (section of the) forums :P Regardless, well done :)
  12. MrSanchez

    Russian police forces

    Looks really cool, well done.
  13. MrSanchez

    MrSanchez' Headlamps

    Unfortunately that last bit is not true in the ArmA engine. The head in Arma 3 characters is actually a proxy and ArmA 3 (unlike VBS :p) does not allow you to get a proxy object from a parent object and use it with attachTo. Using attachTo with the 'head' memorypoint would result in the lamp being attached to the head alright but when you change orientation it all fucks up. A post of mine about it a while ago. You could see how it messes up yourself by attaching a little sphere object to the character's forehead (using offset) and then try looking around with different stances. My first proof of concept actually used attachTo and that's when I found out it wouldn't work properly. I can't remember any other reasons why I switched, it's been a year and a half since. Kind regards, Sanchez
  14. MrSanchez

    Animation dump

    I really love some of these animations. I can think of a few use cases. Well done :)
  15. Hey guys, I'm trying to randomize some things, but want some things to have more priority... Now without being vague, I'll give an example: There are 5 random weapons e.g. pistol, submachinegun, assaultrifle, LMG, sniper Only one of these 5 will spawn in ammo crate, but I want to create it so that the sniper has the slightest chance to spawn, e.g. 10%, and the pistol 50% for example.. How would I do this? I've already looked into the DayZ system, as it uses what I need, but it's a little bit confusing as its written in a config.cpp there. While writing this thread, I might've found an alternative way to do this, but still confusing to me. This is the chance that the item will spawn... How would I do something alike this but in SQF? itemType[] = { {"ItemSodaMdew","magazine"}, {"ItemWatch","generic"}, {"ItemCompass","generic"}, {"ItemMap","weapon"}, {"Makarov","weapon"}, {"Colt1911","weapon"}, {"ItemFlashlight","generic"}, {"ItemKnife","generic"}, {"ItemMatchbox","generic"}, {"","generic"}, {"LeeEnfield","weapon"}, {"revolver_EP1","weapon"}, {"CZ_VestPouch_EP1","object"}, {"DZ_CivilBackpack_EP1","object"}, {"DZ_ALICE_Pack_EP1","object"}, {"Winchester1866","weapon"}, {"WeaponHolder_ItemTent","object"}, {"","military"}, {"","trash"}, {"Crossbow","weapon"}, {"Binocular","weapon"}, {"PartWoodPile","magazine"}, {"Skin_Camo1_DZ","magazine"}, {"Skin_Sniper1_DZ","magazine"}, {"WeaponHolder_MeleeCrowbar","object"}, {"MR43","weapon"} }; itemChance[] = { 0.01, 0.15, 0.05, 0.03, 0.13, 0.05, 0.03, 0.08, 0.06, 2, 0.06, 0.04, 0.01, 0.03, 0.03, 0.01, 0.01, 0.03, 0.5, 0.01, 0.06, 0.06, 0.01, 0.01, 0.08, 0.03 }; Now the alternative I found; _weapons = [ {"M9SD",7}, {"Colt1911",3}, ]; Is there some way of doing it maybe like this? Basically, I just want to randomize it with priorities, now a very easy way to do this is to duplicate it in the array, so that there are two LMGs for example, but that takes alot of time and space. So, how would I prioritize these weapons/loot
  16. I've not used the command yet, but from the wiki, it seems like you're correct. Let's say that the _values array is filled with classnames instead of numbers, and this script is used to pick what item will be randomly spawned on the ground, see the below code: _values = ["arifle_Mk20C_F","arifle_Katiba_F","srifle_GM6_F"]; _weights = [6,6,1]; _result = _values selectRandomWeighted _weights; In this example, the MK20 and Katiba have the same odds of being picked. But the GM6 is a lot less likely to be picked. If I recall maths correctly the odds of a GM6 is spawning is: 1 / (6+6+1) = 0.077 = 7.7% Whereas the mathematical odds of a MK20 or Katiba spawning is: 6 / (6+6+1) = 0,4615 = 46,15% (Naturally, these chances would remain the same if the weights array would be e.g. [60,60,10] or [0.6,0.6,0.1] or [0.06,0.06,0.01]) Note you could also use the other syntax for this command if you'd wish. Hope this helps. Kind regards, Sanchez
  17. Dayumn...5 years ago :O I'm not sure if I still have the code, I'd have to search. It was working based on the weighting system Sa-matra posted above. However, the last ArmA 3 update did introduce an interesting script command that may be perfect for what you want achieve: https://community.bistudio.com/wiki/selectRandomWeighted Kind regards, Sanchez
  18. MrSanchez

    Zombies & Demons 5.0

    It's been a while but iirc you just override it. somewhere in init.sqf maybe: RZ_fnc_zombie_onDeath_exec = { systemchat format ["%1 zombie is now dedded",_this]; };
  19. MrSanchez

    Ergon County

    Looks very interesting, well done :)
  20. MrSanchez

    HAFM NAVY v1.5 Release

    Fantastic work. I'll be checking out them changes. :)
  21. MrSanchez

    Extended Fortifications Mod

    Me gusta. I love stuff to fortify (enemy) positions with. This will be a good addition :) Kind regards, Sanchez
  22. We've disabled BattlEye on our servers due to this issue. Works for us but I can imagine it being troublesome for large/non-whitelisted communities.
  23. It seems like ACE is now using getUnitTrait instead of direct config queries for "attendant" for the default value of the medicClass variable. Regardless, I believe the getUnitTrait "medic" command returns true whenever the unit has "attendant" set to 1 in their configs, so it should turn you into an ACE medic. Was your previous comment based on assumption or did you add it and found that it still didn't work?