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chessmaster42

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About chessmaster42

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  1. chessmaster42

    Chessmaster's Wounding System

    I am back after a break from this for about 6 months now it seems. I'm doing preliminary testing to weed out any major bugs that might have come up given the large number of Arma updates since then. So far my testing is showing that everything is in fact still working and the functionality for the AI is also working. I don't plan to do any more major development but I will be fixing up bugs and getting things as reliable as possible. If anyone is currently still using the system and has bugs please let me know!
  2. chessmaster42

    Chessmaster's Wounding System

    Correct. It works best with Zeus but will be fully functional just by enabling the mod. Currently the Zeus module is the only way to change the config for the mod version but I am working on support for the 2D editor.
  3. chessmaster42

    Chessmaster's Wounding System

    Updated to 1.1.4: Changed most calls to ccl_fnc_GlobalExec to be NOT persistent (fixed many lag and performance issues) Added start of version broadcast mechanism Added some safety checks to see if player is a curator Removed the use of the 'name' function in some places where the unit is possibly not alive Added some general error handling Restructured cws_fnc_setupUnitVariables to (hopefully) synchronize better Fixed a few minor bugs in the main FSM This was just another bugfix update. In testing we found several more rather serious performance bugs and a few other minor things that have now been fixed. Also this update contains the start of a version broadcast and control mechanism. Right now it just sends out the CWS version to all clients and the server and just dumps that to the log. So it'll be easy to tell if someone is on the wrong version. This will later turn into an optional lock-down mechanism so that you can prevent players with the wrong version from even connecting. As for those who are trying to use this as script in a mission instead of the mod I really need to know more about your mission setup and to be able to see some log files otherwise there isn't much I can do.
  4. chessmaster42

    Curator Presets Mod

    Updated to 1.9.3: Changed most calls to ccl_fnc_GlobalExec to be NOT persistent (fixed many lag and performance issues) Added start of version broadcast mechanism Added some more error handling Added some more checks to see if player is a curator Fixed bug with duplicating waypoints when using Ctrl+Shift+RMB This was yet another bugfix update that fixes a number of serious performance issues. This update also has the start of a version checking mechanism. All it does right now is globally broadcast to the log files what the version number is. This way the server and all other clients know what version of CPM that player is using. Eventually this will become an optional way of controlling whether players can connect or not. Also, I fixed a bug with duplicate waypoints where the waypoint was being created on all clients and the server. Enjoy!
  5. chessmaster42

    Chessmaster's Wounding System

    Could you provide some detail about how you set it up and a log file please? As a side question, why do you not use Zeus? Do you build each mission in the editor? Any technical reasons for that or just preference?
  6. chessmaster42

    Chessmaster's Wounding System

    It needs to be run on all clients and the server.
  7. chessmaster42

    Chessmaster's Wounding System

    Updated to 1.1.3: Added Damage Unit module that is the antithesis of the Revive Unit module Changed config settings to execute globally Updated CCL to 1.0.2 (Fixed missing unit chat function in CCL) Reorganized a few functions Added curator icons (moved in from CPM) Fixed error handling in canHeal Changed syntax of isMedic to match the general syntax of all other function parameters Fixed bug with showMessage in cws_fnc_carry Fixed bug with showMessage in cws_fnc_drag Turned off death dialog by default Added extra error check in loadCWS Fixed bug with showMessage in loadCWS Fixed wording in moduleCWSLoad Removed unnecessary global 'cws_injury_Config_Debugging' Fixed bug with curator icons (maybe) Started work on damage handler revamp Improved performance and error handling for drawing 3D icons (both curator and wounded unit icons) Improved reliability of canHeal function Improved performance and error handling for lookingForWoundedMates Improved performance and error handling for sendAIHealer Cleaned up debugging output Added mutex flag to indicated if a unit is actively healing another unit (used to improve canHeal function) Improved readability and reliability of isHealable function This was a massive bugfix update. The only new feature in this one is the addition of the Damage Unit module that pairs with the Revive Unit module (both of which are useable only in Zeus). I'm not going to go into too much detail but suffice it to say that everything runs substantially better now. Also, now that I've got the config working properly, you can change the settings live with Zeus and it will take effect in realtime for all units using the system. There's some weird and also fun things you can do with that. Also note that the Damage Unit module will statically set the bleed timer of the unit to 30 minutes. This will be configurable later, though. Enjoy! :) ---------- Post added at 10:47 ---------- Previous post was at 10:42 ---------- The min time is 60 seconds for bleeding out. On top of that it takes the damage of the unit and multiplies it by the revive time factor (default is 200 seconds). So the total bleed time comes out kinda like this: _bleedTime = 60 + (200 * _damage); If units are bleeding out or dying in less than 60 seconds then that is a serious bug. Try updating to the version I just posted today, 1.1.3, and see if it continues. If so, please let me know so I can work on a fix! ---------- Post added at 10:49 ---------- Previous post was at 10:47 ---------- As was stated earlier this isn't a bug. I just don't have any functionality implemented yet for the modules in the 2D editor. It will be in there eventually, probably even the next release, but no promises on that yet. ---------- Post added at 10:51 ---------- Previous post was at 10:49 ---------- Once I have functionality implemented for the 2D editor you will be able to save settings and possibly a few other module things into the mission file. But I don't yet know when I'll have that in there. Most of my work these days on CPM and CWS revolves around dynamic, on-the-fly content and I sometimes forget that there's still a need to be able to back some of this stuff into a static mission file.
  8. chessmaster42

    Curator Presets Mod

    Updated to 1.9.2: Fixed missing loadUnitSkills function in cfgFunctions.hpp Added global config saving mechanism Removed CWS curator icons (moved into CWS mod) Fixed unit skills module (again) Fixed missing unit chat function in CCL (now using CCL 1.0.2) This update was entirely bugfixing. Fixed quite a few minor things but the highlights are listed above and in the change log. I highly recommend that you update from 1.9.1 to 1.9.2. This update is also paired up with a major bugfix update to CWS over here. Also note that I am no longer putting up a package of CPM that includes CWS. It is now it's own mod and you will need to install and enable it separately. Enjoy!
  9. chessmaster42

    Chessmaster's Wounding System

    I may add support for the modules into the 2D editor in the future but for now they are only functional within the Zeus (aka Curator) interface. This isn't a bug, the modules just don't have any functionality within the 2D editor yet. Also, as long as the mod is loaded it will enable the system for all playable units all the time. This isn't configurable yet. So no worries about having to try to set something up to turn the system on. As for the questions about the script version, all you have to do is get the two source directories from here, copy them to your mission folder, and include the cfgFunctions.hpp for both CWS and CCL in description.ext in a CfgFunctions{} block and the rscTitles.hpp for CWS in description.ext in the RscTitles{} block. The system will auto-start so you no longer need any script for the basics (i.e. running on playable units). And the function to load on an individual unit has changed but is still called the same way. Most of this is detailed in the readme as well.
  10. chessmaster42

    Chessmaster's Wounding System

    Yeah, this has always kinda been in the back of my mind and I don't yet have a good solution to it. The thing is that in order to keep the system reliable there are a number of things that are redundant and that means a performance drop. Can you give me an idea of about how many units you were trying to run the system on that caused such a steep drop in framerate? If you can go here and post a log that would also be helpful. Make sure that you enable debugging for CWS before you load the system on the side/faction as that will give me the most detail to go on. You can turn it back off again after if you so choose. And I'm glad you enjoy the system. Part of what I spent a good amount of time working on with this most recent version was the AI calling for help and the AI searching for nearby wounded. It's still far from where I want it to be but a good deal better than it used to be.
  11. chessmaster42

    Curator Presets Mod

    The TFR module should bring up a config when you double click on the module that it puts down. This config will allow setting 3 settings currently but not much else. There will be more functionality later. If not let me know and I'll look into it morel. As for the CWS request I do have an issue created for that here. It'll be in the next version of CWS at least in a basic form.
  12. chessmaster42

    Chessmaster's Wounding System

    Updated to 1.1.2: Fixed bug with Revive Unit module Mod version of CWS released! Reworked the AI mechanisms when calling for help and looking for wounded Reworked the bleeding mechanism to pause better when being healed Added Zeus modules (mod version only) Tons of bug fixes This release should also work as script in your mission. Theoretically you can just grab the source for both CWS and CCL and put both folders in your mission, add the right includes to description.exe, and call "[_myUnit] spawn cws_fnc_LoadCWS;" to load on specific units. I'll report back later with more details on any extra steps needed to use in mission files.
  13. chessmaster42

    Curator Presets Mod

    Updated to 1.9.1: Moved CWS mod off back to main cws_injury repository Added LICENSE Removed server-only restriction in addWaypoint Added better error handling to drawCWSIcons Restricted the unit types in spawnGarrison and added a better random distribution Changed debugging default to off Removed forced addon load in initCPM Unified code that works with "Applies To" Fixed missing tooltip for sliders on dialog load Removed redundant waypoint types from waypoint handler Updated mod logo There are now two download links for the mod. The first is for just the mod and the second includes the mod version of CWS. Most of this release was bugfixes and getting the two mods separated again. Also, Spawn Garrison got a few tweaks and the ratio of units that spawn should be much more reasonable (~60% rifleman and ~40% grenadier, auto-rifleman, rifleman AT, combat life saver). I also cleaned up the list of waypoint types in the handler that duplicated types that Zeus already has. The "Applies To" option is now much more functional for the unit modules. You can do some weird stuff with using surrender on an entire faction or using recruitable on all playable units. Enjoy!
  14. chessmaster42

    Chessmaster's Wounding System

    Aside from the dependency on my new core library mod CCL (Chessmaster's Common Library) you should be able to use it as-is just by getting the source. The only thing that's really changed that might be a problem is some of the init stuff. I'll have to do some more testing to be sure on all of this. I'll be sure to at least have a script download on here as well once I have the mod version officially released. And that should be sometime this week just don't know when just yet. ---------- Post added at 10:37 ---------- Previous post was at 10:36 ---------- It checks to see if the unit class in CfgVehicles has the "attendant" property. With all of the other changes I'm working on I may make this configurable but no promises on that just yet. ---------- Post added at 10:39 ---------- Previous post was at 10:37 ---------- This works substantially better in the newest version but I don't technically have it released yet. It's packaged with my CPM mod but I still need a few more tweaks so that it can run as a script as well as the mod. ---------- Post added at 10:51 ---------- Previous post was at 10:39 ---------- Both are being fixed in the next version. The former is being tracked here and the latter here. ---------- Post added at 10:55 ---------- Previous post was at 10:51 ---------- The addition of Zeus has introduced a number of odd issues with respawning due to the way Zeus interrupts the default respawn mechanism. This will hopefully be fixed in the next version.
  15. chessmaster42

    Chessmaster's Wounding System

    Quick update: I have a much updated, with many bugfixes, fancypants new version that I'm just about to release. My currently plan is to deprecate the script-only version and release the new Zeus-compatible mod version of the system. Short details here. Expect to see an update here with the new version within a few days time.
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