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chessmaster42

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Everything posted by chessmaster42

  1. Curator Presets Mod This is an addon for Arma 3 that provides script presets in Zeus (aka Curator) mode in the Modules screen. This mod is very simple but very useful now that Zeus has been released to Stable. I needed a way to run scripts on objects but not have to give debug console access both in the mission and to users in general. As a result I came up with this mod to help provide some extra utility to Zeus. It's still very basic and needs a ton of work but I wanted to throw it out here for you guys to consume and try out. Module Features General Air Flight - Allows setting of flight height for flying vehicles Artillery - Calls for artillery fire from the unit using coordinates, ammo type, and round count Damage Component - Damages the unit's component based on the component selected and the damage slider Spawn Garrison - Spawns a garrison of units at the given location based on some config params (use with caution!) Vehicle Disembark - Calls the passengers, crew, or all units in the vehicle to disembark System CPM Config - Basic config dialog for the mod Task Force Radio - Basic config for the TFR voip addon. Support for other voip methods and more TFR options will come later Virtual Ammobox System - Loads the Virtual Ammobox System onto the unit/object Unit Unit Action - Runs an action on the unit Unit Animation - Plays an animation on the unit Unit Chat - Sends a chat message through the unit Unit Recruitable - Adds an action to the unit that allows players to recruit into their own group Unit Skills - Sets the precise skills for the unit Unit Surrender - Calls the unit to surrender Unit Teleport - Teleports the unit to the given coordinates Non-Module Features Waypoint Handler - Ctrl+Shift+RMB - Custom waypoint dialog to setup non-standard waypoints Waypoint Type 'Land' - Fleeing is disabled and vehicle will land and shut down Waypoint Type 'Land - Get In' - Fleeing is disabled and vehicle will come to a hover a few meters off of the ground Waypoint Type 'Search Buildings' - Unit/Group will search through all positions in the building nearest to the waypoint when placed. Groups will divide up the task as evenly as possible and will spread out to cover all building positions. Custom Module Category - Modules are now located within a custom category labeled "Curator Presets" in the Create side bar. This was a huge pain in the rear to get working and is still buggy but it's a step in the right direction Download Current Version: 1.9.3 Source Repository: source Mirrors Armaholic withSix Notes Spawn Garrison is limited to 150 units and 25 groups. Once at the unit limit no more will spawn. Once at the group limit all future units will be added to the last group Unit Animation is not yet complete and as such will not do anything yet Search Buildings is buggy. Please let me know of any suggestions you have or bugs you find. Known Issues Units will not always obey when Unit Action is called on them (seems to be limited to specific action types) Clicking on custom sub-categories for modules will put a non-functioning module object on the cursor. Just right-click it away to continue Changelog
  2. Chessmaster's Wounding System I am happy to announce the release of Chessmaster's Wounding System for Arma 3! This post will be kept relatively brief as the main details are all visible in the readme but here are the highlights: General Feature Summmary fully AI compatible fully MP and JIP compatible configure the damage tolerance of your units units are never killed outright and are instead put into an unconscious/wounded state Note: units can be killed while in this state injured or unconscious units will be healed different amounts based on who healed (medic vs non-medic) and whether they used a medikit or first aid kit Player Feature Summary unconscious units are able to move around and fire their primary weapon unconscious units are ignored by AI until they fire their weapon unconscious medics are able to use first aid on themselves (can be disabled in config) 3D icons show bleeding percentage to medics and the icon and text are bigger so that the medic can more easily check on the wounded progress of healing is visualized (progress bar) AI Feature Summary when a nearby group member goes down a first aid call is put out to all AI in the group with a preference for medics when no AI in the group can help, a first aid call is put out to all friendlies within 500 meters if the AI goes down while doing first aid and is brought back they will go back to the unit they were helping and continue if they can when an AI is brought back up they will search for any nearby friendlies that are down and do first aid The setup is very simple and straightforward and the readme has all of the instructions that you will need. Download Current Version: 1.1.4 Source Repository: source Mirrors Armaholic withSix Credits Psychobastard for the A3 Wounding system upon which this is based Source BonInf* for the first multiplayer compatible version (Arma 2) EightSix for his PatrolOps and the included status bar BI for the design idea (Wounding module Arma 2) Changelog
  3. 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!
  4. 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.
  5. 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.
  6. 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!
  7. 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?
  8. chessmaster42

    Chessmaster's Wounding System

    It needs to be run on all clients and the server.
  9. 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.
  10. 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!
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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!
  16. 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.
  17. 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.
  18. chessmaster42

    Curator Presets Mod

    Updated to v1.9: Created new mod "Chessmaster's Common Library" that houses many common functions and UI elements for both CPM and CWS (this will also have a separate release later) Created new mod version of CWS (this will have a separate release later) Fixed icon and improved functionality of TaskForceRadio module CWS icons over units in Zeus screen now have bleeding percentage as well has healing progress percentage Overhauled the waypoint handler to use the new Ctrl+Shift+RMB key combo for placing the custom waypoints Fixed innumerable bugs and improved AI in CWS dramatically Overhauled bleeding system in CWS. Bleeding pausing while being healed is now much more reliable Added Failsafe Reload Module to both CWS and CPM. Putting this down will cause a full reload of the respective mod Improved the AI behaviour in 'Search Building' waypoint type. It is now distance sorted and more reliable And many more misc things ... I have been working tirelessly for the last week on this version so hopefully I haven't missed anything. This is a major shift in the internal workings of the mod and has been a huge pain to get everything done and working. This version also includes the all new mod version of my wounding system, CWS, that hasn't been released yet. It's even got Zeus modules! And several new features and tons of bugfixes. But anyway I have also removed the unit speed module as that is now part of the default Zeus interface. I have also changed the custom waypoint placer to Ctrl+Shift+RMB so that I have more control over placing custom waypoints versus normal waypoints. I'll hopefully have more detail on the rest of the changes after I've had some sleep. Enjoy! :D
  19. chessmaster42

    Curator Presets Mod

    Failing that try to put the CPM Failsafe Reload module down. It's under the old Zeus category. That will do a forced reload of the mod.
  20. chessmaster42

    Curator Presets Mod

    Just click on the Modules tab in the create bar and it will refresh the selection tree. Should bring the category right back.
  21. chessmaster42

    Curator Presets Mod

    For the time being, yes. But I've got something up my sleeve that I'm working on where that won't be necessary soon ;) ---------- Post added at 14:16 ---------- Previous post was at 14:14 ---------- I haven't messed with the groups modules yet but it might be possible. I can certainly look into it. I've got a note for it here
  22. chessmaster42

    Curator Presets Mod

    I've got it logged on my TODO list here but not sure yet when it will be implemented though. ---------- Post added at 23:49 ---------- Previous post was at 23:47 ---------- Right now the TFR module does pretty much nothing. It's a placeholder that will be much more feature complete in the next version. What you're talking about is still going to be a ways out yet. I'm tracking my thoughts on it here. If you have any ideas/comments feel free to post on that issue.
  23. chessmaster42

    Curator Presets Mod

    Quick update 1.8.1: I have put out the hotfix finally which is version 1.8.1. Mostly small stuff but there are a few new features in there so check it out and let me know how it all works for you guys. Enjoy!
  24. chessmaster42

    Curator Presets Mod

    There are a few critical issues that didn't come up until after the release (go figure) so there will be a 1.8.1 hotfix soon. I'll post again once it's updated.
  25. chessmaster42

    Curator Presets Mod

    Updated to 1.8.0: Added 'Search Building' waypoint type Added 'Task Force Radio' module Added 'Unit Skills' module that gives access to all 10 AI skills for a unit Added custom category for CPM modules Added 'Applies To' option to most unit-based modules so that module can be applies to unit, group, faction, or even players (depends on module) Reorganized config files Reorganized most script files Fixed some issues with Unit Surrender Overflow units from 'Spawn Garrison' are now grouped with the nearest group instead of the last created group Drop-down UI elements are now much more accessible Slider UI elements now show the current value in the tooltip text Disabled fleeing for "Land" or "Land - Get In" waypoint type Major UI overhauls I'll go into more detail on the changes in a second post but for now here's the gist of what changed. Enjoy! :)
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