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Tiberius_161

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Everything posted by Tiberius_161

  1. Hi all, I created a script as part of a training mission. The script will spawn a civilian unit with randomized ACE wounds. The script will add an addaction to a predefined object, that allows the player to spawn in a practise patient. The patient will despawn when he is killed or when the "End practise case" Addaction on the patient is used. You can spawn multiple patients at once. It is tested on a dedicated server. https://youtu.be/G7YK0bkzqvQ Content: The download contains: A script folder with 3 scripts. Initserver.sqf file, where you can set up the addactions and add class names for patient types. Usage: In the editor, set up an object that will get the Addactions. Name this object; In the editor, set up a spawn point for the patient (No markers). This can be a gamelogic or an object. Name the spawn point. Copy the content of the download into your own mission file. Set up the addaction in the initserver.sqf file (examples are given). Set up a seperate addaction for each variation that you want. Add class names in the array to vary between patient types (side is always set as civilian, no matter the class name); Preview and save lives! You can set up different types of injuries: Cardiac Arrest; randomWound; explosionWound; gunshotWound; impactWound; stabWound; the actual amount of wounds and affected bodyparts are randomized; Be aware: if you put the downloaded folder into another subfolder, update the addaction and paths in the scripts within the scripts folder also. for instance: [OBJECT,["ADDACTION DESCRIPTION", "YOUR FOLDER\Tib_PractisePatient\Tib_Medical.sqf", [SPAWNPOS, "WOUND TYPE"]]] remoteExec ["addaction", 0]; the addaction: [OBJECT,["ADDACTION DESCRIPTION", "Tib_PractisePatient\Tib_Medical.sqf", [SPAWNPOS, "WOUND TYPE"]]] remoteExec ["addaction", 0]; Example: [practiseBoard,["Spawn Practise Patient - random", "Tib_PractisePatient\Tib_Medical.sqf", [practiseSpawnPos, "randomWound"]]] remoteExec ["addaction", 0]; Download links: Version 4: https://www.mediafire.com/file/g8pew348p0gk8gt/Tib_PractisePatient_ACE_V4_060121.zip/file Version 3: http://www.mediafire.com/file/n0mmnqhxmo1u2cf/PractisePatient_ACE_V22112020.Stratis.zip/file Version 2: http://www.mediafire.com/file/wkwb4tkja2ewj4a/ACE_PractisePatient_v26032020-1.zip/file Required mods: CBA_A3; ACE_A3; You are free to (ab)use this as long as you give credits. I hope it has some use for people! Changelog: V4 - 06012020 - Patient class names are now randomized (request from YouTube comments); - initServer.sqf changed: Array added for patient class names; - Tib_Medical.sqf changed: Spawning the patient now selects a random class name from Array. V3 - 23112020 - Added Cardiac Arrest function. V2 - 26032020 - Rewrote after ACE medical update; - Different method to trigger script; - Added despawn action to patients; - Wounds are now based on source of energy rather than totally random. V1 Initial upload.
  2. New version uploaden and initial post updated. Patient class names are now randomized. Other class names can be added via the initServer.sqf file. All patients will spawn on the civilian side. Cheers Tiberius
  3. New version uploaded and initial post updated. I've added a Cardiac arrest function, as that seems to fit the request from Verentalpha. I am looking into KAT Airway Management. I am not sure if I am going to include it and if I do, it might take a while. > Decided not to implement this, because it would require me to maintain separate script versions (which I don't want). I am willing to advice when you're tinkering with the script. Cheers Tiberius
  4. Hi Verentalpha, Sorry for the late response. For the unconcious question, that should be possible, I will take a look this weekend and post a new version of the script. As for KAT Airway Management, I will have to dive deeper into that because it's a separate mod. No promises for that one. Cheers Tiberius
  5. Thank you both for the answer. This will certainly direct my search better.
  6. Hi all, Is it possible in ArmA to get the distance between two objects divided into two axis, relative to a known direction? The picture below shows what I mean: Link to picture What I am trying to achieve is the distance between two objects spread over 'line a' and 'line b'. I am at a guess on how to start figuring this out. Any tips and or tricks are highly appreciated. Cheers Tiberius
  7. I will be AFK until around the summer.
  8. Updated the script. See inital post for details
  9. Hi all, This is the first version of a simple CBF (counter battery fire) script. It is designed to make the artillery or mortar role more challenging by adding a threat. When you fire your artillery piece/ mortar, there is a chance of enemy fire support shooting at the location where you fired from. Package contains: 1) Example mission; 2) Script folder; 3) initserver.sqf file; Usage: Have a mission available or save a new mission to create the mission folder; In the editor, place down any object and call it "Tib_CBF_radar" (this object will serve as a radar to detect artillery shots); In the editor, place down enemy artillery or mortar units and name them (keep their minimum and maximum range in mind when placing them); In the editor, place down a own/friendly artillery piece or mortar and add the following code in the unit's init: this addEventHandler ["Fired", {null = [_this select 0, _this select 1] execVM "TibCBF\cbf.sqf"}]; Copy the "TibCBF" folder into your own mission folder; Copy the "initserver.sqf" file into your mission folder, or copy the content from that file into your own initserver.sqf; In the "initserver.sqf" file, put the name of the enemy guns in the "TibCBF_nmyGunList = [];" array. In the "initserver.sqf" file, set up your preferences as desired. Comments on the functions are provided. Media: CBF Script youtube video Download link: https://www.mediafire.com/folder/3ggseg2tleivx/ The folder is inside the example mission. Required mods: None You are free to use this and expand on this script, as long as you give credits ;). I hope it has some use for people! Cheers Tiberius
  10. The resolution of the map tools is low on my computer, making it hard to get accurate readings. Does anyone know what setting I can change to get better a resolution?
  11. Tiberius_161

    [MP] =BTC= Hearts and Minds

    kMaN175, I have a similar problem. When I press save it ends up giving me a 'database deleted' message and is not saving progress. What caused your problem and how did you solve it?
  12. Is the Discord still operational? All links to the discord are not valid anymore... can you provide a current invite link?
  13. When setting up a gun in the bty setup, you can choose the gun type from the drop down. I noticed it often puts it automatically back to the first option. Due to this you cannot select the right munition when assigning a fire mission. Resolved
  14. Really great how you guys potrait artillery more truthfully! Great mod! Suggestion: 1) adding the possibility to enter meteo data (both admospheric as local meteo for smoke). I think ace supports this for mortars at least. 2) Making the gun magazine changable during the mission so you can change yoir loadout to suit the situation. 3) Allow troughloading for during static shooting. 4) Add circular and Rectangle as shape to shoot. One question though, is there a direct download solution? Thnx again! This mod is absolutely fantastic.
  15. Is there a way to open the commander's tablet from a vehicle?
  16. Hi Achilles, Thnx for the notification! Cheers Tiberius
  17. Thanks for the fast reply! Im going to check out your suggestions.
  18. Hi K-Town, Do you still support the dialog creator? If so, is there any more detailed explanation available on how to use this other than the wiki? I can't figure out for instance how to fill a combo- or listbox :). Cheers Tiberius
  19. Hi, I really like using MCC and it is making ArmA life way easier for a long time now :)! I do want to report some findings regarding the Forward Observer Module; Corrections don't do anything at all. This applies to 'off map artillery', 'AI manned artillery' and 'player manned artillery'. It is tested both with Adjust Fire and Fire For Effect, on a server and in the editor. ACE was used during testing... have not tested it without ACE. The only way to actually give corrections is to adjust distance and direction in the initial Call For Fire. When giving fire mission to a player manned mortar piece it does not consider height differences. It works fine for 'off map artillery'. I am not sure about 'AI artillery' since the Probable Error Range is very high any way, making it hard to check whether the fire mission is alright (is not related to MCC). I hope that the explanation is clear and that you want to consider taking a look at it for future updates. Thnx again for your efforts in this great mod.
  20. Is there a way to get 8 digit grids working with BIS_fnc_gridToPos? Right now I have a script snippet that works with 6 digits, but as soon I convert it to 8 digit or more is gives me very strange results. I need to 8/10 digit grids as I want to apply it in a fire support script. //OBJ1 is a gamelogic on the player's position; //OBJ2 is a gamelogic that is placed on the grid position; //The hint is the desired product; _pos = ((["071125"] call BIS_fnc_gridToPos) param [0,[]]); _pos set [2,0]; OBJ2 setpos _pos; hint format ["%1, %2, %3", (OBJ1 distance OBJ2), (OBJ1 getdir OBJ2), (round((getPosASL OBJ2) select 2))]; Any advice is appreciated.
  21. Thnx again for your help, I redid the whole thing and got it to work! Problem 100% solved
  22. Thnx for the help! What is the usage for GOM_fnc_gridToPos? Right now I pasted the whole thing in the debug dialog in the editor and tried it, but I have not succesfully got it going yet. I tried: _pos = ["071250"] call GOM_fnc_gridToPos; But it gives me an error in the 'gridto#pos'.
  23. Hi all, I created a conversation script that is activated with an Addaction. Within that script the conversation partner should 1) stop and either 2) sometimes pull a gun or 3) another script fires that spawns enemies around him. It all works fine in single player, and the conversation runs fine on a dedicated server. However number 1, 2 and 3 don't manifest on a dedicated server. I use Engima's script for the civilian population and the addAction code bit is as follows: [[_this select 0, ["Talk","talk\talk_init.sqf", [true, false]]], "addAction",true,true] call BIS_fnc_MP; Conversation Script: _talke = _this select 0; ////NPC who has the addaction _talker = _this select 1; ////Player who initiates the conversation _civilianFriendly = (_this select 3) select 0; ////PLACEHOLDER _elder = (_this select 3) select 1; ////PLACEHOLDER _enemychance = 8; _chance = 0; _talkciv1 = []; _talkciv2 = []; _talkciv1 = postalk1 call BIS_fnc_selectRandom; ////All conversation stored in seperate script, no issues there _talkciv2 = postalk2 call BIS_fnc_selectRandom; ////All conversation stored in seperate script, no issues there sleep 1; if (_talke distance _talker < 5) then { _talke removeAction 0; _chance = random 10; /////PART WHERE HE SHOULD RANDOMLY PULL A GUN OR TURN SUICIDE BOMBER if (_chance > _enemychance) then { null = [_talke, _talker] execVM "Talk\Attacks\PersonalAttack.sqf"; _talker globalChat _talkciv1; //// HE SAYS THE LINE, SO THAT WORKS } else { if (_chance >= 7) then { null = [_talke] execVM "Talk\attacks\AttackInit.sqf"; /////PART WHERE ENEMIES SHOULD BE SPAWNED. THEY NEVER DO. }; _talke disableAI "move"; /////DOES NOT WORK, HE KEEPS WALKING _talker globalChat _talkciv1; sleep 3; if (_talke distance _talker <= 5) then { _talker globalChat _talkciv2; sleep 8; _talke enableAI "move"; } else { _talke enableAI "move"; }; }; }; I have used the AttackInit.sqf in other missions on a dedicated server and it works fine there, so I don't understand why it won't work here. Also, I am aware that using execVM is not the best coa for this type of use. I am going to use functions for this. Does anyone have an idea on what I could try?
  24. Thank you both for your answer :). I have applied the remoteExec. I am going to read up more on the locality subject.
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