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diwako

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Everything posted by diwako

  1. Just delete the range pbo, seems you are using local mods anyways. The reason why we added that pbo and increased spotting was fairly simple. Testing showed under perfect weather conditions ai was not able to spot a player laying prone and not moving roughly 300 meters away. this was done in the VR terrain. so no grass or anything as concealment, this was bumped up to roughyly 450 meters with that change. we figures some people prefer the ai to be blind so we made it a separate pbo for people to just get rid off if they did not like it
  2. The workshop link is still the same, jus the github link is now this one https://github.com/nk3nny/LambsDanger/releases/tag/2.5.2_RC2
  3. Make sure to update to the RC2, it addresses this issue
  4. Hey are you using RC1 or RC2?
  5. Could be an issue with dodging inside of buildings, unsure atm.
  6. Looks like nkenny forgot to post here. so here some update LAMBS_Danger.fsm v2.5.2 RC Hey, we are having an RC for the new update ready, would be nice if people would take a look 😉 (changelog too huge and spit up in multiple things, so highlights only) - SQFC support - Vast amount of fixes - Vehicles will switch to HE ammo when engaging soft targets rather than using AP - Suppression check greatly improved - AI spotting distance increased (100-200 meters in perfect weather condition) - Several performance improvements outside of SQFC Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2434257231 https://github.com/nk3nny/LambsDanger/releases/tag/2.5.2_RC For those curious about the full change log, take a look at the 2.5.2 Dev 1 and Dev 2 draft released in github or in the linked workshop item
  7. With this release this mod has a new maintainer. Their name is "Word-Mule" and they are from the community which originally requested this mod. Version 0.5.0 released Fixed FAKs not being consumed when healing by @fariparedes (#46) Fixed plates not being added to player after respawn (#48) Fixed medic disconnecting during reviving dooming the unit (#49) Added visible bleedout timer on the downed icons by @fariparedes (#46) Added repeating healing animations when healing/reviving action is not done by @fariparedes (#47) Added feature to disable known thirdparty medical system usually added in missions (#50) Updated chinese translations by @mihuan-0 (#38) Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 https://github.com/diwako/armor_plates_system/releases/tag/0.5.0
  8. We are fairly close for a new release, we are have like 5 open PRs left and are blocked from the summer lull as well.
  9. Version 0.4.2 released Added confirmation dialog for the give up action (#36) Fixed incorrect usages of ace_medical_allowDamage flag (ACE mode) (#34) Fixed self revive when healing under fire (#35) Added Polish translations by @genjonakasone (#32 #37) Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 https://github.com/diwako/armor_plates_system/releases/tag/0.4.2
  10. Looks fine so far. Suggestions,not really. Medical system always tend to spiral into feature creep. I'd say keep it simple Right now no plans, It was originally made with ace loaded and just the medical part cut out. It certainly is feasible but atm not really of interest.
  11. The mod is published under GPL + an appendix to no upload to workshop. So that is fine. In general if you use parts of mods in personal, never to be released and shared mods, that is totally fine.
  12. Did a bugfix release, had to address a few things. Primarily a bug fix release. Adds one feature that I think people should explore. It is a script version filter for the HandleDamage event handler. With this damage should be more predictable when using HandleDamage. This filter is off by default and can be enabled when using the standalone mode inside the addon options directly beneath the event handler setting. ------ Added filter damage for HandleDamage eh (#26) Changed fall damage calculation (#27) Fixed damage indicators showing when standing near fire (ACE mode) (#28) Fixed multiple ACE interaction issues (#29) Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 https://github.com/diwako/armor_plates_system/releases/tag/0.4.1
  13. Version 0.4.0 has been released. Changelog: In this release the largest addition is the ability for AI to revive fallen squad mates as well as being able to be knocked unconsciousness. Those two features only work for AI in a player’s squad! Keep in mind, the AI is still AI, under perfect conditions the AI will be easily revive a squad mate, but under fire that might be different. Sometimes the AI will prefer to take cover instead of running out into the open. ------ Added ACE interaction to add plate (#19) Added Zeus heal module (#24) Added AI unconsciousness (#23) Added revive from AI (#23) Added 3den properties for armor plates (#20) Changed downed indicator, now shows if someone is being revived already (#21) Fixed plates being indestructible when changing plate HP setting mid game (ACE mode) (#25) Downloads: https://github.com/diwako/armor_plates_system/releases/tag/0.4.0 https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183
  14. Version 0.3.0 has been released. Changelog: The rewrite for the ACE medical integration is the biggest feature in this release. Plates behave differently in this mode now. They only protect a unit’s torso now, break faster the less integrity (HP) they have, and they now have a thickness setting which influences if a bullet can penetrate a plate. If a bullet penetrates a plate, it will bleed its velocity damage to lower plates or your torso if you got none below the penetrated plate. ------ Added setting to protect torso only in standalone mode (#2) Added Max HP slider in 3den editor (#3) Added self revive setting and action (#10) Rewritten ACE medical mode to make it more realistically (#4) Fixed animation glitch when ACE dragging people and then reviving (#8) Fixed left clicking in ace actions breaking on start up (#9) Fixed being able to revive people when getting downed (#11) Fixed disallow friendly fire setting not working properly with zeus controlled units (#15) Added Polish translations by @genjonakasone Downloads: https://github.com/diwako/armor_plates_system/releases/tag/0.3.0 https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183
  15. Yeah i especially wanted to avoid the need to edit vest configs. that would be compat hell. There are armor values in the configs, but it would mean to figure out what is a high armored vest and which isn't.
  16. Essentially yes. Right now. I am not too sure how a system would work that takes the vests armor value into account and calculates how much slots that vest type would have.
  17. Nah, it was decided on a gameplay and implementation level that all vests will have the same "plate slots". That means a vest with 0 armor value configured will have also the same amount of slots than a heavily armored vest. So all in all, the max amount of plates are handled via a CBA setting.
  18. It is possible, it is detailed here: https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System TL;DR add a file called cba_settings.sqf into the root of your mission and add the exported cba settings you want to force there.
  19. diwako

    DUI - Squad Radar

    In general, each script has roughly 10% faster run time. If you use a lot of "params" it helps even more. It basically is "free performance" if your mod has to run each frame. If your mod is just running a script each few seconds then the run time benefit is not as much in the grand scheme of things.
  20. diwako

    DUI - Squad Radar

    There is basically fuck all. The script compiler used: https://github.com/dedmen/ArmaScriptCompiler Arma tools Bisign has support for it as well now. HEMTT does not atm.
  21. diwako

    DUI - Squad Radar

    Version 1.9.2 Stable has been released This release enables support for SQF Bytecode introduced in Arma 3 version 2.04. Additionally in this release: Added: General - SQF Bytecode support Radar - Added setting to change priority for icons (#191) by @johnb432 Radar - Add an option to show bearing only if the player has a GPS (#186) by @Malbryn Fixed: Nametags - Fixed nametag display inconsistency (#190) by @derbismarck General - Fix incorrect blue color on radar for diwako_dui_colors >> tritanomaly (#193) @pennyworth12345 Nametags - Fixed LIS checks in fast moving vehicles behaving unexpectedly (#195) by @derbismarck Translations: Japanese translations (#187) by @classicarma Clarification for "Fixed nametag display inconsistency": Whenever the user looked a unit, and their "cursor" was over a weapon no nametag was shown. This is now fixed in an MP environment, this fix sadly does not work in SP. Download: https://github.com/diwako/diwako_dui/releases/tag/1.9.2 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
  22. Not sure why that was brought up here, we are not changing anything how rounds work, only what targets are allowed to be shot at.
  23. diwako

    DUI - Squad Radar

    Apologies for the delay. Seems like people created pull requests for features, fixes and translations. For this I will post a second release candidate. This time with those changes + sqf bytecode support. Another reason for a second RC is simply recompilation with latest fixes from the sqf script compiler. DUI - Squad Radar 1.9.2 RC 2 Changelog: Added: General - SQF Bytecode support Radar - Added setting to change priority for icons (#191) by @johnb432 Radar - Add an option to show bearing only if the player has a GPS (#186) by @Malbryn Fixed: Nametags - Fixed nametag display inconsistency (#190) by @derbismarck Translations: Japanese translations (#187) by @classicarma Clarification for "Fixed nametag display inconsistency": Whenever the user looked a unit, and their "cursor" was over a weapon no nametag was shown. This is now fixed in an MP environment, this fix sadly does not work in SP. Downloads: https://github.com/diwako/diwako_dui/releases/tag/1.9.2_rc2 https://steamcommunity.com/sharedfiles/filedetails/?id=1617125729
  24. diwako

    DUI - Squad Radar

    Not sure what this has to do with DUI, the CBA setting for this should be "ace_nametags_showPlayerRanks = true;" Icon gets retrieved here: https://github.com/acemod/ACE3/blob/v3.13.6/addons/nametags/functions/fnc_drawNameTagIcon.sqf#L37
  25. @mickeymen Lineintersect surfaces already returns a sorted array of objects it hits, that is first hit object is at place 1 in the array and last hit object is at space 3. So that is already taken into account. Aborting any suppression because there is a bush 10 meters away is not an option, as we still want suppression in forested areas and such. As mentioned earlier we already check what the objects in the array are. It is just as also mentioned not very easy to figure out once we hit a super simple object. If you think you have an easy solution to figure out what such an object is feel free to tell. I got a few ideas on my own, but they involve some heavy handed work which i would prefer to avoid. A slider for suppression is a bit rough to implement, it would result in some random dice roll if they should or not. Suppression in lambs is tied to tactics that the AI executes. It would lessen the issue but not fix it.
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