diwako
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Everything posted by diwako
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[Release] ACE Punish unknown/enemy weapon script
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just released a mod version of this script. Technically it is still the same as the script version. It just features translations in english and german as well. I will be working on the script version in the mean time,so both are the same, minus translations. That is why no new tag on the github is made so far. Link to workshop item: https://steamcommunity.com/sharedfiles/filedetails/?id=1549103861 -
Give ACE medical a "third stage" between Alive and Cardiac arrest
diwako replied to Selkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You probably need to hook into a few ace events if you really want to do something like this. First up you probably want to hook into the CBA event "ace_cardiacArrestEntered" as this is the event which is triggered if a unit enters cardiac arrest. From there you have to handle internally if the unit is to enter cardiac arrest or not. When a unit enters cardiac arrest they will also enter the unconscious ace state, so you could also use the cba event "ace_unconscious" somehow. So as doing: unit enters cardiac arrest -> check if that is alright or if you want your third stage to happen first. if it is the third stage then get the unit out of cardiac arrest. That means pump up the heat rate above 20. A unit will be unconscious if the heart rate is below 10, blood pressure H is below 30 and the overall blood volume is below 60% (it is actually a 10 % chance each tick to happen). A unit will stay unconscious if the blood voume is below 65%, pain index is above 0.9, is bleeding 0.25 or more, is in "revive state", is in cardiac arrest or is simply "dead". Get the unit out of cardiac arrest by setting variables on the unit ace_medical_inCardiacArrest -> nil ace_medical_heartrate -> 40 ace_medical_bloodPressure -> [50,70] Get them out of unconscious state with [_unit, false] call ace_medical_fnc_setUnconscious; (this does not mean unit will just flop back to being unconscious immidiately!) Here you want the event of the unit being on the floor yelling around or something. There are some animations you can use for that. Keep in mind a player is then actually awake and could just cheat and use ace's headbug fix. Hope this gave you some general idea how it could be implemented. I doubt there is an implemented solution for this already somewhere released. -
[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mod version just updated! Performance update! Fiddled a bit with the anomaly triggers, now they are deactivated if no player is near! Check out the new CBA setting! Server key has been updated due to a system crash of mine, sorry about that! Link to Steamworkshop page Again thanks to REALM for testing and contributing. And thanks to GitHub user Katalam for spotting some mistake in the string table! -
[RELEASE] Ragdolling on player ACE unconsciousness
diwako posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Been playing with a group for a longer time now and noticed that people immediately know if players are dead or not just according to the way they go down when shot. I kind of wanted to add some uncertainty back to the gameplay when using ace medical. With this script players will not go into the ace death animation immediately when losing consciousness. Just like they are dying they ragdoll, but will snap to the ace death animation once the ragdolling is done, which pretty much means other players need to check the body to confirm death. This script only works for players, it can be expanded for AI as well if people want that. It works in SP and MP. Requirements: CBA ACE Known bugs: None right now, you tell me I guess. Media: Download: GitHub (Script version) Steam Workshop (Mod version)- 61 replies
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[RELEASE] Ragdolling on player ACE unconsciousness
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This script or mod does do nothing with blood pressure. it gotta be something else. -
Problem scripting ACE explosives
diwako replied to Vostok7798's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am currently looking through the ace code right now. the problem could be this functions fnc_detonateExplosive.sqf. It does some checks and might just exit preemptively. It also returns its status as a boolean. So first of what you need to test is which value does the function give back? If it returns false then it most likely stops in line 36. this means there are some detonation handlers active. So you have to check the global variable "ace_explosives_detonationHandlers". It should be an array and if there is something in there it should be code blocks. If it returns true, then it went through all the loops and should have detonated. If it has not, there are two warnings thrown in linke 52 and 55. So they should show up in your RPT file. The reason for i to not explode could be that the vehicle has to be of the type "CFGAmmo" and not "CFGVehicle". While if my google foo has not left me (and i do not have the game in front of me right now) the object you use is of type "CfgVehicle".- 3 replies
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Yup, this is how I mean it, keep in mind removeFromRemainsCollector wants an array, not just a single unit. So the object init would error out.
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You should remove them from remainscollector before you kill them. Are you killing the units using the init field on them? If so you have 2 options. 1) Add the remove from collector statement also in the init field and then kill them 2) push the killing into the init.sqf itself after you removed them form the remains collector.
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How to script damage to specific body parts (in ACE3 environment)
diwako replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To register damage to body parts when using ACE3 you should use "ace_medical_fnc_addDamageToUnit". https://github.com/acemod/ACE3/blob/master/addons/medical/functions/fnc_addDamageToUnit.sqf This will bring several consequences however. It will be handled like the unit just got shot/hit etc. Example (This must be executed locally!!!!) [player, 0.8, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit // damage regions // "head", "body", "hand_l", "hand_r", "leg_l", "leg_r" // damage types // "backblast", "bite", "bullet", "explosive", "falling", "grenade", "punch", "ropeburn", "shell", "stab", "unknown", "vehiclecrash" -
Particle source in air spawning particles on ground problem
diwako posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am working on some mission right now in which I want a sky effect at some point. I to spawn the particle source in the air, set pos just in case, and then attach it to an object right next to it via one of "setParticleParams"'s parameters. Thing is, sometimes it works and the effect is in the sky, sometimes it doesn't and particles spawn on the ground. I already have checked the position of the particle source and it is indeed in the air both times. I am kind of running out of ideas and wanted to ask if someone else had similar issues. My code so far is this, "device" is some object somewhere. private _pos = getPosATL device; _pos set [2, _pos#2 + 500]; private _stupidObjectInSky = "Land_HelipadEmpty_F" createVehicleLocal _pos; _stupidObjectInSky setposatl _pos; private _skyEffect = "#particlesource" createVehicleLocal _pos; _skyEffect setposatl _pos; _skyEffect setParticleCircle [500,[0,0,0]]; _skyEffect setParticleRandom [10,[5,5,5],[0,0,0],0.05,1,[0,0,0,1],1,0]; _skyEffect setParticleParams [["\A3\data_f\VolumeLight", 1, 0, 1], "", "SpaceObject", 1,90,[0,0,0],[0,0,0],0,9.996,7.84,0,[20,30,20],[[0,0,0,0],[1,1,0.25,1],[0.5,1,0.5,0]],[0.08],1,0,"","", _stupidObjectInSky]; _skyEffect setDropInterval 0.1; I also tried "attachTo" on the particle source, but that just means the whole effect is just gone. -
Particle source in air spawning particles on ground problem
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can also confirm it working when setting the optional parameter to false. How ever i think it is mind boggling that it randomly works when the parameter is not set. -
Enable dynamic simulation with script
diwako replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As mentioned by Janez, have you tried to add the dynamic simulation to the group of the untis as in _milGroup enableDynamicSimulation true; I personally only touch the setting of dynamic simulation in the editor and just enable it on ais, groups and objects upon them spawning. -
Enable dynamic simulation with script
diwako replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You most likely need to lower the distances for dynamic simulation to kick in using the following two commands or just set them in eden per mission basis. https://community.bistudio.com/wiki/setDynamicSimulationDistanceCoef https://community.bistudio.com/wiki/setDynamicSimulationDistance -
[Release] Lock backpack (ACE Compatible)
diwako posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
General Adds the ability to players to lock their backpacks. CBA is required and this script has support for ACE interaction menu and ACE medical. https://i.imgur.com/tlF8zXS.png Features Locks carried backpack for anyone that is not the carrier. Backpack lock is removed once the backpack is dropped. (ACE medical only) Others can open the backpack if the carrier is knocked out. Requirements The only additional requirement is CBA for this script to work properly. Installation and configuration This is a mission script, you need to implement it into your mission. First copy paste the scripts folder into your mission then implement the missing additions in your description.ext. That is it. The included mission is just an example! License Copyright 2018 diwako This work (diwako_lockbackpack or the like) uses the license Arma Public License Share Alike (APL-SA) https://www.bohemia.net/community/licenses/arma-public-license-share-alike Download https://github.com/diwako/lockBackpack/releases/ -
[Release] Lock backpack (ACE Compatible)
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At some point, yes I just need to make some fitting icons for the ace interaction and then I just pack it up. Currently at low priority as I am working hard on some missions for my group. -
[Release] Lock backpack (ACE Compatible)
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Heh, it is kinda funny, all my addons start like some small mission script and then I just pack them into an addon after a few weeks. -
[Release] Lock backpack (ACE Compatible)
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In terms of the Inventory Open EH the only difference that I am seeing is that the Extended EH applies to all units and the vanilla to only the one you assign it to. They seem the same otherwise. For the EH part, yes it can be replaced with the vanilla EH, it might just not work on remote controlled units then. All that remains is the code part which removes the lock on backpack drop. Mostly can be handles with inventory closed EH easily, unless in special cases the backpack gets removed without opening and closes your inventory. E.G. scripts and small menus such as the ACE interaction one which you can access on a captive or knocked out unit. But then this is just for resetting the flag on the player that they wish that no one opens their backpack. -
[Release] Lock backpack (ACE Compatible)
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I intended this for a pull request for ACE originally. Until I found some older question topic on GitHub which made it look like that such a feature is not wanted as it was originally in AGM and has been replaced with the zip sound when someone else opens your backpack. Hence why this script uses CBA extended eventhandlers and CBA specific events for changes in the players inventory to remove the lock once the unit drops the backpack. In the end I do play with ACE, so I just made CBA a requirement. -
[RELEASE] Ragdolling on player ACE unconsciousness
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very small update to v1.2.1, mostly consists out of code styling and only one very minor bugfix. Download: Mod and script version or Steam workshop (mod version) -
[RELEASE] Ragdolling on player ACE unconsciousness
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated script and mod version to v 1.2 Some updated synchronization for multiplayer sessions Heavily tested it with both clients and server fps in single digits and a whole physical ocean between players. Download: Script version Mod Version -
In case you are using ace with advanced throwing, the event handler is similar, it is just moved to cba event frame work ["ace_firedPlayer", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; _toCheck = "HandGrenade"; _last = magazines _unit findIf {_x isEqualTo _toCheck} < 0; if (_last) then {_unit addMagazineGlobal _toCheck}; }] call CBA_fnc_addEventHandler;
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[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The mod version just updated! Fixed anomalies not working correctly on servers with battle eye Corrected bolt bag weight Reduced cooldown on active anomalies English, German and Russian translations Fixed sounds overwriting TitleText text Change in license Thanks to REALM (Препод) and Necrossin for bugfixes and translations! Download as always at the workshop Link I am still seeking translators who want to contribute, contact info is one post above. -
[RELEASE] Ragdolling on player ACE unconsciousness
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mod version just updated! @KokaKolaA3 came around and made some more animations! I wonder how many people wer left behind because of this mod so far. Update to version 1.2 Added 8 more animations made by KokaKolaA3 https://steamcommunity.com/sharedfiles/filedetails/?id=1435263885 -
[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey I am looking for translators. Right now I am prepping some fixes (especially for those who are running battleeye), small code optimizations and translations and I would need your help.Currently I am looking for any language that is not German or English. For those who are interested here is the String table https://github.com/diwako/stalker_anomalies/blob/translations/mod/diwako_anomalies/stringtable.xml You can either make a pull request, sent me some private message on here, write in this thread, contact me on steam or on discord (diwako#7777). -
[RELEASE] Ragdolling on player ACE unconsciousness
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nah, this was in the making from somewhat early 2017 without ragdolling and just hurt animations for a Vietnam campaign for extra PTSD, then early 2017 I re purposed the script to ragdoll units instead. Now we are here and there is a modversion which allows for custom animations to make it more believable.