Jump to content

diwako

Member
  • Content Count

    297
  • Joined

  • Last visited

  • Medals

Everything posted by diwako

  1. The mod version is like any other mod on the workshop, just subscribe to it, mount it and like the script version activate it in the CBA addon settings via Eden or otherwise.
  2. Mod version just updated: Custom animations now have AT launcher support
  3. 8 Custom animations added, in total of 11 animations used. So the script version has 3 animations.
  4. The synchronization of applying animations after ragdolling has been updated so there are less issues with players being invisible for others, which was rare to begin with but still an issue in my books. Server only mode is what it says, server only implementation. It is only useful if you have the mod mounted to the server, if you put the script into the mission then all players already ave it and there is no need for the server only mode. The server only mode means none of the new custom animations will be able to be used. The new animations are what it says they are. These are animations of people being unconscious, nothing more or less.
  5. Mod and script version just updated to version 1.1! Changes: Server only mode Sync updated More animations Custom animations for mod version made by @KokaKolaA3 Server only mode Sync updated More animations Custom animations for mod version As usual the downloads can be found at the Github page or steam workshop! https://github.com/diwako/a3AceRagdoll/releases/tag/v1.1 https://steamcommunity.com/sharedfiles/filedetails/?id=1435263885
  6. Okay, that explains it. I never really put version numbers on my stuff. This means that you got it from Armaholic. It is not not updated, hence why I only list my Github and steam workshop. It is best to just download the whole master branch o the Github repo as zip. https://github.com/diwako/a3AceRagdoll/releases/tag/v1.0.1 Or just edit the file "fn_initRagdoll.sqf" and remove line 19 which reads as if(!hasInterface) exitWith {};
  7. If it returns "any" then it means it is not set and the script did not initialize. It is also weird that in both tabs the the checkboxes are active. What version are you using, script or mod and when did you download it? There was one version of it which had no dedicated server support, but that has been fixed.
  8. If the settings have been set int the addon options in the mission tab, the server and players will have the same value in the variables. So these 3 variables should be set to true, if you want everyone to ragdoll. diwako_ragdoll_ragdollRunning diwako_ragdoll_ragdolling diwako_ragdoll_ai Then check if the first of the 3 variables is set to true on the server. To do this, you can either use CBAs inspect watchers or just globally execute this in your debug console while being on the server. if(!isServer) exitWith {}; [[West,"HQ"],format["diwako_ragdoll_ragdollRunning is set to %1",diwako_ragdoll_ragdollRunning]] remoteExec ["sideChat"];
  9. That should be enough to do, however if you are editing a mission, those settings need to be done while editing the mission and then it is only possible to set them in mission tab. What i meant with my last message, it is to see if the script initialized on the server, as it sounds like it has not been initialized on the server.
  10. Check the variable "diwako_ragdoll_ragdollRunning" on your dedicated server. See if that is true. This is to check if the init has run on your server. Then check if "diwako_ragdoll_ragdolling" and "diwako_ragdoll_ai" are set to true. Th cba_setting.sqf in my script/mod merely adds the cba settings to the addon options, nothing else, they are also by default the value false.
  11. The update is ready, the reason why I have not pushed it to github or the workshop is I want it to be tested first in a play session. So far I have tested it on my local dedicated server on local and not local units. It works there. This is pretty much a quality control thing on my parts. Still if someone wants to run a potential buggy version and help me test this you can write me a PM or reply here. I will then upload the current RC version later today. Other than that, I will probably update during the week end if nothing comes up. Changes in that RC are then as follows Server only mode added 8 new animations 11 total used Evenhandler are added and removed when ragdolling + some EH code optimisation
  12. To copy paste my answer from the SW It is in the handleUnitVitals loop. if the values of those are above the ones I mentioned this would stop, but I actually see it rather on ACEs side to update the check with at least checking if the units is conscious or not. Tho I doubt they will add it just for some third party mod/script.
  13. Since you're here, there is an incompatibility with your ADV_CPR mod. Units will ragdoll after successful CPR or AED application. I went into detail a bit in the SW comments why this is happening. Just wanted to let your know, but honestly dunno how to fix is as it is an ACE medical behavior.
  14. Over the last week I got quite a lot feedback and suggestions. That is really appreciated and I am really thankful for this! So here I am going to post some update what is in the works right now. I am planning on making the script/mod work in server only mode, so only the server has to run it and it will send the clients the code and make them execute it. I am currently thinking about changing up how to detect the animation state after ragdolling or rather make it smarter. Got some really good feedback and discussion about it. The mod version will get some new unconscious animations made by KokaKolaA3, 8 custom animations, 11 in total used. Here some video of how it currently looks like https://streamable.com/0xc5m Again, thanks for all the feedback, I really do appreciate that!
  15. Hey I am looking for people who can do animations for arma. I really want to add more unconscious animations to the mod which the unit will use after ragdolling. If anyone has some interest in helping out, PM me over this forum or over the A3 discord.
  16. Just pushed a small update to both mod and script version. Allow to run on dedicated server and hc
  17. Some larger update just happened! Mod version now available on steam workshop! https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1435263885 Script version is now also brought up to date and CBA settings have been added! License has changed form MIT to APL-SA due to bein easier to handle than MIT.
  18. Sure, happens when I walk in and out of spawning triggers. Not constantly, rarely. 21:52:18 Error in expression <ifeTime + _lifeTimeFraction]; _preInt = _preInt + _cold; _preintFraction = _prei> 21:52:18 Error position: <_preInt + _cold; _preintFraction = _prei> 21:52:18 Error Undefined variable in expression: _preint 21:52:18 File scripts\GOM\foggyBreath\GOM_fnc_foggyBreathInit.sqf [GOM_fnc_foggyBreathInit], line 199
  19. Nah, just put the line i posted beneath it.
  20. I used it in a few of my missions before. It works great in mp. In my missions units spawn in and out dynamically so I found one problem with the script. Directly in line 189 add this small bit if you do not want to see some error message when a unit gets deleted. if(isNil "_preint") exitWith {};
  21. There is no point in initializing them. ACE will do this for you, you just have to use the default value from the getVariable command. you also should never include hpp files which are not yours and can change in any update. Best just use what the compile to instead.
  22. ACE_isUnconscious as such are variables on the unit. They are normally nil until an event happens which sets them. the way to go is using getVariables alternative syntax, as you can expect if ACE_isUnconscious is nil means that the person is up and running so the default value is false. For ACE_medical_pain default value is 0. For ACE_medicalbodyPartStatus it is [0,0,0,0,0,0] or an empty array, depends on use case.
  23. diwako

    Disabling ACE3 fall damage?

    Sorry for the late reply. I was wondering that as well. The only real way is to remove the ace damage eventhandler and add it back with your own conditions. This might be a bad idea if you are running other HandleDamage EHs on that player. [{ params["_unit"]; _unit removeAllEventHandlers "HandleDamage"; _unit addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; private _ret = damage _unit; // Handle falling damage private _vehicle = vehicle _unit; private _impactVelocity = (velocity _unit) select 2; if ((_impactVelocity > 0) || {(_vehicle != _unit ) || {!((_source == _unit) || {isNull _source}) || {(_projectile != "")}}}) then { _ret = _this call ace_medical_fnc_handleDamage; }; _ret }]; },[player],1] call CBA_fnc_waitAndExecute; And here a video showing it https://streamable.com/okvku EDIT: seeing this thread was bumped. The answer above does only work for OLD ACE MEDICAL. Current (rewrite) ace medical does not support this!
  24. Just released version 1.1 Changelog Added local weapon whitelist Added option to disable server propagation of whitelist Download: https://github.com/diwako/ACE-punish-unknown-weapon/releases/tag/v1.1
  25. That feature is currently not in the script, but it still is possible. The work around is for advanced mission makers tho. Over the course of the game a variable called "diw_unknownwp_weapon_whitelist" will be added and filled with known weapons. You could overwrite this variable with an array of upper case weapon classes for each player. Then this will work. You probably also should disable the propagation from the server which will overwrite that variable every time some new weapon has been added to the global variable. Edit: After thinking about it. you can just set that above mentioned variable to nil for Spec Ops or add a condition in the init file to not run on them.
×