diwako
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Everything posted by diwako
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Hey there! A rework of my anomaly mod, which adds new features, bugfixes and tons of improvements. Started out as a small side project of mine to add anomalies found in the STALKER game series, got reworked and redone a few times, then left in the corner for a while before finishing the work on it and pushing it to the workshop. As the name suggests, this mod adds the ability to add anomalies found in the STALKER game series. On its own the mod does nothing. But mission makers and zeuses can use this mod to add them to their missions. This project aims to be compatible with addons CBA and ACE. It works in single and multiplayer. It tries to use as much content as vanilla offers and does not need any addons besides CBA. Additionally, some items have been added and this mod uses the CBA settings framework. GitHub If you like this idea and want to contribute, just do a pull request. Currently in Anomalies: - Burner - Comet - Electra - Fog - Fruitpunch - Meatgrinder - Psy Discharge - Springboard - Teleport Anomaly detector It is possible to throw bolts with a custom model System to show anomalies only around players to save those scarce FPS CBA Settings support Zeus Enhanced support Support for ACE medical and ACE interactions Anomalies place able from the editor! Usage for mission makers: Wiki page can be found here Still work in progress! Some Media: Springboard https://i.imgur.com/ftjEsdN.gifv Meatgrinder https://i.imgur.com/a25OGBs.gifv Electra https://i.imgur.com/SicHdcp.gifv Burner https://steamuserimages-a.akamaihd.net/ugc/902274230650430383/D9E7D3937D4A7167E90198F29F1F348EC31DB88D/ Teleport https://i.imgur.com/C84EIBI.gifv https://i.imgur.com/eEBL8Zb.gifv Fog https://steamuserimages-a.akamaihd.net/ugc/912422351864279847/74FA084ACE8A8F585E0827E09C7C8FD7686E82D5/ Downloads Rework version https://steamcommunity.com/sharedfiles/filedetails/?id=3351980695 https://github.com/diwako/stalker_anomalies/releases Legacy version Steam workshop (Mod version) https://steamcommunity.com/sharedfiles/filedetails/?id=1383903166 Armaholic - !Out of date! http://www.armaholic.com/page.php?id=33602 I hope you like and use them. I also hope for people contributing 😉
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[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Which part of the mod? I would be add that rather to the wiki over at the github repository. -
As per the last posts, we have established these things: Lambs switches the loaded ammo of vehicle mounted weapons based on enemy type. The configs relating to magazines of these weapons are on the vehicle and weapon classes. The magazines are stored in a long array. The magazines are sorted in a particular way by using the ammo’s warhead type in vanilla. Lambs uses the sorting schema which every vanilla vehicle and vehicle mounted gun uses. Lambs uses the list in reverse as the type HE is dead last in the sorting Lambs is developed using the vanilla base game and CBA. Now RHS is loaded Modded vehicle and gun is used. Magazines of modded vehicle are not sorted as they are in vanilla. Again, Lambs is developed using the vanilla base game and CBA and will use the vanilla convention on how these magazines are sorted. Is this a major issue? No, as that sorting usually just affects when the ammo shows up in the scroll wheel menu to switch to it. In this case the canister shot is sorted in the way that it is the first warhead type of type HE in the reversed filtered list of HE munition. Solution, either unload the canister shot magazines or make a small patch mod to set the correct ordering of the magazines in the vehicle.
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[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
New release ## What's Changed * Update French Translations by @markanlb in https://github.com/diwako/stalker_anomalies/pull/28 * Add blowout psy sky texture rotation by @diwako in https://github.com/diwako/stalker_anomalies/pull/33 * Add line of sight check against units for comet anomaly by @diwako in https://github.com/diwako/stalker_anomalies/pull/30 * Enhance springboard and meatgrinder effects by @diwako in https://github.com/diwako/stalker_anomalies/pull/34 * Fix ACE fire implementation for burner and comet by @diwako in https://github.com/diwako/stalker_anomalies/pull/35 * Fix ACE advanced throwing, create bolt on server for anti cheat compat by @diwako in https://github.com/diwako/stalker_anomalies/pull/32 * Fix electra vehicle damage by @diwako in https://github.com/diwako/stalker_anomalies/pull/29 * Fix fog anomaly not working on vehicle crew by @diwako in https://github.com/diwako/stalker_anomalies/pull/29 * Fix nil error when deleting teleporter during cooldown by @diwako in https://github.com/diwako/stalker_anomalies/pull/31 * Greatly reduce idle sound proxy objects by @diwako in https://github.com/diwako/stalker_anomalies/pull/36 * Improve effect sync for most anomalies by @diwako in https://github.com/diwako/stalker_anomalies/pull/29 * Refactor code by @diwako in https://github.com/diwako/stalker_anomalies/pull/29 * Rework comet activation logic by @diwako in https://github.com/diwako/stalker_anomalies/pull/37 **Full Changelog**: https://github.com/diwako/stalker_anomalies/compare/2.2.0...2.3.0 Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=3351980695 https://github.com/diwako/stalker_anomalies/releases/tag/2.3.0 -
for the first part: The switching to another ammo type is not always the case, in case of immediate danger the gunner just uses what ever they have loaded. Maybe in some of your cases the canister shot has already been depleted, or maybe the vehicle does not have canister shot magazines, or the order of magazines in the config is different. And no, 40mm shotgun is not a hand shotgun sized thing. Imagine holding a cartridge with the diameter of 4 centimeter in your hand, you do not wanna shoot that free handed. While 40mm grenades are "low power", there is a reason why canister shot is mostly available only in mounted weapons. For second part, the "not fixing part". It is a Sisyphean endeavor if we start adding exceptions to the logic, which uses the vanilla config conventions as a base. First we add RHS, then CUP, then other mods and so on. Who maintains all of those compats? Basically work without end for something that can be done via a small patch mod, while simple, you will have to go through all configs of all the mods and see where this issue can crop up. And frankly, I prefer to spend my time otherwise.
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Just checked out what is going on. I can say Lambs behaves as it should. It is just config fuckery in the end. So let me explain. The AI gunner in the MK19 sees squishy foot mobiles. Lambs will kick in as that is perceived danger. We check what kind of ammo the gunner has loaded in the turret. As those are squishy foot mobiles, we want HE rounds. To get those rounds, we check the vehicle’s magazines, the weapon’s magazine and filter per warhead type. Then we reverse the order of the found ammo types as vanilla sorts them in reversed order. This all happens, the gunner finds an ammo belt of HE warhead types, switches it to it. Now here is the fun part. RHS has the canister shot the "RHS_48Rnd_40mm_MK19_M1001" magazine with its "rhs_ammo_mk19m3_M1001" bullets marked as HE. These rounds are basically just a 40mm shotgun. The grenade gets fired, then ""explodes"" (there is no vfx for this, again, glorified big shotgun) into many many submunitions of type "rhs_ammo_flechettes". That is why you see no boom, but many small impacts in your video. Will we fix it? No, there is nothing to fix on our end. We just use what the config gives us, and we code against vanilla config conventions. Someone (as in not me or other lambs authors) can make a compat mod that fixes the ordering of the vehicle’s magazines config array. Quick fix is to unload the canister shot magazine, so the AI will not switch to it.
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[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
New release ## What's Changed * Add APS medical and custom medical support by @diwako in https://github.com/diwako/stalker_anomalies/pull/25 * Add vanilla gas masks to the gasmask setting default by @diwako in https://github.com/diwako/stalker_anomalies/pull/26 * Fix electra anomalies not adhering to the `anomaly_ignore` flag by @diwako in https://github.com/diwako/stalker_anomalies/pull/27 **Full Changelog**: https://github.com/diwako/stalker_anomalies/compare/2.1.1...2.2.0 For the custom medical support, please refer to this wiki entry https://github.com/diwako/stalker_anomalies/wiki/Medical-System-Support Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=3351980695 https://github.com/diwako/stalker_anomalies/releases/tag/2.2.0 -
[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Really small update fixing the psy discharge in MP and updating Polish translations Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=3351980695 https://github.com/diwako/stalker_anomalies/releases/tag/2.1.1 -
[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Update released * Add French translations by @markanlb * Add support for multiple teleporters per id. by @BAXENdev * Add onEnter and onExit code hooks to the teleports by @BAXENdev * Add anomaly activation CBA events by @diwako * Add blowout module by @diwako * Add option for blowout to affect NPCs by @diwako Media: Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=3351980695 https://github.com/diwako/stalker_anomalies/releases/tag/2.1.0 -
[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Small update released Add Polish translations by @genjonakasone in #11 Add hint on misusage of the comet module by @diwako in #15 Fix some function header descriptions by @diwako in #12 Fix localization on ACE actions by @diwako in #14 Fix deleting anomalies leaves sound behind by @diwako in #13 Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=3351980695 https://github.com/diwako/stalker_anomalies/releases/tag/2.0.1 -
[RELEASE] STALKER-like anomalies
diwako replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, long time no see. I have reworked my mod, it is now on a more modern standard, has gotten all kinds of bugfixes and added some more stuff. Version 2.0.0 Rework of original mod Added tons of new CBA settings regarding anomalies and the detector Added Comet anomaly Added Psy Discharge anomaly Tons of bugfixes and improvements Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=3351980695 https://github.com/diwako/stalker_anomalies/releases/tag/2.0.0 -
Summary This clientside mod shows a compass in the bottom middle of you screen and a list of people in your current squad. It is made with SQF commands which recently have been added to Arma3 and where not available back in the days of Arma2 or early Arma3. Meaning no weird workarounds with map elements are needed anymore which just eat more frames. A strong point of this UI is its customizability and its many features are all settable with CBA settings. This mod is made as an alternative to STHUD (not the full STUI suite). Screenshots https://imgur.com/a/oNYnMAg Features Scaling Rescale the UI elements in CBA settings, text can be rescaled on its own as well! Font Choose which font is used in the UI Icon Styles Choose which icon style should be used Color Schemes Choose the colors that are used throughout the UI Compass Styles Choose how your compass should look like Choose which UI elements should be shown Enable or disable the Compass or Namelist on the fly, both or individually. Keybind to hide the UI is included Show the Bearing On Top Of The Compass Or don’t, you choose. Also possible to show milradians! Adjustable Compass Range Change the range of the compass on the fly either via CBA settings or keybindings Compass Refresh Rate Do not want to update the compass every frame? Choose the refresh rate of it! Compass Unit Occlusion Time to get lost in the jungle again! Namelist Text Size Change the size of the text of the squad name list. Smaller means more units will fit into one column! Buddy System Designate someone in your squad as your buddy, they will get their own icon so you will always find each other Show Unit Ranks SQL just died? No problem, Keybind included to see who is the next in rank Make your own styles Color, icon and compass styles on mission level are supported! Translations Currently English, French, Czech, German, Korean, Japanese, Polish and Portuguese are supported. You can help expand this list or fix things up! ACE3 Support Playing with ACE3? Support in terms of unit classes and ACE interactions have been added! ACRE and TFAR (1.0 beta) Support Additional support for popular radio mods, such as indicators when someone is speaking And more in the future! Special Variables DUI has a special variable mission makers can use. diwako_dui_special_track Array of objects in missionNamepace. Every unit or vehicle in this array will be tracked on compass. Be aware that this might be a performance issue if too many objects are added. Be also aware that you do not add a unit that is already in your squad, or else you have 2 icons for that unit. FAQ Q: What does DUI mean? A: I leave that up to you 😉 Q: Possible more icon, color or compass styles in the future? A: Sure, I am very open for suggestions and people helping to make some Q: I found a bug, where do I report it? A: Best post that to the GitHub page, makes things easier to organize Q: Can you add this feature? A: Head over to the GitHub page and request it in the issue tracker Q: Hey, I am from server XYZ can we use this mod? A: Sure! Keep the license in mind tho Q: How do I use the buddy system? A: Be in the same squad with your person of choice, look at them and be close to them. It will appear in your scroll wheel menu. If you use ACE3 however, you have to ACE interact with that person! Q: The namelist cuts off early, cannot see the last name in a column, is this a bug? A: I consider it not really being a bug as you can change the scaling for the namelist in CBA settings. Scale the text up or down under category "Namelist". Q: Does the namelist support more than 12 people A: Yup, not sure why you have that many people in one squad, but yeah. As long as your screen has width. Q: Can I move the UI elements around? A: Yes! You can edit it in the layout editor! Best refer to the bottom of this post Downloads GitHub Steam Workshop
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Small bugfix release * Change `radar_enable_seat_icons` Setting to List by @mrschick in https://github.com/diwako/diwako_dui/pull/228 * Fix wrong default font for nametags by @diwako in https://github.com/diwako/diwako_dui/pull/229 https://github.com/diwako/diwako_dui/releases/tag/1.11.1 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
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Armor Plates System - Standalone Alternative Medical System
diwako posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Standalone Arma 3 Alternative Medical System Features Many settings to fit your play style Lightweight ACE features support Own revive system (Only when ACE medical is not loaded) UI and QoL additions ACE medical rewrite support (WIP) Info - Standalone mode The Armor Plates System (APS) is at its core a stand-alone medical system. It is meant to abstract Arma 3’s vanilla damage and streamline the vanilla medical system. It draws inspiration from COD MW Warzone’s medical system and allows you to put ceramic plates into your vest which act as additional HP. Originally this system was created to accommodate the play style used by the streamer Beagle over at https://www.twitch.tv/beagsandjam/ , though as usual I want to share this with the whole community. This system gives each unit health points (HP) which will be reduced by incoming damage. The armor plates have their own amount of HP which will act as a layer above the unit’s HP. The unit will only take damage if the ceramic plates in the unit’s vests are fully destroyed. The ceramic plates themselves are an inventory item that needs to be inserted into vests to provide protection. In order to put a ceramic plate into your vest, you must have a ceramic plate item in your inventory and press and hold the key bind to perform the action (default: T). This keybind can be changed. This mod also includes new UI elements such as damage direction indicators, on-hit sound indicators, and downed icons in 3D space. These are meant to aid newer players or help players make sense of a chaotic battlefield. All of these features can be disabled or customized under “Armor Plates System” inside Addon Options. Your unit’s HP and armor plates are shown beneath the stamina bar. Switching units and even remote controlling them with Zeus is supported. The armor plate color can be adjusted in “Addon Options” while the rest of the colors will use your current HUD settings. This system makes heavy use of CBA settings, allowing server owners or mission makers to make players or AI as tanky or brittle as you’d like. If you are playing a mission that is incompatible with this system or uses its own medical system with it, you can simply disable the Armor Plates System, restart the mission, and play the mission without this mod interfering. However, ALL of the mod’s features will be disabled! Info - ACE Medical mode When ACE with its medical components (rewrite and NOT old medical!) is loaded, APS will switch its standalone arcade mode to a more realistically one. In this mode the plates in your vest will only protect from gunshots and blunt force to your torso. If your limbs or your head gets hit, it will react as ACE medical normally would. There will not be any unit HP either, as this does not fit into the ACE medical system with its structural damage and blood simulation. Many of the standalone mode’s features will be disabled, some feedback features will be still available, but turned off by default. Ceramic plates now have a certain thickness (settable in addon options) which bullets can penetrate and bleed damage to the lower plates, or to your torso. Ceramic plates are also getting destroyed faster the less integrity (health) they have left, making it more likely that a gunshot will damage deeper protective layers. Overall, this will make units with ceramic plates in their vests more survivable, but only temporarily as the plates can be destroyed. Damage to units without any plates will behave the same as ACE medical. Going for the head will still work as before. Feature requests and Bug reports Please use the GitHub link below and create issues for enhancement requests or bug reports. It makes it a lot easier to keep track of these things. GitHub: https://github.com/diwako/armor_plates_system Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183- 23 replies
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Armor Plates System - Standalone Alternative Medical System
diwako replied to diwako's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update released ## What's Changed * Add low poly plate model by @Alien314 in https://github.com/diwako/armor_plates_system/pull/108 * Add Plate transfer/CBA Loadout events for mod compatibility, Vest blacklist setting by @Alien314 in https://github.com/diwako/armor_plates_system/pull/109 * Add Zeus modules for malus reset/plate fill / Fix HandleHeal by @Alien314 in https://github.com/diwako/armor_plates_system/pull/114 * Add Polish translations by @genjonakasone in https://github.com/diwako/armor_plates_system/pull/115 * downState global event / Unlock Heli controls when downed by @Alien314 in https://github.com/diwako/armor_plates_system/pull/116 * Expand regen settings/Add settings for items needed to heal or revive by @Alien314 in https://github.com/diwako/armor_plates_system/pull/117 * Add Command Menu/Medical structure actions for APS stuff by @Alien314 in https://github.com/diwako/armor_plates_system/pull/118 * Add Korean translation by @Psycool3695 in https://github.com/diwako/armor_plates_system/pull/119 * ACE damage handler update for compatibility with ACE3 3.16.0 by @Zman6258 in https://github.com/diwako/armor_plates_system/pull/123 * Updated some simplified Chinese by @Augustakit in https://github.com/diwako/armor_plates_system/pull/126 * Fix Hemtt linting warnings by @diwako in https://github.com/diwako/armor_plates_system/pull/128 * Fix error in server log regarding plate ui by @diwako in https://github.com/diwako/armor_plates_system/pull/129 * Fix using END key in zeus on units by @diwako in https://github.com/diwako/armor_plates_system/pull/130 Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 https://github.com/diwako/armor_plates_system/releases/tag/0.10.0- 23 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
diwako replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As per ACE3 discord announcement -
Update version 1.11.0 This update is mainly a maintenance update. The tool chain has changed a bit, compiling SQF files has improved, figured to include these improvements into this release. Talking features, only 3 features have been added: - Ability to select custom fonts, that includes fonts from mods. Be aware that this might cause issues - Setting to hide vehicle related icons from the name list, will always show infantry only icons - Setting to always show squad unit numbers, useful for selecting units as squad leader ## What's Changed * Add meta.cpp to GitHub release by @diwako in https://github.com/diwako/diwako_dui/pull/225 * Add setting to always show unit selection number for SP players in namelist by @diwako in https://github.com/diwako/diwako_dui/pull/224 * Add setting to hide if a unit is in a vehicle from namelist by @diwako in https://github.com/diwako/diwako_dui/pull/223 * Add test mission for hemtt by @diwako in https://github.com/diwako/diwako_dui/pull/227 * Extend font setting to use custom fonts by @diwako in https://github.com/diwako/diwako_dui/pull/222 * Fix helm linting warnings by @diwako in https://github.com/diwako/diwako_dui/pull/221 * Minor code improvements and optimizations by @diwako in https://github.com/diwako/diwako_dui/pull/226 https://github.com/diwako/diwako_dui/releases/tag/1.11.0 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
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Armor Plates System - Standalone Alternative Medical System
diwako replied to diwako's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey it has been a while. I do need help testing a new release candidate. Download and info what has changed can be found here https://github.com/diwako/armor_plates_system/releases/tag/0.10.0_rc1- 23 replies
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This script adds an additional layer to ACRE2's signal calculation which allows to modify the output power and receive power of radios on the fly. With this script it is possible to either boost or jam a signal from any specific unit. The script will allow setting custom modifiers to units to modify the unit’s radios receiving and sending power. Just copy the script folder into your mission folder and edit your description.ext's CfgFunctions class like in the example. With this the custom signal calculation is active! You will not be able to boost your radio signal across the whole map with this! ACRE2's algorithm has some hard limits for radios! Dependencies ACRE2 CBA Media: Examples: Boost sending and receiving power player setVariable ["acre_send_power", 1000, true]; player setVariable ["acre_receive_power", 1000, true]; Make it impossible for the unit to receive any radio comms while still able to talk over comms player setVariable ["acre_send_power", 1, true]; player setVariable ["acre_receive_power", 0, true]; Make it impossible to talk over radio but still be able to hear radio comms player setVariable ["acre_send_power", 0, true]; player setVariable ["acre_receive_power", 1, true]; Degrade signal so badly that being 200 meters away is already completely garbled on the 343 player setVariable ["acre_send_power", 0.00001, true]; player setVariable ["acre_receive_power", 0.00001, true]; Using the signal jammer script designed to be used on radio tower objects, more information here: /* // example for setting up a radio jammer zone // Params: // 1: object which is jamming // 2: Jamming strength in mW // 3: Array of frequencies jammed, Array in array possible, notation is [start frequency, end frequency] // 4: Effective zone, distance to jammer which fully applies the full jamming strength // 5: Falloff zone, zone in which units are still affected, but the strengths gets linear worse of the jammer */ private _trigger = [antenna, 5000, [[0,9000],9002], 50, 10] call diw_acre_fnc_createRadioJammer; Download: https://github.com/diwako/ACRE2-Custom-Signal-Calculation
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Update version 1.10.0 ## What's Changed * Korean Translation stringtable.xml by @Ted0007-123 in https://github.com/diwako/diwako_dui/pull/206 * Re-add ACE Name support by @diwako in https://github.com/diwako/diwako_dui/pull/210 * Fix typos and german translation update by @Alf-Melmac in https://github.com/diwako/diwako_dui/pull/211 * Minimally improve namelist position calculation by @diwako in https://github.com/diwako/diwako_dui/pull/213 * New Icon "Everlight" Style by @CypherV0 in https://github.com/diwako/diwako_dui/pull/215 * Upgrade to latest hemtt by @diwako in https://github.com/diwako/diwako_dui/pull/216 # Beginning with this version, NEW SERVER KEY PER VERSION! https://github.com/diwako/diwako_dui/releases/tag/1.10.0 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
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Hey everyone, I made a CBRN script that uses the new Contact assets for a mission for the group I play in. Thought I could isolate it and share it for others to use as well. This is open source and licensed under APL-SA. I will be accepting pull requests, feature requests and bug reports. Preferably on the GitHub page :) https://github.com/diwako/diwako_cbrn Script info Mission script to add an arcadey CBRN mechanic into an Arma mission. This script is not meant to be realistic, as breathing in 2 seconds of some bad smell air causing death is not fun on a gameplay level. However, you can tune down the max CBRN damage to get this effect if you really wish! CBRN threats are abstracted into 4 threat levels which are color coded by green, yellow, orange and red. Threat level diagram, all threats level requirements stack: Green: No CBRN gear need Yellow: Gas mask needed Orange: Supply of fresh air needed Red: Full CBRN suit needed This script comes with a custom gasmask overlay, breathing sounds and custom low oxygen warning sounds. Features Custom gas mask overlay Breathing sounds Working oxygen tanks Threat meter UI CBRN threats are abstracted into 4 threat levels CBRN threat zones JIP compatible Custom CBRN damage, works with ACE and vanilla medical Configurable values via missionNameSpace variables More information and example mission on the GitHub page! https://github.com/diwako/diwako_cbrn Disclaimer the threat zones are invisible, you can only detect them with a threat meter device Requirements CBA_A3 and ACE ACE for the interactions, info screens and medical pain integration. Installation Download the latest release Copy paste the whole script folder into your mission Adapt the description.ext classes CfgFunctions, CfgSounds, RscTitles, Extended_PreInit_EventHandlers, and Extended_InitPost_EventHandlers Change variables in postInit or init.sqf if required Screenshots Download: https://github.com/diwako/diwako_cbrn/releases
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[Release] ACE Punish unknown/enemy weapon script
diwako posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
ACE Punish unknown weapon Description: A script that punishes picking up unknown/enemy weapons by degrading their efficiency! As a mission maker and player, it is generally known not to pickup enemy guns for multiple reasons, such as being able to ID enemies easier. During my time playing this game I saw multiple ideas how to limit players form picking up enemy guns. Most revolve around the idea of just straight up removing guns and ammo from dead enemies or even enemy guns from a player’s inventory. This would also means running out of ammo as a player with no other way to resupply then looting enemy or friendly corpses will render you defenseless. I’ve been in similar situations like these before and all I could do was hope my squad would not run out of ammo or some other squad would safe us. So, I started thinking of a way to discourage players form picking up enemy weapons, but not outright remove the option for them. As a solution I came up with a system which makes enemy weapons less efficient and still usable, but it comes with a risk. In general, unknown weapons will be less accurate the more the heat up, they are prone to jam more then your starting weapon and reloading can fail, so you have to reload again. (This is to simulate longer reloading times as it is not possible otherwise in ARMA) The earlier mentioned risk is that such an unknown weapon can have a rare fatal chamber failure when jamming and it will basically explode in your face and makes the weapon itself unusable. By no means is this script meant to be realistic. For me it is a gameplay mechanic and I treat it that way as well. Thus, it is really only meant to be used in COOP missions as the unknown weapon list is global to all players! Requirements: In order to use this script, you need to run these mods alongside it: CBA ACE Overheating Installation and configuration: Copy over the contents of the “scripts” folder into your mission folder, add or edit your mission’s config settings in description.ext according to the example mission. Installation is done. Any configuration will be done within Eden editor and in Settings -> Addon Options -> Punish unknown weapon For mission makers: Here is a small rundown what which setting does and how in general this script works. Enable: Enables the script on mission start. Wait after mission begin: This script will add all primary weapons from any player after the set time to the known weapon array and propagate it to all players and jips. Jips will send after 30 seconds (so custom loadouts can be applied) their current primary weapon to the server and it will add it to the known weapon pool and clear any disadvantages from other players for that weapon. Add weapon dispersion: Adds a flat value ON TOP of ACEs dispersion value. This makes weapons less accurate. Add jam chance: Adds a jamming percentage ON TOP of ACEs jamming chance. Reload failure chance: Chance of a reload failure for an unknown weapon. Chance to destroy weapon on jam: If a jam event occurs this is the chance that the weapon will straight up explode and hurt its current user. Add more weapons: In case players do not have all their weapons on mission start, you can add weapon classes comma separate and WITHOUT whitespaces to this input field. Those weapons will be added as known weapon. Add briefing entry: Adds a Diary entry to the briefing menu warning players that this script is activated. Enable propagation: Enables if the server should collect weapon class names from players and add them to the whitelist. This is an advanced option and only experienced mission makers should use this. This option could be used to set up a play scenario for TvTs for example. Variables This script uses some variables which are not listed inside the addon options menu. diwako_unknownwp_local_weapons: This is a local array which ADDS to the whitelist from the server. It can be used to give units of choice more weapon choices without penalty. This is an advanced mission maker variable as there are rules for this variable. Only strings are allowed Every string MUST be fully uppercase No whitespaces in class names Must be filled on mission start for the unit, mid mission not supported! Download https://github.com/diwako/ACE-punish-unknown-weapon/releases https://steamcommunity.com/sharedfiles/filedetails/?id=1549103861 -
Since when did we accept money???
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So do I wear black on the funeral or not? Some say you should check github activity, but some say it is dead. The existence of the dev branch is also a mystery for most.
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What ever that pop up is, it aint from this scirpt i am afraid.