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diwako

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Everything posted by diwako

  1. 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
  2. Could be an issue with dodging inside of buildings, unsure atm.
  3. 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
  4. 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
  5. 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.
  6. 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
  7. 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.
  8. 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.
  9. 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
  10. 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
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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
  22. 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
  23. 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
  24. @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.
  25. We have some code snippet pinned in our discord to add new mags to AI. Just need to put that into init.sqf ["CAManBase", "Reloaded", { params ["_unit", "", "", "", "_oldMagazine"]; if (isPlayer _unit) exitWith {}; _oldMagazine params ["_type", "_roundsLeft"]; if (isNil "_type" || {_roundsLeft > 0}) exitWith {}; (_type call BIS_fnc_ItemType) params ["_magType", "_magLoadedWith"]; if (_magType != "Magazine" || {!(_magLoadedWith in ["Bullet", "ShotgunShell"])}) exitWith {}; _unit addMagazine _type; }, true, [], true] call CBA_fnc_addClassEventHandler;
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