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Found 8 results

  1. A3 Wounding System _________________________________________________by Psychobastard Hello, this wounding system based on the AIS Wounding Module from BonInf*`s Arma 2 version. Again this one based on the vanilla wounding module from BIS. (but it wasnt MP compatible) Well, essentially not a completely new stuff. But i think this was one of the best wounding systems we had with Arma. Cause i wont miss it in upcoming Arma 3 missions i rewrite and expand the system for further use. The greatest advantage i see in the system is that you dont realy die before the unit go in agony. (what happens by any other normal revive system) That fact give the mission designer the possibility to create non-respawn missions with a revive system, too. The second big advantage is the possibility for unconcious players by pressing "W" to roll on their jelly and crawl forward or empty their loaded magazine. The following short video i had made in the early alpha state of the development. (over 8 month ago) The effects are completely reworked since this days. Nevertheless you can watch the core features of the system well. Core Features: - Fully AI compatible revive system - Fully SP/MP, HC and JIP compatible - Teamswitch compatible - Setup file to change easy the behavior of the revive system - A lot of options to choose between arcade or a more realistically usage of medics - Option to select a realistic damage handling (die immediately by heavy explosions f.e.) - Injury state without dying immediately - Compatible for missions without respawn - drag, carry, drop and load injury units - Option to change damage tolerance - A lot of visual effects and discreet information’s around the gameplay - Unconscious units are able to roll on their jelly and perform simple actions - Most time consumption actions are visualized and can be aborted if needed - Markers and HUD show injury units on the map (if wanted) Attention! - Update from 24.06.2017 or later - If you are a mission designer who already use this revive system and want to update your mission: Newest version is a complete rewrite with new setup file and new functions. I recommend to test the mission before you release a update with the new AIS revive script package. Screenshoots: ais_setup.sqf: Readme and Documentation: Download sources: Steam GDrive Have fun!
  2. [CooP, TvT, CTI] Dissension Objective Kill the opposing team's commander. That's it. That's the primary objective. There are hundreds of secondary objectives, but this is the primary one. Features Downloads: Update Time! Several bug fixes - Removed all nonsteerable parachutes to fix game from freezing. 1st Attempt at preventing AI units from getting stuck All players can construct items off the same crate to assist in building bases (will still require own purchased HQ) Fix for towns that have only 1 person left to cap. (Towns that report only 1 remaining WITH A FULL BAR have simply not been initialized yet). Several other small bug fixes Dissension Altis V1.2 Dissension Tanoa V1.2 Dissension Source Files The steam version will be updated once I can figure out this issue here. AI Commanders These AI commanders are more than your "capture closest territory" formulas. They come with randomized personalities and army traits. Personalities: These will dictate how the AI choose to engage enemies. Some commanders will like all-out blitzkrieg strategies while others prefer more subtle approaches. Army Traits: These will determine what the commander prefers to create their army with. Every commander will have the basics, but some will prefer more infantry while others will prefer more tanks. These traits interact with many variables to create a unique experience each game. Each of these traits can drastically change the approach the commanders take to the battlefield. Perhaps one commander prefers settings traps and ambushing enemies, while another prefers a Blitzkrieg approach, while yet another prefers to sit back and let the artillery do the talking. AI Hate Humans AI commanders always have something in store for players. They like to adapt to what players are doing. If they notice you using a little too much air, they will just order (which takes resources) a lot of anti-air vehicles, planes, or whatever they'd like. They will match your force with equal force, if they have the resources. Simply steam rolling over the AI with numbers will not be enough - you will need strategy. You will need to attack the AI from multiple sides. Have fun trying to simply "drop" onto the commander to kill him. He doesn't like that. WORK AS A TEAM! Dissension offers an actual difficult Players vs AI challenge. You have to work together. AI Base Construction The AI commander will dynamically utilize squads to defend, patrol, and assault areas. The AI commander will deploy structures and respawn points in new locations to keep the travel time to a minimum for troops while also generously giving out vehicles to select AI squads to traverse the distance before and after combat. Even bodies of water are not a problem as AI will automatically use aircraft to transport units AND vehicles across great expanses of land or sea. Each spawned unit takes 1 ticket and costs resources. It is vital that the AI commanders can quickly expand and spend resources effectively to produce a steady stream of units. Player Base Construction Players can construct their own bases where they can respawn, sell vehicles, sell gear, purchase gear, and purchase vehicles. Be warned, AI will actively seek out player bases if they are too close. Base Destruction Base objects must be destroyed by placing "explosives" on them. If the explosive is not disarmed, it will...explode... and destroy the structure. Players must protect their structures against enemy players and AI alike, lest your base be removed from the face of the planet. Randomized Map Resources Dissension can run on almost any map that has multiple towns and is properly configured, with a simple copy and paste setup. In Dissension, you don't just fight over the towns, you fight over everything. See that interesting point on the map? Yeah, you have to capture that. See that random little island that most people forget about? Yeah, that needs to be captured, prepare for an island invasion. Each map grid, and each town, produce resources for the AI commander's war machine. The more towns/grids you capture, the more cash you get as well. Every town produces a randomize amount of all four resources (Oil,Power,Cash, and Materials). Every grid produces 1 random resource, based off what map objects are around that grid. Advanced UI Design Navigate every feature the game has to offer right from the convenience of a single screen. This UI was lovely crafted by Soolie, a master of ArmA UI design. Supply Lines As the battlefield expands, so does the commander's need for supplies. Supplies must be ferried by players to local structures. Delivering these supplies gives the commander a nice boost of resources and you get a nice cut of the cash as well. Recruit AI Recruit AI into your squad to help man vehicles or to take with you into a town! Every 10 levels gives you one additional AI that you can recruit. Custom Medical/Engineer/Sniper System This comes with a custom medical system. It's simple, but effective. Engineers get rewarded for doing their job, and medics get rewarded for doing their job. You just revived someone? Well here you go pal, here's some nice cash and a little bit of XP. You just got revived by a player without a medikit? Well you're up, but pretty bruised and slow. Well, a FAK will get you up to a decent speed...but without a medic you won't be healed completely. Are you a sniper? Well don't worry if you don't get a lot of kills - the further you can shoot that enemy standing stupidly in the open, the more money you can get! Custom rearm/repair/refuel system Ha! You thought you could just hop into an artillery piece and saturate the map with arty without paying for it, didn't you? Well not only do you have to pay for the artillery. You have to PAY FOR EACH ROUND. Yep. When you go to rearm, you get charged for every round. Ouch. Better make sure those rounds count. This holds true for repairing and refueling, it will cost you. Non-Restrictive Leveling System What's this? A leveling system in an ArmA mission that doesn't simply let you unlock weapons? Weapons that you already paid to have? So, what. Your fancy leveling system must unlock the right to access vehicles? No? Hm. What does it do? The leveling system simply allows you to gain access to unique abilities that do not offer a severe advantage over the battle field. The heavier abilities take time to level to and are costly. While the most frequently used lesser abilities take a few hundred $ and allow you to resupply your team more effectively. You get the idea. It's a fun way to watch yourself progress without it overriding what you do. The idea is simple: Give the player more things to play with, not return what they lost. Freedom of Movement Just like many other CTI missions, the players are free to do just about anything. Perhaps you enjoy helping the AI take towns. Or maybe you enjoy setting up ambushes on convoys or supply lines. The sky is the limit and Dissension aims to create a fun experience no matter where you go in the world. Squad Radar What? Another scripted squad radar? Big deal. Wait! This one is fancy, I promise. See? Hit backspace there. You see? You can filter through all sorts of different modes. You can see names, primary weapon, secondary weapons, unit roles, or even disable it! Vcom AI Vcom AI is baked right into the mission, SO DON'T RUN THE MOD WITH THIS. This means that the AI are vicious in attacking the players AND don't break the mission. Because it was designed around it by the guy who made the mod! Would you just look at that. I hope you like being mortared. Vehicle Customization Feel free to deck out your vehicles with whatever gear you want! Take advantage of ArmA's customizable vehicles. Would you like to have 12 GBU's on that plane? Well you can do that! If you can pay... Parameters, Parameters, Parameters Almost everything about Dissension is customizable. Just look at the size of these parameters! I'm sure there is more...but that is all I will put down for now. Come play! Join in on the fun! Help test! Have questions? Want to play with a group? Have suggestions? Want to pick a fight? Come to our Discord! https://discord.gg/gxc2Wzy I spent many, many, many hours on this project. Feel free to warm your cold heart by donating to a poor ArmA 3 coder: DONATE TO WARM MY COLD HEART
  3. Hello everyone, and thank you for taking the time. As the title suggests this is what I am trying to work out and I have been trying to learn and figure this out on my own for almost two weeks now. I have done many different tests and workarounds but not managed to solve it; What I am trying to create is a script that when any and all AI is killed, pre-placed or spawned, all numbers of a specific inventory item .. in this case first aid kits are removed. I don't want any of the enemies to have any first aid kits at all. In my case as a Zeus, I want to manage the number of first aid kits given to players on my own and that they will not loot them on bodies for themselves. - removeItem command solves the issue, but it also removes many other items. - removeItem(s) has not worked out during my testing either. - removeAssignedItems is not what I am looking for either. Some different attempts so far which has not worked: { if (!isPlayer _x) then { _x removeItems "vn_o_item_firstaid_01"; _x removeItems "vn_b_item_firstaid_01"; _x removeItems "vn_o_item_firstaidkit"; _x removeItems "vn_b_item_firstaidkit"; _x removeItems "Item_FirstAidKit"; }; } foreach (allUnits); if (faction _killed == "O_PAVN") then { removeItems "vn_o_item_firstaid_01" _killed; removeItems "vn_b_item_firstaid_01" _killed; removeItems "vn_o_item_firstaidkit" _killed; removeItems "vn_b_item_firstaidkit" _killed; removeItems "Item_FirstAidKit" _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; Any feedback is appreciated!
  4. THE KUNDUZ INSURGENCY AIS [SP/MP Coop-14] by 1-506Ranger STEAM LINK: The Kunduz Insurgency AIS ACE version utilizing ADV - Medical available here: The Kunduz Insurgency ACE The Kunduz Insurgency AIS is optimized for SP with Psycho's AIS revive system. This mission is MP coop ready, but instead of ACE, a number of immersion scripts and AIS make this a much more tolerable Single Player ALiVE insurgency experience as AI will heal the player (if AI teammates are not in direct contact) when you are down. READ THE MAP BRIEFING AND DIARY SECTIONS IN-GAME Features: AIS revive - nothing needed to stabilize and revive , first aid kit/medkit needed to heal smaller injuries. F/A 18 - 25 CAS sorties (JDAM and CBU only) available to Leaders only. FOB West - Independent 81mm mortars will fire at will in support of operations. If you see red smoke in an area of contact, withdraw to a safe distance. ALiVE Combat Support - Transport, CAS, and 1 x 105mm howitzer available for indirect fire support. BAF Ground and Air Service available at both FOBs for rearm and refuel ZLT field repair in effect, toolkit needed after 5 repairs. Troop recruitment available at both FOBs and US OP. SEE STEAM PAGE FOR REQUIRED AND RECOMMENDED CLIENT SIDE MODS Script Credits: *AIS Revive - Psycho *ArmaPhronk - CRS, Earplugs and IR Strobe *johnnyboy - JBOY Combat Up Down *JW Custom - Close Air Support Field System *Neko-Arrow - Mortars *Pokertour - ATM Airdrop *Psycho - AIS Revive *zealot111 - Realistic Field Repair *Quicksilver - QS icons ***Thanks to HeroesandvillainsOS for use of the core content of his ALiVE diaries (edited) - see map in-game for more information
  5. Alright, I'm going to preface this with I have barely any idea of what I'm doing. My coding experience is that I know enough to stumble around and copy and paste things to make them work, but not enough to write anything from scratch. My current project is telling an AI grenadier, to fire a smoke shell from his underbarrel grenade launcher, at the target he has been assigned by the group leader. Ideally I'd like this to be modular, so I can just shove it into the init of any grenadier I want to do that with. Bonus points if it's possible to have the AI only fire the smoke shells within a certain range. I've done digging for the past two days and came up with this. At first I had it in it's own .sqf file, but the game kept throwing errors so I did away with that and went straight for the Grenadier's Init. This code doesn't work at all. Currently it spams the console with "Suspending not allowed in this context". Which would be related to the sleep command. When I had it in it's own SQF it threw errors like "Error assignedtarget: Type Array, expected Object" or "Error Undefined variable in expression: this". I'm completely lost so any help would be appreciated.
  6. ADAPT SILENCERS TO COMBAT/STEALTH SITUATION Hi all, Did you remark that AIs don't adapt their muzzle sound suppressor (silencer) with the ordered situation (STEALTH / COMBAT)?. Here is a little code for adding/removing existing silencer on current weapon. Notes: - by "existing", I means the silencer must be on weapon or inside unit's gear. Furthermore, as you can start with an already equipped silencer and no more room in gear, this script will record that in a variable and will be able to re-fit the silencer on weapon instead of losing him due to the lack of room. (a kind of extra pocket). - MP compatible but I intentionally worked at idle for better performance. If your unit's localization (PC owning it) is supposed to change, You'll need to make the variable broadcast (adding true as 3rd parameter). And, that's for the specific case your unit need the "extra pocket". - players are not concerned, but it's easy, for automatic adapted muzzle, to remove the isPlayer condition. - for performance, this script is not "on each framed". It could be. I chose to fire the code using the "animChanged" EH. In some cases, the unit can start to fire without changing its animation. So, try to order the new behavior in advance (Anims often change anyway). - some silencer can be non-removable, hard-coded with model, or simply don't exist! There is nothing to do with that. It's up to you to choose the right weapon. Tested on Vanilla and CUP. For other mods, have your own test. This will depend on how silencer classes are named. version Nov. 20th 2018 parameters: NONE { _x addEventHandler ["AnimChanged", { params ["_unit","","_silencer"]; if (!isplayer _unit) then { if (isnil {_unit getVariable "MGI_silencer"}) then { _unit setVariable ["MGI_silencer",[]] }; _silencers = (items _unit select {["_snds",_x] call bis_fnc_instring}) + (weapons _unit apply {_unit weaponAccessories _x param [0, ""]} select {_x != ""}) + (_unit getVariable "MGI_silencer"); call { if (behaviour _unit == "COMBAT" && {isNull objectParent _unit} && {_unit weaponAccessories currentMuzzle _unit param [0, ""] != ""}) exitWith { _silencer = _unit weaponAccessories currentMuzzle _unit param [0, ""]; call { if (currentWeapon _unit isEqualTo primaryWeapon _unit) exitWith { _unit removePrimaryWeaponItem _silencer; }; if (currentWeapon _unit isEqualTo handGunWeapon _unit) exitWith { _unit removeHandGunItem _silencer; }; }; call { if (_unit canAddItemToBackpack _silencer) exitWith { _unit addItemToBackpack _silencer; }; if (_unit canAddItemToVest _silencer) exitWith { _unit addItemToVest _silencer; }; if (_unit canAddItemToUniform _silencer) exitWith { _unit addItemToUniform _silencer; }; (_unit getVariable "MGI_silencer") pushBackUnique _silencer; }; }; if (behaviour _unit == "stealth" && {isNull objectParent _unit} && {_unit weaponAccessories currentMuzzle _unit param [0, ""] == ""}) exitWith { {_unit addWeaponItem [currentWeapon _unit,_x]} count _silencers; _silencer = _unit weaponAccessories currentMuzzle _unit param [0, ""]; if (_silencer in (_unit getVariable ["MGI_silencer",[]])) then { _unit setVariable ["MGI_silencer", (_unit getVariable "MGI_silencer") - [_silencer]]; } else { if (_silencer in items _unit) then {_unit removeitem _silencer}; }; }; }; }; }] } forEach (playableUnits + switchableUnits);
  7. Hi all, Did some one experience AIs in group player, SP/MP Vanilla mission, can be stuck in enterable buildings? It seems to me BI did some works about AIs while player (leader) falls unconscious. With weird results as new AI leader orders some targets to the unconscious, make AI's group disembarking,... But my problem is more specific: AIs in player's group can find path inside BI buildings and barracks (ordered or not). They enter, fine, but they never get out... Ai's are stuck whatever you order: regroup or go to there... You can see that the move order is taken into account: "move" appear on command bar and the unitReady shifts to false... but after some seconds, the stuck unit(s) are back to "ready" on the command bar and unitready true, without making any attempt to get out. I hope this is clear enough. Thanks for similar experience and possible workaround.
  8. OPERATION BOLD SWEEP BY 1-506Ranger and JoeBeast STEAM LINK: OPERATION BOLD SWEEP Do you love the Unsung Mod? Then you're going to love this mission on Prei Khmaoch Luong! This mission was inspired by this video: The Stoner Machinegun: A Navy Seal Remembers I've task organized a Seal Team based on LDCR Walsh's descriptions and loosely based the missions off of the operations he describes. Notes for SP/MP: READ THE MAP BRIEFING ADMIN You must play in the Team Leader position. The mission uses AIS Revive. You will have one non-playable AI unit medic that you can order to revive other playable slot AI team members, or Players. All of the playable slot AI will try to revive YOU if you are incapacitated, but it is not a 100% guarantee they will get to you if in contact. The playable slot AI will respawn in place after the revive period of AIS has run out. DO NOT LEAVE any playable slot AI teammates behind as ALL must be present for the final extract...if you make it that far. Also, only the Team Leader and RTO can call for resupply via 0-0 Bravo. HALO to re-enter the battle if needed is via ATM-Airdrop, pick your drop zone carefully, or you will get busted up in the trees and be right back at the respawn having to listen to CSM Grissom - again! To Play in SP: Multiplayer > Server Browser > Host Server > Host=LAN > HOST SERVER || Select Map (Prei Khmaoch Luong) and Mission (OFG_SP_BOLD_SWEEP > Start Known Issue Workaround Arma being Arma, playable slot AI may get stuck in buildings on this map. The Team Leader slot can use Radio 0-0-6 (Golf) to turn ON AI Fast Regroup if AI are more than 50 meters away and stuck. Once regrouped make sure to use Radio 0-0-7 (Foxtrot) turn OFF AI Fast Regroup. SITUATION Enemy Forces: Heavy VC and NVA presence in the AO as they guard the main supply route into the South along the Cambodian border. Expect the enemy to conduct robust patrol operations, man fixed sites, run local intelligence gathering and possible corrdinated attacks on Friendly units. Friendly Forces: USMC and other Seal units are currently operating in the AO. MISSION Sandman, your Seal Team will conduct various special operations in order to interdict all VC and NVA activities in the AO. Operations: *Movement to Contact: React to Near Ambush React to Far Ambush Prepare Hasty Ambush Break Contact React to Indirect Fire *Conduct Raid *Collect Intelligence *Destroy Cache Site *Conduct Link Up operation *Conduct River Boat operation *Conduct Overwatch and Support by Fire *Conduct Demolition operation *Conduct Deliberate Ambush *Perform Resupply *Hasty Extraction Recommended Client Side Mods: Enhanced Soundscape https://steamcommunity.com/sharedfiles/filedetails/?id=825179978 Enhanced Movement https://steamcommunity.com/sharedfiles/filedetails/?id=333310405 No Weapon Sway https://steamcommunity.com/sharedfiles/filedetails/?id=570118882 Scripts: ArmaPhronk - CRS and Earplugs Neko-Arrow - Air Drop, Mortars and Supply Pokertour - ATM Airdrop Psycho - AIS Revive Quicksilver - QS icons Kronzy - UPS Voice Actors from OS Tactical: Scout.ks - Striker Smith - CSM Grisson Papernut - Viking Like - Subscribe on Steam!
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