Search the Community
Showing results for tags 'detection'.
Found 5 results
-
What does this mod do exactly? This mod enables you to simulate a biological attack (or anything in your imagination) within a user defined/placed area and the only way you can make it through it is if you have a certain set of gear (all user defined). This mod is modular and allows you to define any headgear/goggles/uniform/vest (check features list for more details) to be considered necessary gear for traversing the area and there is a detector with sounds when you are in the area (similar to a Geiger counter) so you know if you need to have your gear on or not. Create safe zones or vehicles as you please. Zeus integration through Achilles or Zeus Enhanced. The mod will have no outside dependencies, but will be compatible with ACE3 in the sense of how damage is applied over time to the player if ACE3 medical is enabled on the client. See also: JSHK Contamination Gear Missions: Operation Tombstone: Prelude Current version: PUBLIC v0.5.6 Notes/Updates on current version: -Zeus functionality is only present when you are running Achilles OR Zeus Enhanced along with CBA, while they are not dependencies on the overall mod they are required since I'm using their functions. -If you have an issue with the mod, please post or PM me so I can fix it in a timely manner! -I do not know how much time I can dedicate to this mod and its evolution, but I do hope to push updates with cool new features as time goes along. I appreciate your future patience. -I have done minimal MP testing on all fronts as I don't have access to a server like I once did. Please let me know if MP doesn't work... Other Notes: -Make sure that the classnames for the gear DO NOT have quotations in the module input and separate each class with a comma. -To bring up your detector, make sure it is in your active inventory (the watch slot) and press your WATCH key (default is 'O') Changelog: Features List(s): Media: Some of the community members I really can't thank enough for their help and their patience with my unpredictable schedule: Ltf: -Module icon picture -Mask overlay images -Gear textures Evil Organ: -Environmental Effects post process effects code (currently WIP) zagor64bz: -Main Modification Logo and Detector GUI Interface aspects Soolie: -Detector GUI interface and code Mr. Skellington: -For his work on CBRN Defense Units that he has graciously released for public consumption The Achilles Team & Zeus Enhanced Team -For their functionality allowing for custom modules to be made through Zeus on-the-fly DOWNLOAD and SUBSCRIBE: Note: I plan to only release on the Steam Workshop for Arma 3 and a mirror on Google Drive
- 152 replies
-
- 18
-
- contamination
- gas mask
-
(and 8 more)
Tagged with:
-
Enemy AI eye awareness marker
black_hawk_mw2_87 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, my fellow community friends! I have a very "strange" and at the same time interesting idea, having seen it in various FPS games. As you all know, in some games, during a stealth mission, the main character must stay in cover and undetected by the enemy... for at least as long as possible in order to complete a secret task or avoid being captured, being behind enemy lines. A little example is Battlefield 1, where the player was behind the German lines and had to stay hidden for the enemy for as long as possible and then, when detected, fight his way back to the friendlies. I was wondering if such a eye awareness (spotting) system can be somehow created, using all the information and possible commands, scripts and "magics" that exist among the community, no matter if they are vanilla ones or BIS'. For example: when an enemy is spotting the player or his teammates, the knowledge begins to arise a little, and a marker, like in those games I mentioned, starts to appear, changing also its color from white to red. By "knowledge" I mean "X knowsAbout player >..." And this would vary from 0 to the highest possible number, may be 4 in this case. So, we'd need a complex script, including all possible variants up to this highest number, which are checked one by one, and when they start to grow, this action would respond or represent the marker value and visibility on the screen, which means it also should get bigger and more red with the time. And, of course, if the player is no longer being spotted by enemy AIs, it should start to dissapear, using the same method backwards. Another command, reveal, also may come in handy, if it is possible to use it as well, or to combine both. I know it sounds complicated, but if such a marker is not possible to be displayed, how about any other kind of indicator, like an alarm, or anything else. A possible marker to use is the already existing one, by using the "use" button for marking something on the map, where a yellow marker with a sounds appears at the marked direction. So, do you think now that my idea sounds crazy... or it's a perfect new option to use in missions... 😉 -
check to see if my createVeh _bomb has exploded
ROTAHOE posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just want to know how I can run a check to see if my createVeh _bomb has exploded? -
I am wondering what is the range an AI will detect a gun being fired with a suppressor equipped? I want to make a mission where if the player gets detected while eliminating targets behind enemy lines, they will fail the mission. Therefore any insight into detection of suppressed gunfire by AI would be greatly appreciated as I cant find an existing forum which gives a simple answer to my question. Thank you.
-
headless client detection after reconnect
sarogahtyp posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys, in arma 3 there is an already opened issue. The issue is that a linux headless client (HC) which is connected to a linux game server gets kicked for signature timeout after some time. The command line parameter -cpucount=1 passed at HC start can extend the time until it gets kicked from some minutes (without cpucount=1) to some hours. In my case the HC gets kicked after nearly exact 3 1/2 hours. I wrote a script at my linux machine which reconnects the HC after it was kicked within a minute. Now the problem. I m editing a domination map created by Xeno to implement some minor features. I want that features executed at HC if it is connected. I know that I can detect HC with if (!isNil "HC_D_UNIT") then { _hc_present = true; }; Where HC_D_UNIT is the name of the HCs game logic. What Xeno did in his d_init.sqf is something like that: if (isNil "HC_D_UNIT") then { HC_D_UNIT = _this; }; _this represents the server which means if I try to detect the HC as mentioned above then _hc_present is always true because it points to the server now. I think Xeno did that to ensure that all work which is thought to be done by HC should be done by server if HC is not connected until a timout. I wont change Xenos code cause i dont know what depends on it. What I need now is another method to detect if the HC is present or not. Thank you for any advise.- 1 reply
-
- headless client
- detection
-
(and 6 more)
Tagged with: