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GF Blood Stains and SFX LITE Script by GEORGE FLOROS [GR] WARNING!!! This AddOn increases seriously the gore factor in ArmA. It is not recommended for use by children under the age of 15 years. Description: GF Blood Stains and SFX LITE Script , configurable scripts. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Blood Stains and SFX Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: This is the LITE version of the original Script: GF Blood Stains and SFX Script http://www.armaholic.com/page.php?id=34097 https://forums.bohemia.net/forums/topic/217136-gf-blood-stains-and-sfx-script/ Everything is created as a standalone script , in order to have the possibility , to use also the desired scripts only. 1. GF_Bleeding_LITE script : The Bleeding starts when the health is on 80% , for some random time and amount of Blood. 2. GF_Blood_Pool_LITE script : There is an option for normal size Blood Pools and Large. There is an option to spawn Flies when killed . 3. GF_Blood_Pool_BIS_Blood script This is including the BIS Blood from BIS Orange DLC , when a unit is killed. There is an option to spawn Flies when killed . 4. GF_Blood_shot_LITE script : Blood , for every shot dealt. 5. GF_Particles scripts This is including a Blood particle when bleeding or killed. 6. GF_SFX scripts This is including some custom and game SFX . GF_SFX_Bullet_Impact for the bullet impact at the bodies . GF_SFX_Killed_LITE hear a pain sound when killed . GF_SFX_Screaming for the units when they are getting shot . Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40157 Armaholic GF Blood Stains and SFX LITE Script
Hello there Arma community (and developers)! Is there any way to assign costs directly to groups (of units) such as OIA_InfSquad and so on? Well heh, actually I know that it is possible: you just declare the costs of individual classes in the cost table and then call it with bis_fnc_curatorObjectRegisteredTable; That does work so long that when I place a vanilla infantry squad for example the CSAT one, the individual costs I've set will get summed up and then subtracted from the total amount of available Curator (Zeus) points. Why is it then that when I declare individual class costs for a game modification such as Iron Front lite placing individual soldiers works as intended (the set points get subtracted) but when placing a group that consists of those same individual soldiers no curator points get subracted Shouldn't the game handle modifications the same way as it does with vanilla game's groups? That is, when placing a group of units -> sum up all the individual costs and then subtract the total amount. So what gives? Might this be an issue with the base game or the modification I'm using.. or maybe I should declare some additional stuff somewhere that I just currently don't know what to declare and where. I even tried to declare cost (0.9) for LIB_GER_infantry_squad in the very same list where I have set costs for the individual soldiers but that didn't help much. By using the module Set Costs - Soldiers & Vehicles it is possible to circumvent the behavior I'm struggling with here. In that module there's an empty field Men where you can set a cost for every class type "Man". By setting a cost (eg. 0.5) in that field every class type "Man" gets the same cost and then the cost for placing a group from game modifications (such as Iron Front in this case) will be subtracted from the available Curator points. But if I set the cost like that I lose all the control over setting individual costs for every single soldier and then every grunt, marksman, officer and so on will cost the same amount to place and that's a thing I'd like to avert as much as possible.