NeverAgain

Players can

6 posts in this topic

Please have and using someone  this ?

  • Players can be knocked out when shot
  • Players can bleed to death with proper credit given to the killer
  • Players can apply aid to other players via scroll wheel actions

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7 hours ago, NeverAgain said:

Players can bleed to death with proper credit given to the killer

I believe this is an ARMA limitation and "bug" where deaths don't get properly attributed. ARMA 2 could do it under some circumstances but it wasn't reliable as far as I remember.

 

7 hours ago, NeverAgain said:

Players can be knocked out when shot

I believe the Enigma Exile Revive will provide similar functionality to this. To solve it properly though, you'd probably need to redesign the ARMA 3 health system which is all that Exile is utilising currently as far as I know. There have been some efforts to integrate ACE3 but you may have to do some investigating on this one as I don't know the current status of these efforts.

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13 hours ago, Riker2335 said:

I believe this is an ARMA limitation and "bug" where deaths don't get properly attributed. ARMA 2 could do it under some circumstances but it wasn't reliable as far as I remember.

 

I believe the Enigma Exile Revive will provide similar functionality to this. To solve it properly though, you'd probably need to redesign the ARMA 3 health system which is all that Exile is utilising currently as far as I know. There have been some efforts to integrate ACE3 but you may have to do some investigating on this one as I don't know the current status of these efforts.

If you look here John this use on this addon

An in depth medical system - 

  • Players can be knocked out when shot
  • Players can bleed to death with proper credit given to the killer
  • Players can apply aid to other players via scroll wheel actions
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I found this:

JohnO_fnc_applyBandageToPlayer.sqf

private ["_addRespect"];

_patient = _this select 0;

call ExileClient_gui_interactionMenu_unhook;

player playActionNow "Medic";
player removeItem "Exile_Item_Bandage";

sleep 4;

_patient setVariable ["ExileReborn_clientBandaged",true,true];

if (time - ExileReborn_healingCoolDown >= ExileReborn_lastHealingReward) then
{
	ExileReborn_lastHealingReward = time;
	_addRespect = 120;
	[_addRespect,0,true] call JohnO_fnc_updateRespectAndTabs;
};	

["InfoTitleAndText",
	[
        "Bandage applied",
        format ["I have applied a bandage to their wounds - %1 respect", _addRespect]
    ]
] call ExileClient_gui_toaster_addTemplateToast;

JohnO_fnc_maintainKnockOut.sqf

private ["_duration","_soundArray","_soundDelay","_lastSound"];

_duration = _this select 0;

_soundArray = ["sounds\hit1.ogg","sounds\hit2.ogg","sounds\hit3.ogg","sounds\hit4.ogg","sounds\hit5.ogg","sounds\hit6.ogg","sounds\hit7.ogg","sounds\hit8.ogg","sounds\hit9.ogg"];

_soundDelay = 10;
_lastSound = time;

sleep 2;

player switchMove "AcinPercMrunSnonWnonDf_agony";
ExileReborn_playerIsKnockedOut = true;
disableUserInput true;

cutText ["","BLACK OUT",5];

while {_duration > 0} do
{
	_duration = _duration - 1;
	
	if (time - _soundDelay >= _lastSound) then
	{
		_soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString;
		_soundToPlay = _soundPath + (selectRandom _soundArray);
		playSound3D [_soundToPlay, player, false, getPos player, 10, 1, 35];

		_lastSound = time;
	};	

	titleText [format["Unconcious - %1",_duration],"PLAIN"];
	if !(alive player) exitWith {};
	uiSleep 1;
};	

cutText ["","BLACK IN",5];

ExileReborn_playerIsKnockedOut = false;

disableUserInput false;

JohnO_fnc_playCustomHitSound.sqf

private ["_soundArray"];

_soundArray = ["sounds\hit1.ogg","sounds\hit2.ogg","sounds\hit3.ogg","sounds\hit4.ogg","sounds\hit5.ogg","sounds\hit6.ogg","sounds\hit7.ogg","sounds\hit8.ogg","sounds\hit9.ogg"];

_soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString;
_soundToPlay = _soundPath + (selectRandom _soundArray);
playSound3D [_soundToPlay, player, false, getPos player, 10, 1, 35];

uiSleep 3;

ExileRebornClient_CustomHit_soundIsPlaying = false;

 

Here is ineraction menu for apply Bandage,instadog and pressure

			class Pressure: ExileAbstractAction
			{
				title = "Apply Pressure";
				condition = "((alive ExileClientInteractionObject) && (isBleeding ExileClientInteractionObject) && (ExileClientInteractionObject distance player < 3))";
				action = "_this call JohnO_fnc_applyPressureToWound";
			};
			class Bandage: ExileAbstractAction
			{
				title = "Apply Bandage";
				condition = "((alive ExileClientInteractionObject) && (isBleeding ExileClientInteractionObject) && ('Exile_Item_Bandage' in (magazines player)) && (ExileClientInteractionObject distance player < 3))";
				action = "_this call JohnO_fnc_applyBandageToPlayer";
			};
			class InstaDoc: ExileAbstractAction
			{
				title = "Apply InstaDoc";
				condition = "((alive ExileClientInteractionObject) && ('Exile_Item_InstaDoc' in (magazines player)) && (ExileClientInteractionObject distance player < 3))";
				action = "_this call JohnO_fnc_applyInstaDocToPlayer";
			};

Hmmm how to add to Exile?

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