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Core - Rimmy's Cadian Oddities
   
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Data Type: Mod
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10 Mar, 2021 @ 10:30pm
3 May, 2021 @ 1:51am
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Core - Rimmy's Cadian Oddities

In 1 collection by Rimmy
Rimmy's Cadian Oddities
5 items
Description
A simple mod collection of the modules built by me for various reasons. Will be updated as I add more modules and roll them in.

MODULES CURRENTLY PRESENT:

VBIED:
Turn any vehicle in a VBIED by simply syncing it to the module. Now, when the driver dismounts, is killed, the vehicle is destroyed or it gets within 20 metres of an enemy, it will explode with the force of a GBU. It looks pretty.

It comes in two flavours, the standard variant and the Stalk variant. The standard variant is all up to the Zeus/mission maker. It will do nothing other than actually explode when the conditions above are met. So you'll have to manually drive it at the target or remote control it.

The Stalk variant utilizes ArmA 3's Stalk function. Whenever it detects an enemy (it has to actually detect them for it to work) it will begin following them. It will try to get closer and closer until eventually it hits the 20 metre limit and explodes. This means you have basically automatic suicide VBIEDs, who can be placed, synced to the module and left to their own devices. They won't start moving until they detect someone, at which point they will drive off and try to run them over - but explosively.

Known Issues:
- AI really like getting out of vehicles despite all best efforts. Even telling them that the vehicle will explode if they do cannot halt their desire to stretch their legs.
- No ability to create them on the fly yet. Going to look into making a Zeus module for it.

HETMAN Magical Logistics:
OBSOLETE! NR6 added this to NR6 HAL as default, it's in the options.
This is specifically intended to work with HETMAN (even more specifically with the NR6 Enhanced HAL version) but can work normally if you really wanted it for some reason. The problem was that HETMAN AI can call in things like ambulences, repair, refuel and rearm trucks. However, with ACE turned on, as any self-respecting ArmA player should have, these support call-ins wouldn't actually do anything. Now, with the power of magic, friendship, and poor scripting, we have a solution. When you sync a vehicle to this module, you pick the kind of service it should provide out of the four. A script will check for any time it gets a waypoint, and then edit the waypoint so that when it completes the waypoint it will release an aura in 100 metres around them that does the related thing - ACE heals, refuels, rearms or repairs.

This will mean that the AI who called in the support will actually get what they need, and players can call them in too for any of their own needs. If you wanted to use this without HETMAN, you could, just noting that whenever the AI completed any waypoint their aura will activate.

Known Issues:
- Medics unfortunately follow the Laws of War and therefore will treat EVERYONE in the 100 metre radius. (This is mainly due to ACE changing your side when wounded, among other errors I faced). Logistic drivers will not have these same qualms and will only refuel, rearm and repair vehicles of their own side, correctly.
- Unknown if/how to get this working with the NR6 dynamic spawn and reinforcement system, so all vehicles will need to be set up at mission spawn. Will look into when my brain is bigger.
- Will look into making a custom radius. Restricted mainly by annoying waypointStatement crap. Bleh.
Popular Discussions View All (1)
2
23 Mar, 2021 @ 7:06am
Regarding the medics healing problem
Ridderrasmus
15 Comments
Boopzies 25 Feb, 2022 @ 7:12pm 
Thank you RImmethuel, very cool
BIG GUY 3 Jul, 2021 @ 12:52pm 
never mind I'm stupid I got it working now
Rimmy  [author] 1 Jul, 2021 @ 9:01pm 
I don't really get what you mean.
BIG GUY 30 Jun, 2021 @ 6:07pm 
is it the same with eden?
Rimmy  [author] 30 Jun, 2021 @ 5:36pm 
@cheerio If you want just kill the driver/vehicle with END using Zeus and it will trigger the script to make it explode. But the VBIEDs explode automatically when players are within approximately 15 to 20 metres
BIG GUY 30 Jun, 2021 @ 3:35pm 
how do you remote control detonate the vehicle?
Alpharius 6 Jun, 2021 @ 7:17pm 
yay suicide bombers
Rimmy  [author] 5 May, 2021 @ 1:00am 
Nope, it runs on the server primarily.
SpongyTheMan 3 May, 2021 @ 4:14am 
is this clientside?
Rimmy  [author] 23 Mar, 2021 @ 5:28am 
@arismagic Looking into it, just got back from holidays - main issue is just the way waypoint expressions work. Will likely make it a global variable that can change or the like. Shouldn't be too hard but I don't think I can make it local, basically.