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Fix incoming for this, small config error
Thankyou for testing, I'll look into it further - I'm not sure what the CDLC is doing that is overwriting the cfg for the stones, but it is frustrating to say the least...
Ok, I'll see what I can whip up, I didn't know that (after 7.5k hours, dafuq is wrong with me)
Civilian units will not engage BLUFOR or OPFOR, as Civilian side is neutral. Place
this setCaptive true;
in the unit init field to stop AI engaging them
I just tested with SPE, it's not happening for me. There's probably some other mod that is altering the classname, I'll see if I can get a workaround done
Hmmm, the stones should not be making explosion sounds, those have specifically been removed. Perhaps Antistasi is doing something with the configs that changes it, I'm not sure, but as you can see in the demo video, the stones don't explode by default, so they shouldn't be making any noises like that... Glad you enjoy the mod regardless!
Works fine for vanilla, be warned getting hit many times is deadly.
In ACE medical, damage shows up mostly as small - medium bruises, sometimes some bleeding with cuts / lacerations / avulsions but this is usually minor
That damage script should work for a scripted version of this. I wanted to avoid eventHandlers and scripts and try to configure the stone to work without them for this mod. Thank you though, I'm sure many people will get use from the script you wrote!
https://sqfbin.com/utugiluzecaxowudohuj
SET SCENE: Driving through a few villages to get to the airport on Safrou Ramal, a few of these were spawned by the admin when he was making the scenario for fun and didnt remove them, the villages also had a normal civillian population.
We hear one of the cars in our convoy [Normal vannila pickup] yell "Grenades!", so we drive near cover and dismount and begin looking for enemies, when again we hear "Its the fucking civvies!" from the same person.
We dismissed this as a joke until someone said "Yup i guess they chose their side" and begun *firing a fucking PKM into a village full of civvies*.
Before we got it sorted out and Zeus told us that these were functionally harmless , most of the village was depopulated.
Keep in mind, it is based on a grenade that doesn't explode - grenades do damage when they explode, not on hit, so unless you want exploding rocks, damage isn't going to be a thing.
Thanks for the mod! Good luck!
place this code in a civilian unit init field, and set the unit side to be hostile to player (group the civilian unit to a hostile AI) :
this allowFleeing 0;
this disableAI "PATH";
this setCaptive true;
this addMagazines ["HandGrenade_Stone", 10];
this addEventHandler ["Fired", {
if ( (_this select 2) isEqualTo "HandGrenade_Stone" ) then
{
(_this select 6) spawn
{
UIsleep 4;
deleteVehicle _this;
};
};
}];
Yes, you can for sure use setCaptive to stop them being engaged by AI, but they still run around like idiots without also disabling AI PATH
But I am wondering: is there any way to use this as a mission script?
Not without editing the "throw" weapon, which would change the throw frequency for all grenades
@Bax
1. They usually run away because the AI thinks they technically have no weapon, which is why disabling AI "PATH" is recommended to stop them running around when they spot an enemy
2. The stones do no damage
2. Do those stones add damage to the player or AI?
Range is not the issue, the AI will just move around and generally move away from players. Try placing an enemy AI with no gun and only grenades, and see how they act - they get confused easily. PATH just stops the AI running around like headless chickens, it has nothing to do with engagement range.
if this is the case i would recommend reducing their engage distance , this will mean they wont throw the stones unless their within whatever range you set , that way you can have AI pathing on and they will still chase people down