Arma 3
Stoned
43 Comments
J 16 Dec, 2023 @ 12:52pm 
hi - i'm sorry if this has been mentioned but it seems like the civilians all have 1 grenade that they throw before the stones and it's kinda messing up what i'm trying to do
Arsdor 13 Dec, 2023 @ 4:02am 
Is there any chance to have different kinds of stones? Like light-weight and heavy-weight ones? And smth like paint/spoiled eggs etc?
Wenza  [author] 1 Oct, 2023 @ 8:20pm 
@gayboi farti
Fix incoming for this, small config error
lem0nium 19 Sep, 2023 @ 11:26am 
civi side doesnt appear in zeus
Wenza  [author] 18 Sep, 2023 @ 1:18pm 
@Gladio
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...
Gladio 18 Sep, 2023 @ 5:34am 
your update didnt work for the explosions, but i did some testing, and i can assure you that is a CDLC conflicting with your mod, and with 100% testing on every mod and dlc-cdlc, your mod does conflict with S.O.G. Prairie Fire
Wenza  [author] 18 Sep, 2023 @ 1:12am 
Updated with civilian side units!
Wenza  [author] 18 Sep, 2023 @ 12:03am 
@gayboi farti
Ok, I'll see what I can whip up, I didn't know that (after 7.5k hours, dafuq is wrong with me)
lem0nium 17 Sep, 2023 @ 11:59pm 
@Wenza Civilian units will engage whichever side is hostile to Independent, I've checked in editor
Wenza  [author] 17 Sep, 2023 @ 11:57pm 
@gayboi farti
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
lem0nium 17 Sep, 2023 @ 11:52pm 
are civilian side units planned in the future? so that they can throw rocks at BLUFOR or OPFOR without the ai shooting back
Wenza  [author] 17 Sep, 2023 @ 11:48pm 
Updated, new base class inheritance, new ammo classname, and new magazine classname - this should hopefully fix other mods interacting with this and making rocks explode.
Wenza  [author] 17 Sep, 2023 @ 10:49pm 
@Gladio
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
Gladio 17 Sep, 2023 @ 8:44pm 
bro it is doing the explosion thing also to me, could be something interfering with cdlc spearhead or something like that? i will try it only with that next and i will tell you for sure
BaMxIRE 23 Aug, 2023 @ 9:46am 
Ah okay that could be the case I do have a few mods as well running. Keep up the great work mate!
Wenza  [author] 23 Aug, 2023 @ 9:44am 
@BaMxIRE
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!
BaMxIRE 23 Aug, 2023 @ 9:22am 
Hey Wenza !! Tried this last night on Antistasi and it did not disappoint the only thing is the explosion sounds but it's class! , we went to investigate yesterday because of all the bangs in Electro on Cherno and it was the Gendanmarie getting pelted by a load of rioters lollol Lethal!
Wenza  [author] 21 Aug, 2023 @ 10:32pm 
Due to popular demand, I've updated the stones with a small amount of indirectHit damage - it isn't a perfect simulation for getting hit by the stones but it should suffice for now.
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
Wenza  [author] 21 Aug, 2023 @ 10:30pm 
@Paradox
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!
Paradox 21 Aug, 2023 @ 11:43am 
BaMxIRE 21 Aug, 2023 @ 9:57am 
About the damage also, I see you said it if people want damage it will have to be exploding rocks, is there a way to turn down the explosion animation and kind of keep the smoke animation it would kind of replicate the likes of a house brick being thrown at an armoured vehicle I do realise it's not going to look super realistic as there's only so much dust and debris that comes off a stone when it hits something but it could be a work around for the damage. Ah just a thought mate.
BaMxIRE 21 Aug, 2023 @ 9:53am 
LOL wow I was actually sitting thinking about riot situations and how they would play like in the arma verse. Played like one scenario that kind of utilised riot situations to create a pretty good scenario from the security forces standpoint
ItzZenza 21 Aug, 2023 @ 5:28am 
This is the gulag. Here you earn back your life. :HanzosShadow:
Am_Yeff 20 Aug, 2023 @ 11:11pm 
A short excerpt from using this mod with a few friends:

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.
Wenza  [author] 20 Aug, 2023 @ 8:10pm 
For those asking about adding damage - I can try but I doubt it will work, as the object used for the stone has no fire geometry and doesn't really register 'hits'.
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.
Basipek 20 Aug, 2023 @ 8:10pm 
Mhm, I read about it just a bit ago. I saw how cool the mod was and skipped to setCaptive without reading about any other issue.
Thanks for the mod! Good luck!
Wenza  [author] 20 Aug, 2023 @ 8:07pm 
@Mallekip
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;
};
};
}];
Wenza  [author] 20 Aug, 2023 @ 8:05pm 
@Basipek
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
Basipek 20 Aug, 2023 @ 7:40pm 
Hey Wenza, you could set the hostile AI to be captive! This makes them non-combatants to anyone else, but they can still attack their hostiles! It's the "setCaptive" command to be specific, to save a browse kindly.
Mallekip 20 Aug, 2023 @ 6:16pm 
I do not want to open up another person's PBO and mess with it.
But I am wondering: is there any way to use this as a mission script?
Sheliz 20 Aug, 2023 @ 1:00pm 
Wow, un mod de los cholos de mi colonia.
Bax 20 Aug, 2023 @ 2:51am 
I second this, some damage would be helpful. Nice mod mate!
Captain AmericanBurger1775 19 Aug, 2023 @ 12:58pm 
Is it possible to make the stones do damage?
Wenza  [author] 19 Aug, 2023 @ 6:03am 
@BIG GUY
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
BIG GUY 19 Aug, 2023 @ 4:59am 
can you change the frequency of how quick they throw rocks
Bax 19 Aug, 2023 @ 4:51am 
1. When shooting can those stone-throwers understand that it was a bad idea and run away?
2. Do those stones add damage to the player or AI?
ronvon 19 Aug, 2023 @ 4:24am 
*insert unfunny edgy joke here about a country with a troubled history*
Wenza  [author] 19 Aug, 2023 @ 12:00am 
@=_X_=™©
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.
liwocom 18 Aug, 2023 @ 8:02pm 
哈哈哈
=_X_=™© 18 Aug, 2023 @ 10:26am 
"Recommended to set AI "PATH" to false." im assuming they will try to throw rocks from 100 meters ? is this why it is recommended to remove their path ?

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
Big Fungus 17 Aug, 2023 @ 7:07pm 
Commence the mass stoning.
supermariopan 16 Aug, 2023 @ 11:11am 
Will there be damage added to the stone in future?
Johnny RAMBO 15 Aug, 2023 @ 7:15am 
trés original ton mod! merci!:steamthumbsup: