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It's too bad.
so this mod only works in editor? like it won't work on any mission that wasn't created by me?"
Wow. That might explain why it does nothing.
You should 'whitelist' the following functions in your CfgRemoteExec:
SAN_fnc_HeadParticles
and setFace (default arma function)"
I've tried this in mission specific situations and it isn't working on players. Furthermore testing this offline shows that remote controlled units cannot trigger this on the player character, I was unable to blast my own skull as a player controlled sniper with an M107 despite it triggering on everyone else. Is there some kind of specific identifier or parameter that is making it selectable only to AI controlled units? It's a real shame because I'd love to see some of the guys get their heads nuked during ambushes.
Your mod makes AI to run three times faster when is draging a wounded
Can you please fix it? :B
Thanks a lot! Excellent work!
The mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1665585720
I know that this is like months late but one way to quickly remove dependencies is to load into the editor with said mod loaded, open up a New Scenario using whatever map the mission is on. should have a blank map now, go up to Scenario and there is a Merge button. it will allow you to select any mission done on that map and load in all of the assets that are placed into the new map exactly where they need to be. Just have to reload addon settings and fix respawn stuff if its there. Hope that helps in the future.
I think I've experienced such behaviour in the past (back in ArmA 2 actually).
When you remove a module of a certain mod using the editor, it'll not always remove the mod as a dependency in the mission.sqm.
If there are no usages of the mod elsewhere (e.g. a lingering module somewhere on the map), then you can remove the 'san_headgore' line in the addons list of the mission.sqm (use Notepad or so to open it).
If the mission.sqm is binarized (lots of junk in the file), you may have to untick binarization once in the 3den editor -> Save it in the editor, close editor -> Reopen mission.sqm with notepad -> Remove the line -> Save file -> Reopen in editor -> Tick binarization again if binarization is desired.
As for why it doesn't just remove the dependency from the mission properly, I don't know. I am not sure if it's a mod problem really.
unless you mean for all of them to blow off at once on a headshot.. that'd be funny.
You should 'whitelist' the following functions in your CfgRemoteExec:
SAN_fnc_HeadParticles
and setFace (default arma function)
Your issue is probably a misconfigured CfgRemoteExec
Check the discussion on one of my other mods that addresses this:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/930264602/1291816880503818854/
@WhiteDeviL
Sadly no. You need to use a module to configure custom settings, or accept the default conditions (e.g. only head explode when using cheytac .408 sniper or other .50 cal ammo.
I won't be adding the CBA init support as I don't have the time do so these days.
ok,what next?