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At some point, long time ago on Armaholic i think, it was a more engineered script for radiation. Never tried it, but far as i remember the intensity of radiation was customizable and variable based on distance. I don't remember who wrote that script, maybe you can find it on BIS forums.
Is doable, tho to make it performance friendly as you like i'd suggest making a mod based on game tick.
The script could be tweaked as well to accommodate that, but CBA should be used to deal with checks at every second or so without hitting the performance. I assume you would like to have radiation based on distance from source as well.
Hey I'm trying to do the same thing with different levels of radiation protection. Were you able to figure this out?
You don't bother me mate, it's ok to ask questions and as long i have the time and i can answer i will.
I can't find it either in my collection, either was deleted or communicated to me in other ways.
Anyways, the script should be easy to tweak for ACE, someone needs to identify the part of the script that applies damage (which is an distinct sqf file far as i remember) and replace the vanilla damage lines with ACE ones. I would do it myself, but i am extremely busy, haven't touch Arma for almost a year because of that.
Far as i remember yes, check my collection i think i linked a modded version or a scripted one.
This is not a mod, it is a demo mission containing the script. There are some mod versions, i think one of them you can find in my collection
Don't call yourself stupid mate... never. It's only a matter of learning. In principle you do it as in the demo mission. Maybe start simple, with simpler scripts before attempting more complex stuff.
Check out my playlist on my YT channel called how to use my scripts.
I would insert a check in the gas mask loop which will make the script waituntil a variable is true.
So when you start a cutscene you make the variable false and when the cutscene is done you make it true again. Make sure the variable' value is known before (either true or fals) any checks to avoid errors
Sorry, but Another question: How would i disable the GasMask Overlay for a cutscene?
Yes, replace the al_helmet.paa file with the desired one
Another question: Anyway to add / change the gasmask HUD with another artfile?
You need the files provided in the demo mission and to use the helmet i used or use your own but you need to use the classname of it in the file as i mentioned in the tutorial, in the first one i think
Far as i remember it is JIP compatible.
Yeah man, no problem. Have fun with it!
May just brute-force it and create an almost complete duplicate of the protection-checking part and duplicate the variable input part (i.e. name the radioactive object's obj_prot_rad sth else) of the script, one for the type A mask, one for the type B.
Hope its okay to modify your script in one of my scenarios.
It can be done, but is not a simple edit. One way will be to have an array with stuff you wanna use for protection then when you check to see if the player has any of it in inventory or equipped you use a switch case and decide what damage if any is applicable to the unit in question.
Also you could condition to have more than one type of item on you to get protection.
Check out these
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
or use the direct download link provided
wHAT errors you get? Most common thing would be that you miss the sound or its path is wrong in your description.ext
And i get alot of error messages but the damage works...
How do i get the Geiger sound to work?
Hard to tell, i wrote the script long time ago and i don't remember what and how i've done it.
Do you take damage from radiation but you don't hear the geiger?
Well, i don't know how familiar are you with scripting, but you would need to do some editing in the script. I think the way i would do now will be to define an array with equipment that provides protection and i would check if the unit has any equipment contained in that array
All doable, the issue is the lack of spare time.
See if Drongo has time and he is willing to do it.
https://steamhost.cn/steamcommunity_com/id/DrongoMods/myworkshopfiles/?appid=107410
Also Wenza did some work on my scripts to make them ACE compatible
https://steamhost.cn/steamcommunity_com/id/awenza/myworkshopfiles?appid=107410
Another thing was, have you thought about making these into modules for people to use? Could be a lot easier to set up and might work better in a multiplayer environment.
Yeah, you need to pick it up from STEAM
Thanks, i found it!
Find the loop with the playsound "breath" or whatever name i used for that sound in it and remove it.
Hey, how do you disable the breathing sound? My players really dislike it for some reason.
Just take the lines for sound definitions from my description.ext and add them to yours. Also i think there are few other lines in my description you would need to copy paste just have a look.
You can do the same with the init, copy paste missing lines. This is the easier way.
What i would recommend is to have a SQF separate file that deals with the missions' logic like my mics.sqf file in Russian Winter campaign and you can run that script form your init this will help you keep init file cleaner and avoid problems that could be induced by waiuntil or while commands
@Minewolf_ST
Should be possible, i need to have a look. in principle you would need to run a script in global with the name of the object as parameter.
I would like to know this too!