Arma 3
Project DISMEMBER (SP-MP)
 This topic has been pinned, so it's probably important
Sin  [developer] 18 Mar, 2024 @ 7:26pm
Bugs & Issues
If you encounter any bugs or issues with the mod, please let us know here! Be as descriptive as possible. Thanks 👍
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Showing 1-15 of 18 comments
NF_F16 19 Mar, 2024 @ 3:30am 
First of all amazing mod and good job on getting it to work on MP and Zeus. In regards to errors, there aren't errors or incompatibilities but when in Zeus, after a unit is dismembered, it is not possible to delete them, and lastly I noticed that the units limbs when dismembered have shadows that display their previously severed limb, not that it's an error because it might be just the Arma engine.
cndrabs_ 19 Mar, 2024 @ 4:45am 
When units in unconsciousness state or knocked, after i blow them up with explosion not direct hit (I'm using Project Injury Reaction), they often disappear into no where (I can't even see them in the zeus units list or they're body in the game) and when i shoot them with AK (Non-Explosive or Low Caliber Ammo) in unconsciousness state, they just turned into the dismembered body (When i killed or shoot them, the dismembered body just standing up for a seconds) and i don't know why but it did work with ZEN placed units, but it seems didn't work with WBK Simple Blood.
Last edited by cndrabs_; 19 Mar, 2024 @ 4:56am
Warboy 19 Mar, 2024 @ 4:56am 
Our (101st AB Vietnam group) findings when using your mod with bloodlust versions.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=667953829&searchtext=bloodlust+mp
Pros:
-Effects look really cool
-Massive amount of customization for tweaking to allow better FPS
-ACE Compatible
-Very neat overall for immersion and gives a real, "war is hell" type deal

Cons:
-Previous uses with this have led to some server issues but that was due to a lack of tweaking
-A metric ton of options with regards to tweaking, so it will probably be a lot of trial and error
-Doesn't work on AI with current AI server settings as AI death is set to "Never" they won't actually gib unless we change it
-Might seem cartoony to some
-Whacky af ragdolls with explosions launching AI across tens of meters
Last edited by Warboy; 19 Mar, 2024 @ 4:58am
Warboy 19 Mar, 2024 @ 4:57am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2916769685&searchtext=bloodlust+mp
Pros:
-A much less "demanding" version of Bloodlust
-Has a few extra mods like head gibbing
-Gives a real "War is hell" vibe with the mod

Cons:
-Mod is not customizable at all. Could not find a thing to actually tweak
-Most likely not ACE compatible
-The head shot effects are cool and do only happen on high-cal weapons like 50s but also seem really cartoony
-Dismemberment is extremely random and doesn't happen often
Last edited by Warboy; 19 Mar, 2024 @ 4:58am
Sin  [developer] 19 Mar, 2024 @ 7:56am 
Originally posted by NF_F16:
First of all amazing mod and good job on getting it to work on MP and Zeus. In regards to errors, there aren't errors or incompatibilities but when in Zeus, after a unit is dismembered, it is not possible to delete them, and lastly I noticed that the units limbs when dismembered have shadows that display their previously severed limb, not that it's an error because it might be just the Arma engine.

As for the units not deleting I'll look into that I know what you're talking about.. its been trial and error with Zeus we will solve it though.
As for the shadows that will be fixed with future models. The character models still use the default Arma 3 character shadow so they still have limb shadows for now. Big thanks for testing 👍

Originally posted by cndrabs_:
When units in unconsciousness state or knocked, after i blow them up with explosion not direct hit (I'm using Project Injury Reaction), they often disappear into no where (I can't even see them in the zeus units list or they're body in the game) and when i shoot them with AK (Non-Explosive or Low Caliber Ammo) in unconsciousness state, they just turned into the dismembered body (When i killed or shoot them, the dismembered body just standing up for a seconds) and i don't know why but it did work with ZEN placed units, but it seems didn't work with WBK Simple Blood.

Appreciate the comment I will look into this more and test with those mods, I know what you mean about units disappearing I will looking into that issue as well its on my bug list. I also need to add a check to see if the unit has died to the explosion, if not it should not apply the dismemberment that should prevent bodies from dismembering when shot like you mentioned.

Big thanks for testing everyone this is a fun learning experience
Sin  [developer] 20 Mar, 2024 @ 7:09pm 
Update in the coming days should fix the issues with bodies disappearing occasionally and bodies being dismembered later on if they are not killed instantly.
ZluskeN 23 Mar, 2024 @ 2:20am 
I noticed you are using addItemToUniform to add uniform items to the dismembered body. This will not work since it is in fact not wearing a uniform. You could use addItemToVest instead to add the uniformitems to the vest, but a more elegant solution is to use setUnitLoadout, which ensures all items are transferred.

// Save specific equipment of the original unit
_gear = getUnitLoadout _unit;
// Get the items in the various containers of the original unit (minus uniform items)
_loadout = [_gear select 0, _gear select 1, _gear select 2, nil, _gear select 4, _gear select 5, _gear select 6, _gear select 7, _gear select 8, _gear select 9];
// Create a new unit with the specified model at the original position
_newUnit = createVehicle [_newModel, _pos, [], 0, "CAN_COLLIDE"];
// Apply specific equipment of the original unit to the new unit
_newUnit setUnitLoadout _loadout;
// Add the uniform items to the new unit
{
for "_i" from 1 to (_x select 1) do {
_newUnit addItem (_x select 0);
};
} foreach (_gear select 3 select 1);
// Set the damage of the new unit to 1.0 (dead)
Sin  [developer] 23 Mar, 2024 @ 3:06pm 
Originally posted by ZluskeN:
I noticed you are using addItemToUniform to add uniform items to the dismembered body. This will not work since it is in fact not wearing a uniform. You could use addItemToVest instead to add the uniformitems to the vest, but a more elegant solution is to use setUnitLoadout, which ensures all items are transferred.

// Save specific equipment of the original unit
_gear = getUnitLoadout _unit;
// Get the items in the various containers of the original unit (minus uniform items)
_loadout = [_gear select 0, _gear select 1, _gear select 2, nil, _gear select 4, _gear select 5, _gear select 6, _gear select 7, _gear select 8, _gear select 9];
// Create a new unit with the specified model at the original position
_newUnit = createVehicle [_newModel, _pos, [], 0, "CAN_COLLIDE"];
// Apply specific equipment of the original unit to the new unit
_newUnit setUnitLoadout _loadout;
// Add the uniform items to the new unit
{
for "_i" from 1 to (_x select 1) do {
_newUnit addItem (_x select 0);
};
} foreach (_gear select 3 select 1);
// Set the damage of the new unit to 1.0 (dead)

I will look into this thank you for checking the code!
ZluskeN 11 Apr, 2024 @ 7:50am 
Thanks fo the update :) Now that CBA functions are available you could also consider using CBA_fnc_addMagazine and CBA_fnc_addItem so that uniformitems that do not fit in the vest or backpack will be placed on the ground:

{
for "_i" from 1 to (_x select 1) do {
if (count _x == 3) then {
[_newUnit, _x select 0, _x select 2, true] call CBA_fnc_addMagazine;
} else {
[_newUnit, _x select 0, true] call CBA_fnc_addItem;
};
};
} foreach (_gear select 3 select 1);
Sin  [developer] 11 Apr, 2024 @ 9:15am 
Originally posted by ZluskeN:
Thanks fo the update :) Now that CBA functions are available you could also consider using CBA_fnc_addMagazine and CBA_fnc_addItem so that uniformitems that do not fit in the vest or backpack will be placed on the ground:

{
for "_i" from 1 to (_x select 1) do {
if (count _x == 3) then {
[_newUnit, _x select 0, _x select 2, true] call CBA_fnc_addMagazine;
} else {
[_newUnit, _x select 0, true] call CBA_fnc_addItem;
};
};
} foreach (_gear select 3 select 1);

Thanks for showing an example, I was planning on adding this feature but was not sure how to go about doing it. CBA and SQF are new to me, Much appreciated!!!
ZluskeN 11 Apr, 2024 @ 11:36am 
np 👍 I also noticed a bug in the CBA settings: You need to remove line 18 in the dismember chance setting, you could also change line 17 like this to make a true percentage slider:

[
"DismemberChance", // Change the identifier to a more descriptive name
"SLIDER",
"Chance of body dismembering",
"Project DISMEMBER",
[0, 1, 0.75, 2, true],
1,
{},
false
] call cba_settings_fnc_init;

You would then also need to change line 23 in the dismemberment script:

if (random 1 > _sliderValue) exitWith {};
_mickey_ 2 May, 2024 @ 1:14pm 
Thanks for this mod, but it cannot be used without bugs spawning. When I was subscribe to this mod, a error message will appear multiple times when you start the game, when start editor, when start mission -

Error Params: Type code, expected Bool
File /x/cba/addons/settings/fnc_init.sqf, line 1105


In addition, there are not enough current mod settings. Headgear settings seem unnecessary. In my opinion, the more necessary settings are - what kind of explosives tear off limbs. In the current version, this is can be caused by a 40mm grenade or hand grenade, which looks stupid. Larger explosives should cause limbs to be blown off and there is no way for the player to adjust this.
Sin  [developer] 2 May, 2024 @ 3:13pm 
Originally posted by _mickey_:
Thanks for this mod, but it cannot be used without bugs spawning. When I was subscribe to this mod, a error message will appear multiple times when you start the game, when start editor, when start mission -

Error Params: Type code, expected Bool
File /x/cba/addons/settings/fnc_init.sqf, line 1105


In addition, there are not enough current mod settings. Headgear settings seem unnecessary. In my opinion, the more necessary settings are - what kind of explosives tear off limbs. In the current version, this is can be caused by a 40mm grenade or hand grenade, which looks stupid. Larger explosives should cause limbs to be blown off and there is no way for the player to adjust this.

Thank you the feedback! I agree there is some bugs present in this public version and they are in the process of being fixed, some have already been fixed just not pushed as I've been busy working. A good chunk of this mod is being reworked ATM. Also I very much agree there needs to be a setting to determine the explosive and damage severity, part of the reason it's taking me a bit to push updates i'm making damage models from scratch, for every limb with varying amounts of damage that we can use for different explosives like 40mm grenades vs hand grenades like you mentioned. Once these are complete the mod wont look so stupid and low quality. I'm a perfectionist I spend a lot of time studying references for realism, I don't rush things like some of the other gore mods. I care about the quality of the mod, I really want to introduce a proper gore mod to A3 similar to quality of Hell Let Loose, WaW, etc..
Last edited by Sin; 2 May, 2024 @ 3:14pm
_mickey_ 2 May, 2024 @ 3:32pm 
Originally posted by Sin:
Originally posted by _mickey_:
Thanks for this mod, but it cannot be used without bugs spawning. When I was subscribe to this mod, a error message will appear multiple times when you start the game, when start editor, when start mission -

Error Params: Type code, expected Bool
File /x/cba/addons/settings/fnc_init.sqf, line 1105


In addition, there are not enough current mod settings. Headgear settings seem unnecessary. In my opinion, the more necessary settings are - what kind of explosives tear off limbs. In the current version, this is can be caused by a 40mm grenade or hand grenade, which looks stupid. Larger explosives should cause limbs to be blown off and there is no way for the player to adjust this.

Thank you the feedback! I agree there is some bugs present in this public version and they are in the process of being fixed, some have already been fixed just not pushed as I've been busy working. A good chunk of this mod is being reworked ATM. Also I very much agree there needs to be a setting to determine the explosive and damage severity, part of the reason it's taking me a bit to push updates i'm making damage models from scratch, for every limb with varying amounts of damage that we can use for different explosives like 40mm grenades vs hand grenades like you mentioned. Once these are complete the mod wont look so stupid and low quality. I'm a perfectionist I spend a lot of time studying references for realism, I don't rush things like some of the other gore mods. I care about the quality of the mod, I really want to introduce a proper gore mod to A3 similar to quality of Hell Let Loose, WaW, etc..

Very nicely said! I've been dreaming about what you said above for 10 years. I hope you have enough knowledge to realize what you want.

If you need help doing what you said, then try contact me. I don't understand Arma3 scripting, but I'm not bad at 3D modeling things, or I can make textures for you if you explain to me what characteristics they should have.
_mickey_ 2 May, 2024 @ 3:38pm 
@Sin I have a question. There is no way to keep the current uniform on a character, who loses a limb?

I've been using the "MrSanchez' Head Gore Mod" for a long time, it works with the head, but as I understand it, his mod replaces the face with a 3D model without a head. As a result, the player sees the current uniform of the unit, and the absence of a head. The mod is not bad, but it lacks blood in place of the lost head.
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