chessmaster42 / cws_injury Goto Github PK
View Code? Open in Web Editor NEWChessmaster's Wounding System for Arma 3
License: Other
Chessmaster's Wounding System for Arma 3
License: Other
The following error is shown repeatedly in the logs:
Error ctrlsetstructuredtext: Type Bool, expected Text
File A3\functions_f\GUI\fn_dynamicText.sqf, line 62
Error in expression <text parseText _text;
}
else
{
_control ctrlsetstructuredtext _text;
};
This seems to occur after a player is revived.
Possible location: functions / cws / fn_quote.sqf
Version 1.1.4
Sometimes instead of getting the injured back up a healing attempt may result in the instant death of the subject in question.
In the current script version this message appears to be showing up for all players. In the mod version (not out yet) this is missing entirely. Need to re-add to the latest codebase and make sure that it only shows up for the current player (check unit == player instead of isPlayer unit)
Is placing the module sufficient for AI to use CWS, or is there an init line function(s) to call on units? How do I enable CWS on AI?
Need to add support for the 2D mission editor for configuring and using the modules. At minimum this needs to include the CWS Config module.
Players sometimes die once after respawn but are fine after that.
Assuming it's not too time consuming to implement, it'd be nice if the CWS symbol were hidden from Zeus while he's remote controlling AI.
I was expecting to see something similar to the Zeus interface, with UI components for individual settings. It looks like instead I'd have to write some scripting in the init line of the module.
Do you have an example or reference of using the CWS Editor Module for modifying CWS Config?
The "You are dead" message seems to sometimes get stuck on-screen after a player dies.
As per title an AI unit revived with the module will repeat the self-healing animation until it runs out of FAKs.
EDIT: Further testing revealed the following:
Riflemen looped 5-6 times.
CLS looped 2-3 times.
Officer looped 12+ times.
If killed again, only the CLS goes into another loop (probably because of the medkit).
Now don't ask me what's the pattern here. ;)
Zeus' respawn mechanism is causing issues in the FSM respawn mechanism. Need to find a way around this as it causes the wounding system to just die quietly without anyone knowing. This also causes some clients to still think it's running while on others the FSM is dead.
My group would really like to disable the countdown timeout for our sessions. I looked through some of the pbo files but couldn't figure it out. Thank you for the excellent mod!
Missing function and associated script file for this: https://github.com/chessmaster42/cws_injury/blob/master/src/addons/chessmastersCommonLibrary/functions/common/fn_ShowMessage.sqf#L55
AI don't always play the first aid animation while doing first aid.
Need to add a module that is the antithesis of the revive module. This should also set the "healer" variable on the unit to itself so that the bleeding is paused. A config dialog could be added with a checkbox to enable bleedout if needed and to set damage amount.
Probably due to the adjustments to players' durability most typical anti-personnel mines don't cause any damage even on point-blanc range.
EDIT: Further testing reveals, that this problem applies for mines placed by Zeus but not ones placed by players.
When attempting to heal a downed comrade, the process sometimes stops with the "you interrupted the healing process"- message, despite there being no cause for it (no movement of either player, button presses or anything of that sort).
Need to adjust the drag and carry attachment offsets and related animations. It works right now but it looks weird and still has a few minor bugs.
Is there a way to run this as script-only, without the mod?
I tried the following:
#include "cws_injury\cfgFunctions.hpp"
#include "cws_injury\rscTitles.hpp"
to description.ext
4. Export mission to multiplayer and host local multiplayer game -> Script was never initialized
After this failed, I simply enabled the mod, and it worked as expected. Is this just the mod running?
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