Here's what I'm trying to do: script damage to specific body parts so that it will register in ACE3's medical menu. While I'm at it, I'd like to be able to govern the ACE3 Medical TYPE of damage (e.g., cut, crush, velocity, etc.).
So BIS_fnc_setHitPointDamage and setHitIndex don't work. The visuals (e.g., bloody injuries) appear on the unit, and the damage happens, but it doesn't show up on the ACE3 medical system (i.e., the need for bandaging doesn't show up).
Trying to make an experience that can be played on dedicated server where there is a massive explosion near players, but for gameplay reasons the explosion itself wont be deadly just for show. Instead i want to have a trigger with the correct codes to apply "targeted damage" to the players, so that they will get hurt, but not die or get critically injured (as they are to continue the play).
I've tested the code above, which works when using singleplayer, or hosting multiplayer from the editor - but it simply does nothing when i test it on the dedicated server.
Anyone able to help me? With a code that targets all players in the game as such? Or do i have to do this for every single player it's supposed to hit?
Im currently trying this, which works in locally hosted multiplayer - but still nothing on the dedicated. Its being used in a trigger.
Well, im no hardcore coder - so the locality part is vague for me.
As i understand it, triggers are local - so i assumed then that when i run this code with a trigger, it will trigger locally? The thing is, its not working - and its the finishing touches of the mission, to have them blasted to the ground and take damage in what will be a fairly "traumatic" experience - but ofc one that will leave them to continue the game.
If the answer is there with 4 exclamation marks, and people still ask - how about explain what that means, rather than assume that everyone knows what it means?
That's your code. Both playAction, and the ace function need _x to be local to where the script is executed. You want to execute it for every player, but every player has a different locality, so you need to use remoteExec to send it to each of them specifically.
Anyone know if i can script an area to make the player take damage while entered in said area? I have a volcano i'm making and i was this fx effect to be a barrier almost. I just can't find the node i need that makes the player take damage
I could not find a way to select Health, Stamina, Magicka, etc. for properties in the CK for scripting. I also had found nothing on the CK wiki or in the CK itself to do this, so I created my own:
This script was created for a Trigger Zone. This script was modified from the vanilla script "bwcLightDamageSCRIPT"
The script as it is, works with Health, Magicka or Stamina for now. I will think about adding in more, such as Armor, Block, etc. however the coding for those will be slightly (or greatly) different and I need time to study the attributes!
Please note, that I wrote this to use ONLY 1 attribute at a time, and have NOT tested with multiple attributes selected. So I am not sure what the affect could be if multiple is used.
I'm giving this script out for free, however if you use it, please make sure to change the scriptname or bad things could happen if a player uses your mod and my mod at the same time (maybe)!!!
I also ask that you give me credit if you use this script. Its not required, but if you want to just shoot me a PM and let me know, I'd be happy to know if people use this script
The script is heavily noted when used while setting up the properties. If you are unsure about some, just ask here or shoot PM me and I'll be happy to help!
This link no longer works!
I am attaching the file below, which is the script above. Since the code can sometimes be screwed on the indentions, I decided to you the .psc file. PLEASE RIGHT CLICK AND SAVE-AS!!!
aaDSoSDamageActorValue Script
I'm making a map that has a section where there's poison gas as map hazard. I have a boundary setup and the script applies damage; however, it does not repeat and ceases its effect after the first damage procs. Regardless of what I do the script refuses to loop, where am I going wrong
@Swampy Thanks for trying the script! Would you be able to send me your DCS.log file? It should only be showing messages about missing weapons with game_messages set to false, and I'd really like it to be complete.
I found this script interesting and have been working on adding weapons to the table for WW2 aircraft. Its also a bit spammy for flak in the dcs.log because it's tracking the shot event. I'm not quite sure what the value is for each variable(maybe a damage modifier?) but here is what i've added so far to the table;
Hey, nice work mate.
I originally had the secondary explosions on units as well, but I thought it looked a bit janky, and the existing system for explosions is okay, the values used are just terrible. I did some rudimentary testing and compared to "real world" numbers (I used to study at the UK's blast injury research centre), and it was close enough for something running as a script IMO. I'd much rather it be fixed by ED than me
I also used to have it "suppress" units when they were caught within a certain radius, but as disabling AI and weapons is only doable on a per group level it can make a unit quite some distance away "stunned" and it felt a little cheesy.
Totally okay with you adding these features back, just thought I'd note what I'd done and discounted and why. That and performance, trying to eek every single frame out of DCS, haha!
Enjoy the script, check out the IADS one too if you're into a bit more realism! Needs an update for new launchers, but it's still a fun addition to a server and really easy to use!
What I have in mind is to be able to use artillery for suppression of SAM sites if hitting anywhere around them (Not even causing actual damage but to mimic SAM crews being shocked and unable to function for a minute or two....stuff like that).
Yes the file attached should be the most recent. It is the develop branch if you are pulling it from the repo. Also make sure you remove the script and re-add to your mission when updating. Let me know if it's still an issue.
Heya! I love your script, but unfortunately I found that it interferes with MOOSE scoring. Ground target hits are no longer detected by MOOSE (latest stable version). Is this a known issue or did I just miss a step?
What if it's not really about the event handling hooks at all? What if the problem is actually the way nearby units are being damaged by the script? After all, you're spawning an explosion for units in the blast radius like so:
I believe this may be why MOOSE cannot pick this up and determine who did it. Sooooooooo I think what I'll do is make a function that lets me pass on the player to the MOOSE damage code. I don't really need the player unit or the weapon for scoring.
Does anyone know how to make a script that would apply randomized ACE 3 damage to players? The reason I ask is I would like to modify ALIAScartoons' "Strigoi" script to be compatible with ACE damage.
If you want to avoid unnecessary area heartbeat scripts running, you could use a pseudoheartbeat. Start it once in the OnEnter event of the area, then keep checking whether the PC is in a freezing area.
Recommend updating script. Looked over it again, saw that the frost damage was set to be applied to the PC again if a henchman associate was found. Do not trust my crappy code, it is not trustworthy in the least.
About your script, if it was run from the areas heart beat, well done. Whenever you run something from the modules heartbeat you should be specific on when to run something unless you are running something needing to be universally applied to the module at all times.
this is what happenes now: it still takes damage away from the player who is shooting, but th e health text does not change. also, here i am shooting clones that were spawned for some reason without launching the game twice
I have created a script that makes an enemy deal damage over time to a player from a raycast but it is making Unity crash once I'm in the required range for the enemy to move and deal damage. Anyone know why?
REPTILIAN: You had no right to recall my ships.
DEGRA: And you had no authorisation to launch an attack.
REPTILIAN: The humans should have been destroyed the moment they weredetected.
HUMANOID: The Council doesn't agree.
REPTILIAN: You're permitting an enemy vessel to remain in orbit near amilitary installation!
DEGRA: Their ship is critically damaged. They no longer pose a threat.
REPTILIAN: Thanks to an attack that you opposed. At the very least, weshould board their vessel and take them prisoner.
ARBOREAL: It is being considered.
HUMANOID: On the subject of prisoners, the Council wants Archer forfurther interrogation.
REPTILIAN: We're not finished with him.
DEGRA: You've questioned him long enough.
REPTILIAN: He hasn't provided us with the necessary information.
HUMANOID: Perhaps the Council will have more success. You're ordered torelease him immediately.
REPTILIAN: Very well.
DEGRA: We've arranged for his transport.
REPTILIAN: We can deliver him.
DEGRA: He's already been severely beaten under your care.
REPTILIAN: He is the commander of an enemy vessel.
HUMANOID: We need Archer in good condition.
DEGRA: If he can't answer questions, we can't interrogate him.
REPTILIAN: He will not be harmed any further. You have my assurances.
DEGRA: That isn't good enough.
REPTILIAN: Meaning?
DEGRA: It wouldn't be the first of your assurances that fell short.
ARBOREAL: The Council has agreed that the aquatics will transport theprisoner. They've sent a ship. Get him ready.