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Thread: Interaction Scripts

  1. #1

    Interaction Script Modules

    This is a work in progress thread on my interaction scripts for civilians. It currently consists out off three parts, Arrest, Search and Talking. Everything is currently Alpha state and is nowhere near where I want it to be yet. While it's been laying around for a bit already, I have decided to futher develop it and hopefully share with the rest of the community. Everything will be multiplayer compatible.

    This old video shows the basic concept:


    More to come soon!
    Last edited by Glowbal; Nov 16 2012 at 22:33.

  2. #2
    Second Lieutenant Kremator's Avatar
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    Looking good Glowball ! Will get those into my missions when ready!

  3. #3
    Staff Sergeant Feint's Avatar
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    That's awesome! What's the "lower headset action"?




  4. #4
    Gunnery Sergeant SigintArmA's Avatar
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    @Feint - Think that's part of ACRE, that lowers the ACRE volume.
    Shhh... I'm hiding in my box

    Spoiler:

  5. #5
    Quote Originally Posted by Feint View Post
    That's awesome! What's the "lower headset action"?
    Yes is part of ACRE, indeed.

    Just a small update on what I've been up to main while;


    Added:
    - Auto Detection of any civilian on map
    - Working search option
    - Search vehicle option
    - Generic Text for talking to civilians (random, 6 options)

    Changed:
    - Split up the modules (arrest, search and talk). Can each be enabled and or disabled seperately
    - Colors to the addactions
    - Player needs to be within 2m

    Fixed:
    - No more interaction with dead civilians
    - No more possibly cluttering up of action menu
    - Improved performance on start up
    For in the near future, I plan to add/fix a few things;
    - Ability to stop a moving civi
    - improve the Car Searching part
    - Fix a few JIP and Respawn bugs
    - figure out how to put this in a module

    And I've to create a few items/objects such as the KeyCuffs (to remove ACE dependancy), and certain "evidence" things.

    Do you guys think I should keep keycuffs in as a dependancy to be able to arrest someone?

  6. #6
    Really impressive set of scripts there, something like this is dearly needed for COIN missions. Is it possible to load these captives into transports? I imagine that would make for some really snazzy snatch missions. Looking forward to release!

  7. #7
    Second Lieutenant Kremator's Avatar
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    Very impressive mate. Could you ensure that it doesn't require ACE to work properly ?

  8. #8
    Master Gunnery Sergeant Yokhanan's Avatar
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    Definitely looking forward to using these in coops! Really nicely thought out and like the arrested/walking with prisoner setup. As far as your, "Do you guys think I should keep keycuffs in as a dependancy to be able to arrest someone?" question--I personally feel it makes sense. Why put keycuffs in (whether ACE or your own) and end up not seeing it being used for arresting when it's the whole purpose of having them? I say make the person have to have a pair on them in order to be able to arrest someone (someone could also just toss a mate an extra pair if they ran out of base and forgot to grab them too!).

    In Loving Memory of my Uncle Mike. RIP 1-31-13

  9. #9
    It won't require ACE in the final version, just CBA.

    Is it possible to load these captives into transports?
    Something to work on still. Currently if you take a suspect with you and go into a vehicle, the suspect gets disattached. Then once you go out, he gets teleported to your location and attached again. But yes, I surely want to included it!

  10. #10
    Ok so I manged to get the load in vehicle working last week. Now I'm trying to get it MP, JIP and Respawn compatible. That's however proving to be quite difficult. I'm guessing it's something to do with the AI unit being server side and the caller of the action is a player.



    Everything else, the Arrest, Search etc, is now MP/JIP/Respawn compatible. No more bugs as far I know. Next up is some improvements to search parts of both Vehicles and Civi's. Hopefuly more on this soon.

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