• Announcements

    • Jervant

      Bohemia Store Steam Redeem   06/24/17

      We started experiencing problems with the Steam redeem from our Store on Friday June 23rd.   For anyone that got affected by this, please go to your store account, after you select the product you purchased, you should see your steam key with a link to a how to article to activate it manually through Steam.   We apologize for the inconvenience.
heros

Heros Survive

136 posts in this topic

Update

 

Version 2.1 (07.11.2016)

ADDED:      - Dirty water in a well: 'this setVariable ["Her_L_DirtyWater",true];'
            - New Items: See '_ClassList.txt'
FIXED:      - Buy magazines: Now the magazines are full.
IMPROVED:   - Example of laptop being reworked.

2 people like this

Share this post


Link to post
Share on other sites

Hi,

in der UseCheckCard.sqf ist dir ein fehler unterlaufen.
 

_Obje setObjectTextureGlobal [0,"\her_a3w_survive\models\cardreader\data\green.paa"];

Da stimmt der pfad nicht.

 

so ist es richtig.

_Obje setObjectTextureGlobal [0,"\her_a3w_survive\models\objects\data\green.paa"];

Share this post


Link to post
Share on other sites

I finally made A3Wounding System work together Heros Survive (and FHQ Task tracker on top of it...) in an ALiVE persistent mission!  :icon_w00t:

 

 

The problem was the first line of my init.sqf code:

waituntil {(player getvariable ["alive_sys_player_playerloaded",false])}; 

 

 

This is generally suggested in the ALiVE WIKI to use if you want to use any player-dependent scripts in an ALiVE mission with persistence save&load via WarRoom.  The effect, however, is that the mission must have been saved and loaded at least once after a server restart and a player re-join before those scripts kick in.  That is true for the Heros Survive as well as for A3Wounding.  To make it (hopefully) more clear, I'll quote what I wrote in ALiVE Forums:

 

Quote

 

You will have to perform the following circle once:

play - make a player save & then make a server save - quit client - restart server - load persistence mission&player data from WarRoom - play - enjoy!

 

- But after this, it works flawlessly in persistent ALiVE missions.

 

Since I was testing anyway, I looked into compatibilty with the Heros Survive System more deeply and want to spread the good news/share my experiences here for all those that wonder if the 2 scripts fully or just partly work together:

 

  • Health Damage is correctly accounted for in either system if you use them together

 

  • A3Wounding takes precedence over any BIS or Heros Survive values for who can revive and with what.

 

  • You can use the custom medical items from Heros Survive to perform healing of A3Wounding casualties:

 

With both scripts active, either BIS or Heros Survive FAK's heal those "little scratches" which you normally cure with a BIS  FAK and the A3Wounding incapacitated state can be fixed either with the re-useable BIS Medikit or with the Heros Survive variant of the Medikit which is meant to be one-time use only.  Note that with A3Wounding active, even the Heros Survive Medikit is reuseable, if you use it via action menu to heal others.  If you use it on yourself it still works as intended by Heros: when you double-click on it in your opened inventory to heal yourself, the Heros Medikit still is used up. 

 

For future reference, I'll post my complete init.sqf and description.ext code here: 

waituntil {(player getvariable ["alive_sys_player_playerloaded",false])};
sleep 2;
{
	if !(isPlayer _x) then {
		if !(_x getVariable ["Persistent_Teleport", false]) then {
			_x setPos (getPos player);
			_x setVariable ["Persistent_Teleport", true, true];
			sleep .5;
		};
	};
} forEach units group player;

//by psycho
["%1 --- Executing TcB AIS init.sqf",diag_ticktime] call BIS_fnc_logFormat;
enableSaving [false,false];
enableTeamswitch false;			// TcB AIS wont support teamswitch



// TcB AIS Wounding System --------------------------------------------------------------------------
if (!isDedicated) then {
	TCB_AIS_PATH = "ais_injury\";
	[] spawn {
		{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (if (isMultiplayer) then {playableUnits} else {switchableUnits});		// execute for every playable unit
		
		//{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (units group player);													// only own group - you cant help strange group members
		
		//{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach [p1,p2,p3,p4,p5];														// only some defined units
	};
};
// --------------------------------------------------------------------------------------------------------------

//--->>
//--->> Survive-System
//--->>        0 Menü (Gegenstaende zusammenfuehren)
//--->>        | -> 0 = Aus
//--->>        | -> 1 = Action menu
//--->>        | -> 2 = ACE
//--->>        |
//--->>        | 1 Datennutzung (Inventar): Gegenstaende benutzen. Intern / Extern 
//--->>        | | -> 0 = Intern. Daten werden zuerst im Addon verabeitet. Danach eventuell extern.
//--->>        | | -> 1 = Extern. Daten werden IMMER nach extern weitergereicht.
//--->>        | |
//--->>        | | 2 Laterne aufstellen
//--->>        | | | -> 0 = Ãœberall (Auch auf Objekten. Eventuell Fehler)
//--->>        | | | -> 1 = Nur auf Boden
//--->>        | | |
//--->>        | | | 3 Umgebungstemperatur berechnen
//--->>        | | | | -> 0 = nein
//--->>        | | | | -> 1 = ja
//--->>        | | | |
//--->>        | | | | 4 Lootsystem benutzen
//--->>        | | | | | -> 0 = nein
//--->>        | | | | | -> 1 = ja
//--->>        | | | | |
//--->>        | | | | | 5 Geld überwachen durch Addon
//--->>        | | | | | | -> 0 = Nein
//--->>        | | | | | | -> 1 = Ja. Nur das Geld im Gepäck
//--->>        | | | | | | -> 2 = Ja. Das Geld wird separat verwaltet. NICHT im Gepäck.
//--->>        | | | | | |
//--->>        | | | | | | 6 Using RyanZombies (Zombies & Demons)
//--->>        | | | | | | | -> 0 = No
//--->>        | | | | | | | -> 1 = Yes
//--->>        | | | | | | |
//--->>        | | | | | | | 7 Ein- ausschalten der Icon und der Berechnungen dazu. (0 = deaktiviert)
//--->>        | | | | | | | |
//--->>        | | | | | | | |0 Body temperature
//--->>        | | | | | | | || 1 Damage
//--->>        | | | | | | | || | 2 Fatigue
//--->>        | | | | | | | || | | 3 Money
//--->>        | | | | | | | || | | |
_ScriptWait = [1,0,1,1,1,1,0,[1,1,1,1]] execVM "\her_a3w_survive\scripts\init_her_survive.sqf";
waitUntil {scriptDone _ScriptWait};


And

onloadName = "OPERATION BLITZ BETA A3W 1";
author = "tourist";
overviewText = "Bundeswehreinheiten bekämpfen die Taliban im Chahar-Dara-Distrikt an der Seite anderer NATO-Kontingente und der Afghanischen Armee.";
respawn = 3;
respawnDelay = 30;
respawnTemplates[] = {"Revive","MenuPosition"};
respawnOnStart = -1;	
respawnDialog = 1;
reviveDelay = 30;		// The time it takes to revive a unit. Will be halved if you have a Medikit. (Default: 6 seconds.)
reviveForceRespawnDelay = 10;	// The time it takes to force your respawn while incapacitated. (Default: 3 seconds.)
reviveBleedOutDelay = 300;	// The time it takes for a unit to bleed out. (Default: 2 minutes.)				
saving = 1;
debriefing = 1;  
aiKills = 1;
allowFunctionsLog = 1;


class Header
{
	gameType = COOP; // Game type, see 'class' columns in the table below
	minPlayers = 1; //min # of players the mission supports
	maxPlayers = 42; //max # of players the mission supports
};

class RscTitles 
{
	#include "ais_injury\dialogs\rscTitlesAIS.hpp"
};

class CfgFunctions
{
	#include "ais_injury\cfgFunctionsAIS.hpp"
	#include "functions\fhq_tasktracker.hpp"
};

class CfgMusic 
{

	 class es_donnern_motoren 
	{
		name = "es_donnern_motoren";
		sound[] = {"music\es_donnern_motoren.ogg",1,1};
	};
		
	class fallschirmjaeger_schritt 
	{
		name = "fallschirmjaeger_schritt";
		sound[] = {"music\fallschirmjaeger_schritt.ogg",1,1};
	}; 
	
	class gruen_unser_fallschirm 
	{
		name = "gruen_unser_fallschirm";
		sound[] = {"music\gruen_unser_fallschirm.ogg",1,1};
	}; 	
	
	class gruene_teufel 
	{
		name = "gruene_teufel";
		sound[] = {"music\gruene_teufel.ogg",1,1};
	}; 	
	
	
	class wuerfelspiel 
	{
		name = "wuerfelspiel";
		sound[] = {"music\wuerfelspiel.ogg",1,1};
	}; 	
	
};

class CfgSFX
{
	sounds[] = {};

	class sfxsound
	{
		name = "sfxsound";
		sounds[]={sfxsound};
		sfxsound[]={"sound\sfxsound.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};
 
	class sfxsound2
	{
		name = "sfxsound2";
		sounds[]={sfxsound};
		sfxsound[]={"sound\sfxsound2.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	class sfxsound3
	{
		name = "sfxsound3";
		sounds[]={sfxsound};
		sfxsound[]={"sound\sfxsound3.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	class sfxsound4
	{
		name = "sfxsound4";
		sounds[]={sfxsound};
		sfxsound[]={"sound\sfxsound4.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	class sfxsound5
	{
		name = "sfxsound5";
		sounds[]={sfxsound};
		sfxsound[]={"sound\sfxsound5.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};
        class sfxsound6
	{
		name = "sfxsound6";
		sounds[]={sfxsound};
		sfxsound[]={"sound\sfxsound2.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	class sfxsound7
	{
		name = "sfxsound7";
		sounds[]={sfxsound};
		sfxsound[]={"sound\sfxsound3.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	class sfxsound8
	{
		name = "sfxsound8";
		sounds[]={sfxsound};
		sfxsound[]={"sound\sfxsound4.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	class sfxsound9
	{
		name = "news1";
		sounds[]={sfxsound};
		sfxsound[]={"sound\news1.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};
        
	class sfxsound10
	{
		name = "music1";
		sounds[]={sfxsound};
		sfxsound[]={"sound\music1.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	class sfxsound11
	{
		name = "music2";
		sounds[]={sfxsound};
		sfxsound[]={"sound\music2.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};
        
	class sfxsound12
	{
		name = "kunduznews";
		sounds[]={sfxsound};
		sfxsound[]={"sound\kunduznews.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};
        
	class sfxsound13
	{
		name = "SanginnewsBBC";
		sounds[]={sfxsound};
		sfxsound[]={"sound\SanginnewsBBC.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

        class sfxsound14
	{
		name = "prayer2";
		sounds[]={sfxsound};
		sfxsound[]={"sound\prayer2.ogg",15,1,24,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};
        
	class sfxsound15
	{
		name = "Britishnews";
		sounds[]={sfxsound};
		sfxsound[]={"sound\Britishnews.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	 class sfxsound16
	{
		name = "ISISpropoganda";
		sounds[]={sfxsound};
		sfxsound[]={"sound\ISISpropoganda.ogg",15,1,24,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};
        
	class sfxsound17
	{
		name = "IEDchatter";
		sounds[]={sfxsound};
		sfxsound[]={"sound\IEDchatter.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	class sfxsound18
	{
		name = "arab_talking";
		sounds[]={sfxsound};
		sfxsound[]={"sound\arab_talking.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};

	 class sfxsound19
	{
		name = "arabicsong1";
		sounds[]={sfxsound};
		sfxsound[]={"sound\arabicsong1.ogg",15,1,24,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};
        
	class sfxsound20
	{
		name = "arabicsong2";
		sounds[]={sfxsound};
		sfxsound[]={"sound\arabicsong2.ogg",15,1,18,1,1,1,0};
		empty[]= {"",0,0,0,0,0,0,0};
	};
};


class CfgDebriefing 
{  
       class End1 
       { 
              title = "Mission Abgebrochen"; 
              subtitle = "Du hast gekämpft wie ein schlauer Fuchs!";  
              description ="Du hast deine Männer gerettet und dich geschickt vom Feind gelöst.  Leider musst du jetzt einen Einlauf vom Vorgesetzten über dich ergehen lassen, weil du ohne Befehl den Rückzug angetreten hast!"; 
 
       }; 
       class End2 
       { 
              title = "Mission Erfüllt"; 
              subtitle = "Du hast gekämpft wie ein grimmiger Wolf!"; 
              description = "Gratulation! Du hast den Feind aus dem Operationsgebiet abgedrängt!";  
              
       }; 
       class End3 
       { 
              title = "Mission Gescheitert"; 
              subtitle = "Alle außer dir sind tot!"; 
              description = "So eine Schande! Dafür wirst du degradiert und kommst vor ein Kriegsgericht!"; 
              
       }; 
	   class End4 
       { 
              title = "Mission Erfüllt"; 
              subtitle = "Du hast gekämpft wie ein wilder Bär!"; 
              description = "Respekt! Du hast nicht nur den Feind aus dem Operationsgebiet abgedrängt, sondern auch einen hochrangigen Taliban-Kommandeur unschädlich gemacht!"; 
    };
};


Now, I have a really perfect combination of scripts going to create exactly the immersion and realism level I want in my mission! 

 

Many people will appreciate that Heros Survive is compatible with ACE, but I for my part appreciate very much that the combination of Heros Survive and A3 Wounding System by Psychobastard essentially gives me a medical,primary needs and repair system that is more realistic than vanilla without forcing me and potential other players of my mission to fiddle around with various other unwanted features of ACE.  Thus, I can reduce the probability to suffer a broken ALiVE savegame - the more "big" mods like ALiVE and ACE with their constant updates you use together, the more likely your savegame is to break, sadly... 

 

IMHO, Heros Survive fills the gap between Vanilla A3 and a major overhaul mod like ACE perfectly!

Share this post


Link to post
Share on other sites

A little question/feature idea still rmains to be disccussed :D :

 

There is already to option to contact a "fever"/body temp increase if bitten by zombies.  Is it possible to tie an increase of body temp that leads to increased need for water and an increased stamina drain within Heros Survive to the temperature so if it is set to "Afghanistan Summer" (No rain and 40 degrees Celsius...) , you automatically need more water per hour and loose stamina more quickly than in an 22 degrees Celsius and frequent rain "German Summer" setting?

Share this post


Link to post
Share on other sites

@zimm794

Thank you for the information. This will of course be changed.  :)

 

@tourist

Good idea. I will adjust it. :)

I did my first tests. From 22 degrees Celsius the value is calculated per temperature. More thirst.

Share this post


Link to post
Share on other sites

Heros, could you make this into modules? That way people could use what they want and maybe set the modules up so they can be edited. Just an idea. I play ravage and thats how he has it set up. I think you guys should get together. Both of your mods are great and do some of the same things just differently.

 

 

 

Great mod keep up the great work.

Share this post


Link to post
Share on other sites

Heros, could you make this into modules? That way people could use what they want and maybe set the modules up so they can be edited. Just an idea. I play ravage and thats how he has it set up. I think you guys should get together. Both of your mods are great and do some of the same things just differently.

 

 

 

Great mod keep up the great work.

 

A module. Yes.

I have tested it. The module does not work on a dedicatet server and a clinet at the same time. I have to change some things. Later modules may be appear.

I need to create a module for the server and one for the client.

Share this post


Link to post
Share on other sites

Generally, this addon can be used on any island.

Possibly the houses have to be redefined. I can not know all the houses on all the islands.

The inclusion of the addon is described in the example mission.

If you read the 'readme.txt' and saw the screenshots, you know: Open inventory and double-click an item and use it.

All necessary information should be available in the download file.

I did look in the read me, maybe I just missed something, thank you for your reply Heros.

And thank you so much for your work on such an awesome mod :)

Share this post


Link to post
Share on other sites

A module. Yes.

I have tested it. The module does not work on a dedicatet server and a clinet at the same time. I have to change some things. Later modules may be appear.

I need to create a module for the server and one for the client.

 Yea I only play single player so the multi problem wouldn't bother me.

 

Thanks

Share this post


Link to post
Share on other sites

Update

 

Version 2.2 (14.12.2016)

 

ADDED:      - No breath to a unit: 'this setVariable ["HerNoBreath",true,true];'
                   - Module to start. (The 'HerosWorld' path in the mission folder is still needed.)
                   - Water (20 l dirty)
FIXED:         - Fixed some bugs.
IMPROVED: - Temperatures and thirst. More thirst when temperatures are higher 22 degrees Celsius.

 

Buy or Sell: Weapons from the uniform, the vest or the backpack can not be sold. This is not possible
by script. For this I will think of something. (Search in various forums)

 

1 person likes this

Share this post


Link to post
Share on other sites

THX for the update! :thumbs-up:

 

Module means I can't use the old way to call the scripts via description.ext and init.sqf or is is just an alternative?

 

Just asking because of missions made with older versions of Heros Survive. 

Share this post


Link to post
Share on other sites

Update:

 

Version 2.3 (18.12.2016)
 

FIXED:      - Error in singleplayer mode (HUD)
                 - Failed to use items.

1 person likes this

Share this post


Link to post
Share on other sites

Update

 

Version 2.4 (04.01.2016)

ADDED:         - Parameters 'Her_L_GasList'. On these objects, gasoline or diesel can be filled into a canister. (See example mission)
FIXED:           - Fixed errors when using items. (Gasoline canister)
                      - Masse kleinerer Gegenstände angepasst
                      - Mass of smaller items
IMPROVED:   - Antivirus pills and vitamine pills only take effect after one minute. The respective injection acts immediately.

1 person likes this

Share this post


Link to post
Share on other sites

THX for the update! 

 

BTW, the thirst increase when setting the ambient temp high that was introduced with previous version is uber-cool immersion feature!  I checked out UNSUNG maps a bit and set the ambient temp to 40 degrees celsius... WOW! 

 

If you set your heros survive like that, you really,really need to take those three canteens of water into the jungle as the UNSUNG kits suggest on their models - awesome immersion!

Share this post


Link to post
Share on other sites

Guten Tag! Bitte um Hilfe wie folgt:

- Nach dem letzten Update verschwand die Möglichkeit zu Essen und den Durst.

-Zähler funktioniert nicht Müdigkeit.

-Nicht öffnen Sie die Tür mit der Karte. Sie haben in der Mission-Beispiel alles wunderbar. Aber mit einem anderen Haus und die Tür reagiert nicht auf die grüne Karte.

Ich kann etwas falsch machen? Helfen Sie,bitte.

Share this post


Link to post
Share on other sites

Interesting. I just tested about 1 hour. Singleplayer. Everything worked. I gave up the mission. Arma closed and everything restarted.

I'll send you an email tomorrow.

Share this post


Link to post
Share on other sites

Update

 

Version 2.5 (12.03.2017)

ADDED:      - New Items: See '_ClassList.txt'
            - All objects can be userd in the 3d editor.

FIXED:      - Other player can now be cured.

            - Fixed errors when using items. (Toolbox S)

            - Fill empty water bottles / water canisters

              Objects on an island have not been detected. Unfortunatly the variable 'Her_L_WellList' has to be adapted. See example mission.
IMPROVED:   -

1 person likes this

Share this post


Link to post
Share on other sites

Easiest way to integrate this with a random spawn system that disperses the items (food and water) across the map?

Share this post


Link to post
Share on other sites

@acoustic: this feature is already included.  You can change the loot probability and loot composition in the various configuration files delivered with the template mission that is part of the Heros Survive download. 

 

@all: in addition to a greater number of potential water sources availalble as default due to the expanded list, I have discovered an Easter Egg, sort off...

 

On the UNSUNG map Da Krong, you can refill empty canteens in the river.  I have yet to test the other UNSUNG maps, but I found that already quite cool even if it's just this one map since I have a high dehydration rate set for those jungle environments in my SPECOPS style UNSUNG missions on Da Krong and I find it extremely, ya, know, SPECOPS-ish that I can "live off the land" if need be.  The water from the river isn't dirty, though, but that might be rooted in the maps config and the specific water source base config the UNSUNG team used to build their water bodies on that map. 

1 person likes this

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now