武装突袭3

武装突袭3

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KtweaK
   
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Data Type: Mod
Mod Type: Mechanics
文件大小
发表于
更新日期
4.105 MB
2023 年 9 月 16 日 上午 7:20
5 月 15 日 上午 3:59
42 项改动说明 ( 查看 )

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KtweaK

描述
Where feature creep is actually a feature!
A lot of quality of life and innovative features. Multiplayer and ACE compatible.

Features
In multiplayer, this mod (or addon, for the purists) is required by both clients and the server.
Regardless of being server or client, all features are available in singleplayer.
For a more detailed description, check this thread.

Client Features
  • Equip Next Weapon: Swap weapon from another in the player's inventory. The next rifle and launcher in the inventory to be equipped will be displayed on the player's unit.
  • Bodypart HUD: When damaged, a HUD will briefly appear in the bottom right corner.ACE Medical compatible.
  • Humidity Effects: (Only visual FX active by default) Blurry visuals and muffled sounds will be applied depending on fog settings and the location of the player respective to the fog.
  • Disable S.O.G. Prairie Fire Voices: Toggle activation of ambient voices for English speaking factions.
  • Cold Breath: (Disabled by default) Cold Breath intensity will increase or decrease based on current temperature and the unit's level of physical and mental stress.
  • Heat Haze: (Disabled by default) It will appear as long as the surface temperature is over a given threshold and the player is on a surface that easily accumulates heat (such as asphalt or sand).
  • Holster Equipped Weapon keybind: (Unassigned by default) Holsters the currently equipped weapon, leaving the hands free.
  • NV Effects: Visual effects when nightvision of any type is active.
  • Disable aiming when unconscious: Disables ADS or scope view when awakening.
  • Restrict Stance: (Disabled by default) AI units in the player's group won't be allowed to stand up when moving in stealth and/or combat mode.
Server Features
  • Add Lights to AI: Infantry AI units without NVGs, weapon lights or headlamps will be assigned a weapon light or headlamp. Only weapon lights will be distributed unless WebKnight Flashlights and Headlamps is installed.
  • Brighter Moonlight: Full moon nights will be brigther. It works on any terrain. It also works in the 3den editor. There's two modes: bright and brighter.
  • Slide in Slopes: (Disabled by default) Player infantry units have a chance of slipping when going up and down slopes. Only for players.
  • Rain Poncho Reacts to Water: Equipped rain ponchos by any unit will change to the wet or dry version whenever the poncho gets wet or dry. Only compatible with MGSR ponchos so far.
  • Map Icons Only with GPS: (Disabled by default) Hide all map icons (not markers) unless the player unit has a GPS or is in a vehicle with one.
  • AI Predator Defense: (Disabled by default) AI units will attack dangerous predators when they get too close. So far it only works with Edaly's crocodile (both manually placed and spawned via the Wildlife module).
  • Disable Voices for Creatures: Voice mods will be disabled for non humanoid AI units, such as zombies and animals. That means no more zombies asking for backup or horses warning about incoming grenades.
  • AI Stop for Healing: AI infantry will stop moving when being healed by the player, even if the group leader hasn't issued a heal order (which is the only way they stop for heals by default). It also gives the player some score points for being a good human being.
  • BettIR Auto Enable for AI: Automatically enable the NVG and/or weapon illuminator for all AI units, in the specified conditions. It has no effect if BettIR isn't installed.
  • AI Auto IR Laser: Infantry AI will briefly enable their IR laser when firing, emulating Active Aiming to some degree.
  • Recon Drone: (By default it requires the Recon Drone Dispenser) An action will be added to the player unit that will allow to automatically launch and control an AR-2 drone for a brief time. Inspired by the Ghost Recon game series.
  • Auto-add ACE Map Flashlights: ACE map flashlights will be added to all infantry units which don't have one already. No flashlight will be added if there's no room in the unit's inventory. This option has no effect if ACE flashlights addon isn't active.
  • Fatal Wounds: Units that have died stay dead (not unconscious) but have a chance of playing a fatally wounded animation. The animation played is based on the the damaged body part that killed the unit. If the head or chest is severely wounded, there's a chance that the unit just dies without animation. Fatally wounded units will scream in pain if using mods like 'SSD Death Screams'.
  • Auto-add ACE Clackers and Defusal Kits: An ACE M57 Firing Device will be added to all infantry units carrying explosives which don't have a firing device already (clackers or cellphone). Defusal kits will also be added to units able to defuse that don't have one already.


This is a collection of several scripts and functions, some brand new, and some others that I've been using for myself through the years. Most of them come from my own unpublished missions, where I found that particular feature interesting enough to have it enabled globally.

I myself don't have them all of them activated, or not all the time. I just pick and choose depending on the type of mission and setting I'm playing on. I encourage you to do the same, as most of them don't require a mission restart after toggling their activation status.



Default keybinds
Equip Next Primary:
Ctrl + 1
Equip Next Handgun:
Ctrl + 2
Equip Next Secondary:
Ctrl + 3
Holster Equipped Weapon:
<Unassigned>

You can change those keybinds by going to:
Options > Controls > Configure Addons (in the lower part of the controls window) > KtweaK (select it from the ADDON combo box)

Enabling and disabling features
You can change the default settings by going to:
Options > Addon Options > KtweaK (select it from the ADDON combo box)



Links
[github.com]

Credits
  • johnnyboy, for the initial code used to disable SOG US ambient voices and for exposing the SOG voices array
  • ACE Team, snooping through their code allowed me to understand how to properly add a new item with CBA
  • krzychuzokecia, testing and his "Wouldn't it be cool if the MGSR ponchos..." throwaway comment was the reason that feature and, based on that foundation, Equip Next Weapon were implemented
  • Tripod27, for the original NVG effects script mine is based on

Permissions

This project falls under the Arma Public License Share Alike (APL-SA)[www.bohemia.net].
热门讨论 查看全部(3)
16
7 月 29 日 上午 2:00
置顶: [KTWK] Bugs & Feedback
kenoxite
4
2024 年 7 月 16 日 下午 12:33
置顶: Features - extended explanation
kenoxite
0
2023 年 10 月 12 日 上午 3:53
置顶: Using the Recon Drone
kenoxite
86 条留言
sabishii_yo 12 月 10 日 下午 12:51 
I was wrong, it was simply the vanilla moonlight that was bugging when manually executing skiptime command.

I do wanna know if there is a bug with the AI breaking when using the flashlights, because after disembarking they no longer will turn on their flashlights.
kenoxite  [作者] 12 月 10 日 上午 11:24 
Weird. All this was tested in dedicated servers and later I've personally played dozens of sessions in a dedicated environment where it was possible to change the Brighter Moonlight settings without problems.

Just a couple notes:
- It takes a few seconds to the brighter moonlight effect to propagate to all clients.
- There's a period of time during dusk where everything will be darker until the moon rises properly and begins to illuminate.

Also, some terrains are automatically excluded simply because the default lighting is good enough or the effect doesn't make sense, such as:
- Sefrou Ramal
- Dingor
- Eridanus Secundus (from OPTRE)
- Phobos (from OPTRE)
- Chernarus winter
- Salman
- Uzbin
- All maps by Juju, which already have great default night illumination (actually even brighter than my effect provides)

Other than that, maybe you're using some newer terrain which I haven't revised, so it uses the default Brighter Moonlight settings and might need some tweaking.
sabishii_yo 12 月 10 日 上午 11:04 
Moonlight can't change on dedicated server no matter if overwritten for server side on addon option
ElPedroChico 9 月 1 日 上午 2:50 
Option to set which weapon light will spawn on weapons? Currently it's random
Derwulfmann 8 月 17 日 下午 7:48 
Anyone else noticing a script issue between this and tff2 artillery registration?
Rocinante 5 月 22 日 上午 3:34 
kenoxite  [作者] 5 月 20 日 上午 10:06 
The closest feature that would do anything close to what you mention is Fatal Wounds, and it doesn't work like that. You can check how it works in depth in the linked discussion post or by directly checking the code in the linked github repository.

In any case, if you suspect that's the culprit, then disable it (which of course you can) and use Webknight's Death Animations mod instead, which has all kind of custom animations for injured and dead and I personally use quite often.

Other than that, it looks like a conflict with other mod or script... or something totally unrelated to this mod, which is my bet.
PᄂΛYBӨY ЩIƬΉ Λ GЦП 5 月 20 日 上午 8:30 
this would be a perfect mod if there wasnt a feature where ai dont die and instead they get stuck in the death animation and when the player dies they become unconscious and when they die they respawn as civilian it break most mp missions and theres no way to disable it
kenoxite  [作者] 5 月 5 日 下午 2:39 
Updated with some of the requested features.

This update includes a new nightvision effect, support for JCA and the latest Webknight flashlights and some other fixes and tweaks.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 4 月 26 日 上午 11:02 
Thanks for update! :jake::steamthumbsup: