#Carrying
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I think her and two others are trying to iron this out for the revive mod
Doubt it, considering that mod won't really be needed soon
There is already a thread for this as said in the message
Will this be for the revive mod?
Or is this a mod thatβs coming out on its own cause if so that would be awesome
And very well used
Well, with revive being in the base game, can we get this as a standalone mod at some point?
It will likely be a standalone mod. There are still some bugs that need to be fixed, but hopefully soon.
Hooray
I really hope this comes soon being a medic is sick
Loving it so far.
It looks already way better now thanks to Zelik's improved attachment point:
https://vimeo.com/841565416?share=copy
This is "Carrying Players" by Zelik O'Dyer on Vimeo, the home for high quality videos and the people who love them.
No physically simulated arms and legs? 0/10 /s
We're lucky to have AkiKay so we have poses to begin with π
Yea I canβt wait for it
Would be a god send to be able to move people especially if they're downed in a doorway
Wondering if there has been any progress on this. Very much looking for ward to it. π
It's still WIP. There are some sever bugs in MP, where the carrier collides with the carried player that need to be fixed.
Gotcha, thanks for teh update.
ππ
Oh boy
@devout tundra
Thx mate
It crashes the game when you try to carrie someone
Can you check what's written in the crash.log file?
Copy that
Also try with any other mods in case you were running other stuff
Could be a mod conflict that leads to the crash
Check out your ArmaReforger folder in Documents
For me it's in C:\Users\<user>\OneDrive\Dokumente\My Games\ArmaReforger\logs
Hello, just some feedback, the mod currently crashes when attempting to pick up injured AI
Can you provide the console.log and crash.log? Should be in %userprofile%\Documents\My Games\ArmaReforger\logs
I'm also on console of that's any use,
SCRIPT : GetResourceName 'scripts/Game/CEN_CarrierSystem/Entities/CEN_CarrierSystem_Helper.c,19' RESOURCES (E): Wrong GUID/name for resource @"{D56E2D21BB03FD02}Prefabs/Helpers/CEN_CarrierSystem_Helper.et" in property "<mis sing-def>" ENTITY : SpawnEntityPrefab @"{D56E2D21BB03FD02}Prefabs/Helpers/CEN_CarrierSystem_Helper.et" ENTITY : Create entity @"ENTITY:4611686018427415062" ('CEN_CarrierSystem_Helper') at <0.000000 0.000000 0.000000> @"{D56 E2D21BB03FD02}Prefabs/Helpers/CEN_CarrierSystem_Helper.et" ENTITY (W): GetIn action not set for slot='Carried' type='CargoCompartmentSlot' [@"ENTITY:4611686018427415062" ('CEN_Carri erSystem_Helper') at <0.000000 0.000000 0.000000> @"{D56E2D21BB03FD02}Prefabs/Helpers/CEN_CarrierSystem_Helper.et"] ENTITY (W): GetOut action not set for slot='Carried' type='CargoCompartmentSlot' [@"ENTITY:4611686018427415062" ('CEN_Carr ierSystem_Helper') at <0.000000 0.000000 0.000000> @"{D56E2D21BB03FD02}Prefabs/Helpers/CEN_Carr
This from my mate who owns our server
Hope this helps guys
Unfortunately no, this is just warning that gets always printed, since we use compartments without get out actions
iβm able to carry without crashing but maybe thatβs because iβm in solo gm, loving it so far, do you guys plan on eventually fleshing out the animations or adding dragging?
If anyone can get their hands on crash.log files, it would be really helpful to track down the issue. MP tests with the peer tool worked out fine in the workbench.
Also let me know what platform you are on, just to make sure it's not a x-box exclusive issue.
Might want to try testing in a full dedicated setup, I ran into replication issues there previously with one of my mods that were not present in a peer tool environment. Thats why I have a couple DEV / unlisted mods on workshop. I hope to do some testing on this tonight!
MP tests with peer tool will not expose issues the same as dedicated server.
hahah jinks!
Problem with this particular mod is that you need at least two players to test it on dedicated
It didn't crashed on my dedicated when I picked up an AI, but players are a different story ofc
yeah this is a big problem for modders imho. I have a feeling the peer tool is more like a listen server.
Ive never used the dedicated server tool in workbench but I feel like I saw a note about it being removed?
I'll test on our dedi tonight.
looks like its still there, I need to learn to use it i guess (dedicated server tool in world editor)
If anyone wants to test, I'm on Kex's Public Coop Sever #03 (88.198.47.46:17977)
sorry dealing with tornados right now..... be in a sec
No hurry, I noticed I should restart anyway and remove revive system alpha
ok.... let me know when your up and running.
All up and running
there go...
Nah, I just need to skim through the logs for now
got it. later.
we triggered whatever went wrong
I managed to get DS tool working! its kinda weird though it still runs a separate instance in world editor even though i pointed it to the server exe and client exe in DS Tool settings.
Well, let that be a lesson not to trust peer tool
Im very curious now if I can actually test things using DS Tool instead of publishing and testing on dedi, cuz this way i can run multiple peers
Yes, for most stuff it works fine. This is actually the first instance where peer tools let me down tbh.
sure... wait one by right in.
Yay, fixed. Thanks for the help y'all!
Well, AIS and co. have proper animations rather than an instant pose
If I didn't have my hands full already, I'd probably give one a shot. π₯΄
It will do for now. We're happy enough that carrying is available in the first place. The pose is already a bonus in my book 
Uhm idk if anyone has had this issue but when we added the mod to our server and tested it, it seems to crash both the one being carried and the carrier
Update the mod to 1.0.3
It has just been resolved π
Oh cool thanks for the update brother
Didnβt know if it was still broken or if it was fixed but I appreciate being updated on that
Kex your a god amongust medics by making our job easier now that we don't have to treat patients in less than ideal areas
just amazing
Finally Now no more standing in a open field as hell goes around me when I'm try to save someone thank you manπ
@noble sedge I'll take a look at placing the carried players into vehicles sometime today
Have a look at CargoCompartment_Base.conf. Might be the way to add it to any vehicle.
I'll get it sorted after I sleep. Haven't slept yet lol it's 3am
Is there any chance you could make us able to drag people to?
At the moment no. We don't have anyone that could do the animations for it.
Is there anyway you can make it so we can carry people who are conscious but have broken legs?
Not yet, but we plan to make it a thing together with a keybind for the carried player to jump off.
Oh okay thank you!
Class: 'SCR_AvailableActionsConditionData'
Function: 'GetHelperFromCarrier'
Stack trace:
scripts/Game/CEN_CarrierSystem/Entities/CEN_CarrierSystem_Helper.c:167 Function GetHelperFromCarrier
scripts/Game/CEN_CarrierSystem/Entities/CEN_CarrierSystem_Helper.c:138 Function IsCarrier
scripts/Game/CEN_CarrierSystem/UI/HUD/AvailableActions/SCR_AvailableActionsConditionData.c:35 Function FetchData
scripts/Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c:371 Function DisplayUpdate
scripts/Game/UI/HUD/SCR_InfoDisplayExtended.c:489 Function UpdateValues
16:12:25.352 UpdateEntities
16:12:25.352 WORLD : PostFrame
16:12:25.352 SCRIPT (E): Virtual Machine Exception
Reason: NULL pointer to instance
Thanks, I'll need to have a look where the null pointer exception handing is missing.
Does it lead to crashes or unexpected behavior?
no crash because I see a lot of this in the log, but I also didn't see the guy getting carried etc, just noticed the log spam
We encountering issues where after putting someone down after carrying, the person turns invisible/disappears. Idk if its present anywhere else but its an issue on 1RB.
Happened about 3 times in an op we just did
What's 1RB?
How does it look for the player that got dropped? Did they teleport to somewhere else or are they next to the player that dropped them, but invisible to that player?
I doubt though that it's a mod conflict
the person i dropped said i just left them whre i dropped them
so for them they got dropped as normal, they were just invisible on everyone elses screen
desync perhaps? i have no idea lol
Yeah, that's a tricky one to figure out.
We would need to find a way to reproduce this error
im going to sleep now, but ill see if it happens again tomorrow and ill get ppl to look out for it
We havent seen it happen again, and no ones reported it. Could have just been server issues, not too sure tho
It should still ideally never happen
its a bit of a weird one
The bug just happened to me as well. I double checked with GM and there seems to be some locality issue. The body got teleported to the edge of the map, although the victim reported he's still where I left his body.
Seems likely to be a bug with the move out command.
Is this the glitch where the carried player appears floating around in the sky when dropped?
Probably, it's not really something that can be fixed on our side
man I got so confused at first when they kept talking to me but I couldn't find them on the ground
Although if it really is because moving unconscious players out of compartments is broken, maybe making them conscious for a split second could be a workaround. Would need help testing this hypothesis though, since it's irreproducible in the WB
@noble sedge is it possible to make "realistic" changes to mod?
My problems with current carrying:
- Picking someone up is so fast, like super fast ( It might be fixed and made better by adding to hold button for like 5-6-7 seconds to get someone on your back)
- Missing animation of putting someone on back (like in Arma 3 ace)
- Missing animation of putting someone on ground
- Your are able to normaly shoot while carrying, comparing to ace in arma 3 where you cannot use your gun, reforger mod feels unrealistic
- No changes on speed of movement while carrying someone, you can run while having someone on back. ( agaim ace mod in arma 3 had this perfect made by limiting your speed and not letting you to use your gun while carrying)
Sounds like you should make Ace mod dude, or go back to playing arma 3 redacted
Actually, most of the suggestions are already mentioned on GitHub, apart from the animations, since we don't have anyone that could do them atm.
@noble sedge It's just a little disheartening for some random dude to ping a mod creator in a showcase to tell him what to do with his own mod.
He's not a random dude. He's actually one of our advisors on CEN Medical, so he's just doing his job π
The public showcase probably isn't the best place to be advising tbh.
True, not sure why he didn't use our internal channel for it π
Yeah, to me he's some random guy telling a mod creator what to do. Which is not only incredibly frowned upon but, iirc not allowed in this discord at all.
In this case we were actively search for ppl with a medical background, preferably military, who can provide suggestions on realism.
Sorry for the misunderstanding.
No worries, I get your point.
Again this should have been an internal discussion to begin with
On a related note though. If you ever wanna do gurneys i'd be willing to help with that.
I got enough project going on right now, but if I get back to it at some point, I would gladly collaborate again π
I'm right there with you. If i had a dollar for every project I have going on I could stop working a full time job. lol
I'd love to try and make some pickup and drop animations ngl, it's just the implementation as usual. Would probably need integration into player workspace like pointing and saluting, which no tutorial covers as far as I can see.
@obsidian shoal Could possibly even "port" the a2 animations for some stuff.
If transfering from rig to rig is possible, maybe
It is
Probably not easy
And other question is whether those animations are even in the Arma 2 data package that were published by BI
I was able to do it with a simple animation made for the UE rig
Everything is there
i've gotten a2 animations into Blender along side the AR rig. Just haven't had time to mess with it too much.
I think animations are under APL-SA, so we don't have to forget to switch the license if we do
Interestingly when I looked for gesture script command, only pointing was available. Seems saluting is implemented in a different way
As reference: SCR_PlayerController.ActionGesturePing, but it seems that the stop animation method is broken atm, which is why you keep pointing forever π
So would this be a server issue? And is there a fix for it?
Replication issue. Not sure what the state on the server is, but there's an inconsistent state between the afflicted player and the other players.
and probably something with latency, since it isn't reproducble with the Peer tools in WB
Makes sense, thanks
but since this bug can also be observed when dragging unconscious players out of vehicles, it's likely an internal issue that BI has to resolve.
Ah igy
@dense gulch @noble sedge Just doing my job as Kex said, collected informations and prompted them up for a reason to try and bring more realism. Sorry if you guys miss understanded me or if I missed place where to mentione π β€οΈ
Again, put it in our internal CEN chat. We made it for a reason π
will do (copy-paste)