Arma 3
Guilt & Remembrance
165 Comments
STyx2909 May 18 @ 4:28am 
Requesting authorization to include code from the mod with any scenario/campaign/whatever I would come with. Because I am a huge fan and using is as a mod is not enough.
Bax Oct 18, 2024 @ 4:34am 
Like Dr_Suess the body just dissapears after being put in a bodybag.
Mezentius  [author] Jun 21, 2024 @ 7:21pm 
looking into it — will post here when there’s a fix
Zeonn Jun 15, 2024 @ 7:56am 
Hey, I'm getting the same issue as @Burbonizer, is there any fix?
jere Apr 19, 2024 @ 1:16am 
Hi! Im using r3f logistics and i cant load the bodybags in vehicles, any solution?
Burbonizer Nov 9, 2023 @ 1:56am 
Also my civilians are not being given bodybags. Has something broken since Arma and Ace updates?
Burbonizer Nov 9, 2023 @ 1:55am 
i am getting an error when i the civilian is killed.
'..._severity = 0;
_rank = 0;
{
_xType = _x ¦#¦select 0;
xSeverity = _x select 1;
xRa...`
Error Generic error in expression
File GR\functions\fn_onUnitKilled.sqf..., line 42

Any idea's?
Mezentius  [author] Oct 2, 2023 @ 5:30pm 
@shootdivejump: what other mods are you using?
Dr_Seuss_IsDead Oct 1, 2023 @ 6:10am 
I’m new to using guilt and remembrance, anytime I put a body in a body bag, civilian or team the body bag disappears and throws an error. This has only started happening since using G&R. The error states “ ….,”_weaps”,”_mags”]; sleep 0.5;
{_cargo |#| addItemCargoGlobel [_x,1]; forEach _it…. Error Type Array, expected String File GR\functions\fn_initServer.sqf…, line 113”
Reticuli Sep 2, 2023 @ 9:27pm 
A CBA Addon Options setting for maximum distance of relatives would be appreciated instead of needing a mission script. 20km is on the other side of most of these island maps.

I just tried your mod, and the relative just stands there when I drag the body bag to them. What else am I supposed to do?
Mezentius  [author] Apr 6, 2023 @ 6:42pm 
@ Pulsar Neutron Star: the whole faction can see them, but the shooter must complete them.
Bax Apr 6, 2023 @ 7:55am 
@Denissava22010 You'll find body bags in the arsenal (Eden editor), just put some of them in your backpack.
Overlord Zorn Mar 22, 2023 @ 8:17am 
> * When a player kills a civilian, a new task is generated requiring the player to deliver the body to a member of their family, who lives in a house in the AO (within 20km by default).

Are those Tasks dedicated to a single player (the shooter) or are those faction wide tasks?
Denissava22010 Feb 19, 2023 @ 10:18am 
Also a question : Do you can spawn a Bodybag item?
Denissava22010 Feb 19, 2023 @ 10:17am 
The Bodybag dont spawn inside of Civ Inventory (The Check mark on this feature is active)
klem Dec 8, 2022 @ 9:18am 
nice mod
klem Dec 8, 2022 @ 9:18am 
what the fuck this is horrifingly realistic
STyx2909 Nov 16, 2022 @ 2:12pm 
Is it compatible with other computer generated missions MODs (Liberation, etc.)?
Mezentius  [author] Nov 13, 2022 @ 4:53pm 
@C. Spiegel: i haven't tested this but if the ALiVE wiki is current, this should work to whitelist the objects from the ALiVE GC:

// ------snip------

[{
params["_killer", "_killed", "_nextofkin"];
// protect the body
_killed setVariable ["ALiVE_SYS_GC_IGNORE",true];
// protects the AI next-of-kin
_nextofkin setVariable ["ALiVE_SYS_GC_IGNORE",true];
}] call GR_fnc_addCivDeathEventHandler;

[{
params["_killer", "_nextofkin", "_grave"];
// protect the grave
_grave setVariable ["ALiVE_SYS_GC_IGNORE",true];
// protect the AI next-of-kin
_nextofkin setVariable ["ALiVE_SYS_GC_IGNORE",true];
}] call GR_fnc_addConcealDeathEventHandler;

// ------snip------
C. Spiegel Nov 12, 2022 @ 4:22pm 
Im just using whatever the default GC is in the alive modules
C. Spiegel Nov 12, 2022 @ 4:03pm 
Thank you, i been using this on my community server and players are loving it.
Mezentius  [author] Nov 12, 2022 @ 3:59pm 
@C. Spiegel: sure, but it depends on what other mod is deleting the bodies. here's an example of how you would protect bodies, graves, and AI next-of-kin from Advanced Garbage Collector (AGC). if you're not using AGC, you'd need to read the docs for what you're using and adjust accordingly.

// ------snip------

[{
params["_killer", "_killed", "_nextofkin"];
// protect the body
_killed setVariable ["GCblackList", true];
// protects the AI next-of-kin
_nextofkin setVariable ["GCblackList", true];
}] call GR_fnc_addCivDeathEventHandler;

[{
params["_killer", "_nextofkin", "_grave"];
// protect the grave
_grave setVariable ["GCblackList", true];
// protect the AI next-of-kin
_nextofkin setVariable ["GCblackList", true];
}] call GR_fnc_addConcealDeathEventHandler;

// ------snip------
C. Spiegel Nov 12, 2022 @ 2:55pm 
Can you explain how to use the eventHandler to not delete the civs body when its selected for a guilt mission?

I am working this mod into an ALiVE Mod mission but im having issues with ALiVE or corps manager deleting the bodies before players get to them.
Mezentius  [author] Aug 17, 2022 @ 12:26am 
@CyDon: see the CBA settings for this mod -- you can customize how task messages appear
CyDoN Aug 16, 2022 @ 9:59am 
@Mezntius Is there a command that will disable the messages on screen regarding the tasks?
thx
der_marschall Mar 30, 2022 @ 11:53am 
I've been wondering for a few days, since it says in the description it's compatible with the “Antistasi” mode, which versions is it compatible with? I saw there was the ones made by the original author, “Antistasi Plus” and the “community versions”.
Ellman Mar 3, 2022 @ 12:21am 
I pretty much use this mod in all my Zeus missions, oddly enough my playerbase barely kills any civis :O
Akyet Oct 2, 2021 @ 4:27am 
Thanks heaps ^^ That post works perfectly.
As for the body bag spawning I'm just running KP Liberation but I ended up adding the body bag to all civs inventories through one of the mission files they provide.
With those two things working this mod is perfect! Love your work ^^
Mezentius  [author] Sep 27, 2021 @ 6:39pm 
@Akyet: see this post on the forum: https://forums.bohemia.net/forums/topic/223257-guilt-remembrance-civilian-deaths-reparations-war-crimes/?do=findComment&comment=3365461

re: body bag spawning, i'd need to know more about your setup. feel free to post on the forums or else send me an email (address listed above)
Akyet Sep 24, 2021 @ 4:45pm 
Also sorry to ask but is there any tutorial on how to add custom functions using this mod? Trying to make a server command play when a body is delivered to award some civilian reputation in KPLiberation. Any advice would be really appreciated, thanks
Akyet Sep 24, 2021 @ 4:40pm 
For some reason setting body bags to spawn on killed civi's doesn't seem to be working for me..
Mezentius  [author] Sep 21, 2021 @ 11:55pm 
@Reticuli: you can build that sort of thing with g&r (see customization settings/event handlers above) but i'm not particularly interested in it. ALiVE may be more your speed
Reticuli Sep 21, 2021 @ 2:33pm 
I don't want to play an in-depth medic simulation and I don't want to play a war crime simulator that encourages such behavior. I would rather see the enemy getting spawning of troops, vehicles, and support element ques available for them to utilize when I kill civilians or hide within inhabited houses where the civilians end up getting killed. I want civilian casualties I'm responsible for to stir up the hornets nest and make my mission harder.
lem0nium Aug 31, 2021 @ 7:05pm 
Wow, this is grim
KordoX Aug 13, 2021 @ 3:05pm 
Oh nice, thank you :)
Mezentius  [author] Aug 13, 2021 @ 2:09pm 
@[EVN] KordoX: there's a specific area for guilt & remembrance in the cba settings from the arma interface. for further customization see description above for code to insert into your mission's init.sqf.
KordoX Aug 9, 2021 @ 4:02am 
Hey how i turn the notifications off? I would like to use only the bury and Autopsie features without the missions and the notifications. Thx
Tyco75 Jul 21, 2021 @ 11:56am 
This should have been in the IDAP DLC as it fits perfectly with its content.
Mezentius  [author] Jul 3, 2021 @ 3:35pm 
hi everyone, thanks for the reports. there are definitely some compatibility issues when using this mod with ALiVE currently. no ETA on the fix but will comment here when it's in.
WelshRifty Jun 5, 2021 @ 7:41am 
the only problem so far is its not generating the task, everything else works eg bury, grave, mark out name exhume and autopsy its simply not generating the task when killing a civilian, these are the new vietnamise civilians under faction name "C_VIET" do they have to be added somwhere to a config?
Mezentius  [author] Jun 4, 2021 @ 1:59pm 
@WelshRifty: usually if this happens there's a conflict with another mod. email me (it's in the description above) and send me more info and we'll see if we can figure it out
WelshRifty Jun 4, 2021 @ 8:59am 
Trying to use this mod on my SOG alive mission, the mods loaded but when i kill a civi nothing happens?
blablabla Apr 24, 2021 @ 5:54am 
Can the AI do it themselves? I just make npc battles and want to see this work with the AI in the game.
RSA79 Mar 11, 2021 @ 6:50am 
ok. thanks for reply
Mezentius  [author] Mar 9, 2021 @ 3:13pm 
@RSA79: I would try to resolve that with spyder. this mod doesn't touch any of that.

@Feint: thanks (i feel the same about the sailing mod)
RSA79 Mar 9, 2021 @ 1:08am 
Great mod!!!! unfortunetly it does not work with spyder addon ambient traffic. civies fall thru the ground half way or all the way after dying so i cant bag them ;) plus it marks the enemy drivers as civilian. any way to resolve this??
john_maus Feb 14, 2021 @ 9:08pm 
hi there, is there a version of this but for your own factions deaths? like bringing your dead squadmates back to a medical post or something.
Heavenly Pete Feb 10, 2021 @ 8:00pm 
indeed made me feel the guilt 11/10
Feint Feb 8, 2021 @ 5:10pm 
This is such a great idea. I feel like this should be vanilla content from BI. Thanks for making this.
Mezentius  [author] Dec 4, 2020 @ 9:30pm 
@Teufel Hund: also, if you also need to preserve graves as well, paste the following below that:

// --snip--
[{
params["_killer", "_nextofkin", "_grave"];
_grave setVariable ["GCblackList", true];
_nextofkin setVariable ["GCblackList", true];
}] call GR_fnc_addConcealDeathEventHandler;
// --snip--