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joschaap

[MP] [COOP/DM] GoT Wasteland v2 (Enhanced-edition)

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Thanks for the info. Was a little bit hesistant to spend a lot of time building a base when i didn't know if the enemy could just pick it apart. :)

Do you know the distance you must stay within to keep them from unlocking a barrier?

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I cannot wait for this to be on some sort of a hive. Because by the time you build a base up and get everything there the server restarts and you lose everything.

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I'm in the midst of testing v2.3 just updated both servers again (DEV Branch see signature)

most recent change is the saving of locked basebuilding parts (will respawn unlocked after restart)

@Irishone im not implementing saving of player position/loadout/weapons as it will lead to combat logging

this testbuild of v2.3 is currently using iniDB so (if it works well) the base-saving will become an optional feature (will test its functionality during this weekend)

the current 'open issue' list for v2.3 can be read on my github repo: https://github.com/JoSchaap/GoT_Wasteland_V2.Stratis/issues?milestone=5

changes so far on the current testbuild of v2.3

	***TESTBUILD DO NOT DISTRIBUTE***<br/>	
	[Added] 3 general stores
	[Added] working repairkits that can be dropped
	[Added] working fuelcans that can be dropped
	[Added] new interface for general stores
	[Added] more variaty in base building parts
	[Added] 45acp suppressor
	[Added] Independent SDV
	[Added] camo blackhawk
	[Fixed] balance between weapon/item spawns in buildings
	[Fixed] added fuelcans and repairkits to cleanup
	[Fixed] Height issue with scaffolding basepart
	[Changed] Fuel cans (full or empty) can be dropped
	[Changed] Repairkits added to loot-table
	[Changed] Empty fuel cans added to loot-table
	[Changed] players spawn without a fuelcan
	[Changed] Locked baseparts will be saved on server restart
	*- After restart the baseparts will be spawned UNLOCKED!
	*- please bare with me if there are still issues
	   This is a TESTBUILD and should not be used by others

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i saw that in an arma2 mission, if you fuck up a car's tires, you had to take tires from other cars. this something you would maybe implement ? or maybe to hardcore?

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maybe when steam workshop is here. those kind of changes should really go into a mod rather then the missionfile :)

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i saw that in an arma2 mission, if you fuck up a car's tires, you had to take tires from other cars. this something you would maybe implement ? or maybe to hardcore?

Yeah Arma 2 DayZ Orgins has that ability where you can take any part from other vehicles to fix your up.

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Whenever I play this mission it pretty much dumps my fps, while others I have very little drop. Are optimizations underway?

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@L3TUC3

performance has always been, and will probably always stay a huge strugle when using a big ammount of objects, items, vehicles and player interactions all over the map. v2.21 allready features a more aggresive cleanup.

for v2.3 i'm seriously looking into drasticly reducing the ammount of in-building loot (smallweapons, repairkits, fuelcans etc), and map-spawned base-building objects will probably be reduced ass-well :)

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so with 2.2, we had problems refueling multiple choppers. how many can's do you need to actually start the chopper?

we had 4cans and it still showed the shopper still was empty on feul..

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make sure the vehicle is fully repaired, v2.3 will feature functional repairlkits ass-well :)

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Hi JoSchaap,

i use your Wasteland mission as a foundation to get Chernarus with ArmA 3 assets to run. Many thanks btw for it!

If you are further looking for a resource sparing loot spawn script, try my edited version.

    //Random weapons and items spawning script for wasteland missions.
   //Author : Ed!, [GoT] JoSchaap, Na_Palm
//-------------------------------------------------------------------------------------

   _odd1 = 49;       //The odds that a building is selected to place loot.
   _odd2 = 25;       //The odds that the selected building's spots will have loot(almost like odds per room).
//    _itemtoweaponratio = 85;    //The chances of an item like food,water will spawn instead of a weapon.

_odditem = 40;		// Chance of item in position
_oddgear = 83;		// Chance of gear in position

   randomweaponspawnminmoney = 30;  //The minimum amount of money that can spawn.
   randomweaponspawnmaxmoney = 130; //The maximum amount of money that can spawn.

_spawnradius = 1100; //radius around city's to spawn loot
_interval = 1800; //time (in sec.) to pass before a city spawns new loot

   randomweapontestint = 0.05;   //Sets the intervals in which weaponpositions are tested. (Lower = slower, but more accurate. Higher = faster, but less accurate.)

//-------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------


randomweapon_weaponlist = [
["arifle_SDAR_F","20Rnd_556x45_UW_mag"],
/*
["arifle_Katiba_F","30Rnd_65x39_caseless_green"],
["arifle_Katiba_C_F","30Rnd_65x39_caseless_green_mag_Tracer"],
["arifle_TRG21_F","30Rnd_556x45_Stanag"],
["arifle_TRG20_F","30Rnd_556x45_Stanag"],
["arifle_MK20_F","30Rnd_556x45_Stanag"],
["arifle_MK20C_F","30Rnd_556x45_Stanag"],
*/
["SMG_01_F","30Rnd_45ACP_Mag_SMG_01"],
["SMG_02_F","30Rnd_9x21_Mag"],
["hgun_ACPC2_snds_F","16Rnd_9x21_Mag"],
["hgun_ACPC2_F","16Rnd_9x21_Mag"],
["hgun_P07_snds_F","16Rnd_9x21_Mag"],
["hgun_P07_F","16Rnd_9x21_Mag"],
["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],
["hgun_Rook40_F","16Rnd_9x21_Mag"]
];

//-------------------------------------------------------------------------------------

randomweapon_itemlist = [
						//Water
"Land_Basket_F",
						//Food
"Land_Bucket_F",
						//Money
"Land_Suitcase_F"
];

//-------------------------------------------------------------------------------------

/*
randomweapon_addgearlist = [
"Chemlight_blue",
"Chemlight_green",
"Chemlight_red",
"Chemlight_yellow",
"FirstAidKit",
"acc_flashlight",
"Binocular",
"ItemCompass",
"ItemMap",
"ItemRadio",
"ItemWatch"
];
*/

//-------------------------------------------------------------------------------------

randomweapon_clotheslist = [
						//Hats
"H_Beret_blk",
"H_Beret_blk_POLICE",
"H_Beret_brn_SF",
"H_Beret_grn",
"H_Beret_grn_SF",
"H_Beret_ocamo",
"H_Beret_red",
"H_Booniehat_dgtl",
"H_Booniehat_dirty",
"H_Booniehat_grn",
"H_Booniehat_khk",
"H_Booniehat_mcamo",
"H_Booniehat_ocamo",
"H_Booniehat_tan",
"H_Cap_blk",
"H_Cap_blk_CMMG",
"H_Cap_blk_ION",
"H_Cap_blk_Raven",
"H_Cap_blu",
"H_Cap_blu_POLICE",
"H_Cap_brn_SERO",
"H_Cap_brn_SPECOPS",
"H_Cap_grn",
"H_Cap_grn_BI",
"H_Cap_headphones",
"H_Cap_khaki_specops_UK",
"H_Cap_red",
"H_Cap_surfer",
"H_Cap_tan",
"H_Cap_tan_specops_US",
"H_CrewHelmetHeli_B",
"H_CrewHelmetHeli_I",
"H_CrewHelmetHeli_O",
//"H_Hat_blue",
//"H_Hat_brown",
//"H_Hat_camo",
//"H_Hat_checker",
//"H_Hat_grey",
//"H_Hat_tan",
"H_HelmetB",
"H_HelmetB_light",
"H_HelmetB_paint",
"H_HelmetB_plain_blk",
"H_HelmetB_plain_mcamo",
"H_HelmetCrew_B",
"H_HelmetCrew_I",
"H_HelmetCrew_O",
"H_HelmetIA",
"H_HelmetIA_camo",
"H_HelmetIA_net",
"H_HelmetO_ocamo",
"H_HelmetO_oucamo",
"H_HelmetSpecB",
"H_HelmetSpecB_blk",
"H_HelmetSpecB_paint1",
"H_HelmetSpecB_paint2",
"H_HelmetSpecO_blk",
"H_HelmetSpecO_ocamo",
"H_MilCap_blue",
"H_MilCap_chck1",
"H_MilCap_chck2",
"H_MilCap_chck3",
"H_MilCap_dgtl",
"H_MilCap_gry",
"H_MilCap_mcamo",
"H_MilCap_ocamo",
"H_MilCap_oucamo",
"H_MilCap_rucamo",
/*
"H_PilotHelmetFighter_B",
"H_PilotHelmetFighter_I",
"H_PilotHelmetFighter_O",
*/
"H_PilotHelmetHeli_B",
"H_PilotHelmetHeli_I",
"H_PilotHelmetHeli_O",
						//Uniforms
"U_B_CombatUniform_mcam",			// 4 Mags			Magazine used : "16Rnd_9x21_Mag"
"U_B_CombatUniform_mcam_tshirt",
"U_B_CombatUniform_mcam_vest",
"U_B_CombatUniform_mcam_worn",
"U_B_CombatUniform_sgg",			// 4 Mags
"U_B_CombatUniform_sgg_tshirt",
"U_B_CombatUniform_sgg_vest",
"U_B_CombatUniform_wdl",			// 4 Mags
"U_B_CombatUniform_wdl_tshirt",
"U_B_CombatUniform_wdl_vest",
"U_B_HeliPilotCoveralls",			// 10 Mags
//"U_B_PilotCoveralls",				// 10 Mags, missing 3D model
"U_B_SpecopsUniform_sgg",			// 4 Mags
"U_I_CombatUniform",				// 4 Mags
"U_I_CombatUniform_shortsleeve",
"U_I_CombatUniform_tshirt",
"U_I_HeliPilotCoveralls",			// 10 Mags
"U_I_OfficerUniform",				// 4 Mags
//"U_I_pilotCoveralls",				// 10 Mags, missing 3D model
"U_O_CombatUniform_ocamo",			// 4 Mags
//"U_O_CombatUniform_oucamo",			// 4 Mags, missing 3D model
"U_O_OfficerUniform_ocamo",			// 4 Mags
						//Ghillies
"U_B_GhillieSuit",					// 2 Mags
"U_I_GhillieSuit",
"U_O_GhillieSuit",
						//Wetsuits
"U_B_Wetsuit",						// 18 Mags
"U_I_Wetsuit",
"U_O_Wetsuit",
						//Clothes
//"U_AntigonaBody",					// missing 3D models all U_*Body's
//"U_AttisBody",
//"U_BasicBody",
"U_C_Commoner1_1",					// 2 Mags
"U_C_Commoner1_2",
"U_C_Commoner1_3",
//"U_C_Novak",						// 4 Mags, missing 3D model
"U_C_Poloshirt_blue",				// 2 Mags
"U_C_Poloshirt_burgundy",
"U_C_Poloshirt_redwhite",
"U_C_Poloshirt_salmon",
"U_C_Poloshirt_stripped",
"U_C_Poloshirt_tricolour",
"U_Competitor",						// 4 Mags
//"U_IG_Menelaos",					// 4 Mags, missing 3D model
//"U_KerryBody",
//"U_MillerBody",
//"U_NikosBody",
//"U_OI_Scientist",					// 4 Mags, missing 3D model
//"U_OrestesBody",
"U_Rangemaster"						// 4 Mags
];

//-------------------------------------------------------------------------------------

randomweapon_vestslist = [
						//Vests
"V_BandollierB_cbr",				// 8 Mags			Magazine used : "30Rnd_65x39_caseless_green"
"V_BandollierB_khk",
"V_BandollierB_oli",
"V_BandollierB_rgr",
"V_Chestrig_khk",					// 11 Mags
"V_ChestrigF_oli",					// 12 Mags
"V_HarnessO_brn",					// 25 Mags
"V_HarnessO_gry",
"V_HarnessOGL_brn",					// 28 Mags
"V_HarnessOGL_gry",
"V_HarnessOSpec_brn",				// 31 Mags
"V_HarnessOSpec_gry",
"V_PlateCarrier1_blk",				// 14 Mags
"V_PlateCarrier1_cbr",
"V_PlateCarrier1_rgr",
"V_PlateCarrier2_blk",				// 20 Mags
"V_PlateCarrier2_cbr",
"V_PlateCarrier2_rgr",
"V_PlateCarrierGL_blk",				// 21 Mags
"V_PlateCarrierGL_cbr",
"V_PlateCarrierGL_rgr",
"V_PlateCarrierIA1_dgtl",			// 14 Mags
"V_PlateCarrierIA2_dgtl",			// 20 Mags
"V_PlateCarrierIAGL_dgtl",			// 21 Mags
"V_PlateCarrierSpec_cbr",			// 22 Mags
"V_PlateCarrierSpec_rgr",
"V_Rangemaster_belt",				// 5 Mags
"V_TacVest_brn",					// 12 Mags
"V_TacVest_camo",
"V_TacVest_khk",
"V_TacVest_oli",
"V_TacVestCamo_khk",				// 14 Mags
//"V_TacVestIR_blk",				// 25 Mags, missing Texture and Icon
						//Rebreather
"V_RebreatherB",					// 0 Mags
"V_RebreatherIA"
];

//-------------------------------------------------------------------------------------

randomweapon_backpackslist = [
						//Backpacks
"B_AssaultPack_blk",				// 34 Mags			Magazine used : "30Rnd_65x39_caseless_green"
"B_AssaultPack_cbr",
"B_AssaultPack_dgtl",
"B_AssaultPack_khk",
"B_AssaultPack_mcamo",
"B_AssaultPack_ocamo",
"B_AssaultPack_rgr",
"B_AssaultPack_sgg",
"B_AssaultPackG",					// 40 Mags
"B_Bergen_blk",						// 54 Mags
"B_Bergen_mcamo",
"B_Bergen_rgr",
"B_Bergen_sgg",
"B_BergenC_blu",					// 50 Mags
"B_BergenC_grn",
"B_BergenC_red",
"B_BergenG",						// 64 Mags
"B_Carryall_cbr",					// 60 Mags
"B_Carryall_khk",
"B_Carryall_mcamo",
"B_Carryall_ocamo",
"B_Carryall_oli",
"B_Carryall_oucamo",
"B_FieldPack_blk",					// 35 Mags
"B_FieldPack_cbr",
"B_FieldPack_khk",
"B_FieldPack_ocamo",
"B_FieldPack_oli",
"B_FieldPack_oucamo",
"B_HuntingBackpack",				// 32 Mags
"B_Kitbag_cbr",						// 42 Mags
"B_Kitbag_mcamo",
"B_Kitbag_sgg",
"B_OutdoorPack_blk",				// 17 Mags
"B_OutdoorPack_blu",
"B_OutdoorPack_tan",
"B_TacticalPack_blk",				// 42 Mags
"B_TacticalPack_mcamo",
"B_TacticalPack_ocamo",
"B_TacticalPack_oli",
"B_TacticalPack_rgr",
						//Mortar
"B_Mortar_01_support_F",
"B_Mortar_01_weapon_F"
];

//-------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------

   randomweaponspawnweapon = 
{
	_position = _this;
	_selectedgroup = (floor(random(count randomweapon_weaponlist)));
	_weapon = randomweapon_weaponlist select _selectedgroup select 0;
	_weaponholder = createVehicle ["groundWeaponHolder", _position, [], 0, "CAN_COLLIDE"];
	_weaponholder addWeaponCargoGlobal [_weapon, 1];
	if((count((randomweapon_weaponlist) select _selectedgroup)) > 1) then {
		for[{_rm = 0}, {_rm < (2 + floor(random(3)))}, {_rm = _rm + 1}] do {
			_mag = randomweapon_weaponlist select _selectedgroup select ((floor(random((count(randomweapon_weaponlist select _selectedgroup) - 1)))) + 1);
			_weaponholder addMagazineCargoGlobal [_mag, 1]; 
		};
	};
	_weaponholder setPos _position;
   };


   randomweaponspawnitem = 
{
	_position = _this;
	_selectedgroup = (floor(random(count randomweapon_itemlist)));
	_class = randomweapon_itemlist select _selectedgroup;
	_item = createVehicle [_class, _position, [], 0, "CAN_COLLIDE"];
	if(_class == "Land_Suitcase_F") then {
		_amountmoney = floor(random(randomweaponspawnmaxmoney - randomweaponspawnminmoney)) + randomweaponspawnminmoney;
		_item setVariable ["money", _amountmoney, true];
		_item setVariable ["owner", "world", true];
	};
	_item setPos _position;
   };


randomweaponspawngear = 
{
	_position = _this;
	_weaponholder = createVehicle ["groundWeaponHolder", _position, [], 0, "CAN_COLLIDE"];
//		_addgearchance = floor(random(10));
	_randgeartype = floor(random(3));
	if(_randgeartype < 1) then {
		_selectedgroup = (floor(random(count randomweapon_clotheslist)));
		_class = randomweapon_clotheslist select _selectedgroup;
		_weaponholder addItemCargoGlobal [_class, 1];
	} else {
		if(_randgeartype < 2) then {
			_selectedgroup = (floor(random(count randomweapon_vestslist)));
			_class = randomweapon_vestslist select _selectedgroup;
			_weaponholder addItemCargoGlobal [_class, 1];
		} else {
			_selectedgroup = (floor(random(count randomweapon_backpackslist)));
			_class = randomweapon_backpackslist select _selectedgroup;
			_weaponholder addBackpackCargoGlobal [_class, 1];
		};
	};
/*
	if(_addgearchance < 7) then {
		_selectedgroup = (floor(random(count randomweapon_addgearlist)));
		_class = randomweapon_addgearlist select _selectedgroup;
		_weaponholder addItemCargoGlobal [_class, 1];
	};
*/
	_weaponholder setPos _position;
};

//-------------------------------------------------------------------------------------

spawnlootintown =
{
   _pos = _this;
   randomweapon_buildings = nearestObjects [_pos, ["house"], _spawnradius];
   sleep 30;
{
	_building = _x;
	_buildingpos = [];
	_endloop = false;
	_poscount = 0;
	while {!_endloop} do {
		if(((_building buildingPos _poscount) select 0) != 0 && ((_building buildingPos _poscount) select 1) != 0) then {
			_buildingpos = _buildingpos + [_building buildingPos _poscount];
			_poscount = _poscount + 1;
		} else {
			_endloop = true;
		};
//			sleep 0.001;
	};
	_num = (random 100);
	if (_num < _odd1) then {
		if (count _buildingpos > 0) then {  
			for[{_r = 0}, {_r < count _buildingpos}, {_r = _r + 1}] do
			{
				_num2 = (random 100);
				if (_num2 < _odd2) then {
					_pos = _buildingpos select _r;
					_posnew = _pos;
					if(_pos select 2 < 0) then {
						_pos = [_pos select 0, _pos select 1, 1];
					};
					_z = 0;
					_testpos = true;
					while {_testpos} do 
					{
						if((!lineIntersects[ATLtoASL(_pos), ATLtoASL([_pos select 0, _pos select 1, (_pos select 2) - (randomweapontestint * _z)])]) && (!terrainIntersect[(_pos), ([_pos select 0, _pos select 1, (_pos select 2) - (randomweapontestint * _z)])]) && (_pos select 2 > 0)) then {
							_posnew = [_pos select 0, _pos select 1, (_pos select 2) - (randomweapontestint * _z)];
							_z = _z + 1;
						} else {
							_testpos = false;
						};
//							sleep 0.001;
					};
					_posnew = [_posnew select 0,_posnew select 1,(_posnew select 2) + 0.05];
					_woi = floor(random(100));
					if(_woi < _odditem) then {
						_posnew call randomweaponspawnitem;
					} else {
						if(_woi < _oddgear) then {
							_posnew call randomweaponspawngear;
						} else {
						_posnew call randomweaponspawnweapon;
						};
					};
				};
			};
		};    
	};
   }foreach randomweapon_buildings;
};

//-------------------------------------------------------------------------------------
//mainloop to test if player is near town to spawn loot there
townarea_list = [];
_posPlayer = [];
_posTown = [];
_lastSpawned = 0;
{
	_pos = getMarkerPos (_x select 0);
//		townarea_list = townarea_list + [[_pos, _lastSpawned]];
//		_array2 set [count _array2, 1];
	townarea_list set [count townarea_list, [_pos, _lastSpawned]];
//		diag_log format["WASTELAND SERVER - lootCreation.sqf - adding to townarea_list: %1 : %2 : %3",_pos,_lastSpawned,townarea_list];
}forEach citylist;
while {true} do {
//		diag_log format["WASTELAND SERVER - lootCreation.sqf - waiting for players"];
	{
		if ((isPlayer _x) && (alive _x)) then {
			_posPlayer = getPos _x;
			usedtown_list = [];
			{
				_posTown = (_x select 0);
				_lastSpawned = (_x select 1);
//					diag_log format["WASTELAND SERVER - lootCreation.sqf - found player, testing towns: %1 : %2 : %3",_posPlayer,_posTown,_lastSpawned];
				if (((_posTown distance _posPlayer) < _spawnradius) && ((_interval < (time - _lastSpawned)) || (_lastSpawned == 0))) then {
//						diag_log format["WASTELAND SERVER - lootCreation.sqf - found town, spawning loot..."];
					_posTown call spawnlootintown;
					usedtown_list set [count usedtown_list, [_forEachIndex, time]];
				};
			}forEach townarea_list;
//				diag_log format["WASTELAND SERVER - lootCreation.sqf - used townarea_list: %1",usedtown_list];
			{
//					(_array select 2) set [0,10];
				(townarea_list select (_x select 0)) set [1,(_x select 1)];
			}forEach usedtown_list;
		};		
	}forEach playableUnits;
	sleep 10;
};




greetings Na_Palm

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make sure the vehicle is fully repaired, v2.3 will feature functional repairlkits ass-well :)

it was, i was an repair specialist and had a tool kit. had no option to repair it.

for chopper it's the same feul as a car right?

it was the mission immobile armed chopper (both missions had a beta chopper).

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@blackmailer: sometimes it takes tw fuelcans, also if you dont get the repair option and have a repairkit (toolkit only fixes to 75% so all parts will be orange)

just shoot off a tire, and the repair option will pop up :)

But i have seen ocasions where refueling needed to be done a second time. to be sure it isnt a locality issue (like we had with gear previously) get into driver and getout before refueling the vehicle :)

For the heli i suggest bringing a fuel barrel ass-well so you dont need to rush to a nearby fuelstation.

@Na_Palm thats actually not a bad idea, in v2.3 ive also added an array in which buildings to spawn loot (because it was also spawning loot on piers and other useless places)

but this idea is actually kinda nice :)

The original version i based mine on comes from user: Ed! at the 404games forums :)

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@blackmailer: sometimes it takes tw fuelcans, also if you dont get the repair option and have a repairkit (toolkit only fixes to 75% so all parts will be orange)

just shoot off a tire, and the repair option will pop up :)

But i have seen ocasions where refueling needed to be done a second time. to be sure it isnt a locality issue (like we had with gear previously) get into driver and getout before refueling the vehicle :)

For the heli i suggest bringing a fuel barrel ass-well so you dont need to rush to a nearby fuelstation.

@Na_Palm thats actually not a bad idea, in v2.3 ive also added an array in which buildings to spawn loot (because it was also spawning loot on piers and other useless places)

but this idea is actually kinda nice :)

The original version i based mine on comes from user: Ed! at the 404games forums :)

thanks for your reply. tho fuel barrel? where can you find that? wasn't on the store so guess it's random or mission reward?

and about the locality issue, pretty sure everyone went in it when we found the choppers, but i will test this next time I find one :D

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fuel barrels spawn randomly arround the map like baseparts ;)

you can refuel your jerrycan at them and load them into vehicles

@Na_Palm i took your code base and improved it abit for wasteland usage (wasteland allready has radiuses arround townmarkers)

commit here: https://github.com/JoSchaap/GoT_Wasteland_V2.Stratis/commit/c37589b5ecb915062ccc70888878c4420c1affe0

the actual code i ended up with here:

https://github.com/JoSchaap/GoT_Wasteland_V2.Stratis/blob/%23TEMP_TESTING_V23/server/spawning/lootCreation.sqf

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@Na_Palm i took your code base and improved it abit for wasteland usage (wasteland allready has radiuses arround townmarkers)

commit here: https://github.com/JoSchaap/GoT_Wasteland_V2.Stratis/commit/c37589b5ecb915062ccc70888878c4420c1affe0

the actual code i ended up with here:

https://github.com/JoSchaap/GoT_Wasteland_V2.Stratis/blob/%23TEMP_TESTING_V23/server/spawning/lootCreation.sqf

I'am aware of the original radii, but in Chernarus if you take one of '1100' and add a townmarker on the NE airfield the whole map is covered where it counts.

A possible next step would be to erase existing loot over time if no player is present in an area but for now I'am unwilling to mess with the cleanup script.

Looks good and a nice addition with your '_spawnlootIN' list. Further narrows the load down.:) will try it out.

Have you had time to run a test? (maybe to short to ask...)

As i have no server, Dedicated and Client run on the same machine and i got an significant enhance.

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im at work i can only test when i'm at home. thats why i enjoy github soo much can do alot from my phone ;)

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v2.3 will improve performance.. no doubt about that.

Just got 69 FPS in woord and 89fps insside buildings witha server that was up for 2 hours

used to be arround 40 outside / 55 inside :)

im updating the test servers to latest dev branch and will but a testbuild of v2.3 on them for you all to try out :)

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my decision to hold back on the release seems to have been a wise one since the new DEVbranch release not only includes battleye, but also alot more debugging showing alot more scripting errors that where slowing down the mission :)

as a result i got the mission's performance even better, cleanups fully working and added alot more changes/improvements :)

the 'updated' preliminary changelog for v2.3 is as follows:

[Added] 3 general stores

[Added] working repairkits that can be dropped

[Added] working fuelcans that can be dropped

[Added] new interface for general stores

[Added] more variaty in base building parts

[Added] new handguns and surpressors

[Added] new SMG's and optics/surpressors

[Added] Independent SDV

[Added] camo blackhawk

[Added] New APC's

[Added] New outposts for the outpost mission

[Added] Groupbutton gone when in steamfriendlyUI

[Fixed] Some missions did not announce themselves

[Fixed] AI not despawning on APC mission

[Fixed] balance between weapon/item spawns in buildings

[Fixed] added fuelcans and repairkits to cleanup

[Fixed] Height issue with scaffolding basepart

[Fixed] Undefined variable errors in the original code

[Fixed] Group invite not announcing to invited player

[Fixed] Server cleanup now fully functional

[Fixed] Various performance improvements in the scripts

[Changed] Gamemode in serverbrowser to Sandbox (so wasteland no longer mixes up with coop/team games in serverbrowser)

[Changed] Survival system from decimals to percentages

[Changed] Death of hunger/thirst not instant but HPdrain

[Changed] Food/Water drainage and gain from items

[Changed] Stores can also be openned from actionmenu

[Changed] Loot in buildings is spawned when player in town

[Changed] Loot in buildings now respawns after 30mins

[Changed] Loot : 25% chance of fuel inside fuelcans

[Changed] Fuel cans (full or empty) can be dropped

[Changed] Repairkits added to loot-table

[Changed] fuel cans empty and full added to loot-table

[Changed] players spawn without a fuelcan

[Changed] amounts of objects and vehicles reduced slightly

[Changed] Locked baseparts will be saved on server restart (if enabled by admin)

*- if the admin enabled base-saving: After restart the baseparts will be spawned UNLOCKED!

There might be some more changes and/or improvements before i officially release v2.3, it will be a gamechanger (as far as GoT Wasteland goes) imho :)

my servers on the DEV branch (see signature) are updated dayly both on the mission as-well as the gameside :)

please report any errors in PM or the GiThub page

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@JoSchaap

Hello! FLOTgaming.net has been hosting your Wasteland mod for a little over a week now with great success. Thank you for your time and hard work!

A few things that have been brought up on our server is the glitching food sacks and water barrels (they kind of bounce around when placed), and that the AI 'patrolling helicopters' are a little over powered, especially when the Titan is the only lockable AA now and it can only be found at the gun stores.

A few things that we would like to see in the future are a radar crate that can be purchased (for a large amount) at the gun store for well established bases, and the ability to easily modify the beginning loadout (we would like to drop the assault pack and just have them spawn with a smaller carrier). Also the 40mm grenades are not in the gun store, but I was told that was the game and not the mod?

Thanks again,

Cosmo

Edited by Cosmo121

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hi there, i asume you allready took into account the changelog for v2.3 :)

- the HE im still abit in doubt about. its was my personal preference not to have those in the gunstore but now that we have apcs and bigger rifles i might just add them :)

- the patrol heli sidemission will be changed to a randomly picked attack heli (right now its just the mi48) the hostile formation (mainmission) no longer has an mi48 in it due to it being OP with 2 partners in crime :)

- the physics issues are caused by the game itself, it cant handle falling dead bodies. this also causes vehicles to fly them driving near tree's etc.

- the radar is still on my list, but not for v2.3 yet. i want a real radar, not a box that pretends to be one, so we'd have to wait till an adequate object has been added to the game :)

- player starting loadout is defined in player setup in /client/functions/ feel free to edit my mission to your needs :)

all current open and closed issues/suggestions can be reviewed here:

open: https://github.com/JoSchaap/GoT_Wasteland_V2.Stratis/issues?milestone=5&page=1&state=open

closed: https://github.com/JoSchaap/GoT_Wasteland_V2.Stratis/issues?milestone=5&page=1&state=closed

thanks for the input :)

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Sounds good.

Thanks for the links!

Edited by Cosmo121

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Hey jo, i am admin of a clan called XXIV (24th century gaming. we have been hosting your version of wasteland, which is fantastic if i may add, I was just wondering when v2.3 will be released and will there be a version with both night and day? and will there be an option to have it so baseparts dont stay in the same area after restarts? i like the idea but it leads to all baseparts ending up in one area of the map which makes things confusing and lowers fps.

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Hello there,

v2.3 should be out soon, but i'm awaiting confirmation on when the next beta patch will come to stable branch.

the base saving is optional, the server owner can choose to enable it. it will only save locked baseparts, and those will respawn in an unlocked state. this does not affect the spawning of fresh objects, so there will always be plenty to build from. but i'll have to repeat again, the basesaving is optional and will be off by default.

The delay on v2.3 release has a few reasons:

- new content and battleye in the upcomming spotrep will require some mission changes for the new sights/vehicles etc

- The mission will come as a package instead of just a PBO, this due to some changes to the built inn antihack

- I might include some battleye filters to go with the mission (though the new builtin antihack should also suffice)

- Someone on Github just posted a nice improvement to the inventory-system, which does require additional testing/debugging :)

- The DEV branch renders alot of useless error messages, i've done all i can finding ways arround the errors. I'm thinking about leaving devbranch compatibillity out untill the diagnostics window has been removed from it (the mission will work perfectly, but all the useless errormessages ruin the game, and annoy the players)

Some screenshots from the past weeks (featuring some of the new content):

(album link (bigger then 100K)) -> http://imgur.com/a/WJfqh#0

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