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Hmmm. I suppose he has made good animations for the zeds. :confused:

I will check out his mod and decide whether we could work together. (Both mods could benefit from my zed pathfinding and his animations, its just the time that concerns me, as I am nearing high school graduation and also on a career plan to work for Bohemia Interactive)

Again, will try it out tonight. ;)

ooo if you get a job at BI please continue your mods :P

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@tyl3r99

Yep, will do! ;)

UPDATE:

- Made code user-friendly, for those who want to add their own items in. :) (More details below)

- Replaced health icon with a better one. (Cross-shaped)

- Added module that initializes the functions and dialogs. (Zombies are not included in the module, only because the spawn function is used by "Civilian Occupation System")

- Created Survival engine to handle thirst and hunger.

- UI improved and now syncs with the survival engine.

- Added more water source classnames for the fill function.

New items added:

- Fabric (Used with Hammer to craft tent)

- Hammer (Used with fabric to craft tent. It has unlimited uses)

- Wood (Used with matches to craft fireplace)

- Matches (Used with Wood to craft fireplace. It has unlimited uses for the time being)

Onto the user-friendly feature. What this means is that users will be able to add their own items in the survival menu and the craft menu. Documentation and examples will be provided in a mission folder.

Reading the documentation will be important as it will require you to set up your item through different ".sqf" files. (Don't worry though, I have made it as simple as possible. The reason for this is that one .sqf file may handle the item being selected, and the other being clicked)

Honestly from my perspective, the looks of this mod may get closer to a release. ;)

Cheers!

Rawner135

Edited by Ranwer

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should do a sneaky dev video log :P

good progress mate really is shocking to see so much progress from a single person

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Hi Ranwer,

forgive me if it's been touched on earlier in the thread, but are you planning on a weather script, specifically code34's Real Weather script which i recall from the original DSS.....would love to hear your thoughts regarding weather/atmosphere/ambiance......Oh, and with each update, it sounds like your sitting on something really special here......i'm aching for a well scripted Survival mission. Continued good luck M8.

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should do a sneaky dev video log :P

good progress mate really is shocking to see so much progress from a single person

Sure! ;)

I'll set up a video today and post it here tomorrow. :) (The mod deserves a little sneak peak anyway. :p )

---------- Post added at 11:20 ---------- Previous post was at 11:10 ----------

Hi Ranwer,

forgive me if it's been touched on earlier in the thread, but are you planning on a weather script, specifically code34's Real Weather script which i recall from the original DSS.....would love to hear your thoughts regarding weather/atmosphere/ambiance......Oh, and with each update, it sounds like your sitting on something really special here......i'm aching for a well scripted Survival mission. Continued good luck M8.

Absolutely, in fact the real weather script would make it feel more realistic. :) (will see his latest version and then add it to the game.)

Also, with the modules. I have made humanity (UI and hunger/thirst functions) and the init seperate modules in the category "DSS". Reason being is that users may want to add and test their own items without worrying about eating or drinking to avoid death.

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thats awesome so place modules down to enable such features?

will it be able to have a module to randomly spawn zeds around the map? or similar type thing.

like if you are on the move some zeds get deleted and respawned x distance away to give the feel that the entire island is filled but without the massive FPS drop we would get lol

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I'll set up a video today and post it here tomorrow. :) (The mod deserves a little sneak peak anyway.)

Popcorn at the ready.....:popcornsmilie:

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Something I have been working on. ;) (Video is ready but not uploaded yet due to work, will get it done by tomorrow morning :p )

2yns3uv.jpg

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JUST IN!!!

Here it is, Ladies and Gentlemen, the sneak peak of DSS! :cool:

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YAY! Already gave you a like ;)

Anxious for playtesting all those neat features! And great to see Lee Mk4 on all its glory!

cheers!

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Hey Ranwer....great to see all the core survival features in game, love the look of the zombie animations....very authentic....reload animation for the "Dinner Bell" looks awesome M8,

Maybe one request i would personally like is the option to hide the humanity icons via hotkey, i would much prefer an audio/visual reference for when i need to eat /drink/sleep... or maybe just make them smaller....for me they break the immersion a little bit..

And just like Corporal_Lib said, looking forward to trying this bad-boy out.

Keep up the good work Bro.....:thumb:

Edited by Evil-Organ

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Thanks guys, yeah its looking better even in my eyes. ;)

Also, I recently downloaded Autodesk Motion Builder, so I might wanna try and make some animations for say eating, drinking, melee, zombies, or even cooking. :D

Current things I am working on:

- Optimizing code so users can add their own items. (Should make adding items easier plus performance wise)

- Creating meat for DSS.

- Fixing up mission file.

- Looking at Autodesk Motion Builder, for adding animations.

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wooo bolt action ;)

can you tell us what type of zombies will be lurking about in the dark? is it possible to make them climb buildings haha

---------- Post added at 19:46 ---------- Previous post was at 19:00 ----------

ah another subject.. loot&zombies.. will there be a module to populate the area around you with zombies and loot?

like a chaching system sort of thing.

or do we have to manually place loot items etc.

be good if the AI played along so we could have AI survivors :P

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Well the night zombies (I call em "Dark Zombies" :p ) will currently be humans for now. (Later in the mod, hopefully a new model probably similar to Alien will be added, but he crawls on the ground and jumps at you ;) )

Most indefinitely there will be 2 modules for those who just want the loot or zombie spawn.

Unfortunately, I am still getting the hang of Motion Builder (have no idea why you can only add a key on a selected part) so zombies climbing buildings can wait next time. :p

However, I am also planning an animation where a zombie gets close in front of you, and you have the choice of pushing it away or letting it kill you. (Bit like BF4's counter-knife system) ;)

In terms of releasing DSS in Early Access Alpha, here is what needs to be done:

Adding:

- Death scene.

- Wreck spawner. (Also some signs of military powers fallen in Kavala and Pyrgos, and many of the airports)

- Quests.

- Main Menu intro. (Like DayZ Mod on startup ;) )

Currently being fixed first:

- Collision between the load of items in the menu creating a bit of script lag.

- Finding a more efficient way to store and retrieve data in a LB. (this will make it a lot more easier for users)

Edited by Ranwer

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Hey guys,

I stumbled upon a soundtrack that I probably might use for the official trailer once everything is ready for release. ;) (You might recognise it, buts just a suggestion :p )

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Hey guys,

I stumbled upon a soundtrack that I probably might use for the official trailer once everything is ready for release. ;) (You might recognise it, buts just a suggestion :p )

[/url]

Epic stuff indeed.....can DSS live up to the grandeur of such a stirring soundtrack....:pray:

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thanks for the reply dude!!

however maybe you missed a question :P about the spawning module if there is one. for loot and zombies and if AI can be willing enough to eat and drink for themselfs haha or if AI units will not be effected (probably be easier)

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Regarding AI systems for humanity, I possibly might add a function where survivor NPC's randomly eat or drink. However,adding humanity would not be best anyway as it would use up performance. (But again, they will drink/eat by either random time :) )

UPDATE:

- Added new function: Refuelling

- Added new item! Jerry Can (Also empty version)

- Optimized more code. (Selections in both menus should be a little bit faster)

- Added tutorial and sample mission. (For adding your own items in the menus)

- New Sound: Refuelling

- NEW DIALOG! Progress Bar (explained below)

- Tweaked: Zombie sounds.

Current Tasks:

- Work on function where sunset is detected. (Plays freaky track to warn that night is approaching)

- Learn Motion Builder to add new animations for night zed. (Tutorials on how to use and get one into arma, would be appreciated!)

- Fix Creeper issue.

- Add fill function for refuelling.

Current Issues:

- Creeper stays on spot when he detects you.

Onto the new function...Refuelling. This is actually the first function in DSS, that allows you to apply things to a vehicle. If you have a filled up Jerry can, you will be able to fill 0.25/1 of fuel into any vehicle. If you have run out of fuel in your can, you can fill it up at either a Petrol Feed or an industrial gas tank.

Lastly, a progress bar has been added to DSS. This will only be applied to the following:

- Refuelling (and vice versa)

- Filling water bottles.

- Transfusions (This will be added sometime in DSS)

From my point of view, this mod looks about 68% ready for release. ;)

Rawner135

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Hey Ranwer, thanks for the update, your a busy man!! Personally NPC's are just cannon fodder for the player, i don't care whether they eat or drink....i can use my imagination. Performance is key to any big free-roaming mission, so adding a layer of code for NPC humanity would be futile, the humanity system should be solely focused on the player.....

I also see competition is fierce out there....never a bad thing in my opinion...but anyways, stay focused on your goals and vision for DSS, I for one, can't wait to play....

Keep on keeping on M8...:)

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Thanks Evil-Organ. :)

Yeah I have noticed a lot of the rivalry out there, but I do give them a little help. ;)

I have managed to create a drink animation in MB, but got errors in the exporter. :p (I'll figure the problem out somehow ;) )

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UPDATE:

- Updated roadmap on first post.

Not many updates for now.. (will be some in a couple of hours, I have been busy making animations for DSS ;) )

Speaking of animations, possibly tomorrow I might upload a short video on one of my newest animations I have been working on. :)

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UPDATE:

- Updated roadmap on first post.

Hey, you mean this awesome adittion?

After the Early Access Alpha, plans are made to create a continuation of the Arma 3 campaign as an apocalyptic crisis caused by CSAT, the ones behind the earthquake machine.

Z-lovely! Arma3 needs a zed campaign and "White Silk of Thanatos" just finished short before achieve this... this would be great! Now I´m more anxious for the beta than the open alpha, lol!

Gulo´s skins, new zombies types, Lee Enfield fully animated, SP driven story and future campaign... man, this is just getting better and better!

cheers!

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Forgot to mention guys, I put up a steam group a year ago originally for the mission series which is now going to be for the mod. (Will update and do a over-haul of the group sometime with the latest news and images)

Link: steamcommunity.com/groups/arma3_dss

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Ranwer my man. Where have you been? I remember seeing your older WIP videos on youtube which you referred to me wayyyyyy back in a forum. Love the progress. SP compatibility is gonna make it a Wasteland like mod but with Zombies and other things. Legendary Brah'.. Cannot wait. Seriously. Release it as it is already, lol.

Btw, can you share the estimate size your masterpiece is gonna have? :P

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