Gunter Severloh 4054 Posted October 29, 2015 Haleks wondering if there was a way to spawn more clutter, or objects, to increase the apocalyptic ambiance, without lagging the game, give it that Chernobyl, Stalker feel. Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 29, 2015 I prefer rad poisoning or rad sickness. To me it makes it clearer that it's the player condition. Share this post Link to post Share on other sites
haleks 8212 Posted October 29, 2015 Haleks wondering if there was a way to spawn more clutter, or objects, to increase the apocalyptic ambiance, without lagging the game, give it that Chernobyl, Stalker feel. That is something I would like to achieve if possible. It's not too hard to spawn random junk around roads or buildings, but the problem is that you need to spawn a lot for the effect to be convincing. And that implies making some sort of backup function to remove and restore those junk piles as the player(s) move around the map - if we don't want Altis to become unplayable after a few hours. It is, in any case, going to eat a bit on performances - another solution would be to hand-place those objects and pack a new, ravaged, version of Altis (using Silola's X-Cam maybe). No random calculation needed, more space for other scripts/functions to run. But that would be extremely time-consuming, and I have no experience with terrain-making myself. :/ (One downside though : it can't humanely be done for each map out there...) Share this post Link to post Share on other sites
gwiddik 27 Posted October 29, 2015 Yep that's it : one horde module per horde. If you enable the debug module, each horde will show two markers : one for the trigger calling the horde spawn, and a second (smaller, red) showing the spawn radius for infected. Guess you got me wrong. I meant an optional feature that spawns hordes by a random chance next to the player independently to any horde module. Not only "next" to a horde module. I see the horde module as an option to get a horde spawned whenever a player enters a special area (covered by the horde module). hope its a bit more clear what i'd like to explain. ;) Share this post Link to post Share on other sites
haleks 8212 Posted October 29, 2015 Guess you got me wrong. I meant an optional feature that spawns hordes by a random chance next to the player independently to any horde module. Not only "next" to a horde module. I see the horde module as an option to get a horde spawned whenever a player enters a special area (covered by the horde module). hope its a bit more clear what i'd like to explain. ;) Ah, okay - I guess the way I named the module is a bit misleading. Well I've been thinking about making actual hordes (zombies moving together in large numbers) - it's always a cool thing to see. But I need to adapt the zed behaviour for this - it is going to be a tad complex with the current code. I will keep the idea in mind - maybe for v1.3. ;) EDIT : as for spawning lots of zeds next to the player, I'll see if I can do something with the Ambiant modules, but I'm not sure their current behaviour is going be convincing (I'm afraid it's going to look like a bunch of headless chickens running everywhere ^^'). Share this post Link to post Share on other sites
Solano 176 Posted October 29, 2015 I just imagined a wandering horde - stopping by a farm or something. Some of them eat the poor leftover animals some of them move on, some of them fight over the meat they found. That would be be a nice element... 2 Share this post Link to post Share on other sites
Lecter 66 Posted October 29, 2015 Ahhh. .. so the sound is for rad detection and the number is the players radiation level that needs to be treated seperate with rad pills. And if it isn't the player loses health over time even if they leave the rad zone until they treat the rad number with pills? I thought that it should be like that. However it's still unclear to me since I've found geiger counter and it shows 100 whole time no matter where I go. Exactly - looks like the UI isn't clear enough on that point. ^^' Will change a few things with the tutorial hints and information displays. EDIT : Do you guys think that "Irradiation" would be better than "Radiation" for the UI? EDIT² : Or "Rad. Exposure"? Gah! I don't know. Leave it as "Radiation" - just to make it clear for new players. And definitely geiger counter is not producing sound. I've found it, turned it on, and wandered a lot though Altis, it didnt make a sound. It just shows 100 whole time once I open inventory. So that's what's been confusing me - I guess it shows radiation level of my character and it is always 100 since anti rad pills do not work yet, right? Anyhow, it would be nice if you could make it so it detects radiation like beeps (more frequent ones as you go near radiation) and that it shows radiation of character once we open inventory. 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 29, 2015 That makes sense tho.. it means you have 100% radiation poisoning and since the pills don't work to you can't lower that number... the beeping from the Geiger counter means you are being irradiated and the number is a measure of your sickness that can only be changed by anti rad pills... so once they work I assume you will want to use them once the beeping stops.. Brickwall and I were talking about hordes the other day and would love an ambient horde that moves around the map drawn by sound.... a truck driving by or distant gunfire... Imagine hiding as bandits draw the horde past with their gunfire :) Radiation is not terribly clear imo and needs to have something denoting that is a condition on the player Share this post Link to post Share on other sites
haleks 8212 Posted October 29, 2015 And definitely geiger counter is not producing sound. I've found it, turned it on, and wandered a lot though Altis, it didnt make a sound. It just shows 100 whole time once I open inventory. I've tested the Geiger in all kind of environments, and I can't reproduce the sound issue. :/ I could use your RPT file, maybe it'll show something. Has anyone else been experiencing this? So that's what's been confusing me - I guess it shows radiation level of my character and it is always 100 since anti rad pills do not work yet, right? Yup, that's it. Radiation is not terribly clear imo and needs to have something denoting that is a condition on the player Agreed; for now, I've changed "radiation" to "Rad Exposure"; the UI will also display a "Radiation Poisoning" text once the player starts to feel sick. Tutorial hints have been updated as well - hopefully the whole thing should be easier to understand : EDIT : and v0.1.2 changelog : Tweaked :Minor HUD improvements. Tactical Bacon item didn't have a proper inventory icon. Added flashlight attachment item to the Vital Loot list. Removed the Rad Exposure limit for the player (You can be irradiated beyond 100% - experimental). Fixed : AntiRad pills were not working. Fixed sleeping bags and tents disappearing into the ground inside houses. Unfolded bedrolls and tents positioning now adapt correctly to the terrain slope. Player being unable to fill jerrycans at fuel stations. Small correction to the syphon vehicle function formula. Player being unable to sleep in tents. zed Spawn Radius (Ambiant zombies module) not working beyond 400 meters. Player being unable to inflame previously extinguished campfires. Minor RPT errors. New : Mission makers can now define a side for each of the hostile and friendly factions (Ambiant AI module). Added zed Blacklisted zones module. Added debug markers for radioactive areas (survival module). Added individual options to the Debug module. Added low grade food and drink items. Added new map item (alternative icon by Scorch). TRYK uniforms addon is now supported (WIP). 3 Share this post Link to post Share on other sites
EO 11275 Posted October 29, 2015 My GPU has just decided it's had enough of this life..... :computer: I guess i gotta watch from the sidelines for the time being.....don't make me too envious Guys. :k: Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 29, 2015 My GPU has just decided it's had enough of this life..... :computer: I guess i gotta watch from the sidelines for the time being.....don't make me too envious Guys. :k: That sucks!!! Share this post Link to post Share on other sites
haleks 8212 Posted October 29, 2015 My GPU has just decided it's had enough of this life..... :computer: I guess i gotta watch from the sidelines for the time being.....don't make me too envious Guys. :k: Aouch... that's always a pain - I hope you can get a new one soon enough mate! About the update : I've finished testing the newly added Blacklist zones module and all the recent modifications & fixes (well, more or less, you're never done testing your own work). I even made a quick mission on Namalsk with Alive, just for fun. :D Turns out that both mods seem to be working rather well together, if you don't go mad with the AI numbers : I used Alive to spawn AAF troops and bases on one part of the island, and the Ravage modules for the rest (OPFOR bandits, zombies, survival system, breathfog simulation and wrecks spawns). No errors, good FPS on my modest machine and lots of fun when approaching AAF territory (playing with a customised version of Dragonfyre, what a trip hearing those armored vehicles cleaning the roads from infected in the distance!). I will probably work on adding descriptions/infos to each module tomorrow (should spare me some writting in the future) and update saturday or sunday as usual. Cheers folks! 5 Share this post Link to post Share on other sites
EO 11275 Posted October 29, 2015 I even made a quick mission on Namalsk with Alive, just for fun. :D Turns out that both mods seem to be working rather well together, if you don't go mad with the AI numbers : I used Alive to spawn AAF troops and bases on one part of the island, and the Ravage modules for the rest (OPFOR bandits, zombies, survival system, breathfog simulation and wrecks spawns). No errors, good FPS on my modest machine and lots of fun when approaching AAF territory (playing with a customised version of Dragonfyre, what a trip hearing those armored vehicles cleaning the roads from infected in the distance!). I will probably work on adding descriptions/infos to each module tomorrow (should spare me some writting in the future) and update saturday or sunday as usual. Cheers folks! My GPU has just decided it's had enough of this life..... :computer: I guess i gotta watch from the sidelines for the time being.....don't make me too envious Guys. :k: Okay...what part of "don't make me too envious" do you not understand. :P 2 Share this post Link to post Share on other sites
Solano 176 Posted October 29, 2015 Okay...what part of "don't make me too envious" do you not understand. :P Thought the same - Screenshots all over suddenly :D - Really sorry man. Share this post Link to post Share on other sites
Lecter 66 Posted October 29, 2015 I've tested the Geiger in all kind of environments, and I can't reproduce the sound issue. :/ I could use your RPT file, maybe it'll show something. Has anyone else been experiencing this? I dont know mate, it didnt made a sound and I've been wandering a lot. Maybe some of my mods are in conflict with it? Probably Dragonfyre since it is related to sounds. Anyhow it's too late now to poke around it since I started new character. And where can I find that RPT file? Is there a way to spawn a guy in editor along with geiger counter and radiation area? I could start a game without any other mods to check it out if it is possible to spawn character equipped with geiger counter. I dont know mate, if anyone else could confirm this, it would be nice. But thing is, geiger counter is military loot only if I'm not mistaken and it's not common. Edit: nice job on making that new UI for radiation - it's perfectly clear now. Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 29, 2015 I had to use this mod reloaded for save games when I used vts weapon Stupid phone won't copy links now but search outlaw moduload. Maybe it will help. Share this post Link to post Share on other sites
haleks 8212 Posted October 29, 2015 Okay...what part of "don't make me too envious" do you not understand. :PI was under the charm of Namalsk, I couldn't help myself! ^^' I dont know mate, it didnt made a sound and I've been wandering a lot. Maybe some of my mods are in conflict with it? Probably Dragonfyre since it is related to sounds. Anyhow it's too late now to poke around it since I started new character. And where can I find that RPT file? Is there a way to spawn a guy in editor along with geiger counter and radiation area? I could start a game without any other mods to check it out if it is possible to spawn character equipped with geiger counter. I dont know mate, if anyone else could confirm this, it would be nice. But thing is, geiger counter is military loot only if I'm not mistaken and it's not common. Edit: nice job on making that new UI for radiation - it's perfectly clear now. You can add a Geiger counter to any unit in Editor mode with : this addItem "geiger"; But, this will be a lot easier to test in v.0.1.2, with the new debug markers. Until then your best chance to test the geiger is to go to the nearest "capital" (Kavala or Pyrgos for Altis) - if you enable the rad system in the survival module, those places will be radioactive. 1 Share this post Link to post Share on other sites
Cyphas_Cayne 16 Posted October 29, 2015 Aouch... that's always a pain - I hope you can get a new one soon enough mate! About the update : I've finished testing the newly added Blacklist zones module and all the recent modifications & fixes (well, more or less, you're never done testing your own work). I even made a quick mission on Namalsk with Alive, just for fun. :D Turns out that both mods seem to be working rather well together, if you don't go mad with the AI numbers : I used Alive to spawn AAF troops and bases on one part of the island, and the Ravage modules for the rest (OPFOR bandits, zombies, survival system, breathfog simulation and wrecks spawns). No errors, good FPS on my modest machine and lots of fun when approaching AAF territory (playing with a customised version of Dragonfyre, what a trip hearing those armored vehicles cleaning the roads from infected in the distance!). I will probably work on adding descriptions/infos to each module tomorrow (should spare me some writting in the future) and update saturday or sunday as usual. Cheers folks! Those screens look so epic. I love the atmosphere in them. Also, since im such a noob at editing and completely drowning atm, i wondering if anyone would like to come and help me build a series of missions using haleks awesome mod. If you would like to help, feel free to add me on steam under the same name. Share this post Link to post Share on other sites
Lecter 66 Posted October 29, 2015 I was under the charm of Namalsk, I couldn't help myself! ^^' You can add a Geiger counter to any unit in Editor mode with : this addItem "geiger"; But, this will be a lot easier to test in v.0.1.2, with the new debug markers. Until then your best chance to test the geiger is to go to the nearest "capital" (Kavala or Pyrgos for Altis) - if you enable the rad system in the survival module, those places will be radioactive. Cheers mate, I tested it in editor and it works. However, the sound is rather very quiet - I'd suggest you replace original "scratching" sound of geiger counter to some high-pitch sounds like the one in detectors from stalker game: https://youtu.be/RNS32Ga-9sA?t=1m1s While I tested the geiger in Kavala, I noticed something - once I picked a radiation I turned back and started going away from Kavala but the character was building up radiation constantly. Is this how it works in mod as well? Because it really shouldnt be like that - once you go away from radiation you should stay at levels you acquired while being in proximity to the source of radiation, and not having it increase over time. Share this post Link to post Share on other sites
haleks 8212 Posted October 29, 2015 Cheers mate, I tested it in editor and it works. However, the sound is rather very quiet - I'd suggest you replace original "scratching" sound of geiger counter to some high-pitch sounds like the one in detectors from stalker game: https://youtu.be/RNS32Ga-9sA?t=1m1s While I tested the geiger in Kavala, I noticed something - once I picked a radiation I turned back and started going away from Kavala but the character was building up radiation constantly. Is this how it works in mod as well? Because it really shouldnt be like that - once you go away from radiation you should stay at levels you acquired while being in proximity to the source of radiation, and not having it increase over time. Thanks for the feedback; I will tweak those Geiger sounds, or at least make them a bit more noticeable. Currently, the timers for the rad functions are a bit slow - this is intended behaviour. I didn't want players to realize immediately whenever they were entering a radioactive zone - but as long as your geiger is completely silent, your rad level should definitely stop increasing after some time. If not, please report back! ;) Share this post Link to post Share on other sites
Lecter 66 Posted October 30, 2015 Thanks for the feedback; I will tweak those Geiger sounds, or at least make them a bit more noticeable. Currently, the timers for the rad functions are a bit slow - this is intended behaviour. I didn't want players to realize immediately whenever they were entering a radioactive zone - but as long as your geiger is completely silent, your rad level should definitely stop increasing after some time. If not, please report back! ;) Well, I dont know whether this is same in mod as it was in editor. I spawned character on hill overlooking Kavala, and went down in town until my geiger started making the sound. I turned and went back on the hill and it was 46 by the time I was up there - so that's all the info I can provide. I do not know how wide radiation area you made, I just tested geiger counter. But indeed, it's work in progress and I understand - looking forward to playing it with the new fix you made. P.S. One more thing, I'm looking at your screenshot and your map icon is different - is this normal for Ravage since my map is showing icon as usual in arma 3 like this: http://i.imgur.com/LwyNtMB.jpg Share this post Link to post Share on other sites
haleks 8212 Posted October 30, 2015 Yep, it's normal - the map icon is part of the next update. ;) 1 Share this post Link to post Share on other sites
Cyphas_Cayne 16 Posted October 30, 2015 Here you go. Not my best work but i will a better one when im ready to release the mission Share this post Link to post Share on other sites
Cyphas_Cayne 16 Posted October 30, 2015 Hey guys, was just wondering - do you think this would work? In the init.sqf InjCash = Compile PreprocessFile ("InjCash.sqf"); In InjCash.sqf _this addEventHandler ["Inject Cash", { {if (group _x != group player && isNil {_x getVariable "cash"}) then {_x setVariable ["cash", random 10, true]}} count _this; } ]; Been playing with scripting for days now, and i have most of the scripts working, just tweaking them now. 1 Share this post Link to post Share on other sites
giorgygr 61 Posted October 30, 2015 @Cyphas_Cayne I m missing something here? This isn't by far the Namalsk map i used to know in A2 era. There was an update while ArmA3 got out..or you did "manual work" for mission needs? Share this post Link to post Share on other sites