Donnie_Plays 435 Posted January 29, 2019 17 minutes ago, Vandeanson said: however, I am not sure how much extra work that will generate and if arma 3 is still a game in general that can provide a big enough pool of potential users that are then also interessted in survival and ravage. i recently checked arma twitch streams and viewers per stream - the numbers were humbeling. Yeah it has definitely dried up. Arma in general has lost a ton of interest. The only community that seems to be still thriving is the life servers and even that has died off from what it was. Share this post Link to post Share on other sites
Nemanjic 71 Posted January 29, 2019 Not agree with statement the wrong codes are so hearth breaking like mr. @Donnie_Plays says. Even more not a reason to left coding. Two reasons for that: someone spent time to make that codes and all he had in mind is common benefit for ALL. BI Forums also serves as testing poligon for custom made things so there is nothing wrong if some code accidentally pop up in some thread. In mr. @GEORGE FLOROS GR 's case, I personaly know (like many others here I am sure) that him efforts are nothing else but good will and sharing benefits for all. Even wrong codes force people to learn and someone wrong code is trigger for someone to fix it by himself. 1 1 Share this post Link to post Share on other sites
Donnie_Plays 435 Posted January 29, 2019 1 hour ago, Nemanjic said: Not agree with statement the wrong codes are so hearth breaking like mr. @Donnie_Plays says. I didn't say that and I've never seen so many people cry and whine over a comment in my life. I'm not the first person to comment on posting etiquette both in this thread and on the BI forums. George threw direct insults and namecalling into a post as a response and no one seems to mind that. It's better for the forum if people hide posted code in their quotes so that users can review the info if they want it. Your feelings are not hurt as a result of it. I'm getting sick of people intentionally derailing this thread. Can we go back to discussing Ravage now? This is not the George Floros thread. Share this post Link to post Share on other sites
Nemanjic 71 Posted January 29, 2019 9 minutes ago, Donnie_Plays said: I didn't say that I am sorry if I misunderstood even if I am not sure about. At least, putting shadow on Floros contribute to community is adequate reason to say few words against it. No offence. Share this post Link to post Share on other sites
Donnie_Plays 435 Posted January 29, 2019 1 minute ago, Nemanjic said: putting shadow on Floros contribute to community is adequate reason to say few words against it. Okay, so no one should have pointed out that George has posted large pasted code in this forum without properly hiding it in a quote? Do you understand forum etiquette or best practices when posting? Share this post Link to post Share on other sites
Nemanjic 71 Posted January 29, 2019 I am absolutely sure that everyone is fine with your statement about long posts hiding in quotes. Mr Floros is too, but turning thread into war zone about one (infrequently!) detail is not neccesery. Especialy when that detail is from someone who is making smile on thousand faces during month with sweet little codes. I hope you agree Donnie friend : ) Share this post Link to post Share on other sites
EO 11275 Posted January 29, 2019 Just for everyone's information, the "Report post" tab is the proper way to report forum infringements to a moderator....I was hoping page 363 would leave behind the drama of page 362....Can we all just get back on topic please, which is discussion about RAVAGE. 6 2 Share this post Link to post Share on other sites
Nemanjic 71 Posted January 29, 2019 36 minutes ago, Donnie_Plays said: Can we go back to discussing Ravage now? Of course sir 1 Share this post Link to post Share on other sites
RZNUNKWN 354 Posted January 29, 2019 21 hours ago, MuRaZorWitchKING said: I’ve seen this before, it has nothing to do with your rig... I wrote a reply to you @MuRaZorWitchKING but for some reason, it didn't get posted. What actually happened is that the power went out and after that, when I launched the Arma it said my configurations or options are lost (don't really remember what it said), all mods were disabled so I put them back, not exactly in the same order (I know CBA goes first). Then the game started with long saves and loads... I started playing again today and it seems to be fine, though I'm really scared/worried of the dreadful waiting to save a game, load it or exit, as it takes literally more than 10-15 minutes. Maybe I need to rearrange my load order. I'm going to have a look into it. If you know how it should go, hit me up so I can set it up, but I'm sure I'll find something on the internet. 1 Share this post Link to post Share on other sites
scarjit@aol.com 3 Posted January 29, 2019 Hi, is it possible to use the "Zombie horde placement" module to spawn an horde on the USS Liberty or Freedom ? Simply placing it on the deck, doesn't seem to do anything. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 29, 2019 25 minutes ago, scarjit@aol.com said: Hi, is it possible to use the "Zombie horde placement" Hello there scarjit@aol.com and welcome to BIS Forums ! It can be done only by scripting it. Hold on i'll make a try but you will test this because i have a non playable pc , due to i have stuck with an ancient laptop , on right now. Let me write some code. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 29, 2019 1 hour ago, scarjit@aol.com said: Simply i've just completed the code so , i'm sending this to you on private in order to test this. Hold on. Share this post Link to post Share on other sites
socs 92 Posted January 29, 2019 5 hours ago, Donnie_Plays said: Okay, so no one should have pointed out that George has posted large pasted code in this forum without properly hiding it in a quote? Do you understand forum etiquette or best practices when posting? Dude, this originally started with you complaining about having to scroll through some code, when the code pertained to ravage lol... Live up to your word and stick to the ravage talk instead of complaining about what everyone else is doing... Have a nice day! 1 Share this post Link to post Share on other sites
CrazyCorky 463 Posted January 29, 2019 3 minutes ago, socs said: Dude, this originally started with you complaining about having to scroll through some code, when the code pertained to ravage lol... Live up to your word and stick to the ravage talk instead of complaining about what everyone else is doing... Have a nice day! Let's just drop it please. Let's focus and get back on topic. 3 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 30, 2019 3 hours ago, scarjit@aol.com said: Simply This is your request : GF_Unit_Spawner This is a simple custom unit spawner. The spawned unit's will stalk a player on random . Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 30.01.19 _____________ /* ________________ GF_Unit_Spawner Script - Mod ________________ // Not yet realesed Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Script - Mods , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-Script - Mods/ */ //________________ to use ________________ /* place an object at the editor i suggest UserTexture1m_F add a name ex : spawner_1 so by copy pasting ,it will change to spawner_2 */ //________________ GF_Unit_Spawner options ________________ GF_Unit_Spawner_Systemchat_info = true; GF_Unit_Spawner_diag_log_info = true; GF_Unit_Spawner_Squad_Members = 5; GF_Unit_Spawner_Squad_Members_random = 5; // + random GF_Unit_Spawner_Enemy_Side = east; // the side GF_Unit_Spawner_set_AiSkill = 0.75; GF_Unit_Spawner_set_AiSkill_random = 0.25; GF_Unit_Spawner_Enemy_Pool = [ // Enemy Units classnames // Ravage zombies "zombie_bolter", "zombie_runner", "zombie_walker" ]; if (GF_Unit_Spawner_Systemchat_info) then { systemchat "GF Unit Spawner Script initializing"; }; if (GF_Unit_Spawner_diag_log_info) then { diag_log "//________________ GF_Unit_Spawner_Script.sqf ________________"; diag_log "//________________ GF Unit Spawner Script initializing ________________"; }; GF_Unit_Spawner_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; //________________ GF_Unit_Spawner_Stalk ________________ GF_Unit_Spawner_Stalk = { _object = _this select 0; _Pos = getPosATL _object; _Group = createGroup GF_Unit_Spawner_Enemy_Side; for "_x" from 0 to (GF_Unit_Spawner_Squad_Members + floor random GF_Unit_Spawner_Squad_Members_random) do { _unit = _Group createunit [selectrandom GF_Unit_Spawner_Enemy_Pool,_Pos,[],0,"None"]; [_unit] JoinSilent _Group; (leader _Group) setSkill GF_Unit_Spawner_set_AiSkill + floor random GF_Unit_Spawner_set_AiSkill_random; _unit setVariable ["Var_GF_Unit_Spawner_Spawn",true]; }; _stalked = selectrandom GF_Unit_Spawner_allPlayers; [_Group,group _stalked] spawn BIS_fnc_stalk; }; if (GF_Unit_Spawner_Systemchat_info) then { systemchat "GF Unit Spawner Script initialized"; }; if (GF_Unit_Spawner_diag_log_info) then { diag_log "//________________ GF Unit Spawner Script initialized ________________"; }; //________________ add below the spawners ________________ [spawner_1] spawn GF_Unit_Spawner_Stalk; [spawner_2] spawn GF_Unit_Spawner_Stalk; [spawner_3] spawn GF_Unit_Spawner_Stalk; The original code is part from my WIP GF Auto Population Script - Mod for more news : 4 Share this post Link to post Share on other sites
scarjit@aol.com 3 Posted January 30, 2019 1 minute ago, GEORGE FLOROS GR said: This is your request : GF_Unit_Spawner This is a simple custom unit spawner. The spawned unit's will stalk a player on random . Hide contents //________________ Author : GEORGE FLOROS [GR] ___________ 30.01.19 _____________ /* ________________ GF_Unit_Spawner Script - Mod ________________ // Not yet realesed Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Script - Mods , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-Script - Mods/ */ //________________ to use ________________ /* place an object at the editor i suggest UserTexture1m_F add a name ex : spawner_1 so by copy pasting ,it will change to spawner_2 */ //________________ GF_Unit_Spawner options ________________ GF_Unit_Spawner_Systemchat_info = true; GF_Unit_Spawner_diag_log_info = true; GF_Unit_Spawner_Squad_Members = 5; GF_Unit_Spawner_Squad_Members_random = 5; // + random GF_Unit_Spawner_Enemy_Side = east; // the side GF_Unit_Spawner_set_AiSkill = 0.75; GF_Unit_Spawner_set_AiSkill_random = 0.25; GF_Unit_Spawner_Enemy_Pool = [ // Enemy Units classnames // Ravage zombies "zombie_bolter", "zombie_runner", "zombie_walker" ]; if (GF_Unit_Spawner_Systemchat_info) then { systemchat "GF Unit Spawner Script initializing"; }; if (GF_Unit_Spawner_diag_log_info) then { diag_log "//________________ GF_Unit_Spawner_Script.sqf ________________"; diag_log "//________________ GF Unit Spawner Script initializing ________________"; }; GF_Unit_Spawner_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}}; //________________ GF_Unit_Spawner_Stalk ________________ GF_Unit_Spawner_Stalk = { _object = _this select 0; _Pos = getPosATL _object; _Group = createGroup GF_Unit_Spawner_Enemy_Side; for "_x" from 0 to (GF_Unit_Spawner_Squad_Members + floor random GF_Unit_Spawner_Squad_Members_random) do { _unit = _Group createunit [selectrandom GF_Unit_Spawner_Enemy_Pool,_Pos,[],0,"None"]; [_unit] JoinSilent _Group; (leader _Group) setSkill GF_Unit_Spawner_set_AiSkill + floor random GF_Unit_Spawner_set_AiSkill_random; _unit setVariable ["Var_GF_Unit_Spawner_Spawn",true]; }; _stalked = selectrandom GF_Unit_Spawner_allPlayers; [_Group,group _stalked] spawn BIS_fnc_stalk; }; if (GF_Unit_Spawner_Systemchat_info) then { systemchat "GF Unit Spawner Script initialized"; }; if (GF_Unit_Spawner_diag_log_info) then { diag_log "//________________ GF Unit Spawner Script initialized ________________"; }; //________________ add below the spawners ________________ [spawner_1] spawn GF_Unit_Spawner_Stalk; [spawner_2] spawn GF_Unit_Spawner_Stalk; [spawner_3] spawn GF_Unit_Spawner_Stalk; The original code is part from my WIP GF Auto Population Script - Mod for more news : Thank you, thats just what i needed. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 30, 2019 Just now, scarjit@aol.com said: Thank you, thats just what i needed. Have Fun ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 30, 2019 2 minutes ago, scarjit@aol.com said: Thank you, thats just what i needed. scarjit@aol.com , since we did something today , do me a favour , since you are also a member make a post also here , in order to start creating a script list library in our BI Forum Ravage Club : - add what was your question and the solution : Thanks ! Share this post Link to post Share on other sites
EO 11275 Posted January 30, 2019 @scarjit@aol.com, spawning zeds on a static object over water will screw their behaviour big time, you can test this by placing down some single zed units, the results won't be pretty. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 30, 2019 23 minutes ago, EO said: will screw their behaviour On the above script it is changing their behaviour , because the script is using : https://community.bistudio.com/wiki/BIS_fnc_stalk a test will be the best actually , in order to know. 1 Share this post Link to post Share on other sites
Vandeanson 1677 Posted January 30, 2019 9 minutes ago, GEORGE FLOROS GR said: BIS_fnc_stalk oh man, how did i not know about this bis fnc! this will be very usefull;) thanks! vd 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 30, 2019 This was not available in old time and i was doing this with loops , so it's really very good ! Share this post Link to post Share on other sites
Vandeanson 1677 Posted January 30, 2019 same here:) Share this post Link to post Share on other sites
EO 11275 Posted January 30, 2019 I pay no mind to band-aid scripts, I'm merely pointing out what will happen in a vanilla Ravage environment. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 30, 2019 54 minutes ago, EO said: the results The problem , in my opinion is due to the spawn ravage script because , without even seen , when you spawn a zombie then it automatically , start moving . This is because Haleks has add waypoints after their spawn. Basically i was helping also Max with his Max Zombie's mod so i 've noticed the same as i was working with and i saw on some other guys old scripts projects , almost everyone has done the same. So this is different from the Vanilla , about the behaviour , maybe random waypoints will be added and when it is on a certain distance then it moves towards target. I think Haleks can corfim , if it works this way. Share this post Link to post Share on other sites