EO 11275 Posted February 4, 2019 Ravage Zed Detector This script "converts" the mine detector into a basic zed detector. Player must have a mine detector in their inventory, bring up the Zed Detection HUD by pressing the "[" or "]" keys. (or whatever keybinds you have for the Custom Info Panels) zedDetector.sqf Spoiler //zedDetector.sqf if(!isDedicated) then { private _mineClass = "DemoCharge_Remote_Ammo"; CMD_run = true; private _nearObjects = []; while { CMD_run } do { private _newObjects = (player nearEntities [["zombie"], 50]); { private _mine = _x getVariable ["CMD_attachedMine", objNull]; deleteVehicle _mine; _x setVariable ["CMD_attachedMine", nil]; } forEach (_nearObjects-_newObjects); _nearObjects = _newObjects; { if( !(player isEqualTo _x) && (vehicle _x isEqualTo _x) ) then { private _mine = _x getVariable ["CMD_attachedMine", objNull]; if(abs speed _x >= 3) then { if(isNull _mine) then { _mine = _mineClass createVehicleLocal getPos _x; _mine attachTo [_x, [0,0,0]]; _mine hideObject true; _x setVariable ["CMD_attachedMine", _mine]; if(group _x isEqualTo group player) then { playerSide revealMine _mine; }; }; } else { if(!isNull _mine) then { detach _mine; deleteVehicle _mine; }; }; }; } forEach _nearObjects; sleep 0.1; }; }; execvm "zedDetector.sqf" Credits: Original script by mrcurry. (slightly modified by EO) 6 1 Share this post Link to post Share on other sites
LSValmont 789 Posted February 4, 2019 24 minutes ago, EO said: This script "converts" the mine detector into a basic zed detector. Player must have a mine detector in their inventory, bring up the Zed Detection HUD by pressing the "[" or "]" keys. (or whatever keybinds you have for the Custom Info Panels) That is just awesome EO! I can see this detecting anomalies too! Great work! Will be using this! Share this post Link to post Share on other sites
ernave 20 Posted February 5, 2019 Hi. I'm trying to add a bandit camp with a crate containing loot. I found some code on the wiki: http://ravage.wikia.com/wiki/Tools_for_Mission_Makers And from that, here's my current trigger init script: _null = [thistrigger] spawn rvg_fnc_spawnBanditCamp; _box = "Land_WoodenCrate_01_F" createVehicle(position thistrigger); _null = [_box] execVM "scripts\system\rvgfill.sqf"; The result of this is, the bandits and the crate spawn (that's good), but I get this error: "Script scripts\system\rvgfill.sqf not found" And the crate is empty. I've searched around, but I can'f find rvgfill.sqf. I presume it's in one of the pob files, so I can't see it. Any help would be appreciated. Share this post Link to post Share on other sites
EO 11275 Posted February 5, 2019 38 minutes ago, ernave said: Any help would be appreciated. Try this instead: Ravage supply box with basic survival gear... _null = [thistrigger] spawn rvg_fnc_spawnBanditCamp; _box = "rvg_gear_box_F" createVehicle(position thistrigger); Ravage supply box with some basic repair tools... _null = [thistrigger] spawn rvg_fnc_spawnBanditCamp; _box = "rvg_repair_box_F" createVehicle(position thistrigger); Ravage supply box with basic supplies... _null = [thistrigger] spawn rvg_fnc_spawnBanditCamp; _box = "rvg_basic_box_F" createVehicle(position thistrigger); No need to run the rvgfill.sqf part. 2 Share this post Link to post Share on other sites
ernave 20 Posted February 5, 2019 6 minutes ago, EO said: Try this instead: Yep! That did the trick. Thanks! Should I put anything in the deactivation script to clean up the bodies or anything? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 5, 2019 7 hours ago, EO said: Try this instead: Ravage supply box with basic survival gear... 7 hours ago, ernave said: Yep! That did the trick. Thanks! Hello there ernave and welcome to Bis Forums ! I'll add this to the scripting topic as well , if there is more content , add everyone your scripts here in order to create an available Library Script List. Thanks ! Share this post Link to post Share on other sites
EO 11275 Posted February 5, 2019 7 hours ago, ernave said: Should I put anything in the deactivation script to clean up the bodies or anything? Shouldn't be necessary if you already have the "Clean-up System" enabled in the Ravage Settings module. Share this post Link to post Share on other sites
BattleChief 97 Posted February 5, 2019 @Hans(z) If I am correct, you should set it to none, this should allow it to be a radiation free zone, without pushing away Ai Share this post Link to post Share on other sites
bl2ck dog 80 Posted February 5, 2019 @EO I've tested Zed Detector in my mission, works fine, just not sure if it's really necessary to detect zombies at all )))) Found two minor issues: script adds demo charge even if player doesn't have a detector (which is kinda waste of resources - player won't be able to detect them anyway) character reports spotted explosive - which is basic BIS feature, I guess, not sure if anything could be done with it Share this post Link to post Share on other sites
EO 11275 Posted February 5, 2019 @bl2ck dog, I'm aware of it's limitations within a realism based sandbox, It's just a fun little script that's not to be taken too seriously. 😉 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 5, 2019 10 minutes ago, EO said: It's just a fun little script that's not to be taken too seriously. 😉 1 Share this post Link to post Share on other sites
Valken 622 Posted February 5, 2019 @EO perhaps you can add some random C4 to the zeds to create boomers like L4D? Just explode based on gas bloating for some of them randomly... would make the zed detector more fun... :D 2 Share this post Link to post Share on other sites
haleks 8212 Posted February 5, 2019 2 hours ago, bl2ck dog said: @EO I've tested Zed Detector in my mission, works fine, just not sure if it's really necessary to detect zombies at all )))) Found two minor issues: [...] character reports spotted explosive - which is basic BIS feature, I guess, not sure if anything could be done with it That is caused by the "revealMine" command. I have a similar script, with a slightly different approach, that will be showcased in the next update. 😉 6 Share this post Link to post Share on other sites
Gill93 342 Posted February 5, 2019 Awesome Man looking forward to it hope all is well. Cheers 1 Share this post Link to post Share on other sites
DemonDoc68 3 Posted February 5, 2019 Hey everybody! So I'm having trouble with the auto fill boxes init. The error that comes up is saying that this "scripts\system\rvgFill_weap.sqf" doesnt exist and I can not find it anywhere! Can you help me figure this out please? Thank you! 1 Share this post Link to post Share on other sites
haleks 8212 Posted February 5, 2019 Hey everyone! I've been making good progress on the next update, wich will feature a new mission, showcasing the flexibility of the mod. Forget about zombies, prepare for ghosts : this mission will show how to use the ravage modules and scripts to turn zombies into spectral beings able to walk through objects (an editor version of the mission will be released separately for curious mission makers). This new mission is only a teaser for a more ambitious project, so expect more bizarre releases in the future. Ravagers are in for a change in atmosphere... 8 3 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted February 5, 2019 @haleks dude, that’s awesome! Stoked for this!!! 1 Share this post Link to post Share on other sites
MuRaZorWitchKING 725 Posted February 5, 2019 @DemonDoc68 check EO’s comment: 20 hours ago, EO said: Try this instead: Ravage supply box with basic survival gear... _null = [thistrigger] spawn rvg_fnc_spawnBanditCamp; _box = "rvg_gear_box_F" createVehicle(position thistrigger); Ravage supply box with some basic repair tools... _null = [thistrigger] spawn rvg_fnc_spawnBanditCamp; _box = "rvg_repair_box_F" createVehicle(position thistrigger); Ravage supply box with basic supplies... _null = [thistrigger] spawn rvg_fnc_spawnBanditCamp; _box = "rvg_basic_box_F" createVehicle(position thistrigger); No need to run the rvgfill.sqf part. 2 Share this post Link to post Share on other sites
EO 11275 Posted February 5, 2019 Did someone say ghosts... Spoiler 5 Share this post Link to post Share on other sites
ernave 20 Posted February 5, 2019 Oh man, the next update sounds amazing. How do you even kill a ghost? I've got another question, if you don't mind: has anyone ever put together a script for random AI missions like Exile has? This would be in addition to the roaming bandits and vehicle patrols (and the zombies). The way it's done in Exile is with DMS: https://www.exilemod.com/topic/61-dms-defents-mission-system/ Basically what I'm looking for is the occasional specific target that I can attack. Missions like, "a convoy has broken down here" and you can go attack it and loot it. The bandits and vehicle patrols in Ravage are great, but these AI missions I'm describing would be static (though randomly placed). All of the possibilities that I've looked at so far are specific to Exile. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 5, 2019 2 minutes ago, ernave said: random AI missions You can take a look here , but just to know this script is not exclusive for Ravage , it has a big variety from small to large ( amount of enemies ) and everything it's configurable and by the way i will update this soon , in order to make some optimizations. Share this post Link to post Share on other sites
DemonDoc68 3 Posted February 5, 2019 5 hours ago, MuRaZorWitchKING said: @DemonDoc68 check EO’s comment: does this also spawn weapons as well? EDIT: I tried this and its not spawning weapons. I'll use this for the other boxes I was having issues with. I'm trying to make a kind of loot system since we are having issues with B52. Share this post Link to post Share on other sites
Hans(z) 56 Posted February 5, 2019 Wow new update looks awesome! One question.... How is sand gusts handled by AIs? From my experience it looks like I can't see 💩, but AIs snipe me from bigger distances than I can even see. (I can see maybe 30m and they shoot at me from 200m) BTW @bl2ck dog has awesome mission on malden so I recommend it to everyone. It's tough a little bit, so you should bring your friend and play in team. Server info link 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 5, 2019 1 minute ago, Hans(z) said: One question.... How is sand gusts handled by AIs? From my experience it looks like I can't see 💩, but AIs snipe me from bigger distances than I can even see. (I can see maybe 30m and they shoot at me from 200m) This is part from my GF Fog script in order to fix the ai spot distance Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 01.11.18 _____________ /* ________________ GF Fog Script ________________ https://forums.bohemia.net/forums/topic/219946-gf-fog-script/ 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 Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ */ diag_log "//________________ GF_Fog_Change_spotDistance.sqf _____________"; systemchat "GF_Fog_Change_spotDistance"; //________________ Settings ________________ //________________ Set true or false ________________ GF_Fog_Change_spotDistance = true; // Change AI spotDistance if (GF_Fog_Change_spotDistance) then { [] spawn { while {true} do { { if ( ((alive _x)) && (!(_x getVariable ["Var_GF_Fog_Change_spotDistance",false])) ) then { _x setSkill ["spotDistance", 0.05 + (random 0.05)]; }; _x setVariable ["Var_GF_Fog_Change_spotDistance",true]; {waitUntil {!alive _x}; _x setVariable ["Var_GF_Fog_Change_spotDistance",false]; }; }forEach allUnits; sleep 15; }; }; }; Share this post Link to post Share on other sites
Gill93 342 Posted February 5, 2019 1 hour ago, EO said: Did someone say ghosts... Hide contents 2 hours ago, haleks said: Hey everyone! I've been making good progress on the next update, wich will feature a new mission, showcasing the flexibility of the mod. Forget about zombies, prepare for ghosts : this mission will show how to use the ravage modules and scripts to turn zombies into spectral beings able to walk through objects (an editor version of the mission will be released separately for curious mission makers). This new mission is only a teaser for a more ambitious project, so expect more bizarre releases in the future. Ravagers are in for a change in atmosphere... lol that's awesome maybe now we can use the zed detector script as a Ghost detector XD GhostBusters 1 2 Share this post Link to post Share on other sites