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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) 

 

 

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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!

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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.

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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. :rthumb:

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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?

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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 !

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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.  

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@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: 

  1. 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)
  2. character reports spotted explosive  - which is basic BIS feature, I guess, not sure if anything could be done with it

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@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. 😉 

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10 minutes ago, EO said:

It's just a fun little script that's not to be taken too seriously. 😉 

 

 

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@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

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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. 😉

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Awesome Man looking forward to it hope all is well. Cheers

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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!

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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).

 

C540DAD327CAD61689051DEECDA8609746B5C4B2

 

818B2E2804B686F47CD75AC8F70A5C767D238585

 

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...

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@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. :rthumb:

 

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Did someone say ghosts...

zICqjwS.jpg

Spoiler

OPN6xO8.jpg

2ry4pdF.jpg

 

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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.

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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.

 

 

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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.

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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

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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;
};
};

};

 

 

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1 hour ago, EO said:

Did someone say ghosts...

zICqjwS.jpg

  Hide contents

OPN6xO8.jpg

2ry4pdF.jpg

 

 

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).

 

C540DAD327CAD61689051DEECDA8609746B5C4B2

 

818B2E2804B686F47CD75AC8F70A5C767D238585

 

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

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