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23 minutes ago, EO said:


Hey EO (I can't find you on the @ list :( ) This might be really useful, it has everything patched.... except CUP. Close one! Thanks!

Why I really want to do this is because RHS has some pretty AKs with nice attachments, and those attachments don't really fit well with CUP AKs. So I have to choose quality or quantity... RHS vs CUP. But I want them both in the scenario, hence the magazine compatibility quest.

EDIT: I've found that NIArms has its AKs compatibility patch for the CUP AKs, I think this will do for now, as CUP Bluefor weapons can have most of the in-game attachments, which is nice.

EDIT-EDIT: I'll fiddle with this tomorrow as I'm replacing now the zombie sounds with zombie sounds from Stalker Shadow of Chernobyl. :smileee:

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Hello to all Ravagers !

 

22 hours ago, GEORGE FLOROS GR said:

Hello to Everyone ,

this is my new GF Missions Script.

 

Description:

This is a standalone Mission Pack , that will give more depth in a mission.
It is working in every map. It will generate missions on random.

 

fpCTWJDORiCEqfa7Gqqt8A.png

On 29/8/2018 at 4:12 PM, foxhound said:

An Armaholic mirror is now available:

 

news_download_a3_3.png
GF Missions Script v1.0

Thanks !

 

Feel free everyone , to post your missions (scripted , MP compatible)
in order to make this Misson Pack bigger !

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Hey @GEORGE FLOROS GR , this is a nice mission generator.

I got stuck on 'kill the spy' mission, it wouldn't end, maybe I did something wrong because I was in a helicopter and shooting everyone down. Too many units spawning for each assignment. :icon_biggrin: For the 'search device' task, there were like 2 tanks and 3-4 squads and one helicopter. However, it's a really good mission script.

Now, what I thought in Ravage, you could try:

  • spawn a possible intel location that will share some information:
  • friendly AI sharing information about:

 
- to find camps with possible loot, multiple sites, empty or with bandits (maybe traders?)
- find specific loot (military, civilian, industrial) in a specific building (military, civilian, industrial) of course, multiple sites that may or may not contain the loot itself
- possible locations of some vehicles (perhaps something more powerful than a .50cal like GAZ armed with a grenade launcher and machine gun, or even some APC, IFV)
- possible safe zones (zombie blacklisted areas, radiation-free zones, recruiting AI, some ammo, healing etc)
- maybe a possible 'horde invasion' or a bandit attack on a survivors camp where you can help them defend

Just some of my current first thoughts about the Mission Script in the Ravage world.

Anyway, really great Mission Script! Lots of fun!
 

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9 hours ago, RZNUNKWN said:

I got stuck on 'kill the spy' mission

 

Hello there RZNUNKWN !

 

Thank you very much !

But let's move the disscussion from the current topic and i will post the answer in the GF_Missions topic.

 

 

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Guys, can you post your Ravage settings? 

I'm looking for a challenge. Any good tips on how to set loot spawn chances? Bandits? Running zombies? Sun factor yes/no?

I want to make the gameplay harder, so I wanna hear your playstyles. :icon_biggrin:

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15 hours ago, RZNUNKWN said:

Guys, can you post your Ravage settings? 

I'm looking for a challenge. Any good tips on how to set loot spawn chances? Bandits? Running zombies? Sun factor yes/no?

I want to make the gameplay harder, so I wanna hear your playstyles. :icon_biggrin:

ok so for loot spawn chances depending on map civilian_ 50,15,14,7,10 Military_5,45,40,8,12 Industrial, 45,25,23,6,10. for raiders I tend to use both Opfor and Independent with hunting chance set to 25% and 18% for each faction. For zombies I use both runners and walkers with Bolters set to 10 or 12%. turn down the zombie pitch to 0.6 and definitely enable Sun factor. I tend to also customize the weapons carried by npc's and loot piles using a combo of vanilla and CUP weapons in the Common Militarized and Rare section. For vehicles I tend to set it to both empty vehicles and wrecks with burning wrecks left at 10% and intact vehicles set to 2 or 5%. Also for zombies I set the spawn to 23 to 25 per player set wondering behavior to 88% and enable Horde function. 

If there is anything else you would like to know about how I set up my scenarios feel free to ask here is a link to one of my more recent scenarios for you to check out. https://steamcommunity.com/sharedfiles/filedetails/?id=1454423473

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8 hours ago, Gill93 said:

 

If there is anything else you would like to know about how I set up my scenarios feel free to ask here is a link to one of my more recent scenarios for you to check out. https://steamcommunity.com/sharedfiles/filedetails/?id=1454423473

This is awesome @Gill93, I'm planning on adding bolters as they really give me the challenge, usually AI gets wrecked by them. Nice loot spawn, but I'm going to go lower a bit, I want it to be really hard.

 

Also what is a "hunting chance"? As I observed, it spawns a group of bandits, that home in directly on the player. Without waypoints. Is that correct?

 

I customized NIArms AKs with CUP ammo patch & CUP weapons.

 

And all this I'm thinking to put all this on Namalsk. Bandit population set on 1 for Namalsk is a freaking war zone. Tested that one out, it was awesome. And I saw recently someone added more objects in Namalsk, going to see if there's anything more lootable in them.

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13 hours ago, RZNUNKWN said:

This is awesome @Gill93, I'm planning on adding bolters as they really give me the challenge, usually AI gets wrecked by them. Nice loot spawn, but I'm going to go lower a bit, I want it to be really hard.

 

Also what is a "hunting chance"? As I observed, it spawns a group of bandits, that home in directly on the player. Without waypoints. Is that correct?

 

I customized NIArms AKs with CUP ammo patch & CUP weapons.

 

And all this I'm thinking to put all this on Namalsk. Bandit population set on 1 for Namalsk is a freaking war zone. Tested that one out, it was awesome. And I saw recently someone added more objects in Namalsk, going to see if there's anything more lootable in them.

Basically its how likely a spawned raider group will hunt the nearest player. Also If you want a little more challenge I have a detrimental weather script that I found online basically makes it so player can become cold and then sick depending on time of day and clothing worn by the player or the amount of rain falling. If the player becomes cold they can craft a fire and or seek shelter inside a building or find warmer clothing and of course its all customizable in the script. One other thing you could do or use is the Vcom AI mod as its changes the behavior of AI and gives them more abilities if you do use it though I would disable AI ability to steal vehicles as they tend to try and steal wrecks and broke down vehicles over and over again you will also want to avoid using any other AI changing mod do to conflicts. 

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15 hours ago, Gill93 said:

Basically its how likely a spawned raider group will hunt the nearest player. Also If you want a little more challenge I have a detrimental weather script that I found online basically makes it so player can become cold and then sick depending on time of day and clothing worn by the player or the amount of rain falling. If the player becomes cold they can craft a fire and or seek shelter inside a building or find warmer clothing and of course its all customizable in the script. One other thing you could do or use is the Vcom AI mod as its changes the behavior of AI and gives them more abilities if you do use it though I would disable AI ability to steal vehicles as they tend to try and steal wrecks and broke down vehicles over and over again you will also want to avoid using any other AI changing mod do to conflicts. 

Hell yeah, I want those, just send me the names I'll find them and try them out. The temperature script sounds awesome. I think I saw it somewhere, but I'm not sure if there's one or more.

 

I added zombie runners, less loot, some light enemy APCs, armed cars, got chased by a Mi-24 last night :D it's really challenging now definitely. I used to play with radioactive rain only, for some reason I just hate seeing that red radioactive poisoning, but now I turned it on, for the sake of challenge.

EDIT: I just realized that the script is called Detrimental, I've read it wrong, found it, but I'm unsure how it would run with Ravage as I can see I need to put cup uniforms there. I could dig into Ravage pbos and copy/paste the cup content from there.

Any help/suggestions? 

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On ‎9‎/‎2‎/‎2018 at 2:07 AM, RZNUNKWN said:

Hell yeah, I want those, just send me the names I'll find them and try them out. The temperature script sounds awesome. I think I saw it somewhere, but I'm not sure if there's one or more.

 

I added zombie runners, less loot, some light enemy APCs, armed cars, got chased by a Mi-24 last night :D it's really challenging now definitely. I used to play with radioactive rain only, for some reason I just hate seeing that red radioactive poisoning, but now I turned it on, for the sake of challenge.

EDIT: I just realized that the script is called Detrimental, I've read it wrong, found it, but I'm unsure how it would run with Ravage as I can see I need to put cup uniforms there. I could dig into Ravage pbos and copy/paste the cup content from there.

Any help/suggestions? 

Here is my copy of WeatherEffects.sqf  with cup and vanilla clothing already added along with Ravage Fireplace added vs the Exile one. this is the part of the script for adjusting cold hours amount of amount of rain and how far players need to be from fire or shelter to become warm etc.  if ((daytime >= 18 || daytime < 8) || (_rainLevel > 0.5 )) then {_warm = false};

Spoiler

// weatherEffects.sqf: v1.1

//Changelog: Removed legacy fatigue settings and put  new stamina settings in

// ** Weather effects by JohnO **//
 
private ["_exitA","_exitB","_exitWeather","_fatigue","_rainLevel","_damage","_uniform","_cover","_fire","_distanceToCover","_distanceToFire","_showSick","_showCold","_effectsCheck","_warm","_sick","_healthyInd"];
 
/** SETTINGS **/
/** Notifications **/
 
_showSick = true; //True to enable notifications "Eg You are getting sick"
_showCold = true; //True to enable notifications "Eg You are getting cold"
_effectsCheck = 60; //Time in seconds that the weather effects will apply. This time is x2, so 60 is actually 120. Due to the way the script works.
_healthyInd = false; // If true - will display a "You are healthy" status when the character is not sick or cold.
 
 
_coldClothes =
[
"", //NAKED - DO NOT CHANGE
"U_BasicBody",
"U_KerryBody",
"U_AttisBody",
"U_AntigonaBody", 
"U_B_CombatUniform_mcam_tshirt",
"U_B_CombatUniform_mcam_vest",
"U_C_Poloshirt_blue",
"U_C_Poloshirt_burgundy",
"U_C_Poloshirt_stripped",
"U_C_Poloshirt_tricolour",
"U_C_Poloshirt_salmon",
"U_C_Poloshirt_redwhite",
"U_C_Commoner1_1",
"U_C_Commoner1_2",
"U_C_Commoner1_3",
"U_NikosBody",
"U_OrestesBody",
"U_B_CombatUniform_wdl_tshirt",
"U_B_CombatUniform_sgg_tshirt",
"U_B_SpecopsUniform_sgg",
"U_O_OfficerUniform_ocamo",
"U_I_CombatUniform_tshirt",
"U_I_CombatUniform_shortsleeve",
"U_I_OfficerUniform",
"U_IG_Guerilla1_1", 
"U_IG_Guerilla2_1", 
"U_IG_Guerilla2_2",
"U_IG_Guerilla2_3", 
"U_IG_leader",
"U_BG_Guerilla1_1",
"U_BG_Guerilla2_1",
"U_BG_Guerilla2_2",
"U_BG_Guerilla2_3",
"U_BG_leader",  
"U_OG_Guerilla1_1",
"U_OG_Guerilla2_1",
"U_OG_Guerilla2_2",
"U_OG_Guerilla2_3",
"U_OG_leader",
"U_C_Man_casual_1_F",
"U_C_Man_casual_2_F",
"U_C_Man_casual_3_F",
"U_C_Man_casual_4_F",
"U_C_Man_casual_5_F",
"U_C_man_sport_1_F",
"U_C_man_sport_2_F",
"U_C_Man_casual_6_F",
"U_C_Poor_1",
"U_C_Poor_2",
"U_O_T_Officer_F",
"U_I_C_Soldier_Camo_F",
"U_I_C_Soldier_Para_5_F",
"U_I_C_Soldier_Para_2_F",
"U_I_C_Soldier_Para_3_F",
"U_I_C_Soldier_Para_4_F",
"U_I_C_Soldier_Para_1_F",
"U_I_C_Soldier_Bandit_1_F",
"U_I_C_Soldier_Bandit_2_F",
"U_I_C_Soldier_Bandit_5_F",
"U_I_C_Soldier_Bandit_4_F",
"U_I_C_Soldier_Bandit_3_F",
"U_C_Scavenger_1",
"U_C_Scavenger_2", 
"U_C_WorkerOveralls",
"U_C_WorkerCoveralls",
"U_C_Farmer",
"U_C_FishermanOveralls",
"U_C_Commoner2_1",
"U_C_Commoner2_2",
"U_C_Commoner2_3",
"U_C_Poor_shorts_1",
"U_C_Poor_shorts_2",
"U_C_Commoner_shorts",
"U_C_ShirtSurfer_shorts",
"U_C_TeeSurfer_shorts_1",
"U_C_TeeSurfer_shorts_2",
"U_B_T_Soldier_SL_F",
"U_B_T_Soldier_AR_F",
"U_B_GEN_Soldier_F",
"U_B_CTRG_Soldier_2_F",
"U_B_CTRG_Soldier_3_F",
"U_B_CTRG_Soldier_urb_2_F",
"U_B_CTRG_2",
"U_B_CTRG_3",
"U_I_G_Story_Protagonist_F",
"U_I_G_resistanceLeader_F",
"U_C_Mechanic_01_F",
"U_Rangemaster",
"U_Competitor",
"U_C_Journalist",
"U_C_Scientist",
"U_NikosAgedBody",
"U_BG_Guerrilla_6_1R",
"U_IG_Guerrilla_6_1",
"U_OG_Guerrilla_6_1",
"U_Marshal",
"CUP_U_B_BAF_DDPM_Tshirt",
"CUP_U_B_BAF_DPM_Tshirt",
"CUP_U_B_BAF_MTP_Tshirt",
"CUP_U_B_CZ_DST_Tshirt",
"CUP_U_B_CZ_WDL_TShirt",
"CUP_U_O_TK_Green",
"CUP_U_O_TK_MixedCamo",
"CUP_U_B_BAF_DPM_S1_RolledUp",
"CUP_U_B_CDF_FST_2",
"CUP_U_B_CDF_MNT_2",
"CUP_U_O_CHDKZ_Kam_08",
"CUP_U_O_CHDKZ_Kam_07",
"CUP_U_B_CZ_WDL_TShirt",
"CUP_U_B_CZ_DST_Kneepads_Sleeve",
"CUP_U_B_GER_Flecktarn_2",
"CUP_U_B_GER_Tropentarn_2",
"CUP_U_B_BAF_DDPM_Ghillie",
"CUP_U_O_TK_Ghillie_Top",
"CUP_O_TKI_Khet_Jeans_04",
"CUP_O_TKI_Khet_Jeans_03",
"CUP_O_TKI_Khet_Jeans_02",
"CUP_O_TKI_Khet_Jeans_01",
"CUP_U_B_USMC_MARPAT_WDL_RollUpKneepad",
"CUP_U_B_USMC_MARPAT_WDL_RolledUp",
"CUP_B_USMC_Navy_Blue",
"CUP_B_USMC_Navy_Brown",
"CUP_B_USMC_Navy_Green",
"CUP_B_USMC_Navy_Red",
"CUP_B_USMC_Navy_Violet",
"CUP_B_USMC_Navy_Yellow",
"CUP_B_USMC_Navy_White",
"CUP_U_O_Partisan_TTsKO",
"CUP_U_O_Partisan_TTsKO_Mixed",
"CUP_U_O_Partisan_VSR_Mixed1",
"CUP_U_O_Partisan_VSR_Mixed2",
"CUP_I_B_PMC_Unit_17",
"CUP_I_B_PMC_Unit_13",
"CUP_I_B_PMC_Unit_14",
"CUP_I_B_PMC_Unit_16",
"CUP_I_B_PMC_Unit_15",
"CUP_I_B_PMC_Unit_3",
"CUP_I_B_PMC_Unit_2",
"CUP_I_B_PMC_Unit_1",
"CUP_I_B_PMC_Unit_7",
"CUP_I_B_PMC_Unit_6",
"CUP_U_I_RACS_Desert_2",
"CUP_U_I_RACS_Urban_2",
"CUP_U_I_RACS_mech_2",
"CUP_U_I_RACS_WDL_2",
"CUP_U_I_RACS_Desert_1",
"CUP_U_I_RACS_Urban_1",
"CUP_U_I_RACS_mech_1",
"CUP_U_O_RUS_EMR_2_VDV",
"CUP_U_O_RUS_EMR_2",
"CUP_U_O_RUS_Flora_2_VDV",
"CUP_U_O_SLA_Urban",
"CUP_U_O_SLA_Green",
"CUP_U_O_SLA_MixedCamo",
"CUP_U_B_FR_Officer",
"CUP_U_B_FR_DirAction",
"CUP_U_B_FR_DirAction2",
"CUP_U_B_FR_Light",
"CUP_U_B_FR_Scout2",
"CUP_U_B_FR_Scout",
"CUP_U_B_USArmy_UBACS",
//Special                                                
"U_B_Wetsuit",
"U_I_Wetsuit",
"U_O_Wetsuit",
"U_I_GhillieSuit",
"U_B_GhillieSuit",
"U_O_GhillieSuit",
"U_B_T_Sniper_F",
"U_O_T_Sniper_F",
"U_B_FullGhillie_lsh",
"U_O_FullGhillie_lsh",
"U_I_FullGhillie_lsh",
"U_B_T_FullGhillie_tna_F",
"U_O_T_FullGhillie_tna_F",
"U_I_HeliPilotCoveralls",
"U_B_HeliPilotCoveralls",
"U_O_V_Soldier_Viper_F",
"U_O_V_Soldier_Viper_hex_F",
"U_O_T_Soldier_F",
"U_B_CombatUniform_mcam_worn",
"U_O_CombatUniform_ocamo",
"U_O_SpecopsUniform_blk",
"U_O_SpecopsUniform_ocamo",
"U_O_CombatUniform_oucamo",
"U_B_GEN_Commander_F",
"U_B_T_Soldier_F",
"U_I_pilotCoveralls",
"U_O_PilotCoveralls",
"U_B_PilotCoveralls",
"U_B_SpecopsUniform_sgg",
"U_MillerBody",
"U_B_CombatUniform_mcam",
"U_B_CombatUniform_wdl",
"U_I_CombatUniform",
"U_BG_Guerilla3_2",
"U_BG_Guerilla3_1",
"U_IG_Guerilla3_1",
"U_IG_Guerilla3_2",
"U_C_HunterBody_grn",
"U_C_HunterBody_brn",
"U_B_CTRG_1",
"U_B_CTRG_Soldier_F",
"U_B_CTRG_Soldier_urb_1_F",
"U_C_Paramedic_01_F",
"U_C_ConstructionCoverall_Red_F",
"U_C_ConstructionCoverall_Vrana_F",
"U_C_ConstructionCoverall_Black_F",
"U_C_ConstructionCoverall_Blue_F",
"CUP_I_B_PMC_Unit_23",
"CUP_I_B_PMC_Unit_24",
"CUP_U_C_Woodlander_01",
"CUP_U_C_Woodlander_02",
"CUP_U_C_Woodlander_03",
"CUP_U_C_Woodlander_04",
"CUP_U_I_GUE_Anorak_01",
"CUP_U_I_GUE_Anorak_03",
"CUP_U_I_GUE_Anorak_02",
"CUP_U_B_BAF_DPM_S2_UnRolled",
"CUP_U_B_CDF_FST_1",
"CUP_U_B_CDF_MNT_1",
"CUP_U_O_CHDKZ_Bardak",
"CUP_U_O_CHDKZ_Lopotev",
"CUP_U_O_CHDKZ_Kam_03",
"CUP_U_O_CHDKZ_Kam_01",
"CUP_U_O_CHDKZ_Kam_04",
"CUP_U_O_CHDKZ_Kam_02",
"CUP_U_O_CHDKZ_Commander",
"CUP_U_O_CHDKZ_Kam_05",
"CUP_U_O_CHDKZ_Kam_06",
"CUP_U_C_Citizen_02",
"CUP_U_C_Citizen_03",
"CUP_U_C_Citizen_04",
"CUP_U_C_Citizen_01",
"CUP_U_B_CZ_WDL_NoKneepads",
"CUP_U_B_CZ_WDL_Kneepads",
"CUP_U_B_CZ_WDL_Kneepads_Gloves",
"CUP_U_C_Fireman_01",
"CUP_U_B_GER_Flecktarn_1",
"CUP_U_B_BAF_DPM_Ghillie",
"CUP_U_B_CZ_WDL_Ghillie",
"CUP_U_I_Ghillie_Top",
"CUP_U_B_USMC_Officer",
"CUP_U_B_USMC_MARPAT_WDL_Kneepad",
"CUP_U_B_USMC_MARPAT_WDL_TwoKneepads",
"CUP_U_B_USMC_MARPAT_WDL_Sleeves",
"CUP_U_I_GUE_Flecktarn2",
"CUP_U_I_GUE_Flecktarn3",
"CUP_U_I_GUE_Flecktarn",
"CUP_U_I_GUE_Woodland1",
"CUP_U_C_Rescuer_01",
"CUP_U_C_Pilot_01",
"CUP_U_B_CZ_Pilot_DST",
"CUP_U_B_CZ_Pilot_WDL",
"CUP_I_B_PMC_Unit_20",
"CUP_I_B_PMC_Unit_22",
"CUP_I_B_PMC_Unit_21",
"CUP_I_B_PMC_Unit_19",
"CUP_I_B_PMC_Unit_28",
"CUP_I_B_PMC_Unit_24",
"CUP_I_B_PMC_Unit_23",
"CUP_I_B_PMC_Unit_26",
"CUP_U_C_Policeman_01",
"CUP_U_I_RACS_PilotOverall",
"CUP_U_I_RACS_WDL_1",
"CUP_U_C_Rocker_01",
"CUP_U_C_Rocker_02",
"CUP_U_C_Rocker_03",
"CUP_U_C_Rocker_04",
"CUP_U_O_RUS_Ghillie",
"CUP_U_O_RUS_Gorka_Green",
"CUP_U_O_RUS_Gorka_Partizan_A",
"CUP_U_O_RUS_Gorka_Partizan",
"CUP_U_O_RUS_EMR_1_VDV",
"CUP_U_O_RUS_EMR_1",
"CUP_U_O_RUS_Flora_1_VDV",
"CUP_U_O_RUS_Commander",
"CUP_U_O_SLA_Overalls_Pilot",
"CUP_U_O_SLA_Overalls_Tank",
"CUP_U_B_FR_SpecOps",
"CUP_U_B_FR_Corpsman",
"CUP_U_B_FR_Scout1",
"CUP_U_B_FR_Scout3",
"CUP_U_B_USArmy_TwoKnee",
"CUP_U_B_USArmy_Base",
"CUP_U_B_USArmy_Soft",
"CUP_U_B_USArmy_PilotOverall",
"CUP_U_B_USMC_FROG1_WMARPAT",
"CUP_U_B_USMC_FROG2_WMARPAT",
"CUP_U_B_USMC_FROG3_WMARPAT",
"CUP_U_B_USMC_FROG4_WMARPAT",
"CUP_U_B_USMC_PilotOverall"
];    
 
sick = false;
_warm = true;
cold = 0;
_sickChance = 0;
sickValue = 0;
_fatigue = 0;
_rainLevel = rain;
_damage = damage player;
_uniform = uniform player;
_cover = nearestBuilding player;
_fire = nearestObject [player,"FirePlace_burning_F"];
_distanceToCover = player distance _cover;
_distanceToFire = player distance _fire;
 
[sick,sickValue,cold] spawn
{
        _exitA = false;
        waituntil
        {
              
                if (!alive player) then
                {    
                        sick = false;
                        cold = 0;
                        sickValue = 0;
                        player enableStamina true;
                        player allowSprint true;
                };
                uiSleep 1;
                _exitA     
        };       
          
};
 
[] spawn
{
        _exitB = false;      
        waituntil
        {
                if (damage player > 0.75) then
                {     
                        enableCamShake true;
                        addCamShake [5, 3, 30];
                        uiSleep 5;
                };
                uiSleep 1;
                _exitB
        };     
};

_exitWeather = false;
waitUntil
{    
        if (alive player) then
        {       
                if (_healthyInd) then
                {     
                        if ((!sick) && (_warm) && (sickValue <= 0)) then
                        {
                                titleText ["You are healthy", "PLAIN DOWN",0.5];
                        };
                };
        
                if (sickValue <= 0) then
                {
                        sickValue = 0;
                }
                else
                {
                        if (sickValue >= 1) then
                        {
                                sickValue = 1;
                        };
                };
                if (cold <= 0) then
                {               
                        cold = 0;
                }
                else
                {
                        if (cold >= 1) then
                        {
                                cold = 0.9;
                        };
                };
                                              
                uiSleep _effectsCheck;
        
                _rainLevel = rain;
                _damage = damage player;
                _uniform = uniform player;
                _cover = nearestBuilding player;
                _fire = nearestObject [player,"FirePlace_burning_F"];
                _distanceToCover = player distance _cover;
                _distanceToFire = player distance _fire;
        
                if ((daytime >= 18 || daytime < 8) || (_rainLevel > 0.5 )) then {_warm = false};
        
                if ((!_warm) && (_uniform in _coldClothes)) then {_warm = false};
                if ((!_warm) && (_distanceToFire < 3) || (_distanceToCover < 5)) then {_warm = true};
                if !(_uniform in _coldClothes) then {_warm = true};
              
                if (_warm) then
                {
                        _warm = true;
                        cold = cold - 0.1;
                        if (cold <= 0) then
                        {
                                if (sickValue >= 0) then
                                {
                                        sickValue = sickValue - 0.05;
                                        if (sickValue <= 0.25) then
                                        {
                                                sick = false;
                                                enableCamShake false;
                                                player enableStamina false;
                                                player allowSprint true;
                                                uiSleep 1;
                                                if ((_showSick) && (sickValue >= 0 && sickValue <= 0.25)) then
                                                {
                                                        titleText ["You are feeling better", "PLAIN DOWN",0.5];
                                                };
                                        };
                                };    
                        };
                }
                else
                {
                        _warm = false;
                        cold = cold + 0.1;
                };
                if ((_showCold) && (cold >= 0 && cold <=0.1) && (!_warm)) then
                {
                        titleText ["It is getting cold", "PLAIN DOWN",0.5];
                }
                else
                {
                        if ((_showCold) && (cold >= 0.2 && cold <= 0.3) && (!_warm)) then
                        {
                                titleText ["You are starting to freeze", "PLAIN DOWN",0.5];
                        };
                };
        
                uiSleep _effectsCheck;
              
                if ((cold > 0.3) && (!_warm)) then
                {
                        cold = cold + 0.1;
                        player setDamage _damage +0.07;
                        enableCamShake true;
                        addCamShake [5, 3, 60];
                        if (_showCold) then
                        {
                                titleText ["You are freezing", "PLAIN DOWN",1];
                        };
                };
              
                if ((!_warm) && (cold > 0.3 )) then
                {
                        _sickChance = random 1;
        
                        if ((_sickChance > 0.5) || (sickValue > 0)) then
                        {
                                sick = true;
                                sickValue = sickValue + 0.05;
                                if ((_showSick) && (sickValue < 0.25)) then
                                {
        
                                        titleText ["You are getting sick", "PLAIN DOWN",0.5];
        
                                };
                                if ((sickValue > 0.25) && (sickValue < 0.50)) then
                                {
                                        player enableStamina true;
                                        player allowSprint false;
                                        enableCamShake true;
                                        addCamShake [5, 3, 30];
                                       
        
                                        if (_showSick) then
                                        {
                                                titleText ["You are very sick", "PLAIN DOWN",0.5];
                                        };
                                }
                                else
                                {
                                        if (sickValue > 0.50) then
                                        {
                                                player enableStamina true;
                                                player allowSprint false;
                                                enableCamShake true;
                                                addCamShake [10, 10, 15];
                                                [120] call BIS_fnc_bloodEffect;
                                                player setDamage _damage + 0.02;
                                               
        
                                                if (_showSick) then
                                                {
                                                        titleText ["You are dying", "PLAIN DOWN",0.5];
                                                };
                                        };
                                };
                        };
                };            
                if ((_warm) && (sick)) then
                {     
                        if ((_showSick) && (sickValue < 0.25)) then
                        {
                                titleText ["You are sick", "PLAIN DOWN",0.5];
                        };
                        if ((sickValue > 0.25) && (sickValue < 0.50)) then
                        {
                              
                                enableCamShake true;
                                addCamShake [5, 3, 30];
                               
        
                                if (_showSick) then
                                {
                                        titleText ["You are very sick", "PLAIN DOWN",0.5];
                                };
                        }
                        else
                        {
                                if (sickValue > 0.50) then
                                {
                                        player enableStamina true;
                                        player allowSprint false;
                                        enableCamShake true;
                                        addCamShake [10, 10, 15];
                                        [120] call BIS_fnc_bloodEffect;
                                        player setDamage _damage + 0.02;
                                       
        
                                        if (_showSick) then
                                        {
                                                titleText ["You are dying", "PLAIN DOWN",0.5];
                                        };
                                };
                        };
                };
        };
        uiSleep 1;
        _exitWeather 
};

 

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Wowee, I've been wanting to add something like this for a while but didn't really know where to look. Thanks a ton @Gill93!

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11 hours ago, Gill93 said:

Here is my copy of WeatherEffects.sqf  with cup and vanilla clothing already added along with Ravage Fireplace added vs the Exile one. this is the part of the script for adjusting cold hours amount of amount of rain and how far players need to be from fire or shelter to become warm etc.  if ((daytime >= 18 || daytime < 8) || (_rainLevel > 0.5 )) then {_warm = false};

  Reveal hidden contents

// weatherEffects.sqf: v1.1

//Changelog: Removed legacy fatigue settings and put  new stamina settings in

// ** Weather effects by JohnO **//
 
private ["_exitA","_exitB","_exitWeather","_fatigue","_rainLevel","_damage","_uniform","_cover","_fire","_distanceToCover","_distanceToFire","_showSick","_showCold","_effectsCheck","_warm","_sick","_healthyInd"];
 
/** SETTINGS **/
/** Notifications **/
 
_showSick = true; //True to enable notifications "Eg You are getting sick"
_showCold = true; //True to enable notifications "Eg You are getting cold"
_effectsCheck = 60; //Time in seconds that the weather effects will apply. This time is x2, so 60 is actually 120. Due to the way the script works.
_healthyInd = false; // If true - will display a "You are healthy" status when the character is not sick or cold.
 
 
_coldClothes =
[
"", //NAKED - DO NOT CHANGE
"U_BasicBody",
"U_KerryBody",
"U_AttisBody",
"U_AntigonaBody", 
"U_B_CombatUniform_mcam_tshirt",
"U_B_CombatUniform_mcam_vest",
"U_C_Poloshirt_blue",
"U_C_Poloshirt_burgundy",
"U_C_Poloshirt_stripped",
"U_C_Poloshirt_tricolour",
"U_C_Poloshirt_salmon",
"U_C_Poloshirt_redwhite",
"U_C_Commoner1_1",
"U_C_Commoner1_2",
"U_C_Commoner1_3",
"U_NikosBody",
"U_OrestesBody",
"U_B_CombatUniform_wdl_tshirt",
"U_B_CombatUniform_sgg_tshirt",
"U_B_SpecopsUniform_sgg",
"U_O_OfficerUniform_ocamo",
"U_I_CombatUniform_tshirt",
"U_I_CombatUniform_shortsleeve",
"U_I_OfficerUniform",
"U_IG_Guerilla1_1", 
"U_IG_Guerilla2_1", 
"U_IG_Guerilla2_2",
"U_IG_Guerilla2_3", 
"U_IG_leader",
"U_BG_Guerilla1_1",
"U_BG_Guerilla2_1",
"U_BG_Guerilla2_2",
"U_BG_Guerilla2_3",
"U_BG_leader",  
"U_OG_Guerilla1_1",
"U_OG_Guerilla2_1",
"U_OG_Guerilla2_2",
"U_OG_Guerilla2_3",
"U_OG_leader",
"U_C_Man_casual_1_F",
"U_C_Man_casual_2_F",
"U_C_Man_casual_3_F",
"U_C_Man_casual_4_F",
"U_C_Man_casual_5_F",
"U_C_man_sport_1_F",
"U_C_man_sport_2_F",
"U_C_Man_casual_6_F",
"U_C_Poor_1",
"U_C_Poor_2",
"U_O_T_Officer_F",
"U_I_C_Soldier_Camo_F",
"U_I_C_Soldier_Para_5_F",
"U_I_C_Soldier_Para_2_F",
"U_I_C_Soldier_Para_3_F",
"U_I_C_Soldier_Para_4_F",
"U_I_C_Soldier_Para_1_F",
"U_I_C_Soldier_Bandit_1_F",
"U_I_C_Soldier_Bandit_2_F",
"U_I_C_Soldier_Bandit_5_F",
"U_I_C_Soldier_Bandit_4_F",
"U_I_C_Soldier_Bandit_3_F",
"U_C_Scavenger_1",
"U_C_Scavenger_2", 
"U_C_WorkerOveralls",
"U_C_WorkerCoveralls",
"U_C_Farmer",
"U_C_FishermanOveralls",
"U_C_Commoner2_1",
"U_C_Commoner2_2",
"U_C_Commoner2_3",
"U_C_Poor_shorts_1",
"U_C_Poor_shorts_2",
"U_C_Commoner_shorts",
"U_C_ShirtSurfer_shorts",
"U_C_TeeSurfer_shorts_1",
"U_C_TeeSurfer_shorts_2",
"U_B_T_Soldier_SL_F",
"U_B_T_Soldier_AR_F",
"U_B_GEN_Soldier_F",
"U_B_CTRG_Soldier_2_F",
"U_B_CTRG_Soldier_3_F",
"U_B_CTRG_Soldier_urb_2_F",
"U_B_CTRG_2",
"U_B_CTRG_3",
"U_I_G_Story_Protagonist_F",
"U_I_G_resistanceLeader_F",
"U_C_Mechanic_01_F",
"U_Rangemaster",
"U_Competitor",
"U_C_Journalist",
"U_C_Scientist",
"U_NikosAgedBody",
"U_BG_Guerrilla_6_1R",
"U_IG_Guerrilla_6_1",
"U_OG_Guerrilla_6_1",
"U_Marshal",
"CUP_U_B_BAF_DDPM_Tshirt",
"CUP_U_B_BAF_DPM_Tshirt",
"CUP_U_B_BAF_MTP_Tshirt",
"CUP_U_B_CZ_DST_Tshirt",
"CUP_U_B_CZ_WDL_TShirt",
"CUP_U_O_TK_Green",
"CUP_U_O_TK_MixedCamo",
"CUP_U_B_BAF_DPM_S1_RolledUp",
"CUP_U_B_CDF_FST_2",
"CUP_U_B_CDF_MNT_2",
"CUP_U_O_CHDKZ_Kam_08",
"CUP_U_O_CHDKZ_Kam_07",
"CUP_U_B_CZ_WDL_TShirt",
"CUP_U_B_CZ_DST_Kneepads_Sleeve",
"CUP_U_B_GER_Flecktarn_2",
"CUP_U_B_GER_Tropentarn_2",
"CUP_U_B_BAF_DDPM_Ghillie",
"CUP_U_O_TK_Ghillie_Top",
"CUP_O_TKI_Khet_Jeans_04",
"CUP_O_TKI_Khet_Jeans_03",
"CUP_O_TKI_Khet_Jeans_02",
"CUP_O_TKI_Khet_Jeans_01",
"CUP_U_B_USMC_MARPAT_WDL_RollUpKneepad",
"CUP_U_B_USMC_MARPAT_WDL_RolledUp",
"CUP_B_USMC_Navy_Blue",
"CUP_B_USMC_Navy_Brown",
"CUP_B_USMC_Navy_Green",
"CUP_B_USMC_Navy_Red",
"CUP_B_USMC_Navy_Violet",
"CUP_B_USMC_Navy_Yellow",
"CUP_B_USMC_Navy_White",
"CUP_U_O_Partisan_TTsKO",
"CUP_U_O_Partisan_TTsKO_Mixed",
"CUP_U_O_Partisan_VSR_Mixed1",
"CUP_U_O_Partisan_VSR_Mixed2",
"CUP_I_B_PMC_Unit_17",
"CUP_I_B_PMC_Unit_13",
"CUP_I_B_PMC_Unit_14",
"CUP_I_B_PMC_Unit_16",
"CUP_I_B_PMC_Unit_15",
"CUP_I_B_PMC_Unit_3",
"CUP_I_B_PMC_Unit_2",
"CUP_I_B_PMC_Unit_1",
"CUP_I_B_PMC_Unit_7",
"CUP_I_B_PMC_Unit_6",
"CUP_U_I_RACS_Desert_2",
"CUP_U_I_RACS_Urban_2",
"CUP_U_I_RACS_mech_2",
"CUP_U_I_RACS_WDL_2",
"CUP_U_I_RACS_Desert_1",
"CUP_U_I_RACS_Urban_1",
"CUP_U_I_RACS_mech_1",
"CUP_U_O_RUS_EMR_2_VDV",
"CUP_U_O_RUS_EMR_2",
"CUP_U_O_RUS_Flora_2_VDV",
"CUP_U_O_SLA_Urban",
"CUP_U_O_SLA_Green",
"CUP_U_O_SLA_MixedCamo",
"CUP_U_B_FR_Officer",
"CUP_U_B_FR_DirAction",
"CUP_U_B_FR_DirAction2",
"CUP_U_B_FR_Light",
"CUP_U_B_FR_Scout2",
"CUP_U_B_FR_Scout",
"CUP_U_B_USArmy_UBACS",
//Special                                                
"U_B_Wetsuit",
"U_I_Wetsuit",
"U_O_Wetsuit",
"U_I_GhillieSuit",
"U_B_GhillieSuit",
"U_O_GhillieSuit",
"U_B_T_Sniper_F",
"U_O_T_Sniper_F",
"U_B_FullGhillie_lsh",
"U_O_FullGhillie_lsh",
"U_I_FullGhillie_lsh",
"U_B_T_FullGhillie_tna_F",
"U_O_T_FullGhillie_tna_F",
"U_I_HeliPilotCoveralls",
"U_B_HeliPilotCoveralls",
"U_O_V_Soldier_Viper_F",
"U_O_V_Soldier_Viper_hex_F",
"U_O_T_Soldier_F",
"U_B_CombatUniform_mcam_worn",
"U_O_CombatUniform_ocamo",
"U_O_SpecopsUniform_blk",
"U_O_SpecopsUniform_ocamo",
"U_O_CombatUniform_oucamo",
"U_B_GEN_Commander_F",
"U_B_T_Soldier_F",
"U_I_pilotCoveralls",
"U_O_PilotCoveralls",
"U_B_PilotCoveralls",
"U_B_SpecopsUniform_sgg",
"U_MillerBody",
"U_B_CombatUniform_mcam",
"U_B_CombatUniform_wdl",
"U_I_CombatUniform",
"U_BG_Guerilla3_2",
"U_BG_Guerilla3_1",
"U_IG_Guerilla3_1",
"U_IG_Guerilla3_2",
"U_C_HunterBody_grn",
"U_C_HunterBody_brn",
"U_B_CTRG_1",
"U_B_CTRG_Soldier_F",
"U_B_CTRG_Soldier_urb_1_F",
"U_C_Paramedic_01_F",
"U_C_ConstructionCoverall_Red_F",
"U_C_ConstructionCoverall_Vrana_F",
"U_C_ConstructionCoverall_Black_F",
"U_C_ConstructionCoverall_Blue_F",
"CUP_I_B_PMC_Unit_23",
"CUP_I_B_PMC_Unit_24",
"CUP_U_C_Woodlander_01",
"CUP_U_C_Woodlander_02",
"CUP_U_C_Woodlander_03",
"CUP_U_C_Woodlander_04",
"CUP_U_I_GUE_Anorak_01",
"CUP_U_I_GUE_Anorak_03",
"CUP_U_I_GUE_Anorak_02",
"CUP_U_B_BAF_DPM_S2_UnRolled",
"CUP_U_B_CDF_FST_1",
"CUP_U_B_CDF_MNT_1",
"CUP_U_O_CHDKZ_Bardak",
"CUP_U_O_CHDKZ_Lopotev",
"CUP_U_O_CHDKZ_Kam_03",
"CUP_U_O_CHDKZ_Kam_01",
"CUP_U_O_CHDKZ_Kam_04",
"CUP_U_O_CHDKZ_Kam_02",
"CUP_U_O_CHDKZ_Commander",
"CUP_U_O_CHDKZ_Kam_05",
"CUP_U_O_CHDKZ_Kam_06",
"CUP_U_C_Citizen_02",
"CUP_U_C_Citizen_03",
"CUP_U_C_Citizen_04",
"CUP_U_C_Citizen_01",
"CUP_U_B_CZ_WDL_NoKneepads",
"CUP_U_B_CZ_WDL_Kneepads",
"CUP_U_B_CZ_WDL_Kneepads_Gloves",
"CUP_U_C_Fireman_01",
"CUP_U_B_GER_Flecktarn_1",
"CUP_U_B_BAF_DPM_Ghillie",
"CUP_U_B_CZ_WDL_Ghillie",
"CUP_U_I_Ghillie_Top",
"CUP_U_B_USMC_Officer",
"CUP_U_B_USMC_MARPAT_WDL_Kneepad",
"CUP_U_B_USMC_MARPAT_WDL_TwoKneepads",
"CUP_U_B_USMC_MARPAT_WDL_Sleeves",
"CUP_U_I_GUE_Flecktarn2",
"CUP_U_I_GUE_Flecktarn3",
"CUP_U_I_GUE_Flecktarn",
"CUP_U_I_GUE_Woodland1",
"CUP_U_C_Rescuer_01",
"CUP_U_C_Pilot_01",
"CUP_U_B_CZ_Pilot_DST",
"CUP_U_B_CZ_Pilot_WDL",
"CUP_I_B_PMC_Unit_20",
"CUP_I_B_PMC_Unit_22",
"CUP_I_B_PMC_Unit_21",
"CUP_I_B_PMC_Unit_19",
"CUP_I_B_PMC_Unit_28",
"CUP_I_B_PMC_Unit_24",
"CUP_I_B_PMC_Unit_23",
"CUP_I_B_PMC_Unit_26",
"CUP_U_C_Policeman_01",
"CUP_U_I_RACS_PilotOverall",
"CUP_U_I_RACS_WDL_1",
"CUP_U_C_Rocker_01",
"CUP_U_C_Rocker_02",
"CUP_U_C_Rocker_03",
"CUP_U_C_Rocker_04",
"CUP_U_O_RUS_Ghillie",
"CUP_U_O_RUS_Gorka_Green",
"CUP_U_O_RUS_Gorka_Partizan_A",
"CUP_U_O_RUS_Gorka_Partizan",
"CUP_U_O_RUS_EMR_1_VDV",
"CUP_U_O_RUS_EMR_1",
"CUP_U_O_RUS_Flora_1_VDV",
"CUP_U_O_RUS_Commander",
"CUP_U_O_SLA_Overalls_Pilot",
"CUP_U_O_SLA_Overalls_Tank",
"CUP_U_B_FR_SpecOps",
"CUP_U_B_FR_Corpsman",
"CUP_U_B_FR_Scout1",
"CUP_U_B_FR_Scout3",
"CUP_U_B_USArmy_TwoKnee",
"CUP_U_B_USArmy_Base",
"CUP_U_B_USArmy_Soft",
"CUP_U_B_USArmy_PilotOverall",
"CUP_U_B_USMC_FROG1_WMARPAT",
"CUP_U_B_USMC_FROG2_WMARPAT",
"CUP_U_B_USMC_FROG3_WMARPAT",
"CUP_U_B_USMC_FROG4_WMARPAT",
"CUP_U_B_USMC_PilotOverall"
];    
 
sick = false;
_warm = true;
cold = 0;
_sickChance = 0;
sickValue = 0;
_fatigue = 0;
_rainLevel = rain;
_damage = damage player;
_uniform = uniform player;
_cover = nearestBuilding player;
_fire = nearestObject [player,"FirePlace_burning_F"];
_distanceToCover = player distance _cover;
_distanceToFire = player distance _fire;
 
[sick,sickValue,cold] spawn
{
        _exitA = false;
        waituntil
        {
              
                if (!alive player) then
                {    
                        sick = false;
                        cold = 0;
                        sickValue = 0;
                        player enableStamina true;
                        player allowSprint true;
                };
                uiSleep 1;
                _exitA     
        };       
          
};
 
[] spawn
{
        _exitB = false;      
        waituntil
        {
                if (damage player > 0.75) then
                {     
                        enableCamShake true;
                        addCamShake [5, 3, 30];
                        uiSleep 5;
                };
                uiSleep 1;
                _exitB
        };     
};

_exitWeather = false;
waitUntil
{    
        if (alive player) then
        {       
                if (_healthyInd) then
                {     
                        if ((!sick) && (_warm) && (sickValue <= 0)) then
                        {
                                titleText ["You are healthy", "PLAIN DOWN",0.5];
                        };
                };
        
                if (sickValue <= 0) then
                {
                        sickValue = 0;
                }
                else
                {
                        if (sickValue >= 1) then
                        {
                                sickValue = 1;
                        };
                };
                if (cold <= 0) then
                {               
                        cold = 0;
                }
                else
                {
                        if (cold >= 1) then
                        {
                                cold = 0.9;
                        };
                };
                                              
                uiSleep _effectsCheck;
        
                _rainLevel = rain;
                _damage = damage player;
                _uniform = uniform player;
                _cover = nearestBuilding player;
                _fire = nearestObject [player,"FirePlace_burning_F"];
                _distanceToCover = player distance _cover;
                _distanceToFire = player distance _fire;
        
                if ((daytime >= 18 || daytime < 8) || (_rainLevel > 0.5 )) then {_warm = false};
        
                if ((!_warm) && (_uniform in _coldClothes)) then {_warm = false};
                if ((!_warm) && (_distanceToFire < 3) || (_distanceToCover < 5)) then {_warm = true};
                if !(_uniform in _coldClothes) then {_warm = true};
              
                if (_warm) then
                {
                        _warm = true;
                        cold = cold - 0.1;
                        if (cold <= 0) then
                        {
                                if (sickValue >= 0) then
                                {
                                        sickValue = sickValue - 0.05;
                                        if (sickValue <= 0.25) then
                                        {
                                                sick = false;
                                                enableCamShake false;
                                                player enableStamina false;
                                                player allowSprint true;
                                                uiSleep 1;
                                                if ((_showSick) && (sickValue >= 0 && sickValue <= 0.25)) then
                                                {
                                                        titleText ["You are feeling better", "PLAIN DOWN",0.5];
                                                };
                                        };
                                };    
                        };
                }
                else
                {
                        _warm = false;
                        cold = cold + 0.1;
                };
                if ((_showCold) && (cold >= 0 && cold <=0.1) && (!_warm)) then
                {
                        titleText ["It is getting cold", "PLAIN DOWN",0.5];
                }
                else
                {
                        if ((_showCold) && (cold >= 0.2 && cold <= 0.3) && (!_warm)) then
                        {
                                titleText ["You are starting to freeze", "PLAIN DOWN",0.5];
                        };
                };
        
                uiSleep _effectsCheck;
              
                if ((cold > 0.3) && (!_warm)) then
                {
                        cold = cold + 0.1;
                        player setDamage _damage +0.07;
                        enableCamShake true;
                        addCamShake [5, 3, 60];
                        if (_showCold) then
                        {
                                titleText ["You are freezing", "PLAIN DOWN",1];
                        };
                };
              
                if ((!_warm) && (cold > 0.3 )) then
                {
                        _sickChance = random 1;
        
                        if ((_sickChance > 0.5) || (sickValue > 0)) then
                        {
                                sick = true;
                                sickValue = sickValue + 0.05;
                                if ((_showSick) && (sickValue < 0.25)) then
                                {
        
                                        titleText ["You are getting sick", "PLAIN DOWN",0.5];
        
                                };
                                if ((sickValue > 0.25) && (sickValue < 0.50)) then
                                {
                                        player enableStamina true;
                                        player allowSprint false;
                                        enableCamShake true;
                                        addCamShake [5, 3, 30];
                                       
        
                                        if (_showSick) then
                                        {
                                                titleText ["You are very sick", "PLAIN DOWN",0.5];
                                        };
                                }
                                else
                                {
                                        if (sickValue > 0.50) then
                                        {
                                                player enableStamina true;
                                                player allowSprint false;
                                                enableCamShake true;
                                                addCamShake [10, 10, 15];
                                                [120] call BIS_fnc_bloodEffect;
                                                player setDamage _damage + 0.02;
                                               
        
                                                if (_showSick) then
                                                {
                                                        titleText ["You are dying", "PLAIN DOWN",0.5];
                                                };
                                        };
                                };
                        };
                };            
                if ((_warm) && (sick)) then
                {     
                        if ((_showSick) && (sickValue < 0.25)) then
                        {
                                titleText ["You are sick", "PLAIN DOWN",0.5];
                        };
                        if ((sickValue > 0.25) && (sickValue < 0.50)) then
                        {
                              
                                enableCamShake true;
                                addCamShake [5, 3, 30];
                               
        
                                if (_showSick) then
                                {
                                        titleText ["You are very sick", "PLAIN DOWN",0.5];
                                };
                        }
                        else
                        {
                                if (sickValue > 0.50) then
                                {
                                        player enableStamina true;
                                        player allowSprint false;
                                        enableCamShake true;
                                        addCamShake [10, 10, 15];
                                        [120] call BIS_fnc_bloodEffect;
                                        player setDamage _damage + 0.02;
                                       
        
                                        if (_showSick) then
                                        {
                                                titleText ["You are dying", "PLAIN DOWN",0.5];
                                        };
                                };
                        };
                };
        };
        uiSleep 1;
        _exitWeather 
};

 


Ohhhh, cool @Gill93 , I've changed the fire to Ravage fireplace too, and placed all clothing under the military section, because I really have no (visual) idea what clothes should be warm and what shouldn't (except the ones without the sleeves ofc, and some that are obviously thick clothing).

I did manage to get sick and die, just as I thought the script isn't working it showed 'You are getting cold'.

Yours is probably harder because a lot of clothing is in 'naked' section. Fun, fun. :icon_biggrin: Thanks!

 

Also what should I do about the dying sound "exile heartbeat stop"? How can I remove or replace it?

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20 hours ago, ContheJon said:

Wowee, I've been wanting to add something like this for a while but didn't really know where to look. Thanks a ton @Gill93!

No problem at all (:

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11 hours ago, RZNUNKWN said:


Ohhhh, cool @Gill93 , I've changed the fire to Ravage fireplace too, and placed all clothing under the military section, because I really have no (visual) idea what clothes should be warm and what shouldn't (except the ones without the sleeves ofc, and some that are obviously thick clothing).

I did manage to get sick and die, just as I thought the script isn't working it showed 'You are getting cold'.

Yours is probably harder because a lot of clothing is in 'naked' section. Fun, fun. :icon_biggrin: Thanks!

 

Also what should I do about the dying sound "exile heartbeat stop"? How can I remove or replace it?

oh yep forgot about that what I did was just cut/erase that exile heartbeat thingy out of the script as I could not find the sound file for it but you could probably add one of the sounds from in game if you wanted to. For warm clothing I used long sleeved and or hooded clothing while the cold clothing consist of short sleeves and a few others that fit the profile. I fogot to mention if you want you can disable the healthy message that appears on screen as it might confuse players as it does not apply to rad sickness or hunger/thirst I just have the your getting cold your freezing and your sick messages enabled for now.

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22 hours ago, Gill93 said:

Here is my copy of WeatherEffects.sqf  with cup and vanilla clothing already added along with Ravage Fireplace added vs the Exile one. this is the part of the script for adjusting cold hours amount of amount of rain and how far players need to be from fire or shelter to become warm etc.  if ((daytime >= 18 || daytime < 8) || (_rainLevel > 0.5 )) then {_warm = false};

  Reveal hidden contents

// weatherEffects.sqf: v1.1

//Changelog: Removed legacy fatigue settings and put  new stamina settings in

// ** Weather effects by JohnO **//
 
private ["_exitA","_exitB","_exitWeather","_fatigue","_rainLevel","_damage","_uniform","_cover","_fire","_distanceToCover","_distanceToFire","_showSick","_showCold","_effectsCheck","_warm","_sick","_healthyInd"];
 
/** SETTINGS **/
/** Notifications **/
 
_showSick = true; //True to enable notifications "Eg You are getting sick"
_showCold = true; //True to enable notifications "Eg You are getting cold"
_effectsCheck = 60; //Time in seconds that the weather effects will apply. This time is x2, so 60 is actually 120. Due to the way the script works.
_healthyInd = false; // If true - will display a "You are healthy" status when the character is not sick or cold.
 
 
_coldClothes =
[
"", //NAKED - DO NOT CHANGE
"U_BasicBody",
"U_KerryBody",
"U_AttisBody",
"U_AntigonaBody", 
"U_B_CombatUniform_mcam_tshirt",
"U_B_CombatUniform_mcam_vest",
"U_C_Poloshirt_blue",
"U_C_Poloshirt_burgundy",
"U_C_Poloshirt_stripped",
"U_C_Poloshirt_tricolour",
"U_C_Poloshirt_salmon",
"U_C_Poloshirt_redwhite",
"U_C_Commoner1_1",
"U_C_Commoner1_2",
"U_C_Commoner1_3",
"U_NikosBody",
"U_OrestesBody",
"U_B_CombatUniform_wdl_tshirt",
"U_B_CombatUniform_sgg_tshirt",
"U_B_SpecopsUniform_sgg",
"U_O_OfficerUniform_ocamo",
"U_I_CombatUniform_tshirt",
"U_I_CombatUniform_shortsleeve",
"U_I_OfficerUniform",
"U_IG_Guerilla1_1", 
"U_IG_Guerilla2_1", 
"U_IG_Guerilla2_2",
"U_IG_Guerilla2_3", 
"U_IG_leader",
"U_BG_Guerilla1_1",
"U_BG_Guerilla2_1",
"U_BG_Guerilla2_2",
"U_BG_Guerilla2_3",
"U_BG_leader",  
"U_OG_Guerilla1_1",
"U_OG_Guerilla2_1",
"U_OG_Guerilla2_2",
"U_OG_Guerilla2_3",
"U_OG_leader",
"U_C_Man_casual_1_F",
"U_C_Man_casual_2_F",
"U_C_Man_casual_3_F",
"U_C_Man_casual_4_F",
"U_C_Man_casual_5_F",
"U_C_man_sport_1_F",
"U_C_man_sport_2_F",
"U_C_Man_casual_6_F",
"U_C_Poor_1",
"U_C_Poor_2",
"U_O_T_Officer_F",
"U_I_C_Soldier_Camo_F",
"U_I_C_Soldier_Para_5_F",
"U_I_C_Soldier_Para_2_F",
"U_I_C_Soldier_Para_3_F",
"U_I_C_Soldier_Para_4_F",
"U_I_C_Soldier_Para_1_F",
"U_I_C_Soldier_Bandit_1_F",
"U_I_C_Soldier_Bandit_2_F",
"U_I_C_Soldier_Bandit_5_F",
"U_I_C_Soldier_Bandit_4_F",
"U_I_C_Soldier_Bandit_3_F",
"U_C_Scavenger_1",
"U_C_Scavenger_2", 
"U_C_WorkerOveralls",
"U_C_WorkerCoveralls",
"U_C_Farmer",
"U_C_FishermanOveralls",
"U_C_Commoner2_1",
"U_C_Commoner2_2",
"U_C_Commoner2_3",
"U_C_Poor_shorts_1",
"U_C_Poor_shorts_2",
"U_C_Commoner_shorts",
"U_C_ShirtSurfer_shorts",
"U_C_TeeSurfer_shorts_1",
"U_C_TeeSurfer_shorts_2",
"U_B_T_Soldier_SL_F",
"U_B_T_Soldier_AR_F",
"U_B_GEN_Soldier_F",
"U_B_CTRG_Soldier_2_F",
"U_B_CTRG_Soldier_3_F",
"U_B_CTRG_Soldier_urb_2_F",
"U_B_CTRG_2",
"U_B_CTRG_3",
"U_I_G_Story_Protagonist_F",
"U_I_G_resistanceLeader_F",
"U_C_Mechanic_01_F",
"U_Rangemaster",
"U_Competitor",
"U_C_Journalist",
"U_C_Scientist",
"U_NikosAgedBody",
"U_BG_Guerrilla_6_1R",
"U_IG_Guerrilla_6_1",
"U_OG_Guerrilla_6_1",
"U_Marshal",
"CUP_U_B_BAF_DDPM_Tshirt",
"CUP_U_B_BAF_DPM_Tshirt",
"CUP_U_B_BAF_MTP_Tshirt",
"CUP_U_B_CZ_DST_Tshirt",
"CUP_U_B_CZ_WDL_TShirt",
"CUP_U_O_TK_Green",
"CUP_U_O_TK_MixedCamo",
"CUP_U_B_BAF_DPM_S1_RolledUp",
"CUP_U_B_CDF_FST_2",
"CUP_U_B_CDF_MNT_2",
"CUP_U_O_CHDKZ_Kam_08",
"CUP_U_O_CHDKZ_Kam_07",
"CUP_U_B_CZ_WDL_TShirt",
"CUP_U_B_CZ_DST_Kneepads_Sleeve",
"CUP_U_B_GER_Flecktarn_2",
"CUP_U_B_GER_Tropentarn_2",
"CUP_U_B_BAF_DDPM_Ghillie",
"CUP_U_O_TK_Ghillie_Top",
"CUP_O_TKI_Khet_Jeans_04",
"CUP_O_TKI_Khet_Jeans_03",
"CUP_O_TKI_Khet_Jeans_02",
"CUP_O_TKI_Khet_Jeans_01",
"CUP_U_B_USMC_MARPAT_WDL_RollUpKneepad",
"CUP_U_B_USMC_MARPAT_WDL_RolledUp",
"CUP_B_USMC_Navy_Blue",
"CUP_B_USMC_Navy_Brown",
"CUP_B_USMC_Navy_Green",
"CUP_B_USMC_Navy_Red",
"CUP_B_USMC_Navy_Violet",
"CUP_B_USMC_Navy_Yellow",
"CUP_B_USMC_Navy_White",
"CUP_U_O_Partisan_TTsKO",
"CUP_U_O_Partisan_TTsKO_Mixed",
"CUP_U_O_Partisan_VSR_Mixed1",
"CUP_U_O_Partisan_VSR_Mixed2",
"CUP_I_B_PMC_Unit_17",
"CUP_I_B_PMC_Unit_13",
"CUP_I_B_PMC_Unit_14",
"CUP_I_B_PMC_Unit_16",
"CUP_I_B_PMC_Unit_15",
"CUP_I_B_PMC_Unit_3",
"CUP_I_B_PMC_Unit_2",
"CUP_I_B_PMC_Unit_1",
"CUP_I_B_PMC_Unit_7",
"CUP_I_B_PMC_Unit_6",
"CUP_U_I_RACS_Desert_2",
"CUP_U_I_RACS_Urban_2",
"CUP_U_I_RACS_mech_2",
"CUP_U_I_RACS_WDL_2",
"CUP_U_I_RACS_Desert_1",
"CUP_U_I_RACS_Urban_1",
"CUP_U_I_RACS_mech_1",
"CUP_U_O_RUS_EMR_2_VDV",
"CUP_U_O_RUS_EMR_2",
"CUP_U_O_RUS_Flora_2_VDV",
"CUP_U_O_SLA_Urban",
"CUP_U_O_SLA_Green",
"CUP_U_O_SLA_MixedCamo",
"CUP_U_B_FR_Officer",
"CUP_U_B_FR_DirAction",
"CUP_U_B_FR_DirAction2",
"CUP_U_B_FR_Light",
"CUP_U_B_FR_Scout2",
"CUP_U_B_FR_Scout",
"CUP_U_B_USArmy_UBACS",
//Special                                                
"U_B_Wetsuit",
"U_I_Wetsuit",
"U_O_Wetsuit",
"U_I_GhillieSuit",
"U_B_GhillieSuit",
"U_O_GhillieSuit",
"U_B_T_Sniper_F",
"U_O_T_Sniper_F",
"U_B_FullGhillie_lsh",
"U_O_FullGhillie_lsh",
"U_I_FullGhillie_lsh",
"U_B_T_FullGhillie_tna_F",
"U_O_T_FullGhillie_tna_F",
"U_I_HeliPilotCoveralls",
"U_B_HeliPilotCoveralls",
"U_O_V_Soldier_Viper_F",
"U_O_V_Soldier_Viper_hex_F",
"U_O_T_Soldier_F",
"U_B_CombatUniform_mcam_worn",
"U_O_CombatUniform_ocamo",
"U_O_SpecopsUniform_blk",
"U_O_SpecopsUniform_ocamo",
"U_O_CombatUniform_oucamo",
"U_B_GEN_Commander_F",
"U_B_T_Soldier_F",
"U_I_pilotCoveralls",
"U_O_PilotCoveralls",
"U_B_PilotCoveralls",
"U_B_SpecopsUniform_sgg",
"U_MillerBody",
"U_B_CombatUniform_mcam",
"U_B_CombatUniform_wdl",
"U_I_CombatUniform",
"U_BG_Guerilla3_2",
"U_BG_Guerilla3_1",
"U_IG_Guerilla3_1",
"U_IG_Guerilla3_2",
"U_C_HunterBody_grn",
"U_C_HunterBody_brn",
"U_B_CTRG_1",
"U_B_CTRG_Soldier_F",
"U_B_CTRG_Soldier_urb_1_F",
"U_C_Paramedic_01_F",
"U_C_ConstructionCoverall_Red_F",
"U_C_ConstructionCoverall_Vrana_F",
"U_C_ConstructionCoverall_Black_F",
"U_C_ConstructionCoverall_Blue_F",
"CUP_I_B_PMC_Unit_23",
"CUP_I_B_PMC_Unit_24",
"CUP_U_C_Woodlander_01",
"CUP_U_C_Woodlander_02",
"CUP_U_C_Woodlander_03",
"CUP_U_C_Woodlander_04",
"CUP_U_I_GUE_Anorak_01",
"CUP_U_I_GUE_Anorak_03",
"CUP_U_I_GUE_Anorak_02",
"CUP_U_B_BAF_DPM_S2_UnRolled",
"CUP_U_B_CDF_FST_1",
"CUP_U_B_CDF_MNT_1",
"CUP_U_O_CHDKZ_Bardak",
"CUP_U_O_CHDKZ_Lopotev",
"CUP_U_O_CHDKZ_Kam_03",
"CUP_U_O_CHDKZ_Kam_01",
"CUP_U_O_CHDKZ_Kam_04",
"CUP_U_O_CHDKZ_Kam_02",
"CUP_U_O_CHDKZ_Commander",
"CUP_U_O_CHDKZ_Kam_05",
"CUP_U_O_CHDKZ_Kam_06",
"CUP_U_C_Citizen_02",
"CUP_U_C_Citizen_03",
"CUP_U_C_Citizen_04",
"CUP_U_C_Citizen_01",
"CUP_U_B_CZ_WDL_NoKneepads",
"CUP_U_B_CZ_WDL_Kneepads",
"CUP_U_B_CZ_WDL_Kneepads_Gloves",
"CUP_U_C_Fireman_01",
"CUP_U_B_GER_Flecktarn_1",
"CUP_U_B_BAF_DPM_Ghillie",
"CUP_U_B_CZ_WDL_Ghillie",
"CUP_U_I_Ghillie_Top",
"CUP_U_B_USMC_Officer",
"CUP_U_B_USMC_MARPAT_WDL_Kneepad",
"CUP_U_B_USMC_MARPAT_WDL_TwoKneepads",
"CUP_U_B_USMC_MARPAT_WDL_Sleeves",
"CUP_U_I_GUE_Flecktarn2",
"CUP_U_I_GUE_Flecktarn3",
"CUP_U_I_GUE_Flecktarn",
"CUP_U_I_GUE_Woodland1",
"CUP_U_C_Rescuer_01",
"CUP_U_C_Pilot_01",
"CUP_U_B_CZ_Pilot_DST",
"CUP_U_B_CZ_Pilot_WDL",
"CUP_I_B_PMC_Unit_20",
"CUP_I_B_PMC_Unit_22",
"CUP_I_B_PMC_Unit_21",
"CUP_I_B_PMC_Unit_19",
"CUP_I_B_PMC_Unit_28",
"CUP_I_B_PMC_Unit_24",
"CUP_I_B_PMC_Unit_23",
"CUP_I_B_PMC_Unit_26",
"CUP_U_C_Policeman_01",
"CUP_U_I_RACS_PilotOverall",
"CUP_U_I_RACS_WDL_1",
"CUP_U_C_Rocker_01",
"CUP_U_C_Rocker_02",
"CUP_U_C_Rocker_03",
"CUP_U_C_Rocker_04",
"CUP_U_O_RUS_Ghillie",
"CUP_U_O_RUS_Gorka_Green",
"CUP_U_O_RUS_Gorka_Partizan_A",
"CUP_U_O_RUS_Gorka_Partizan",
"CUP_U_O_RUS_EMR_1_VDV",
"CUP_U_O_RUS_EMR_1",
"CUP_U_O_RUS_Flora_1_VDV",
"CUP_U_O_RUS_Commander",
"CUP_U_O_SLA_Overalls_Pilot",
"CUP_U_O_SLA_Overalls_Tank",
"CUP_U_B_FR_SpecOps",
"CUP_U_B_FR_Corpsman",
"CUP_U_B_FR_Scout1",
"CUP_U_B_FR_Scout3",
"CUP_U_B_USArmy_TwoKnee",
"CUP_U_B_USArmy_Base",
"CUP_U_B_USArmy_Soft",
"CUP_U_B_USArmy_PilotOverall",
"CUP_U_B_USMC_FROG1_WMARPAT",
"CUP_U_B_USMC_FROG2_WMARPAT",
"CUP_U_B_USMC_FROG3_WMARPAT",
"CUP_U_B_USMC_FROG4_WMARPAT",
"CUP_U_B_USMC_PilotOverall"
];    
 
sick = false;
_warm = true;
cold = 0;
_sickChance = 0;
sickValue = 0;
_fatigue = 0;
_rainLevel = rain;
_damage = damage player;
_uniform = uniform player;
_cover = nearestBuilding player;
_fire = nearestObject [player,"FirePlace_burning_F"];
_distanceToCover = player distance _cover;
_distanceToFire = player distance _fire;
 
[sick,sickValue,cold] spawn
{
        _exitA = false;
        waituntil
        {
              
                if (!alive player) then
                {    
                        sick = false;
                        cold = 0;
                        sickValue = 0;
                        player enableStamina true;
                        player allowSprint true;
                };
                uiSleep 1;
                _exitA     
        };       
          
};
 
[] spawn
{
        _exitB = false;      
        waituntil
        {
                if (damage player > 0.75) then
                {     
                        enableCamShake true;
                        addCamShake [5, 3, 30];
                        uiSleep 5;
                };
                uiSleep 1;
                _exitB
        };     
};

_exitWeather = false;
waitUntil
{    
        if (alive player) then
        {       
                if (_healthyInd) then
                {     
                        if ((!sick) && (_warm) && (sickValue <= 0)) then
                        {
                                titleText ["You are healthy", "PLAIN DOWN",0.5];
                        };
                };
        
                if (sickValue <= 0) then
                {
                        sickValue = 0;
                }
                else
                {
                        if (sickValue >= 1) then
                        {
                                sickValue = 1;
                        };
                };
                if (cold <= 0) then
                {               
                        cold = 0;
                }
                else
                {
                        if (cold >= 1) then
                        {
                                cold = 0.9;
                        };
                };
                                              
                uiSleep _effectsCheck;
        
                _rainLevel = rain;
                _damage = damage player;
                _uniform = uniform player;
                _cover = nearestBuilding player;
                _fire = nearestObject [player,"FirePlace_burning_F"];
                _distanceToCover = player distance _cover;
                _distanceToFire = player distance _fire;
        
                if ((daytime >= 18 || daytime < 8) || (_rainLevel > 0.5 )) then {_warm = false};
        
                if ((!_warm) && (_uniform in _coldClothes)) then {_warm = false};
                if ((!_warm) && (_distanceToFire < 3) || (_distanceToCover < 5)) then {_warm = true};
                if !(_uniform in _coldClothes) then {_warm = true};
              
                if (_warm) then
                {
                        _warm = true;
                        cold = cold - 0.1;
                        if (cold <= 0) then
                        {
                                if (sickValue >= 0) then
                                {
                                        sickValue = sickValue - 0.05;
                                        if (sickValue <= 0.25) then
                                        {
                                                sick = false;
                                                enableCamShake false;
                                                player enableStamina false;
                                                player allowSprint true;
                                                uiSleep 1;
                                                if ((_showSick) && (sickValue >= 0 && sickValue <= 0.25)) then
                                                {
                                                        titleText ["You are feeling better", "PLAIN DOWN",0.5];
                                                };
                                        };
                                };    
                        };
                }
                else
                {
                        _warm = false;
                        cold = cold + 0.1;
                };
                if ((_showCold) && (cold >= 0 && cold <=0.1) && (!_warm)) then
                {
                        titleText ["It is getting cold", "PLAIN DOWN",0.5];
                }
                else
                {
                        if ((_showCold) && (cold >= 0.2 && cold <= 0.3) && (!_warm)) then
                        {
                                titleText ["You are starting to freeze", "PLAIN DOWN",0.5];
                        };
                };
        
                uiSleep _effectsCheck;
              
                if ((cold > 0.3) && (!_warm)) then
                {
                        cold = cold + 0.1;
                        player setDamage _damage +0.07;
                        enableCamShake true;
                        addCamShake [5, 3, 60];
                        if (_showCold) then
                        {
                                titleText ["You are freezing", "PLAIN DOWN",1];
                        };
                };
              
                if ((!_warm) && (cold > 0.3 )) then
                {
                        _sickChance = random 1;
        
                        if ((_sickChance > 0.5) || (sickValue > 0)) then
                        {
                                sick = true;
                                sickValue = sickValue + 0.05;
                                if ((_showSick) && (sickValue < 0.25)) then
                                {
        
                                        titleText ["You are getting sick", "PLAIN DOWN",0.5];
        
                                };
                                if ((sickValue > 0.25) && (sickValue < 0.50)) then
                                {
                                        player enableStamina true;
                                        player allowSprint false;
                                        enableCamShake true;
                                        addCamShake [5, 3, 30];
                                       
        
                                        if (_showSick) then
                                        {
                                                titleText ["You are very sick", "PLAIN DOWN",0.5];
                                        };
                                }
                                else
                                {
                                        if (sickValue > 0.50) then
                                        {
                                                player enableStamina true;
                                                player allowSprint false;
                                                enableCamShake true;
                                                addCamShake [10, 10, 15];
                                                [120] call BIS_fnc_bloodEffect;
                                                player setDamage _damage + 0.02;
                                               
        
                                                if (_showSick) then
                                                {
                                                        titleText ["You are dying", "PLAIN DOWN",0.5];
                                                };
                                        };
                                };
                        };
                };            
                if ((_warm) && (sick)) then
                {     
                        if ((_showSick) && (sickValue < 0.25)) then
                        {
                                titleText ["You are sick", "PLAIN DOWN",0.5];
                        };
                        if ((sickValue > 0.25) && (sickValue < 0.50)) then
                        {
                              
                                enableCamShake true;
                                addCamShake [5, 3, 30];
                               
        
                                if (_showSick) then
                                {
                                        titleText ["You are very sick", "PLAIN DOWN",0.5];
                                };
                        }
                        else
                        {
                                if (sickValue > 0.50) then
                                {
                                        player enableStamina true;
                                        player allowSprint false;
                                        enableCamShake true;
                                        addCamShake [10, 10, 15];
                                        [120] call BIS_fnc_bloodEffect;
                                        player setDamage _damage + 0.02;
                                       
        
                                        if (_showSick) then
                                        {
                                                titleText ["You are dying", "PLAIN DOWN",0.5];
                                        };
                                };
                        };
                };
        };
        uiSleep 1;
        _exitWeather 
};

 

Forgot to add this for anyone who needs it [] execVM "WeatherEffects.sqf"; you will want to place this in your InitPlayerLocal.sqf or Init.sqf

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On 31/08/2018 at 8:08 AM, RZNUNKWN said:

I'm looking for a challenge.... 
I want to make the gameplay harder.... so I wanna hear your playstyles. :icon_biggrin:

 

With the exception of Enhanced Movement, the only other gameplay "enhancer" I use with Ravage is flyingpenguins' Improved Fatigue System. 

Still love that heartbeat that ties in with increasing and decreasing fatigue...

 

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33 minutes ago, EO said:

 

With the exception of Enhanced Movement, the only other gameplay "enhancer" I use with Ravage is flyingpenguins' Improved Fatigue System. 

Still love that heartbeat that ties in with increasing and decreasing fatigue...

 

Nice video EO, also you have some interesting stuff on the channel! 

 

I think I'm not a fan of loud breathing (even if it's realistic, my fatigue is disabled (pls don't judge me :D))

 

And that zombie screeching sounds, ughhh... I'm so glad I replaced them with zombie sounds from Stalker.

 

Now instead of "screeeeee" I get "uraaaaa" :don11:

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Lol, it's an old video, most things have changed since then. ^^

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9 hours ago, EO said:

Lol, it's an old video, most things have changed since then. ^^


Nevertheless, it's really cool and I never knew about Sullen Skies and I'm about to download it, it's really beautiful. Great work!

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Hola all, 

 

I have combined and updated/remade some of my bigger scripts into one dynamic spawner thread. (Bandit Camp, Trader Camp, custom traders for attachments and explosives, and the shipwreck spawner)

Enjoy and let me know if this is useful/what could be improved.

If you end up using this in your missions, please post your mission in the thread, i would love to see the script in action;)

 

cheers

 

 

 

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Oh man, If I had a dollar for every restarted scenario.:smileee: This looks awesome @Vandeanson! I will test this asap. 

I saw it requires CUP so everything has CUP stuff? Bandit loot, trader items, shipwrecks etc, yes?

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11 minutes ago, RZNUNKWN said:

Oh man, If I had a dollar for every restarted scenario.:smileee: This looks awesome @Vandeanson! I will test this asap. 

I saw it requires CUP so everything has CUP stuff? Bandit loot, trader items, shipwrecks etc, yes?

haha;)

no actually it soley because of the tents, shipwrecks and the lootable clutter objects. 

 

loot, bandit equipment, and items sold by the traders are automated based on your active mods.

 

It just occured to me that i should be able to provide a easy solution for script users, where you can choose if u want vanilla assets only and (e.g. change a global variable Vanillaassets to true and this would then overwrite the existing arrays with vanilla assets). could also be done for other features e.g. campfire smoke, mapmarker and so on:)

 

thanks for the input!

 

 

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Anybody know how to remove the Arma 3 DLC weapons from spawning on the Bandits and whatnot? Half the weapons on bodies are DLC so i cant use them.

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Hiho all,

A loot of updates here and i wanted to share it with the ravagers:

- new script that adds Basebuilding mod inclusion and functions arround it (find material crates, load them into your car and bring it to your desired base location, blueprints spawn in houses for more structures to build

 

 

- new script that sends AI bandits after you if you stay at one place in a city for too long @RZNUNKWN

- all camp spawners fixed and marker spawn option added back in 

- "lobby" added in VD_Arrays.sqf" to help you adjust settings WIP

- weapon arrays revised WIP, currently working with NIARMS and CUP

- AI equipper fixed (magazine adding caused issues)

 

please test all my scripts and let me know what does work well and more importantly, what does not ;)

Thanks for all your input so far!

 

PS: The original posts instructions are currently garbage and i will update the instructions as soon as possible. currently just copy together the SQF codes and make sure to have the init.sqf right - ask me if anything doesnt work.

 

cheers

VD

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