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15 hours ago, JasonTheRed said:

@Vandeanson don't forget about adding a SW spawner for when you don't want to use markers. I copied/edited your SW spawner to do this. However, it may be better to create a generic script for TC, BC and SW which handles setting the POSes based on a true/false check instead. Then you wouldn't need to duplicate the files.

 

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//VANDEANSONS DYNAMIC SHIPWRECK SPAWNER
//AUGUST 3, 2018
//VERSION 2.0
//DEPENDENCIES: RAVAGE & CBA IF YOU WANT TO USE THE RAVAGE LOOT FUNCTION



_VD_SW_wreckpos = [getPosATL player, VD_SW_WreckSpawnMinDist, VD_SW_WreckSpawnMaxDist, 5, 0, 100, 1, [], []] call BIS_fnc_findSafePos;
_VD_SW_wreck = VD_SWwrecks call BIS_fnc_selectRandom createVehicle _VD_SW_wreckpos;
_VD_SW_wreck allowDamage false;
_VD_SW_wreck setDir (random 359);

//4.2 LOOTBOX THAT YOU WANT TO LOOT FOR FANCY STUFF! NOTES BELOW:
sleep 0.2;

_itembox1 = "Box_IND_Ammo_F" createVehicle ([getPosATL _VD_SW_wreck, 15, 30, 5, 0, 0.9, 1, [], []] call BIS_fnc_findSafePos);
_itembox1 allowDamage false;
clearMagazineCargoGlobal _itembox1;
clearWeaponCargoGlobal _itembox1;
clearItemCargoGlobal _itembox1;
clearBackpackCargoGlobal _itembox1;
_weapon = selectrandom VD_WeaponArrayRifles;
_weapon1 = selectrandom VD_WeaponArrayRifles;
_itembox1 additemCargoGlobal [selectRandom VD_currencyArray, 50 +random 50];
_itembox1 additemCargoGlobal [selectRandom VD_itemArray1, 1 +random 1];
_itembox1 additemCargoGlobal [selectRandom VD_itemArray1, 1 +random 1];
_itembox1 addMagazineCargoGlobal [selectRandom VD_explosivesArray, 1 +random 2];
_itembox1 additemCargoGlobal [selectRandom VD_itemArray1, 1 +random 1];
_itembox1 additemCargoGlobal [selectRandom VD_medicalArray, 1 +random 1];
_itembox1 addItemCargoGlobal [_weapon call BIS_fnc_compatibleItems, 1];
_itembox1 addItemCargoGlobal [_weapon call BIS_fnc_compatibleItems, 1];
_itembox1 addWeaponCargo [_weapon,1 +random 1];
_magazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines");
_mag = selectRandom _magazines;
_itembox1 addMagazineCargoGlobal [_mag, 2 +random 4];
_itembox1 addWeaponCargo [_weapon1,1 +random 1];
_magazines1 = getArray (configFile >> "CfgWeapons" >> _weapon1 >> "magazines");
_mag1 = selectRandom _magazines1;
_itembox1 addMagazineCargoGlobal [_mag1, 2 +random 4];


/////4.3 Ambient or lootable props (if ravage mod is active) selection and spawn point relative to _mark
sleep 0.3;
    _pos1 = [getPosATL _VD_SW_wreck, 10, 25, 2, 0, 0.9, 0] call BIS_fnc_findSafePos;
    _object1 = VD_SWwreckClutter call BIS_fnc_selectRandom createVehicle ([getPosATL _VD_SW_wreck, 10, 25, 2, 0, 100, 0] call BIS_fnc_findSafePos);
    _object1 allowDamage false;
    _object1 setDir (random 359);


    _pos2 = [getPosATL _VD_SW_wreck, 10, 25, 2, 0, 0.9, 0] call BIS_fnc_findSafePos;
    _object2 = VD_SWwreckClutter call BIS_fnc_selectRandom createVehicle _pos2;
    _object2 allowDamage false;
    _object2 setDir (random 359);

    _pos3 = [getPosATL _VD_SW_wreck, 10, 25, 2, 0, 0.9, 0] call BIS_fnc_findSafePos;
    _object3 = VD_SWwreckClutter call BIS_fnc_selectRandom createVehicle _pos3;
    _object3 allowDamage false;
    _object3 setDir (random 359);

    _pos4 = [getPosATL _VD_SW_wreck, 10, 25, 2, 0, 0.9, 0] call BIS_fnc_findSafePos;
    _object4 = VD_SWwreckClutter call BIS_fnc_selectRandom createVehicle _pos4;
    _object4 allowDamage false;
    _object4 setDir (random 359);

    _pos5 = [getPosATL _VD_SW_wreck, 10, 25, 2, 0, 0.9, 0] call BIS_fnc_findSafePos;
    _object5 = VD_SWwreckClutter call BIS_fnc_selectRandom createVehicle _pos5;
    _object5 allowDamage false;
    _object5 setDir (random 359);

    _pos6 = [getPosATL _VD_SW_wreck, 10, 25, 2, 0, 0.9, 0] call BIS_fnc_findSafePos;
    _object6 = VD_SWwreckClutter call BIS_fnc_selectRandom createVehicle _pos6;
    _object6 allowDamage false;
    _object6 setDir (random 359);

    _pos7 = [getPosATL _VD_SW_wreck, 5, 20, 2, 0, 100, 0] call BIS_fnc_findSafePos;
    _object7 = VD_SWwreckClutter call BIS_fnc_selectRandom createVehicle _pos7;
    _object7 allowDamage false;
    _object7 setDir (random 359);

{_x setVectorUp surfaceNormal position _x} foreach [_itembox1,_VD_SW_wreck,_object1,_object2,_object3,_object4,_object5,_object6,_object7];

Sleep (random VD_BC_CampUptimeRnd);Sleep VD_BC_CampUptimeFix;
WaitUntil {player distance (GetPos _VD_SW_wreck) > VD_BC_DeletionSaveZone};
{deleteVehicle _x} foreach [_itembox1,_VD_SW_wreck,_object1,_object2,_object3,_object4,_object5,_object6,_object7];
VD_SW_MrkrArray = VD_SW_MrkrArray + [_VD_SW_wreckpos];

execVM "VD_SWSpawner.sqf";

 

 

absolutely;)

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On 15.9.2018 at 12:13 AM, GEORGE FLOROS GR said:

 

Hello there Vandeanson !

 

I was looking at the videos that you were trying to search  the spawned stuff.

 

In order to test everything easier there is the @mcc mod

also @ares mod

just beware of this mod because for some reasons it's giving automatically a requirement to this mod , so if you use ares keep a back up and finally i'ts good to have enable and add everything to zeus .

 

To add everything in Zeus , include in your init.sqf the following:

 


//________________	add to Zeus	________________

[] spawn {
  while {true} do {
 if (isServer) then {
 {
  _x addCuratorEditableObjects [allUnits,true];
  _x addCuratorEditableObjects [vehicles,true];
  _x addCuratorEditableObjects [allMissionObjects "All",true];
 } forEach allCurators;            
};
  sleep 10;
  };
};

 

Every time that i 'm using doing something i 'm using also @mcc and adding everything to zeus , this way , creating will be much easier !

 

See you and keep up the Good work !

 

Thanks champ, I do not mind about the dependencies as i would just set up a showcase demo mission for the cause of a video - I know both mods but have not used them for a while as i have tried to use as little mods as possible during scripting.

but this will help for showcase videos indeed! I did not know about the add to zeus function, that rocks, thank you!

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Hiho all,

 

following @JasonTheRed 's input i have found below code that allows you to manipulate at what distance any AI becomes active (enabled dynamic simulation) to save FPS.

this will be under VD_Settings.sqf but until i upload, this is a sneak peak:

(copy paste into the last line of VD_Settings.sqf if you want to apply this update yourself)

Spoiler

/*Dynamic Simulation: FPS saver, AI units will only become active if player is XYZ meters close or within view distance (scoped and non scoped)*/
enableDynamicSimulationSystem true; // dont change, FPS saver
DynSimDistManual = true; // set true if you want to define the distance from AI to player for dynamic simulation enabling yourself below
                          // set false if you want AI to become active in view distance, considers if you are looking through a scope and if there is fog)
DynSimDistManualRange = 1000; // if DynSimDistManual = true, this number is the distance to the player where the AI becomes active (in meters)

/*dont change*/
if (DynSimDistManual) then {"Group" setDynamicSimulationDistance DynSimDistManualRange;};

if (!DynSimDistManual) then {while {true} do {
		if (cameraView isEqualTo "GUNNER") then {
	            "Group" setDynamicSimulationDistance (viewDistance - (viewDistance * fog));
                     // Scoped
		} else {
		    "Group" setDynamicSimulationDistance ((viewDistance * 0.8) - (viewDistance * fog));
                    // Not scoped
		};
		uiSleep 0.25;
	};};

 

 

 

under each spawner, that would produce AI units, you need to enter below line for each group after the spawn code, example below.

(i will implement this in both Trader and BC spawner)

(copy paste into the BC and TC spawners , right under the AI spawn code if you want to apply this update yourself)

BC AI:

Spoiler

_bandits1 enableDynamicSimulation true;
_bandits2 enableDynamicSimulation true;
_bandits3 enableDynamicSimulation true;
_bandits4 enableDynamicSimulation true;

 

 

TC Trader AI:

Spoiler

_traders enableDynamicSimulation true;
_trader1 enableDynamicSimulation true;
_trader2 enableDynamicSimulation true;
_trader3 enableDynamicSimulation true;

 

 

i am trying to update some more stuff so i can upload a update on the whole script soon.

Meanwhile feel free to use this code as indicated above.

 

Any problems or questions, please let me know.

cheers vd

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Yay - i have figured a way to ensure non marker placed BC and SW spawns do not spawn on each other, to be updated this weekend along with some other changes below. Also I have developed and tested in with my brand new own VD_CS_Spawner which spawns Heli crashsites dynamically around the player. Which is awesome because me wanting to be able to have dayz SA like helicrash spawns really triggered my scripting efforts;)

 

(i know there are about a million other crashsite scripts out there.. but this one is quite simple and it is MINE ;)

 

It will be built into the next update of the VD_dynamic_spawner_script_pack along with the following new features:

- Heli Crashsite spawner with military loot drops (chance to be smoking)

- Broken down vehicle convoys spawner on streets (either aid convois with foods and aid supplies or civilians that got together and failed to get away (general loot)

- single one-tent-camps spawner with some loot (spawns in forrests)

- No Rest! spawner for outside of cities (if you spend time building a base you might get attacked)

- the above mentioned distance checks will be implemented into all non marker based spawners

- non marker based shipwreck spawner (with safety function in case it can not detect a shore nearby)

- burried treasure spawners (if you find one, dig it up and see what was burried, maybe treasure? gear? or just a grave and a zombie jumps into your face??)

- contamination zone spawner (with gear requirement if you want to enter safely, this should randomly choose areas to be contaminated for a while so you can only enter with protective gear)

 

Longer term projects:

- task system - really eager to fill that system with specific objectives, i want to add objective "files" spawns to all camp spawners, for a chance to pick up a task when raiding a camp=)

- fill blue prints array for the basebuilder script

- add more trader types (Helicopters, vehicles, building mats, some fancy special gear like NVGs, gasmasks, general contamination safety gear,...)

 

Long weekend nights ahead!;)

Also, this is a good time to tell me about stuff that does not work in my scripts or where you have other ideas;)

 

cheers vd

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@Vandeanson

So if i put my "weapon mods" in your vd_array, will that effect all of your scripts relating to weapon loot?

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hiho! yes, you need to create arrays for your mods rifles and pistols separately, then append it to the VD_WeaponArrayPistols and VD_WeaponArrayRifles arrays. after that it eill be part of the equipment manager and the loot systems of my scripts.

 

i can add a lines for that too on the next release so its easier to add weapons.

 

if you want to pull mod weapons from cfgweapons, you would need to come up with the code for that, but once you have an array it works the same. automated arrays did not work well for me, but if you find a gooof solution i am happy to apply it;)

 

hope that helps!:)

vd

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9 hours ago, Vandeanson said:

hiho! yes, you need to create arrays for your mods rifles and pistols separately, then append it to the VD_WeaponArrayPistols and VD_WeaponArrayRifles arrays. after that it eill be part of the equipment manager and the loot systems of my scripts.

 

i can add a lines for that too on the next release so its easier to add weapons.

 

if you want to pull mod weapons from cfgweapons, you would need to come up with the code for that, but once you have an array it works the same. automated arrays did not work well for me, but if you find a gooof solution i am happy to apply it;)

 

hope that helps!:)

vd

Yeah the only thing I want is for the weapon and equipment mods supported so far to be available in the loot and equipment system in your scripts

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34 minutes ago, lv1234 said:

Yeah the only thing I want is for the weapon and equipment mods supported so far to be available in the loot and equipment system in your scripts

what mods are u looking for? i can easily just implement an option with the classnames if these are available, just the automated one is aproblem atm

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On 9/20/2018 at 8:10 AM, Vandeanson said:

 

To add everything in Zeus , include in your init.sqf the following:

oh man i used this for this weekends testing and its soooo goood;))

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3 hours ago, Vandeanson said:

what mods are u looking for? i can easily just implement an option with the classnames if these are available, just the automated one is aproblem atm

-iron front lite 

-cup weapons, units

-niarms core + all weapons if possible

-friths ruins

-RHS (all if possible)

-warfare thai

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16 minutes ago, lv1234 said:

-iron front lite 

-cup weapons, units

-niarms core + all weapons if possible

-friths ruins

-RHS (all if possible)

-warfare thai

they are all in except iron front lite and the non russia and us rhs weaps, will see if i get classlists.

however, the classlists might not be 100% updated. googled around for automated arrays and ways to only select weapons for specific mods but no luck so far

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("getText (_x >> 'DLC') == 'CUP_Weapons' && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons" )) apply {configName _x}

 

 

gonna try this:)

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oh well..

 

i got automatic arrays working =D will update for all mods

 

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automated Weapon arrays sneak peak: (Array generation based on your settings (you can stil disable mods))

thanks to @Grumpy Old Man and @pierremgi for the replies/forum posts!

 

Spoiler

VD_WeaponArrayRifles = [];
VD_WeaponArrayPistols = [];
VD_WeaponArrayLaunchers = [];
VD_WeaponArrayAll = [];
VD_CUP_weaponArrayRifles = ("getnumber (_x >> 'type') isEqualTo 1 && getText (_x >> 'DLC') == 'CUP_Weapons' && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x};
VD_CUP_weaponArrayPistols = ("getnumber (_x >> 'type') isEqualTo 2 && getText (_x >> 'DLC') == 'CUP_Weapons' && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x};
VD_CUP_weaponArrayLaunchers = ("getnumber (_x >> 'type') isEqualTo 4 && getText (_x >> 'DLC') == 'CUP_Weapons' && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x};
if (VD_Allow_CUP_Weapons) then {VD_WeaponArrayRifles append VD_CUP_weaponArrayRifles; VD_WeaponArrayPistols append VD_CUP_weaponArrayPistols; VD_WeaponArrayLaunchers append VD_CUP_weaponArrayLaunchers;};

VD_NIARMS_weaponArrayRifles = ("getnumber (_x >> 'type') isEqualTo 1 && getText (_x >> 'Author') == 'Toadie' && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x};
VD_NIARMS_weaponArrayPistols = ("getnumber (_x >> 'type') isEqualTo 2 && getText (_x >> 'Author') == 'Toadie' && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x};
VD_NIARMS_weaponArrayLaunchers = ("getnumber (_x >> 'type') isEqualTo 4 && getText (_x >> 'Author') == 'Toadie' && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x};
if (VD_Allow_NIARMS_Weapons) then {VD_WeaponArrayRifles append VD_NIARMS_weaponArrayRifles; VD_WeaponArrayPistols append VD_NIARMS_weaponArrayPistols; VD_WeaponArrayLaunchers append VD_NIARMS_weaponArrayLaunchers;};

VD_MAX_weaponArrayMelee = ("getnumber (_x >> 'type') isEqualTo 2 && getText (_x >> 'Author') == 'Maxjoiner' && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x};
if (VD_Allow_MAX_Melee_Weapons) then {VD_WeaponArrayPistols append VD_MAX_weaponArrayMelee;};


VD_WeaponArrayAll append VD_WeaponArrayRifles;
VD_WeaponArrayAll append VD_WeaponArrayPistols;
VD_WeaponArrayAll append VD_WeaponArrayLaunchers;

 

 

and the remade VD_Equipper (player example, is done for AI as well) This combination has caused NO error message for me so far as filtering out weapons with "scope" below 2, seems to do the trick.

Spoiler

  removeUniform player;
  player forceAddUniform selectRandom VD_ArrayUniforms;
  player addItemToUniform selectRandom VD_medicalArray;
  for "_i" from 1 to 20 do {player addItemToUniform selectRandom VD_currencyArray;};
  player addItemToUniform selectRandom VD_itemArray1;
  if(9>=random 10) then{
  player addVest selectRandom VD_ArrayVests;
  player addItemToVest selectRandom VD_itemArray1;
  player addItemToVest selectRandom VD_itemArray1;};

  if(10>=random 10) then{
  player addBackpack selectRandom VD_ArrayBackpacks;
  [player, selectRandom VD_WeaponArrayLaunchers, 1, 0] call BIS_fnc_addWeapon;
  if(1>=random 10) then{player addItemToBackpack selectRandom VD_explosivesArray;};};
  if(3>=random 10) then{
  player addHeadgear selectRandom VD_ArrayHeadgears;};
[player, selectRandom VD_WeaponArrayRifles, 1 +(random 3), 0] call BIS_fnc_addWeapon;
  [player, selectRandom VD_WeaponArrayPistols, 1 +(random 3), 0] call BIS_fnc_addWeapon;

  _att = (primaryWeapon player) call BIS_fnc_compatibleItems;
  if(100>=random 100) then{player addPrimaryWeaponItem selectRandom _att;};

 

 

Working on the other arrays now (RHS, WarefareThai, IFA3 Lite, ... let me know if you want any other)

The melee mod from Max is pretty awsome, hence included (works against AI and Z, various tools do various damage, e.g. hammer vs. axe and so on;)

 

FYI I made some progress on the other topics too, i am pretty sure that the next release of the dynamic spawn script pack will be MP compatible and:

- one/two man tents in the woods are in (looting has a chance to trigger AI to spawn and hunt you)

- heli crashsites are in

- spawned camps/sites do no longer spawn close to each other due to new distance check function

- Shipwreck spawner without markers is in

- some more code optimization and stuff that i have probably forgotten

- and as mentioned, all features should now work in MP/COOP - to be tested

 

will finalize the automated weapon arrays to include all important mods and maybe fix/add some more stuff and then release a new version.

will see how quick i can come up with a automated equipment array and might include this as well.

 

cheers vd

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Good morning!

 

with regards to arrays:

my initial approach was to add weapon arrays for each mod and then merge them into the loot-table as per the VD_Settings.sqf user-settings.

however, I do realize (or at least think) that it is much better to just pull all weapons into one array (automatically including mods) and in a second step remove all weapons that should be blacklisted, in my case I want to remove the Vanilla and Arma DLC weapons and offer options in the user-settings to remove mod specific weapons (similar as in the ravage equipment module, e.g. you have CUP Weapons mod active and you use it for the ravage modules, but do not want to spawn CUP Weapons in my Scripts).

 

Questions:

- do these options cover  your needs for mission making?

- I have not figured out how to either get a comprehensive list of Arma 3 Vanilla + DLC Weapons Classname List (the one on the BI forum seems not to be complete after some testing) or to pull all weapons (while no mods are active) and save the array content into a clipboard. If anyone can help with that, this would be great;)

 

Other than that I have tweaked the VD_No_Rest_Spawner.sqf, added a variant that spawns hunters while you are NOT in a city (and remain sometime around the same place) and implemented proper deletion code in case the AI is killed before reaching a waypoint position. I am happy with how it works and will also add a variant that will (whilst in an village or city) spawn AI and assign them waypoints in surrounding buildings - simulating that they are carefully entering the same town you are in and start looting the buildings. I would like to achieve that players run into looting AI when entering a room, so that the player needs to be more careful when entering houses). As mentioned in the OP - this should counter the issue that no new Ravage AI seems to spawn in cases where you stay at one place for a while. I think I will extend this with other options to have a standalone Dynamic AI Spawner in the end.

 

cheers

vd

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@vandeanson

So if a new script comes out, will we have to re-configure our scripts markers and stuff if we want to use the new one?

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Hello ! First thank you for your scripts. I was verry excited about the base building script with Ravage mod.

But I have some problems to install the script.

So in my mission I put the init.sqf 

Spoiler

execVM "VD_Settings.sqf";
execvm "VD_EDN_Functions.sqf";
sleep 2;
execvm "VD_EDN_BlueprintArray.sqf";
sleep 2;
execvm "VD_EDN_BlueprintArray.sqf";
for "_i" from 1 to VD_EDN_MatboxAmount do {execvm "VD_EDN_MaterialSpawner.sqf"; sleep 2;};
sleep 2;
for "_i" from 1 to VD_EDN_MatboxAmount do {execvm "VD_EDN_MaterialSpawnerInHouse.sqf"; sleep 2;};

And only put the VD_EDN_BlueprintArray.sqf - VD_EDN_Functions.sqf - VD_EDN_MaterialSpawner.sqf - VD_EDN_MaterialSpawnerInHouse.sqf in my mission

Also VD_Settings.sqf, where I delete other script and kept those lines:

Spoiler

/*Basebuilding EDN Fortification*/
VD_EDN_AllowCUPModObjects = false; // enter - true - if you have the CUP - Core Mod active and want CUP Objects in your Base Builder Construction Plans. Select - false - if you do not have CUP - Core Mod active.
VD_EDN_MatboxAmount = 5;  // enter how many times the material box spawner should execute (each execution spawns 1 Material box in a house and 1 on the road)

But in game, when I found the box to loot for basebuilding, inside it I find nothing, it is empty.

Also When loading a game ednFortification stop working, can't get to the building menu after loading a save mission.

 

Thank you, I hope to find a solution.

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On 10/1/2018 at 12:56 PM, MisterOth said:

Hello ! First thank you for your scripts. I was verry excited about the base building script with Ravage mod.

But I have some problems to install the script.

So in my mission I put the init.sqf 

  Hide contents

execVM "VD_Settings.sqf";
execvm "VD_EDN_Functions.sqf";
sleep 2;
execvm "VD_EDN_BlueprintArray.sqf";
sleep 2;
execvm "VD_EDN_BlueprintArray.sqf";
for "_i" from 1 to VD_EDN_MatboxAmount do {execvm "VD_EDN_MaterialSpawner.sqf"; sleep 2;};
sleep 2;
for "_i" from 1 to VD_EDN_MatboxAmount do {execvm "VD_EDN_MaterialSpawnerInHouse.sqf"; sleep 2;};

And only put the VD_EDN_BlueprintArray.sqf - VD_EDN_Functions.sqf - VD_EDN_MaterialSpawner.sqf - VD_EDN_MaterialSpawnerInHouse.sqf in my mission

Also VD_Settings.sqf, where I delete other script and kept those lines:

  Hide contents

/*Basebuilding EDN Fortification*/
VD_EDN_AllowCUPModObjects = false; // enter - true - if you have the CUP - Core Mod active and want CUP Objects in your Base Builder Construction Plans. Select - false - if you do not have CUP - Core Mod active.
VD_EDN_MatboxAmount = 5;  // enter how many times the material box spawner should execute (each execution spawns 1 Material box in a house and 1 on the road)

But in game, when I found the box to loot for basebuilding, inside it I find nothing, it is empty.

Also When loading a game ednFortification stop working, can't get to the building menu after loading a save mission.

 

Thank you, I hope to find a solution.

hmmm unsure what the problem is here, maybe VD_Arrays.sqf (in your mission folder and in the init sqf) is missing, i believe the matbox spawner calls material arrays from there.. i would have to check myself but that is my best guess right now. with regards to savegames it is really hard for me to guess what the problem could be, i tried multiple times to save and load games with all my scripts up and never had issues, hence i can not say what the problem is in that respect, sorry:(

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On 9/29/2018 at 7:21 AM, lv1234 said:

@vandeanson

So if a new script comes out, will we have to re-configure our scripts markers and stuff if we want to use the new one?

hiho, do you mean, if you have to set and name new markers?

that should not be the case, but u will be able to see and amend the markers in VD_settings.sqf quite easily anyway. i hope that answers your question?

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Btw lacking behind with the update mainly for 3 reasons:

 

1: lacking me-time for scripting;)

2: I dont have all arrays automated (equipment) yet

3: an issue with the TC (probably connected to large arrays of reference weapons)

 

and also testing around with some coop/MP stuffs.

currently, stuff starts spawning arround the debug point when the player is still in the respawn lobby.

checking for solutions there..

 

 

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@Vandeanson

 

I realize for the trader camps, there are some problems

-They do not spawn with weapons equipped

-I tried buying from the attachment trader but ended up getting error messages and seeing no attachments available to buy

 

and i honestly also think that too much bandit camps spawn with your dynamic camp script

 

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hola! 

 

yes i am indeed not happy with the TC at the moment as the script does not work reliable.

- it does not properly spawn 100% of the time

- AI behaves oddly

- attachments trader seems not to work with large arrays of weapons to choose attachments from

i feel like i have to redo it from scratch.

with regards to BC, in your init.sqf you should be able to adjust how many Camps may be spawned same time.

if you send me your init.sqf lines i can show you how to adjust.

 

cheers

vd

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11 hours ago, Vandeanson said:

hola! 

 

yes i am indeed not happy with the TC at the moment as the script does not work reliable.

- it does not properly spawn 100% of the time

- AI behaves oddly

- attachments trader seems not to work with large arrays of weapons to choose attachments from

i feel like i have to redo it from scratch.

with regards to BC, in your init.sqf you should be able to adjust how many Camps may be spawned same time.

if you send me your init.sqf lines i can show you how to adjust.

 

cheers

vd

Take your time, I'm looking forward to the working trader camp script. I love the idea of implementing weapon attachment and explosive traders...

 

The init.sqf files are left unchanged so far, so it shouldn't be a problem if you show me how to do it here 

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@Vandeanson

BTW is it normal to get error messages when opening up the "construction" menu in edn fortification?

 

Edit: never mind..You need to get the blueprints apparently to make it go away

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there is one error left when placing stuff, but that is part of the final version of edn fortification, not sure if i can fix that.

how did you fix the errors you got?

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