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4 hours ago, CHICKENLICKEN said:

Van Deanson, any idea how to add gib effects to zombies? like in warfare thai. he added them to Ryans Z so wondering id possible to Rvaage zombies.

hm no, i have no experiance in that direction sorry=(

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7 hours ago, Vandeanson said:

I have spent some off time in Azeroth lately and since keeping up with one game at a time is hard enough for me, my arma time suffered terribly;)

Come back buddy!  ARMA needs you!  :grinning:

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1 hour ago, Vandeanson said:

hm no, i have no experiance in that direction sorry=(

 

51 minutes ago, johnnyboy said:

Come back buddy!  ARMA needs you!  :grinning:

No worries. Johnnyboy, any ideas?

I've been trying to get this for ages. Happy to donate to the modder who creates it.

 

Shouldn't be too hard for someone with skills, as Warfare Thai mod  already has the feature sin, the creator just doesn't want to say what he did, I think because he changed Ryans Zds a lot with custom character skins etc.

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24 minutes ago, CHICKENLICKEN said:

I've been trying to get this for ages. Happy to donate to the modder who creates it.

 

Shouldn't be too hard for someone with skills, as Warfare Thai mod  already has the feature sin, the creator just doesn't want to say what he did, I think because he changed Ryans Zds a lot with custom character skins etc.

Sorry mate.  I'm strictly a scripter.  I think Gibs requires object modeling skills of which I have none.  Good luck in your quest.

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15 minutes ago, johnnyboy said:

Sorry mate.  I'm strictly a scripter.  I think Gibs requires object modeling skills of which I have none.  Good luck in your quest.

No worries,  he did say it was already in the game though as Bis_Headmeat1 or somethiing like that.

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10 hours ago, Vandeanson said:

@MuRaZorWitchKING has a mission for you i believe. also there is a ravage steam group where missions are listed if i remember correctly.

 

@all please post any mission you know about or have created here;)

I actually have three Scenarios using your scripts, and all three are also Ravage based.

 

”The Burning Rain” based 35 years after the apocalypse in CHR REDUX map: https://steamcommunity.com/sharedfiles/filedetails/?id=1431963030

 

”Not Alone” a 4P COOP Ravage experience based off “The Burning Rain”: https://steamcommunity.com/sharedfiles/filedetails/?id=1446397227

 

And lastly “The Broken” my Scenario following the story of “The Burning Rain”: https://steamcommunity.com/sharedfiles/filedetails/?id=1491990072

 

 

Welcome back @Vandeanson!! I’m still using the bandit camp, and dynamic ship spawner scripts for the moment, looking into possibly updating again and adding in Jboy dog script! 

 

Cheers! And Happy New year to ya! 

 

 

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1 hour ago, MuRaZorWitchKING said:

I actually have three Scenarios using your scripts, and all three are also Ravage based.

 

”The Burning Rain” based 35 years after the apocalypse in CHR REDUX map: https://steamcommunity.com/sharedfiles/filedetails/?id=1431963030

 

”Not Alone” a 4P COOP Ravage experience based off “The Burning Rain”: https://steamcommunity.com/sharedfiles/filedetails/?id=1446397227

 

And lastly “The Broken” my Scenario following the story of “The Burning Rain”: https://steamcommunity.com/sharedfiles/filedetails/?id=1491990072

 

 

Welcome back @Vandeanson!! I’m still using the bandit camp, and dynamic ship spawner scripts for the moment, looking into possibly updating again and adding in Jboy dog script! 

 

Cheers! And Happy New year to ya! 

 

 

 

ty for your work, features list looks amazing. how hard it would be for someone like me who totally unfamiliar with modding tools to move Burning Rain to altis or stratis (I just cant stand cherno anymore lol)?

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1 hour ago, Caites said:

 

ty for your work, features list looks amazing. how hard it would be for someone like me who totally unfamiliar with modding tools to move Burning Rain to altis or stratis (I just cant stand cherno anymore lol)?

Not sure what you mean by "moving the mission" to another map, but in order to do so I would have to give you my work in order for you to make a port over to another map, such permissions are not given. I can however point you in the right direction of starting to edit your own scenarios. 

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guess I will stick to The Broken then. its pretty much like The Burning Rain but with harsher environment right? 

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19 hours ago, johnnyboy said:

Come back buddy!  ARMA needs you!  :grinning:

i will, for sure;)

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7 hours ago, Caites said:

its pretty much like The Burning Rain but with harsher environment right?

Yes, that is correct. Although that one doesn’t really have a story, just survival. 

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20 hours ago, MuRaZorWitchKING said:

Yes, that is correct. Although that one doesn’t really have a story, just survival. 

 

thx I've tried The Broken, almost everything works fine. idea about plane with low fuel is just brilliant (tho i guess it shouldn't  be enough of it to safely reach airport with auto-landing).

 

couple more questions:

1) is there way to remove that visual filter from native ravage (I remember there was such an option thru radio interface, don't see it now). its ok on greener maps, but on winter altis its just killing my eyes :(

2) is The Broken compatible with fuel consumption mods like [FOX] Fuel?

3) can not force enemy AI to enter building, they just wait outside and after some time leave the area. meanwhile zeds always follow me inside and have no issues with stairs and doors. is that how it supposed to be?

 

 

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1 hour ago, Caites said:

thx I've tried The Broken, almost everything works fine. idea about plane with low fuel is just brilliant (tho i guess it shouldn't  be enough of it to safely reach airport with auto-landing).

 

couple more questions:

1) is there way to remove that visual filter from native ravage (I remember there was such an option thru radio interface, don't see it now). its ok on greener maps, but on winter altis its just killing my eyes :(

2) is The Broken compatible with fuel consumption mods like [FOX] Fuel?

3) can not force enemy AI to enter building, they just wait outside and after some time leave the area. meanwhile zeds always follow me inside and have no issues with stairs and doors. is that how it supposed to be?

Hey guys, I think you're a bit off topic and hijacking this thread...maybe you should start PMing on this stuff (and keep this about VD's scripts).   :)

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I will move my questions to Murazor's missions topic, sry for hijacking, guys, u can delete my last posts.

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15 minutes ago, Caites said:

I will move my questions to Murazor's missions topic, sry for hijacking, guys, u can delete my last posts.

Just repost it to my mission release thread or Direct message me for questions/comments. Thanks @Caites

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Ladies and Gents,

 

Quick question to any user - does anyone actually use the marker based site spawns (where you have to place markers on the map where you want sites to spawn) such as trader camp, bandit camp or shipwrecks or do you only use the automated positioning versions of the scripts?

 

I personally don't like the marker based placement and am considering to stop maintaining two versions of the scripts, at least for the bandit camp and shipwrecks.

 

Also - does anyone know a good guide on how to pack a script into an actual addon for steam and how to create eden editor modules?

I would love to have an eden editor interface/modules where you can set up and tune my script to your liking.

I will dig into the subject and search the forums and Youtube for myself, but some heads up would be great even so;)

 

Cheers

VD

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23 hours ago, Vandeanson said:

does anyone actually use the marker based site spawns

 

Yes! I still use the original release of the Bandit Camp spawner, it seems to be the most stable one for my mission and hasn’t ever broke or been “Overrided” by other scripts, may update in the future, but at the moment I’m still very pleased with the original! :rthumb:

 

as for script unpacking with the workshop you’ll be needing the “Arma 3 tools” from steam to get started with a mod release, but to merge it all into the editor I wouldn’t have a clue to do... 

 

I would suggest getting ahold of a mod author for that type of thing.

 

cheers mate! Still Amazingly fine work! Even if you obsolete the older versions! :) 

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Hopefully someone can help with an issue I'm having... I get an undefined variable name when the scenario starts. The var referenced is from this line: 
 

if (VD_AllowRandomPlayerLoadout) then {call VD_Player_Equipper};

I've used VD's scripts before and have them all added as they should be. I'm not using horses or dogs. I just can't seem to figure this out.

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2 hours ago, JasonTheRed said:

Hopefully someone can help with an issue I'm having... I get an undefined variable name when the scenario starts. The var referenced is from this line: 
 


if (VD_AllowRandomPlayerLoadout) then {call VD_Player_Equipper};

I've used VD's scripts before and have them all added as they should be. I'm not using horses or dogs. I just can't seem to figure this out.

Hi Jason,

 

im working on a fix for that next update.

its a silly mistake from my end, at the time when initplayerlocal.sqf is executed, vd_funtions.sqf have not yet fully loaded, hence it does not recognize the variables in that line.

in initplayerlocal.sqf, you could add a line:

sleep 5;

at the very beginning, that should fix it.

a more optimized solutiom comes in the 2.32 Update:).

 

cheers

vd

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fyi: just finished a new feature that spawns a broken down red cross truck that was about to provide much needed first aid materials, anti radiation pills and most importantly anti virus injectors! if you are lucky you might run into such a truck somewhere on the road;)

just adding some additional composition of the crashsite now.

 

before that i have re-done the tradercamp, the spawner is rewritten so i can easier add variations of the camp. also, guards are back in and Joshua has joined the camp. joshua will greatly reward you when you mark point of interests for him on the gps (e.g. mass graves, artifact sites, crashed cargo planes, washed up shipping containers

..).

 

next up will very likely be underground sites in a very basic form and i also plan to redo lootspawns in banditcamps, moving away from the lootcrate but spread the loot in the camps so players have to search it.

 

cheers

vd

 

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How do you make it so every player playing on a multiplayer mission are spawned with random loadouts? For some reason, I'm the only player that spawns with a random loadout upon spawn/respawn. Also, how do you disable the infection system? 

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@ArteyFlow

Hi, you also commented on YT right?

I rarely get to test MP myself and only found out recently that something woth the loadout script doesnt work ob MP. It is either a small mistake or a general missunderstanding on my end. 

in initplayerlocal.sqf you can try and add

 

params ["_player"];

 

in the first line, and replace any mention of player with _player.

 

do the same in vf_functions.sqf within the code VD_Player_Equipper = {

params ["_player"];

....code...

(replace all mentions of player with _player)

 

};

 

if that does not fix it then i might need to add remoteexec code language, but thats new land to me and i am not sure about it yet. if i find a fix, it will be part of the next update.

EDIT: after reading again through the BI forums entry about remoteexec and the comments there under, I am now pretty sure that my code is not MP compatible and that I need to adapt the code using remoteexec, FYI.

 

infection script:

there should be a line under vd_init.sqf calling it. smth like execvm "../.../VD_infection.sqf" or smth like it. just delete this line.

EDIT: ups, nvm - the infection script is called from initplayerlocal.sqf via an Eventhandler - you will need to remove the eventhandlers related to the infection scripts.

 

I will add an option under VD_Settings.sqf to easily disable the infection script in the next release however.

May I ask, is there something you do not like about the script, but would use it if it was better, or do you just in general do not want such a feature in your mission? (just FYI to see if improvements can be made).

 

hope this helps;)

 

cheers vd

Edited by Vandeanson
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just to share an idea and upcoming feature that should add something to do and add an incentive to travel the map.

Also some general thoughts about loot rarity and increasing the (non monetary) value of certain items.

 

the new NPC Joshua will be a guy that offers rewards for information and locations.

 

Sites of interests will be spawned throughout the map:

- mass graves, hinting of government atrocities

- cultural remainders of the past society (art, historic sites,..) that Joshua, as a man of world and taste, is interested to keep for the time after the whole apocalypse-mess

- crashed planes, ships or containers to salvage, to big to handle for a sole survivor

 

it will require the survivor to carry around a GPS, maybe also a Radio and a Map to mark sites and notify Joshua of such sites in order to obtain his payment or rewards. You will have to cycle back to Joshua from time to time, to collect your rewards.

 

What I like about that fact is, that it might make these Items (e.g. GPS) much more valuable in a ravage or other mission scenario - so it is something the survivor wants to search for or obtain enough money to buy one, adding a lot of potential value to a otherwise maybe "useless" or "uninteresting" item.

we could add code that will destroy such GPS some time after its being picked up, so a survivor will have to make sure has some reserves stored.

 

Such sites of interests are not marked on the map. but there is a chance of finding notes/maps in Sites or loot them from dead AI that reveal such locations on the survivors map (so again, one more reason to carry a map).

Maybe, if you carry a Radio, Joshua will contact you if you are near a possible site of interest, giving you an area you can search.

The rewards form Joshua may be money or items/equipment, probably just randomly selected.

 

Generally, I think I will tune down my script in terms of how much loot drops and how much gear and items AI are carrying.

Personally I think it gets boring once you are fully equipped in a survival game (I have the same in dayz SA - the way is much more enjoyable than sitting on the airfield, full ghillie and gear, if you know what I mean).

It should be exciting if you find a lootspot, or kill an AI and finally he has that GPS, or that binoc or long range optics in his inventory you searched for so long. i think there should be a set of rather common weapons - and a set of rare weapons - so you still get that excitement when you find a crashsite and finally there is a SVD or M4, whatever;)

 

Personally, I will tune this in line with ravage, probably adding only a restricted set of weapons to the rvg equipment module and let my script spawn in the big bangs. As an idea...

 

TL;DR;

I ll further develop my script along these ideas:

- providing sites and events that might be very exiting for surivors, but there is only potential, no guarantee of leaving a site fully military geared.

- adding features and requirements that will add value to common items (such as, map, radio, GPS, explosives). A good example here fore is, how important light sources are becoming when you play ravage and night approaches. surely you will think twise if you should drop that flare or stack of glowsticks for some additional space for a magazine=D

 

 

 

 

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Vandeanson your creative ideas are really non stop ! 

:z:  :thumb:

 

Keep it up !

 

# I would propose you to create a mod version of this !

 

Ps : This is also in my plans for my work !

 

 

 

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1 hour ago, GEORGE FLOROS GR said:

Vandeanson your creative ideas are really non stop ! 

:z:  :thumb:

 

Keep it up !

 

# I would propose you to create a mod version of this !

 

Ps : This is also in my plans for my work !

 

 

 

thanks;)

 

Yeah would love that - but I have no idea where to start - if you have some, could you send over some links and basics - id love to start digging into it!

at the very least my next release will come with a basic mission template on steam. but a mod would be awesome =D

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