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Vandeansons Dynamic Spawn Scripts

 

A general collection of dynamic events or sites that will spawn thoughout your mission.

this should enrich your survival experience by adding a lot of things to do and discover, specially out in the wilderness!

 

more to come...;)

Direct download link of the Dynamic Spawn Script collections:

https://drive.google.com/open?id=16RKkmTfqS-htEQ-BKtllVpuBK1HdFQ0P

 

Direct download link of my slightly amended EDN Fortifications mod:

https://drive.google.com/open?id=1PtkubSMow7gZd2AlEoAOQ88qJFKSgaCx

 

How to create, use and Install the scripts:

 

1. Download the two files and un-zip them

2. Open VD_Dyn_Spwn_scripts and copy the whole content into your mission folder.

 -> if you already have a init.sqf, copy the content of my init.sqf and note that the first 4 "execVM.." must be first in the init.sqf, same as below (if (!isserver.....) is for MP and optional/not needed for SP.

 

Spoiler

if (!isserver) exitWith {};
execVM "VD_Settings.sqf";
execVM "VD_Arrays.sqf";
execvm "VD_EDN_Functions.sqf";
execVM "VD_TCSpawner.sqf";
sleep 2;
execvm "VD_EDN_BlueprintArray.sqf";
for "_i" from 1 to VD_SW_WreckSpawnAmount do {execvm "VD_SWSpawnerMrkr.sqf"; sleep 2;};
sleep 2;
if (VD_BC_SpawnAtMarkers) then {for "_i" from 1 to VD_BC_CampSpawnAmount do {execVM "VD_BCSpawnerMrkr.sqf";sleep 2;};};
if (!VD_BC_SpawnAtMarkers) then {for "_i" from 1 to VD_BC_CampSpawnAmount do {execVM "VD_BCSpawner.sqf"; sleep 10;};};
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;};
execVM "VD_NR_Spawner.sqf";

 

 

3. Open the @edn_fortification folder and copy these two files into your main Arma folder: 

(e.g. E:\Steam\steamapps\common\Arma 3)

- @edn_fortification

- userconfig

 

Showcase Videos:

Quick showcase video:

 

 

Latest: including Shipwreck, trader camp and bandit camp spawns

 

 

(slightly outdated, might provide a new one at some point)

- still relevant regarding the main functions

 

 

 

Functions of the script

Bandit Camp:

- finds a random spawnpoint (500m away from any houses, away from any road, and not in the debug zone;)) and a certain minimum and maximum distance from the player

- randomly put together camp

- random loot in main "treasure" lootbox

- random loot in the tents

- random props spawn (that can be looted if you are running the Ravage mod)

- survival supplies (FAK, food, drinks) (food and drink is depending on the Ravage mod)

 - AI group that patrols the camp

- the camp will despawn and dynamically spawn again based on the players current position

- the camp will not despawn while the player is near or in the camp

 

OPTIONAL: Place markers if you prefer to have the camps spawn at random selected markers positions. Change this under VD_Arrays.sqf settings. (both can be active sametime)

 

Trader Camp:

- all ravage traders (gear, supply, arms)

- own trader for weapon attachments

- own trader for explosives

- Friendly AI group that patrols the camp (currently disabled as this is buggy atm)

- the camp will despawn and dynamically spawn on one of the placed markers

- the camp will not despawn while the player is near or in the camp

- add more markers or only leave 1 marker, to make the camp stationary

 

No Rest! Spawner:

- spawns AI that will hunt you down if you are spending too much time at the same place

- Checks if player is in a city (more than 20 houses within 80m around the player

- saves that position and checks if you are still there after 600 seconds

- if not, the script will start from scratch and will check if you are ina city every 60 seconds. Trust 60 seconds is enough but does not hurt FPS too much

- if you are still 100 meters near that position, AI will spawn somewhat 150-250 meters away and will receive that position as waypoint.

- once they are within 10 meters of that waypoint, and if you are not more than 200 meters away from that AI group, they will set a new waypoint at your current position.

- this loops endlessly until you get 200 meters away from the bandits.

- at this point, the bandits will be despawned and the script starts from scratch

- the script spawns 2 bandits plus a random amount up to.. i think 6, with declining chance for every additional AI to spawn

- the AI is equipped with my VD_equipper - this can be exchanged if you want to use the ravage equipment function (just search and replace "call VD_equipper"

 

Ship Wreck Spawner:

- spawns a shipwreck at a randomly selected marker pos

- spawns lootable (ravage function) props around the wreck

- spawns one lootbox near the wreck

- the wreck will despawn and dynamically spawn again on a random marker

- the wreck will not despawn while the player is near or in the wreck

 

Basebuilding:

Pictures

https://imgur.com/a/fPGSvGL

 

- install the EDN fortifications mod (armaholic) that allows you to build your base using ctr+B

- adds sets of blueprints

- adds a spawner that will place the blueprints in houses around the player, can be picked up to learn new pattern

- adds material spawners that will spawn boxes of crafting mat in houses and on roads

- such material boxes can be picked up and dragged around (drag animation, slows you down, can only pull backwards) and can be loaded into the back trunk of any vehicle that is within 10 meters. It can of course be unloaded again. Despawns if not moved from spawnlocation once the player is too far away but does not despawn if the box is moved away. Has a destroy function if you want to get rid of it later (else hundreds of boxes might pile up in your base;)

 

VD_Equipper:

- function that equips AI (Bandits, Traders) with loot according to your settings in VD_Settings.sqf

- currently spawning rifle and pistol, with a chance to add weapon attachments to the primary weapon

- adds random amount of additional magazines (for some weapons and some mods this will occasionally cause a error message, WIP)

- chance to equip a vest and backpack, and if added, will add additional loot to it

 

VD_Arrays.sqf:

- contains all the Arrays

 

VD_Settings.sqf:

- apply what Equipment or Weapon mods to use

- set min/max timers, min/max ranges, safe distances and amount of camps/stuff to spawn

 

Script Dependencies:

Ravage mod is required to run this script you can find it here: LINK

The following two mods are currently required, this dependency will be removed (for the camp spawners)

- CUP Core

- CUP Terrains - Core

 

Supported Mods: (to be selected under VD_Settings.sqf)

Weapons:

- RHS USAF and AFRF

- NIARMS all in one

- CUP Weapons

- Warfare Thai Ex

 

Equipment:

- CUP Units

- RHS USAF and AFRF

- Warfare Thai Ex

- Friths Ruins

 

Setting up the Script in the editor:

Bandit Camp Spawner: Place markers from VD_Arrays.sqf if you use the BC spawner version with markers on your map:

Trader Camp Spawner: Place the Markers from VD_Arrays.sqf on your map:

Ship Wreck Spawner: Place the Markers from VD_Arrays.sqf on your map:

 

Example from VD_Arrays.sqf

IF you want your spawns  to be static, delete below Markers except the first one, e.g. "VD_TC_Mrkr_1" (leave no comma).

To add more markers just add them under the respective VD_Arrays.sqf Marker array and on your map.

Spoiler

VD_TC_MarkerArray = ["VD_TC_Mrkr_1","VD_TC_Mrkr_2","VD_TC_Mrkr_3","VD_TC_Mrkr_4"];

 

 

 

Using the script without Ravage mod

If you want to use this without the Ravage and CBA mod, delete all classnames that start with "rvg_".

 

Known issues:

Spoiler

Bandit Camps & Trader Camp:

- some bigger camp objects might still glitch together a little, as this seems to happen often, I will probably move to a solution where at least the bigger objects are spawned on fix locations (relative to the campfire)



Trader Camp:

- AI might behave odd, attacking the traders, currently disabled

- Trucks may sometimes collide with other objects and fly around right at spawn and then land on the roof=)



Ship Wreck:

- The version without markers needs some work and i will add it again later



Basebuilding:

- not 100% sure if this works with the standard EDN Fortification mod, but it should. I will test asap and if not, change my script

- I will add  more blueprints and add explanation on how to add your own
- will add material traders

No REST! Spawner:

- None, its awesome!

 

 

To Dos:

- fix problem that causes errors when trying to spawn magazines for some mod weapons (RHS/Warfarethai)

- improve function that checks if any TC or BC or SW has already spawned nearby to avoid multiple camps spawn near each other

- test distance checks for spawners in general to see if they are not too restrictive (camps may end up not finding a place to spawn

- fix camp object placement to avoid objects getting stuck on each other 

- fix TC friendly AI spawner

 

===================================

Changelog

Spoiler

11.09.2018

- CUP,RHS,NIARMS,WarfareThiaEx,FrithsRuins Equipment and Weapons arrays added (where availalbe)
- VD_Settings.sqf created for users to adjust the script to their needs
- packed all into a zip for easy download
- added EDN fortification download (not original version)
- some bugfixes

10.09.2018

WIP:

- VD_Arrays.sqf redone (no longer using automated arrays) WIP

- Basebuilding with EDN Fortification (external mod)

- Basebuilding Material spawner

- Lobby: added some "settings" to VD_Array.sqf" where you can adjust some of the features (eg. spawn BC on markers or not, use CUP weapons or not)

- Weapon Arrays are work in progress, currently you can use CUP weapons or NIARMS. Or you can add your custom weapons.



Fixed:

- Smokepillars can not be deleted at despawn, hence removed

- fixed problem with VD_equipper Function that would not properly equip AI with Magazines

- General issues fixed

- probably a lot more that i have forgotten, best only use these versions of my scirpts;)



New:

- WIP basebuilding script including: Matspawner, function to drag boxes with materials in it and to load it onto any vehicle that is close enough, blueprints for craftable stuff, spawner that will spawn these blueprints into buildings until all are found

DL from here and follow the installation guide:

http://www.armaholic.com/page.php?id=26963



- personal lootbox, can be dragged arround and loaded onto any vehicle (has an addaction that will "stabalize" any object arround you, that you have built, WIP.

- Option to spawn Bandit Camps at markers

- added a new script "No REST!" that will wait until the player gets comfortable at one place, and if the player does not move on for too long, will sent out AI bandits to hunt him until he is 200 meters away from the AI.

This should counter the issue that, in Ravage, when you stay at one place, no further AI usually spawns and attack you.



04.09.2018

- shipwreck spawner script included

- smoke pillars added to TC and BC campfires (far cry style;)

- added map marker that spawns when player has a radio equipped (at trader camp spawn). It also broadcasts a small message.

- Trader Camp Spawn Script added including custom traders

- Weapon attachment trader added

- Explosives trader added

- array of loot exported

- VD_Arrays.sqf updated to include Trader Camp info and added code that creates an array of weapon attachments based on the available weapons

- code rewritten in general



03.09.2018

- I have disabled the Trader Camps guard AI spawn as they would just keep shooting at the traders, no idea why=) until i do, i disable this.

- marker dependency removed

- all arrays externalized

- added own AI equipment script

- added distance check: camp will not be placed 500 near any house

- fixed deletion code to no longer delete ALL dead AI in the mission (upsi;)

- one lootcrate per tent, no loot on the ground, one lootcrate has high value loot

- using BIS fnc for AI behaviour

- automated weapons array (will pull all active mods)

- added option to include own custom weapon list (this will automatically overwrite the automated weapon arrays

- added option to add Blacklisted weapons (will be removed from loottable



27.03.2018

- Updated the OP to hopefully add clear instruction on script usage (thanks @Gunter Severloh)

- updated the script to contain line-per-line explanation

- added CUP version as the structures fit better to the "camp" feeling

- added clean up code for loot able objects/furniture that are spawned into camp structures by the ravage loot module

- added range check for script to only run if player is within 4000 meters proximity of the markers



08.03.2018

- sorted the arrays and put them at one place on top (easier to enter your own buildings, tents, weapons or items from other mods)

- added a bigger variety of vanilla structures and weapons that may spawn (includes a chance to spawn working Car or Helicopter)

- random amount of enemy AI spawns and patrols now with random gear based on your ravage equipment module settings

- added a WaitUntil function to stop the camps from de-spawning if the player is within 200 meters of the current camp

- added some explanation on how to install and edit the script

- removed all dependencies other than CBA and Ravage

 

 

Edited by Vandeanson
Updated To Do list 2018.09.19
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Nice work man!

Going to add it to my mission i been working on!

 

For those of you who haven't a clue on how to implement this into a script,

follow my simple guide:

 

Step 1 - The init script

1. Open notepad.

2. Copy this code ------>  [] execVM "banditcamp.sqf";  

3. Paste the code into your notepad doc.

4. Save the notepad document with this name -----> init.sqf

5. Move the init.sqf to your mission folder in the editor.

 

Step 2 - The Script itself

1. Open notepad.

2. Copy this code ------> on the post above .

3. Paste the code into your notepad doc.

4. Save the notepad document with this name ------> banditcamp.sqf

5. Move the banditcamp.sqf to your mission folder in the editor.

=====================

 

Question

7 hours ago, Vandeanson said:

This showcase only shows the camp spawning at one marker, but the actual script will chose one of multiple pre placed markers to place the camp.

These preplaced markers, these i have to place myself correct? 

and what do i put in the markers to call the script or is the script already doing this, i see the

_houseArray2 = getMarkerPos _mark nearObjects ["Camp",50];

 

in the script, but theres only 2 of them as far as i can tell, lastly you have CUP items in there, this will require CUP mods?

To work or is it dynamic based on what your running?

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Hi Gunther,

 

Thanks for the feedback, and thanks for clarifying on the installation and marker placement topic, I have missed to explain that=)

To clarify regarding the markers:

- place the 5 markers (same name as in the script) in your mission, ideally on flat ground until i figure out how to align the tents to the terrain via script;)

- if you want to add or remove markers, do not forget to add or remove them in the script

- I personally will copy the script eg banditcampB.sqf, replace the marker names to "mrkrB_1,...". then i will place those markers e.g. in the east part of the map to have multiple camps up at the same time in different regions=)

 

The script will select one of the markers randomly, and then place the camp composition around it. the "_mark" that is used in the script will refer to that randomly selected marker throughout the script. this will change every time the script runs, hence the randomess of the camp spawns.

The _houseArray2 = will search the tents with classname "CampEastC" and "Camp" that are near the marker that the script has chosen and will fill its buidling positions with loot. (in this case ravage survival items and FAK)

The _houseArray1 = does the same with normal houses (e.g. the windmill or the small church). In this case however, it will spawn objects (crates, bags) where ravage will place loot in. If you do not use the ravage mod, this will just be cosmetic.

 

I am not sure if that clarifies your question?

 

I do not like the vanilla weaps, hence I use CUP, RHS or Thai warfare, even ww2 weaps.

In this case you will need to replace the class names with items from either vanilal arma or the weapon mods that you are using.

 

However please note the line below that will add matching magazines to the weapon.

I noticed this does work for vanilla, rhs and cup, but not for thai warfare items (I might be wrong but this was my experience. FYI

Quote

_magazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines");
    _mag = _magazines select (floor (random (count _magazines)));
    _itemBox addMagazineCargoGlobal [_mag, 2 +random 4];

 

happy to help if anything is unclear;)

and looking forward seeing this in your mission:rthumb:

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5 hours ago, Gunter Severloh said:

. Copy this code ------>  //[] execVM "banditcamp.sqf";

ups i forgott: delete the "//" when inserting this into your init.sqf

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1 hour ago, Vandeanson said:

- place the 5 markers (same name as in the script) in your mission, ideally on flat ground until i figure out how to align the tents to the terrain via script;)

So the following from the code are the markers except name the markers....

7 hours ago, Vandeanson said:

_mark = ["mrkrA_1","mrkrA_2","mrkrA_3","mrkrA_4","mrkrA_5"]

mrkrA_1

mrkrA_2

mrkrA_3

mrkrA_4

mrkrA_5

 

Makes sense.

So 1 marker = 1 camp, so if i added more to the code like this for the markers....

 

_mark = ["mrkrA_1","mrkrA_2","mrkrA_3","mrkrA_4","mrkrA_5","mrkrA_6","mrkrA_7","mrkrA_8","mrkrA_9","mrkrA_10"]

i would have 10 camps spawn correct?

 

Now building a mission for myself and placing the markers when i play the mission i will know roughly

where these camps are vs someone playing my mission whom has no idea and would stumble apon them.

 

However looking at the code again (i'm no coder btw, but i have ideas of what things mean after all these years of messing around)

you have  call BIS_fnc_selectRandom;  after the markers with ; a semicolon to close the code, this tells me that once i place the markers whether they are just the 5 from the code

or 5 more i add,  that the markers will randomize themselves once the mission starts and then the camps will spawn on their positions correct?

 

1 hour ago, Vandeanson said:

I am not sure if that clarifies your question?

 

I do not like the vanilla weaps, hence I use CUP, RHS or Thai warfare, even ww2 weaps.

Yes to a point. As for the weapons and items, no worries i like them as well just wanted to confirm that, thats what someone will see in the camps with the script if they are using CUP and or RHS,

you should add some more notes and requirements if you will in your OP stating that the code uses CUP CUP weapons and items that will spawn, and if CUP is not present will the script ask for them or will just Ravage items spawn?

 

I will put together a small demo mission for this so people can get a working example of what it looks like, of course after i try it myself of course ;)

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1 hour ago, Vandeanson said:

However please note the line below that will add matching magazines to the weapon.

I noticed this does work for vanilla, rhs and cup, but not for thai warfare items (I might be wrong but this was my experience. FYI

 

Check out BIS_fnc_addWeapon, automatically grabs compatible mags and adds the desired amount to the unit, it also adds the magazine first so you don't have to reload the weapon prior to first use.

 

Cheers

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Tested it, placed a player put 5 markers down, ran CBA, ravage, and CUp weapons, i put down 5 markers, started the mission, 1 camp spawned i think, at least a building,

house, barrel, no bandits, or ammo, and a truck, other 4 markers idk nothing spawned.

Am i missing something?

the script and init script are in the mission folder, and the mission is set on the flat salt lake on Altis.

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@Gunter Severloh

the basic idea in my example is to only have one camp up at a time, for one hour or so. then it will despawn and spawn again at a new location. this way i want to achieve that the player keeps searching remote locations for hidden camps. 

 

if u know the helicopter crashsite spawnsystem in dayz standalone, this is the effect i want to achieve.

 

so using my script, only one of the 5 markers is selected and there will only be one camp per time. after 2000 seconds, a new camp will spawn at a new random marker (and the old one is deleted)

 

i will do the following tomworrow hopefully:

- state what mods i was using for my specific example

- create a version without dependencies for easy copy & paste use

- upload a better sample video to showcase the system and its possibilities

 

to your example:

it is not working for you because you need spun fins ai spawn script to set up to spawn AI and probably some objects from another CUP mod (the tents i think)

 as a quick fix for you, you would need to delete all the classnames in my script and replace the buildings and houses under (_tent, _tent2,...) with vanilla structures, the weapons and items that are not vanilla or ravage with classnames that are available for your mod set up. 

will get back to u with an update shortly;)

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topic is now updated, the script can be copy & pasted if you use CBA and Ravage.

To use it without those mods, delete any classname  in the script starting with "rvg_"

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Update:

 

I have updated the AI spawner:

This will add 2 plus a random amount of AI that will patrol the area.

Random gear will be added following your ravage equipment/loot modules set up.

 

It is no longer needed to place a "O_G_Survivor_F" in the Mission via Editor for the units to spawn (as shown in my video).

 

_bandits = createGroup east;
"O_G_Survivor_F" createUnit [getMarkerPos _mark, _bandits, "[this] call rvg_fnc_equip", 0.6, "corporal"];
"O_G_Survivor_F" createUnit [getMarkerPos _mark, _bandits, "[this] call rvg_fnc_equip", 0.6, "private"];
if (60 > random 100) then {
"O_G_Survivor_F" createUnit [getMarkerPos _mark, _bandits, "[this] call rvg_fnc_equip", 0.6, "private"];};
if (50 > random 100) then {
"O_G_Survivor_F" createUnit [getMarkerPos _mark, _bandits, "[this] call rvg_fnc_equip", 0.6, "private"];};
if (40 > random 100) then {
"O_G_Survivor_F" createUnit [getMarkerPos _mark, _bandits, "[this] call rvg_fnc_equip", 0.6, "private"];};
if (30 > random 100) then {
"O_G_Survivor_F" createUnit [getMarkerPos _mark, _bandits, "[this] call rvg_fnc_equip", 0.6, "private"];};
if (20 > random 100) then {
"O_G_Survivor_F" createUnit [getMarkerPos _mark, _bandits, "[this] call rvg_fnc_equip", 0.6, "private"];};
if (10 > random 100) then {
"O_G_Survivor_F" createUnit [getMarkerPos _mark, _bandits, "[this] call rvg_fnc_equip", 0.6, "private"];};
if (5 > random 100) then {
"O_G_Survivor_F" createUnit [getMarkerPos _mark, _bandits, "[this] call rvg_fnc_equip", 0.6, "private"];};

_wp1 = _bandits addWaypoint [getmarkerpos _mark, 0];
    _wp1 setWaypointType "SAD";
    _wp1 setWaypointSpeed "Limited";
    _wp1 setWaypointBehaviour "CARELESS";
    _wp1 setWaypointFormation "COLUMN";

 

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Hello! you can also do this: works well with ravage...

{
removeAllWeapons _x;
removeAllItems _x;
removeAllAssignedItems _x;
removeUniform _x;
removeVest _x;
removeBackpack _x;
removeHeadgear _x;
removeGoggles _x;
[_x] call RVG_fnc_AddGear;
[_x] call RVG_fnc_AddWeapon;
[_x] call RVG_fnc_AddLoot;
//Force NVG item
_x linkItem "NVGoggles_INDEP"; } forEach units _bandits; 

 

Maybe assign them a combat animation, this is very flexible tbh

 

{
removeAllWeapons _x;
removeAllItems _x;
removeAllAssignedItems _x;
removeUniform _x;
removeVest _x;
removeBackpack _x;
removeHeadgear _x;
removeGoggles _x;
//Add random gear for guarding units and sets animation state
[_x] call RVG_fnc_AddGear;
[_x] call RVG_fnc_AddWeapon;
[_x] call RVG_fnc_AddLoot; 
[_x,"WATCH","ASIS"] call BIS_fnc_ambientAnimCombat; } forEach units _bandits;

 

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@Jimmakos thanks man thats great, will apply this;) i ll replace the nvg example with a chance to spawn with gunflashlights!

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On 3/5/2018 at 5:46 AM, Vandeanson said:

- AI group that patrols the camp

So Vandeanson, the AI will spawn at the camp now, we dont need the other AI script from Phronk, or add AI in the editor like you have in your vid to spawn at the camp?

 

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25 minutes ago, Gunter Severloh said:

So Vandeanson, the AI will spawn at the camp now, we dont need the other AI script from Phronk, or add AI in the editor like you have in your vid to spawn at the camp?

 

yes that is correct, all you need is to update the init.sqf, create the banditcamp.sqf with above script and place the markers and have cba and ravage running. i will replace the video hopefully this WE, im also trying to find another fix anyway (one that will allow u to have ravage spawn furniture)

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On 3/5/2018 at 5:46 AM, Vandeanson said:

Paste the below script into the document and save it.

Hi Vandeanson,

a tip for you to make your installation instructions a bit more specific and clearer for the new guys.

Something i want to point out is what i quoted above, the code that you must copy and paste for the script is not underneath that line in your instruction on the OP,

I would suggest moving and putting the title of the script above the code box so people dont get confused or lost as to what you referring too, or god forbid forget to use it.

On 3/5/2018 at 5:46 AM, Vandeanson said:

Start your mission via editor and place markers named:

 

"mrkrA_1","mrkrA_2","mrkrA_3","mrkrA_4","mrkrA_5"

To name a marker, add the above name into the Variable Names field like this: mrkrA_1.

Place your markers on flat ground to avoid issues with the object placement.

 

Place your player and start your mission.

Also on the OP is your instructions here, i would like to make a recommendation as to bold and or make bigger so that the title is easy to see, and distinguish

as to what your instructing the player to do, and lay it out step by step,  just imo that its easier, and more efficient to have something big, bold, and listed then a

paragraph you need to read that blends in with other text/sentences in the same area.

            Also imo when instructions stand out more its faster and easier for people to see whats what, and give them more an incentive to try, and use your work, and give you feedback.

On 3/5/2018 at 5:46 AM, Vandeanson said:

If you want to have multiple sets of camps spawned, you can do the following:

- copy & paste the file "banditcamp.sqf" and rename it to e.g. "banditcampB.sqf" in your mission folder.

- [] execVM "banditcampB.sqf";  <--- place this text onto a new line into the init.sqf file in your mission folder.

- in "banditcampB.sqf", change all the marker names under " _mark" and give it a new unique name such as "_mrkrB_1",_mrkrB_2",.....

- place markers with those new names on the map.

-e.g. banditcamp.sqf will have markers in the southern part of your map whilst banditcampB.sqf has its markers in the northern part.

 

Also this line, give it a title so it easy to see what it is, and it stands out on its own, and give it some order.

 

Sorry i dont mean to be nitpicking or a editor grammar Nazi, lol but i been messing with the scripts in my mission, and i been finding it hard to locate,

read, and sort what it is i have to and can do.

    Im a big believer in making things obvious, specific, to the point, efficient, and simple as possible most especially when it comes to instructions on how to do something,

my biggest pet peeve is having to read a paragraph to learn how to do something that forces the would be information gatherer to have to sort and make sense of what to do with that information.

If your interested i could edit my 2nd post there and create a whole tutorial outlining the instructions and then you can link the instructions, just a thought.

 

      You got something good here and its perfect for ravage, thanks for your work!

 

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4 hours ago, Gunter Severloh said:

Hi Vandeanson,

a tip for you to make your installation instructions a bit more specific and clearer for the new guys.

Something i want to point out is what i quoted above, the code that you must copy and paste for the script is not underneath that line in your instruction on the OP,

I would suggest moving and putting the title of the script above the code box so people dont get confused or lost as to what you referring too, or god forbid forget to use it.

Also on the OP is your instructions here, i would like to make a recommendation as to bold and or make bigger so that the title is easy to see, and distinguish

as to what your instructing the player to do, and lay it out step by step,  just imo that its easier, and more efficient to have something big, bold, and listed then a

paragraph you need to read that blends in with other text/sentences in the same area.

            Also imo when instructions stand out more its faster and easier for people to see whats what, and give them more an incentive to try, and use your work, and give you feedback.

Also this line, give it a title so it easy to see what it is, and it stands out on its own, and give it some order.

 

Sorry i dont mean to be nitpicking or a editor grammar Nazi, lol but i been messing with the scripts in my mission, and i been finding it hard to locate,

read, and sort what it is i have to and can do.

    Im a big believer in making things obvious, specific, to the point, efficient, and simple as possible most especially when it comes to instructions on how to do something,

my biggest pet peeve is having to read a paragraph to learn how to do something that forces the would be information gatherer to have to sort and make sense of what to do with that information.

If your interested i could edit my 2nd post there and create a whole tutorial outlining the instructions and then you can link the instructions, just a thought.

 

      You got something good here and its perfect for ravage, thanks for your work!

 

Hi Gunter,

 

Thanks for the constructive and positive feedback!

That all makes perfect sense, I would actually appreciate if you could do that, write a template for instructions from user perspective. I could use that for further scripts as well=)

Feel free to PM it to me and I will update it in my OP;)

 

Does the script work for you? Let me know if you would like to see other features or if things are not clear or even not working!

How are you using it in your mission? I replicated the script 3 times and it works fine for me btw=)

Cheers

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28 minutes ago, Vandeanson said:

I would actually appreciate if you could do that, write a template for instructions from user perspective. I could use that for further scripts as well=)

Feel free to PM it to me and I will update it in my OP;)

Sure thing.

 

29 minutes ago, Vandeanson said:

Does the script work for you?

Yes, I was recently just testing it on a blank map to see what shows up, but i have a good understanding of how its working.

I haven't implemented it into my mission yet, as i like to create templates sometimes so i can just copy n paste things for future missions.

 

32 minutes ago, Vandeanson said:

Let me know if you would like to see other features or if things are not clear or even not working!

One thing im noticing is when your using ravage and loot spawns, some of the loot (containers) are bunched together, or floating, these are just the ones inside the shacks, houses and windmills.

 

The other thing that i notice is that the would be bandits dont act like bandits, i find them to laid back and not threatening til you get almost on top of them, can we update that

aspect so they would attack you if they spotted you, or came within in a certain range of the camp?

 

Another idea for the camps would be based on a trigger, you could have various large triggers where when you enter the trigger, the camp would spawn somewhere inside it,

but the trigger would have to be large enough to where the camp that would spawn inside cant be seen, but still maintain that random dynamic build of the camp.

When i think of camps, i think more of pitched tents, campfire, and the like, maybe add some more tent aspects to the camp vs a house.

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16 hours ago, Gunter Severloh said:

One thing im noticing is when your using ravage and loot spawns, some of the loot (containers) are bunched together, or floating, these are just the ones inside the shacks, houses and windmills

yes i am working on this one, i will probably disable my own props spawner and let ravage do its work. however i need to further test my clean up script for props that have been spawned in by ravage (else they do not sisappear along with the camp). wip;)

 

16 hours ago, Gunter Severloh said:

The other thing that i notice is that the would be bandits dont act like bandits, i find them to laid back and not threatening til you get almost on top of them, can we update that

aspect so they would attack you if they spotted you, or came within in a certain range of the camp?

good idea, i can change their behavior to combat and search and destroy once player is close and even make them target you. also i will increase their skill level, it was too low initially.

 

16 hours ago, Gunter Severloh said:

Another idea for the camps would be based on a trigger, you could have various large triggers where when you enter the trigger, the camp would spawn somewhere inside it,

but the trigger would have to be large enough to where the camp that would spawn inside cant be seen, but still maintain that random dynamic build of the camp.

yep this is how i initially did it, call the sqf via trigger. should it just spawn one camp at a set location or should it start the dynamic spawn and despawn cycle? both is possible and i can send you instructions on how to do it. it would also be possible to amend my script so that the spawning only starts if the player is in the region where the camp is located (to safe fps).

 

16 hours ago, Gunter Severloh said:

When i think of camps, i think more of pitched tents, campfire, and the like, maybe add some more tent aspects to the camp vs a house.

yes agreed, this is how i use it, however vanilla arma has a little less assets for that, hence i added some other structures. with cup and other mods you have a much bigger variety for a real camp (various tents and such). i can share my structures array that includes cup structures and makes the camp look more like something that was set up from scratch without fix structures such as houses.

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28 minutes ago, Vandeanson said:

should it just spawn one camp at a set location or should it start the dynamic spawn and despawn cycle? both is possible and i can send you instructions on how to do it. it would also be possible to amend my script so that the spawning only starts if the player is in the region where the camp is located (to safe fps).

Ya i think dynamic would be ideal, i mean when your on your journey in a mission you dont want to run into a camp every time, but i think ideally if and when you were to run

into a camp it would spawn in only if you were in the region as you pointed out, otherwise if camps are spawned in somewhere else and you never go in that direction then you have the game rendering

AI you'll never encounter so yes a possible fps loss if any.

 

I think keeping the markers is fine too, the player can add their own extra markers and of course if and when they happen to be in an are of a marker the camp would spawn out of site,

so the distance should be fairly far maybe 500m minimum, really depends on where the player is at too.

Btw i sent you a pm on a proposed format of the thread.

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gottcha, will add a condition to only run the script while a player is within reasonable proximity! e.g. mrkr1 will be the center and the other markers are spread arround it within e.g.1000m and the script runs as long as a player is about 1500m proximity of mrkr1

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HI Vandeanson,

I just recently started using your bandit camp script and I was wondering if there is a way to have the crate spawn more than one random weapon from the weapons array?

I've played around with changing the values of _itemBox addWeaponCargo [_weapon,2 +random 4]; but it only seems to add more of which ever weapon is selected.

If you or anyone else could explain to me what I need to do, I'd greatly appreciate it.

 

Thanks 

Kaos

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12 hours ago, TacticalKaos said:

HI Vandeanson,

I just recently started using your bandit camp script and I was wondering if there is a way to have the crate spawn more than one random weapon from the weapons array?

I've played around with changing the values of _itemBox addWeaponCargo [_weapon,2 +random 4]; but it only seems to add more of which ever weapon is selected.

If you or anyone else could explain to me what I need to do, I'd greatly appreciate it.

 

Thanks 

Kaos

Hi Kaos, happy to hear that you are implementing my script:)

I have drafted up an update of my instructions and the script itself  that schould add some more explanation and clarity. I should be able to upload it today or tomorrow.

 

in the meantime:

1. find the following lines of code under the line //"treasurebox" loot spawn:

_weapon = _weaponArray select (floor (random (count _weaponArray)));

 

2. copy and paste that code right below it and change  it as following:

_weapon2 = _weaponArray select (floor (random (count _weaponArray)));

 

3. next locate the below code a few lines further below:

_itemBox addWeaponCargo [_weapon,1 +random 1];

_magazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines"); _mag = _magazines select (floor (random (count _magazines))); _itemBox addMagazineCargoGlobal [_mag, 2 +random 4];

 

4. copy and paste right below it and change as following:

 

_itemBox addWeaponCargo [_weapon2,1 +random 1];

_magazines2 = getArray (configFile >> "CfgWeapons" >> _weapon2 >> "magazines"); _mag2 = _magazines2 select (floor (random (count _magazines2))); _itemBox addMagazineCargoGlobal [_mag2, 2 +random 4];

 

What will this do?

you need to create a new loot spawn position within the lootbox. also you want that second weapon to be different than the first one. hence:

point 2: will select a new random weapon from the "_weaponArray" and define it as "_weapon 2"

 

point 4: will use "_weapon2" and spawn the randomly selected weapon and matching magazines.

 

this can be repeated with items or explosives as well.

 

i am sending this from my mobile but i hope it makes sense. else please let me know. again i will be releasing an update of the script that includes line per line explanation within the script soon;)

 

looking forward to hear if this worked for you.

 

br Vandeanson

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Hi Vandeanson,

Thank you for responding to my question, it does make sense and I'll get back to you after I edit and test.

Love the script by the way, best one I've come across in my internet travels.

 

Kaos 

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It works like a charm!.

Thank you for the help Vandeanson.

 

I've got kind of an off topic question maybe you could answer, if not no problem.

I'm using this to spawn a map marker once a camp activates the trigger area, but once it moves to the next location the previous marker stays..

I'd like for the previous marker to always be deleted when the camp moves locations and just keep cycling. if that makes sense.

 

CampLocations.Sqf

 

params[ "_trigger" ];

_marker = [ format["%1_area",vehicleVarName _trigger], _trigger ] call BIS_fnc_markerToTrigger;
_marker setMarkerBrush "SolidBorder";
_marker setMarkerAlpha 1;
_marker setMarkerColor "ColorOPFOR"

 

OnAct Trigger

null = [ thisTrigger ] execVM "CampLocations.sqf";

 

Cheers

Kaos

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Alright gents, both the script and OP are updated.

I have added a CUP version of the script with line by line explanation of the script. I hope this provides some clarity.=)

 

See changelog 27.03.2018 in OP

 

Any questions, please let me know

br

vandeanson

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