GEORGE FLOROS GR 4207 Posted December 28, 2018 This is for tommorow : I had create this some time ago but i didn't publish it , GF_Visor , it will display an image and has options to use collorcorrections and fade sound to simulate it when wearing a helmet. I wanted also to add the ravage variable for rad protection , but still , i didn't manage to. here are some pics: Thanks ! 2 Share this post Link to post Share on other sites
JohnKalo 657 Posted December 28, 2018 13 hours ago, GEORGE FLOROS GR said: I thought that you wanted them inside a building and not just random. you can adjust the position to be lower : -0.02 try ( not tested ): _Corpse = createVehicle ["Land_HumanSkeleton_F",[getPosATL _Loot_Pos select 0,getPosATL _Loot_Pos select 1,(getPosATL _Loot_Pos select 2) - 0.02],[],0,"CAN_COLLIDE"]; Yes it looked really nice in buildings wasn't it for the whole floating issue. I cannot understand why the skeleton floats even when you place it in the editor. It is a BI issue. Moreover, because with the skeleton the bones are not connected to each other you have to place the skeleton in a certain position so as not to have a hand floating while separated from the rest of the skeleton. But the skull object alone is alright with the -0.02. In any case your script has been implemented in the mission via using the randomized spawning of magazines. Next stop ... mission testing! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 1, 2019 Happy New year to everyone ! 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 2, 2019 On 28/12/2018 at 5:43 AM, GEORGE FLOROS GR said: GF_Visor The GF Visor Script - Mod is about to be complete : GF Visors , will simulate wearing helmets and goggles, by displaying an image and there are available options for collorcorrections and fade sound. There is an option to force 1st person view when wearing this gear. There are 4 different displays and it is possible to add more. 2 helmet displays and 2 goggles. The list of the selected gear ( classnames ) is custom and can be modified , so it will work with every addon. Here are 4 pics with the 4 different display : Thanks ! 2 1 Share this post Link to post Share on other sites
Rockapes 103 Posted January 3, 2019 Thanks @GEORGE FLOROS GR. Another great idea as usual. Enjoy your scripts / mods immensely and cannot wait to see what else you come up with. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 3, 2019 1 minute ago, Rockapes said: Thanks Thank you very much Rockapes ! Enjoy ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 10, 2019 4 new scripts available : Thanks ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 10, 2019 Thanks Everyone for the support ! This thread has reached 41 scripts : On 5/4/2018 at 3:46 PM, GEORGE FLOROS GR said: This is the list so far: 1. GF Custom Deathscreen Script 2. GF Headshot + Killfeed Script 3. GF Earthquake Script 4. GF Crashsites Script 5. GF Cargo Airdrops Script 6. GF Ravage Status Bar script 7. GF Drop Loot Script 8. GF Holster script 9. GF Earplugs Script 10.GF Custom Loot Position Spawn Script 11.GF Cleanup Script 12.GF Vehicles Configurable Loot Script 13.GF Status Bar Script 14.GF Blood Stains and SFX Script 15.GF Use Every Uniform 16.GF Vehicle Radio chatter script 17.GF Blood Stains and SFX LITE Script 18.GF Ravage Static Traders Script 19.GF Skinning Script 20.GF Missions Script 21.GF Police and Siren Script 22.GF Set AISkill Script 23.GF Ravage Heros Money Reward Script 24.GF Heros Status Bar Script 25.GF Set Custom Loadout Script 26.GF Units Map Markers and Symbols Script 27.GF Ambient Environment Sounds Script 28.GF Kill info Script 29.GF ColorCorrections Script 30.GF Weather Script 31.GF Fog Script 32.GF Breath Script 33.GF Ambient Environment Winter Script 34.GF Gunlights Script 35.GF Auto Loot Script 36.GF Auto Loot Crashsites Script - Mod 37.GF Auto Random Loadout Script 38.GF Auto Loot Airdrops Script - Mod 39.GF Auto Loot Vehicles Script - Mod 40.GF Visors Script - Mod 41.GF Exported Loadouts Script - Mod 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 12, 2019 This is my new script , almost done : GF Temperature Script - Mod It will be also the base to build more stuff. This will return the temperature of air and sea based on : month , time , Sun Elevation, overcastForecast, fogForecast, rain Value, gusts Value, Altidude Value, Sea depth The main values are based on Mediterranean Climate and i'm planning to include also , two more different values , for hot and cold weather , Hot desert Climate & Subarctic Climate. Thanks ! 2 1 Share this post Link to post Share on other sites
JohnKalo 657 Posted January 12, 2019 Seems like a good part of an intro when someone wants to include a detailed description of the situation ^^^ 1 Share this post Link to post Share on other sites
tourist 617 Posted January 12, 2019 THX 4 sharing - do you intend to expand the script with (detrimental) effects of extreme hot or extreme cold weather on the players? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 12, 2019 5 hours ago, tourist said: do you intend to expand the script Thank you very much Guys ! I will create also a script with effects due to temperature. I'm thinking to have seperate the temperature script , in order to be able to use this for different purposes, so else all this time i haven't ever seen another script for this , except from body temperature scripts. I always wanted and i was searching to find one and now after some time messing with scripts , i finally created my own! # Let's wish that the temperature will be implemented on the arma 4 ! Just some thoughts : Generally , as i starting playing Dayz when came out , i didn't know about the existance of arma that time ! Then , when i finally played arma i was wondering , why arma is so different and there aren't included all this cool stuff like animations , melee , chernarus entrable buildings and a lot more things , since both are from Bohemia and they do share a lot of stuff! Both are a different game apparently , so that makes sense , though i would definitelly like to see a mod like Dayz , because even Exile , Ravage and others are still arma! But the point is that arma , has proove so far , that has really unlimited possibilities to work with. This is why is stick to it ! So let's script and try to do something new ! 3 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 22, 2019 Hello there to Everyone ! From the discussion in GF Mission script : #moving this here Spoiler On 20/1/2019 at 11:21 PM, GEORGE FLOROS GR said: I need to publish my new temperature script and there will be also a script for the effects of this and as i was checking yesterday in Ravage topic , i decided to create a spawn script . So i already have start this as well ! Spoiler On 21/1/2019 at 12:22 AM, GEORGE FLOROS GR said: On 21/1/2019 at 12:10 AM, damsous said: That can be used to spawn ravage zombies ? I will try to do this as much configurable it gets , in order to be able to work with every mod and cases ! Spoiler On 21/1/2019 at 2:45 AM, GEORGE FLOROS GR said: On 21/1/2019 at 12:10 AM, damsous said: That can be used to spawn ravage zombies ? To be honest is close to 90% done !!! GF Auto Population Script - Mod progress : Right now there is a variety of 52 different spawn settings. This has to do with the enemies spawn and behaviour , patrol , defend , garrison etc There is a dynamic distance of spawn and despawn , in order to set a maximum number of enemies on the server. There are options about the spawn positions. There are safe distances from players to spawned units . So in conclustion , it will populate the whole Map with enemies according to distance and max number of enemy. Here are some pics : here it starts to spawn over the distance - for the test here they get despawned next spawn in a different location - by the way theese units right now are Garrisoned Here is a total random spawn from 52 different options : So very soon it will be ready. I'm thinking to create two more separate scripts for civilians and Zombies ( Ravage - Ryanzombies and Max's ) Thanks ! 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 23, 2019 In this image there is a little bit of everyhing included : The spawn is also for the water maps , as you can see below there are two SDV The type of the enemies , is including all infanty and vehicles possible options , including vehicle transported infantry , helicopters with paratroopers and air transported infantry. The behaviour as i said , is also randomised with all possible options for defend attack garrisson ex: if you see below , the SDV near to Stratis airport is patrolling , while the SDV on Camp tempest is defending the bay I'm now creating a configurable script to attack players Ps : the error above is from my script debug Generally this is almost ready ! ZBE Caching script will also be included thanks to : zorrobyte 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 23, 2019 30 minutes ago, GEORGE FLOROS GR said: I'm now creating a configurable script to attack players So this is done as well and now setting the possible options and applying this to all enemy types : 1 Share this post Link to post Share on other sites
jandrews 116 Posted January 23, 2019 Wow. just wow. Very impressive. You have a dam library of scripts. Cant wait to see it in action. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 23, 2019 6 hours ago, jandrews said: Wow. just wow. Very impressive. Thank you very much jandrews ! I 'm arleady thinking of the zombie version hordes attacking players! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 23, 2019 I was taking a brake from the above messing with some non published stuff Rank system based on kills with 3d icons included : 2 Share this post Link to post Share on other sites
Chuc 83 Posted January 24, 2019 very nice work ZBE Caching script is great i've been using it for a long time now 1 Share this post Link to post Share on other sites
socs 92 Posted January 24, 2019 The crash sites script, is that limited to certain maps only? I am trying to use it on Isla Duala but it appears as if it just says initializing and never actually loads any crash sites in. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 24, 2019 30 minutes ago, socs said: The crash sites script The old version needs to be stopped because it bugged due o the recent update , because of the Enemy recon groups spawn . so the working new version is here : 1 Share this post Link to post Share on other sites
jonipetteri 11 Posted January 24, 2019 Hey GF, Thanks for your absolutely amazing and helpful work! I think whole community is pleased by your arsenal of scripts. Hopefully you are keeping up the effort. Another thing: I was thinking if you are able to do script like your crashsites, but with vehicles? Like vehicle wrecks, little burning things, some smoke here and there, maybe some trashes and so on... Off course it should be something based on a roads.. This kind of script could be one hell of a bonus to the immersion of the battlefield. Thanks! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 24, 2019 12 minutes ago, jonipetteri said: Another thing: I was thinking if you are able to do script like your crashsites, but with vehicles? Hello there jonipetteri ! Thank you very much ! I had this in my mind a long time ago actually , jut generally as you have noticed , i have so many stuff which is not even published , because it's even difficult to follow all this content somethimes ! Since you told me about , i will try to as well ! Thanks ! 1 Share this post Link to post Share on other sites
jonipetteri 11 Posted January 24, 2019 2 minutes ago, GEORGE FLOROS GR said: I had this in my mind a long time ago actually , jut generally as you have noticed , i have so many stuff which is not even published , because it's even difficult to follow all this content somethimes ! I can't even imagine... :) But thanks again. 1 Share this post Link to post Share on other sites
socs 92 Posted January 24, 2019 9 hours ago, GEORGE FLOROS GR said: The old version needs to be stopped because it bugged due o the recent update , because of the Enemy recon groups spawn . so the working new version is here : Yes, I did this yesterday and it worked! Much appreciated thank you! 1 Share this post Link to post Share on other sites