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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:

 

k0ADcPa.png

JvOoRi9.pngw106Izi.png

Thanks !

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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!

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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 :

6zppcEg.pngFcVtAli.pngLfXVALY.pngK7m09H4.png

 

Thanks !

 

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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.

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1 minute ago, Rockapes said:

Thanks

 

Thank you very much Rockapes !

Enjoy !

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4 new scripts available :

 

                                                            gf-auto-random-loadout-script-version-10

 

                                                  REFDoQK.png

 

 

1tlKxjm.png

 

 

7OuMAWx.png

 

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This is my new script , almost done  :

 

GF Temperature Script - Mod

4mi4Yeu.png

 

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 !

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Seems like a good part of an intro when someone wants to include a detailed description of the situation ^^^

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THX 4 sharing - do you intend to expand the script with (detrimental) effects of extreme hot or extreme cold weather on the players?

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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 !

 

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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 !

HmOZNMB.png

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 !!!

i9OcXMe.png

 

 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

nCsUuSk.png

 

here they get despawned

IeUeqZ5.png

 

next spawn in a different location - by the way theese units right now are Garrisoned

9LXm3kc.png

 

2ug2ys9.jpg

01q20pn.png

 

Here is a total random spawn from 52 different options :

BHnHa1J.jpg

x9M01PC.png

vmGeakg.png

 

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 !

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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

 

aQrPHSd.png

 

Ps : the error above is from my script debug

 

Generally this is almost ready !

 

 

ZBE Caching script will also be included thanks to :  zorrobyte

 

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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 :

 

jy2brvW.png

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Wow.  just wow.  Very impressive.  You have a dam library of scripts.  Cant wait to see it in action.

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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!

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I was taking a brake from the above  messing with some non published stuff

 

Rank system based on kills with 3d icons included :

 

BgImkjT.png

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very nice work

 

ZBE Caching script is great i've been using it for a long time now

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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. 

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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 :

 

 

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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!

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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 !

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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.

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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! 

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