Jump to content

Recommended Posts

52 minutes ago, socs said:

Much appreciated thank you! 

 

Thank you very much socs !

Enjoy !   :f:

  • Like 1

Share this post


Link to post
Share on other sites

Those of you having trouble with the GF_Cleanup_script and performance, in order to fix your performance drop you need to disable "debugging" and notifications, debugging runs OnEachFrame and can really tear up FPS it is mainly to show you that the script is working, and it does, I recommend it for custom spawning loot and any other spawner you would like to clean up. :) 

  • Thanks 1

Share this post


Link to post
Share on other sites
1 minute ago, MuRaZorWitchKING said:

GF_Cleanup_script and performance,

 

Thank you very much for the Feedback MuRaZorWitchKING !

  • Like 1

Share this post


Link to post
Share on other sites

The WIP GF Temperature script is almost done !

 

This will be the base to new Creations , the GF Temperature Effects wiill be next .

Since there are values for temperature , it will be great to add Hypothermia , Fever , how long can a person survive in cold water etc.

 

The Values are based on real measures and there are 4 different options according to the selected climate .

 

1 = Hot Desert Climate , 2 = Mediterranean Climate , 3 = Subarctic Climate , 4 = custom

 

The changes are affected from :
month ,
time ,
Sun Elevation,
overcastForecast,
fogForecast,
rain Value,
gusts Value,
Altidude Value

 

Check the Values below

This is at a mountain

NDOFgCy.png

 

teleporting to sea

pfbnQBl.png

 

So , i 'll try to publish this tommorow.

 

Thanks !

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

As i was saying it will be the base to create more stuff.

 

Except the WIP GF Temperature Effects , i can enhance my GF Ambient Environment Winter Script - Mod

It is also working with the values of forecast, but this way it will be able the snow to start in real 0 Celsius conditions !

  • Thanks 2

Share this post


Link to post
Share on other sites

Hey @GEORGE FLOROS GR!! If you get a second at some point today or this week would you mind taking a look at the PM I sent you? I just needed help modifying a script to finally complete my mission if you didn't mind helping me out. It would be extremely helpful because then I would be able to finally release my own mission! Thank you in advanced!

  • Like 1

Share this post


Link to post
Share on other sites
2 minutes ago, socs said:

would you mind taking a look at the PM I sent you?

 

The problem is that i don't see any message are you sure that you send this to me?

Do you have it in your messages ?

If there is such a bug with the forum i think we should inform a Moderator.

  • Like 1

Share this post


Link to post
Share on other sites
17 minutes ago, GEORGE FLOROS GR said:

 

The problem is that i don't see any message are you sure that you send this to me?

Do you have it in your messages ?

If there is such a bug with the forum i think we should inform a Moderator.

No worries then! I shall compose another message and send it off, thank you for letting me know!

  • Like 1

Share this post


Link to post
Share on other sites
Just now, GEORGE FLOROS GR said:

Hello there to Everyone !

 

 

Custom Rank and experience point system based on kills , with 3d icons available option  :

 

BgImkjT.png

 

available soon !

  • Like 2

Share this post


Link to post
Share on other sites
On 1/24/2019 at 9:15 AM, jonipetteri said:

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!

 

Hello there jonipetteri !

 

There is a lot of stuff and scripts- mods going on generally at the  moment and i try to set a priority on all this , which is pretty difficult avtuall and on right now i 'm working with 6 projects at the same time .

I shouldn't actually , but as i told the priority is based on a lot of stuff !

 

There is also the NEW BI Forum Ravage Club , that i have started , if you want or anyone to check :

 

 

 

So as i said a lot of stuff is going !

 

I have some time on right now , so i'll try to see if it's possible to adjust the

 

GF Auto Loot Crashsites Script - Mod

 

since there is everything that i need already available there , i'ltry to start this and maybe finish this as well for tommorow , if evrything goes well.

 

This was my news to everyone , enjoy the game and have fun !

  • Thanks 1

Share this post


Link to post
Share on other sites

This is a code that i posted To the Ravage Topic.

 

This script is made to spawn a group , that will target a random player and hunt him , until the hunter or the hunted get killed.

 

This was actually made , on how to create a Zombie spawner to work on the USS for ex. or anywhere.

The position of the spawn work , - as it is wrote originaly - with a placed object on the editor:

 

place an object at the editor
i suggest UserTexture1m_F
add a name ex : spawner_1
so by copy pasting ,it will change to spawner_2

 

 

 

 

# if you want to use this differently :

 

Without place anything , just spawn the script as many times you want , an easy way to spawn the script more than once :

for "_x" from 0 to (2+ random 2) do {

	[] spawn GF_Unit_Spawner_Stalk;

};

 

Delete this lines :

_object = _this select 0;	
_Pos = getPosATL _object;

 

and add :

 

_Pos = GF_Unit_Spawner_Pos;
_Pos_Spawn =  [[[_Pos, GF_Unit_Spawner_Distance]],["water"]] call BIS_fnc_randomPos;

and  then you can use any kind of code that you want for positions :

 

for example  :

 

https://community.bistudio.com/wiki/BIS_fnc_randomPos

https://community.bistudio.com/wiki/getPos

https://community.bistudio.com/wiki/getMarkerPos

 

 

example :


 

GF_Unit_Spawner_Distance = 1500;	//	Meters away from pos

//	https://community.bistudio.com/wiki/getMarkerPos

_pos = getMarkerPos "MarkerOne";

GF_Unit_Spawner_Pos = _pos ;

for "_x" from 0 to (2+ random 2) do {

    [] spawn GF_Unit_Spawner_Stalk;

};

 

 

GF Unit Spawner Script  :

 

Spoiler




//________________	Author : GEORGE FLOROS [GR]	___________	01.02.19	_____________ 


/*
________________ GF Unit Spawner Script - Mod	________________

//	https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/?page=10&tab=comments#comment-3337087

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

ArmA 3 | Notepad ++ SQF tutorial
https://www.youtube.com/watch?v=aI5P7gp3x90

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
*/


//________________	to use	________________
/*
place an object at the editor 
i suggest UserTexture1m_F
add a name ex : spawner_1
so by copy pasting ,it will change to spawner_2
*/



//________________	 to use this differently	________________
/*
//	https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/?page=10&tab=comments#comment-3337087

Without place anything , just spawn the script as many times you want , an easy way to spawn the script more than once :


for "_x" from 0 to (2+ random 2) do {

	[] spawn GF_Unit_Spawner_Stalk;
};


Delete this lines :

_object = _this select 0;	
_Pos = getPosATL _object;

and add :

_Pos = GF_Unit_Spawner_Pos;
_Pos_Spawn =  [[[_Pos, GF_Unit_Spawner_Distance]],["water"]] call BIS_fnc_randomPos;

and  then you can use any kind of code that you want for positions :

for example  :

https://community.bistudio.com/wiki/BIS_fnc_randomPos
https://community.bistudio.com/wiki/getPos
https://community.bistudio.com/wiki/getMarkerPos

example :

GF_Unit_Spawner_Distance = 1500;	//	Meters away from pos

//	https://community.bistudio.com/wiki/getMarkerPos

_pos = getMarkerPos "MarkerOne";

GF_Unit_Spawner_Pos = _pos ;

for "_x" from 0 to (2+ random 2) do {

    [] spawn GF_Unit_Spawner_Stalk;
};

*/



//________________	GF_Unit_Spawner options	________________

GF_Unit_Spawner_Systemchat_info				= true;		
GF_Unit_Spawner_diag_log_info				= true;

GF_Unit_Spawner_Squad_Members 				= 5;
GF_Unit_Spawner_Squad_Members_random 		= 5;	// + random
GF_Unit_Spawner_Enemy_Side 					= east;	// the side
GF_Unit_Spawner_set_AiSkill					= 0.75;
GF_Unit_Spawner_set_AiSkill_random			= 0.25;


GF_Unit_Spawner_Enemy_Pool = [			//	Enemy Units classnames
	
	//	Ravage zombies
	
	"zombie_bolter",		
	"zombie_runner",
	"zombie_walker"
	];


	
if (GF_Unit_Spawner_Systemchat_info) then {
systemchat "GF Unit Spawner Script initializing";			
};	


if (GF_Unit_Spawner_diag_log_info) then {
diag_log "//________________ GF_Unit_Spawner_Script.sqf ________________";
diag_log "//________________ GF Unit Spawner Script initializing ________________";
};



	
GF_Unit_Spawner_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}};
	
	
//________________	GF_Unit_Spawner_Stalk	________________

GF_Unit_Spawner_Stalk = {


_object = _this select 0;
	
_Pos = getPosATL _object;
_Group = createGroup GF_Unit_Spawner_Enemy_Side;

for "_x" from 0 to (GF_Unit_Spawner_Squad_Members + floor random GF_Unit_Spawner_Squad_Members_random) do {

_unit = _Group createunit [selectrandom GF_Unit_Spawner_Enemy_Pool,_Pos,[],0,"None"];
[_unit] JoinSilent _Group;
(leader _Group) setSkill GF_Unit_Spawner_set_AiSkill + floor random GF_Unit_Spawner_set_AiSkill_random;

_unit setVariable ["Var_GF_Unit_Spawner_Spawn",true];
};
	
_stalked = selectrandom GF_Unit_Spawner_allPlayers;
[_Group,group _stalked] spawn BIS_fnc_stalk;
};


if (GF_Unit_Spawner_Systemchat_info) then {
systemchat "GF Unit Spawner Script initialized";			
};	

if (GF_Unit_Spawner_diag_log_info) then {
diag_log "//________________ GF Unit Spawner Script initialized ________________";
};


//________________	add below the spawners	________________

[spawner_1] spawn GF_Unit_Spawner_Stalk;
[spawner_2] spawn GF_Unit_Spawner_Stalk;
[spawner_3] spawn GF_Unit_Spawner_Stalk;	

 

 

On 1/30/2019 at 3:39 AM, GEORGE FLOROS GR said:

GF_Unit_Spawner

 

This is a simple custom unit spawner.

The spawned unit's will stalk a player on random .

 

  Reveal hidden contents





//________________  Author : GEORGE FLOROS [GR] ___________ 30.01.19 _____________

/*
________________ GF_Unit_Spawner Script - Mod ________________

//	Not yet realesed

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Script - Mods , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-Script - Mods/
*/


//________________	to use	________________
/*
place an object at the editor 
i suggest UserTexture1m_F
add a name ex : spawner_1
so by copy pasting ,it will change to spawner_2
*/




//________________	GF_Unit_Spawner options	________________

GF_Unit_Spawner_Systemchat_info				= true;		
GF_Unit_Spawner_diag_log_info				= true;

GF_Unit_Spawner_Squad_Members 				= 5;
GF_Unit_Spawner_Squad_Members_random 		= 5;	// + random
GF_Unit_Spawner_Enemy_Side 					= east;	// the side
GF_Unit_Spawner_set_AiSkill					= 0.75;
GF_Unit_Spawner_set_AiSkill_random			= 0.25;


GF_Unit_Spawner_Enemy_Pool = [			//	Enemy Units classnames
	
	//	Ravage zombies
	
	"zombie_bolter",		
	"zombie_runner",
	"zombie_walker"
	];


	
if (GF_Unit_Spawner_Systemchat_info) then {
systemchat "GF Unit Spawner Script initializing";			
};	


if (GF_Unit_Spawner_diag_log_info) then {
diag_log "//________________ GF_Unit_Spawner_Script.sqf ________________";
diag_log "//________________ GF Unit Spawner Script initializing ________________";
};



	
GF_Unit_Spawner_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}};
	
	
//________________	GF_Unit_Spawner_Stalk	________________

GF_Unit_Spawner_Stalk = {


_object = _this select 0;
	
_Pos = getPosATL _object;
_Group = createGroup GF_Unit_Spawner_Enemy_Side;

for "_x" from 0 to (GF_Unit_Spawner_Squad_Members + floor random GF_Unit_Spawner_Squad_Members_random) do {

_unit = _Group createunit [selectrandom GF_Unit_Spawner_Enemy_Pool,_Pos,[],0,"None"];
[_unit] JoinSilent _Group;
(leader _Group) setSkill GF_Unit_Spawner_set_AiSkill + floor random GF_Unit_Spawner_set_AiSkill_random;

_unit setVariable ["Var_GF_Unit_Spawner_Spawn",true];
};
	
_stalked = selectrandom GF_Unit_Spawner_allPlayers;
[_Group,group _stalked] spawn BIS_fnc_stalk;
};


if (GF_Unit_Spawner_Systemchat_info) then {
systemchat "GF Unit Spawner Script initialized";			
};	

if (GF_Unit_Spawner_diag_log_info) then {
diag_log "//________________ GF Unit Spawner Script initialized ________________";
};


//________________	add below the spawners	________________

[spawner_1] spawn GF_Unit_Spawner_Stalk;
[spawner_2] spawn GF_Unit_Spawner_Stalk;
[spawner_3] spawn GF_Unit_Spawner_Stalk;	

 

 

 

The original code is part from my WIP GF Auto Population Script - Mod

Share this post


Link to post
Share on other sites
15 hours ago, GEORGE FLOROS GR said:

since there is everything that i need already available there , i'ltry to start this and maybe finish this as well for tommorow , if evrything goes well.

 

This was my news to everyone , enjoy the game and have fun !

 

Oh man, we love you!

 

Thank for all the effort.

  • Thanks 1

Share this post


Link to post
Share on other sites
14 hours ago, jonipetteri said:

Oh man, we love you!

 

Thank for all the effort.

 

Hello there to Everyone !

 

Thanks to jonipetteri's proposal,

 

i decided to create the : GF Auto Loot Road Crash Script - Mod

It's already complete ( from yesterday ! ) , so i'm making the last tests.

 

This is sharing the very same code , in a lot of part with  GF Auto Loot Crashsites Script - Mod

 

# sort descrition :

 

Spawn Road Crash  , will detect the enabled Mods , without editing lists,for loot and vehicles.
There are 4 options available :
1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot ,
3 = Load Bohemia Loot Only , 4 = Custom items only.
Custom arrays can be used as well.
There are Blacklist Zones available , 5 from default and
a safe distanse from players .

 

 

Here are some pictures :

https://imgur.com/a/4FUg8oi

 

sl5NIRn.png

abfAhqL.png

tNtjOoM.pngrAOkULS.png

KSTs2ic.jpg8DPu5Tv.jpgB60RW1d.jpgYS0XwaM.jpgglgt9Gu.jpg

 

Soon available !

 

Thanks !

 

  • Thanks 3

Share this post


Link to post
Share on other sites

Hello there to Everyone !

 

A new script has been added :

 

 

FTaxdAV.png

1 minute ago, GEORGE FLOROS GR said:

 

news_download_a3_3.png

 

GF Auto Loot Road Crash Script - Mod v1.0

Thanks !

  • Like 2

Share this post


Link to post
Share on other sites

Hello there to Everyone !

 

So focusing again on the 

 

WIP GF Auto Population Script - Mod :

 

This WIP Script - Mod ,

is created with a concept of , players being in a hostile territory.

It will work automatically and populate every Map and Water Maps as well ,  with enemies on infinite , according the selected spawn distance and max number of enemy.

 

The enemies will defend and attack , patrol , reckon , garrison for the infantry and the same for all type of vehicles as well.

Right now there is a variety is over 70 different spawn possible settings , from spawning a single unit , transported infantry with land vehicles and helicopters , attacking planes and helicoters , speed boats patroling , divers , every kind of spawn possibillity.

 

There are arrays , for the Units used , where everything is sorted from every possible type and usage of infantry and vehicles, that it is possible to add your faction enemies , like CUP and RHS or Custom etc.

 

It's not needed any edititing in the 3deditor with markes , triggers etc,

only to add the prefered settings and nothing more.

It's created in mind to be as configurable as possible , easy to read , use and edit.

 

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 .

 

 

These are some previous posts :

 

Updating codes and implement of Stalk to every infantry and vehicle posible spawn.

Upated the GF_Units_Map_Markers_and_Symbols Script - Mod , that was spaming the error for the size of the groups.

 

Spoiler
On 1/23/2019 at 12:39 AM, GEORGE FLOROS GR said:

Hello there to Everyone !

 

 

From the discussion in GF Mission script :

#moving this here

  Reveal hidden contents
On 1/20/2019 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

  Reveal hidden contents
On 1/21/2019 at 12:22 AM, GEORGE FLOROS GR said:
On 1/21/2019 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 !

  Reveal hidden contents
On 1/21/2019 at 2:45 AM, GEORGE FLOROS GR said:
On 1/21/2019 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 !

 

Spoiler
On 1/23/2019 at 11:52 AM, GEORGE FLOROS GR said:

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

 

 

Spoiler
On 1/23/2019 at 12:24 PM, GEORGE FLOROS GR said:
On 1/23/2019 at 11:52 AM, 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

 

So i'll stop any other project to complete this.

 

The intention is to create 3 different standalone versions ,

The Enemy Version , mentioned aboved

The Civilian activity Version

and The Zombie Version

of this Script Mod .

 

Both 3 will be available to be used at the same time , as mentioned standalone versions.

 

The usage of this will be from playing only with this script - mod running or even boost your mission and enchase the game play.

 

Everything is total random and it will work as it's needed according to the selected options and kind of enemy spawn.

Get prepared for anything , not just being afk , or chilling out in a base or house, the Enemy will try to kill every player on the Mission.

 

You can get the idea .

This is one behaviour and sigle unit spawn  from over 70 possible ( selected ) spawn type possibility.

jy2brvW.png

 

It will be available very soon !

 

Thanks everyone !

  • Like 7

Share this post


Link to post
Share on other sites
On 2/2/2019 at 6:54 PM, GEORGE FLOROS GR said:

Hello there to Everyone !

 

A new script has been added :

 

 

 

 

Well, that was quick...

 

Thank you George! I'll put it in test right away.

  • Thanks 1

Share this post


Link to post
Share on other sites
9 hours ago, jonipetteri said:

Thank you George! I'll put it in test right away.

 

Thanks also jonipetteri for the suggestion .

If you did't ask for it wouldn't be done !

 

Waiting for your comments here !

 

  • Like 1

Share this post


Link to post
Share on other sites

Hello there to Everyone !

 

 

This was a small request ,

it's not only for Ravage , it's just using a list with the Ravage Zombies classnames.

It's for general use.

 

5 hours ago, ernave said:

Could a similar script be used to reduce the zombie spot distance at night? How exactly would you iterate through only the zombies?

 

 

6 minutes ago, GEORGE FLOROS GR said:

here is the script as Requested !

 

There is a List with the Classnames that you want to change the values for Day and different for Night.

You can disable the list by comment ,  type in front of the line comment or //.

The code can also be filtered by the side of the units.

 

 

GF Spot Distance Script :

NOT yet published

 

  Reveal hidden contents




//________________  Author : GEORGE FLOROS [GR] ___________ 06.02.19 _____________

/*
________________ GF Spot Distance Script ________________

NOT yet published

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
*/
	

//________________	Settings	________________
//________________	Set true or false	________________

GF_Spot_Distance_hintsilent_info 				= true;
_Systemchat_info								= true;
_diag_log_info									= true;

_Show_AISkill									= true;		//	Debug Show AI Skill

GF_Spot_Distance_Enabled						= true;

GF_Spot_Distance_Night							= 0.05;
GF_Spot_Distance_Night_Random					= 0.05;
GF_Spot_Distance_Day							= 0.50;
GF_Spot_Distance_Day_Random						= 0.50;




if(_Systemchat_info) then {
systemchat "GF Spot Distance Script - Mod Initializing";
};

if(_diag_log_info) then {
diag_log "//________________	GF Spot Distance Script - Mod Initializing	_____________";
diag_log "//________________	GF_Spot_Distance.sqf	_____________";
};


if(_Show_AISkill) then {
onEachFrame {
	if (cursorTarget isKindOf "Man") then {
	
	hintsilent format
        [
        "aimingAccuracy %1\n  aimingShake %2\n  commanding %3\n  courage %4\n  general %5\n  reloadSpeed %6\n  spotDistance %7\n  spotTime %8\n",
        cursortarget skillfinal "aimingAccuracy",
        cursortarget skillfinal "aimingShake",
        cursortarget skillfinal "commanding",
        cursortarget skillfinal "courage",
        cursortarget skillfinal "general",
        cursortarget skillfinal "reloadSpeed",
        cursortarget skillfinal "spotDistance",
        cursortarget skillfinal "spotTime"
        ];
	};
};
};	




//________________	List	 ________________

GF_Spot_Distance_List = [
	
	//	Ravage zombies
	
	"zombie_bolter",
	"zombie_runner",
	"zombie_walker"
]; 


if(GF_Spot_Distance_Enabled) then {

[] spawn {
	while {true} do {
				
		if ((date select 3) < 6 or (date select 3) > 19) then {
			if (GF_Spot_Distance_hintsilent_info) then {
			hintsilent "nightime";		
			};	
		} else {
			if (GF_Spot_Distance_hintsilent_info) then {
			hintsilent "daytime";	
			};					
		};
				
				
		{
		if (
		(alive _x) 
		&& (!(isPlayer _x))
		&& ((typeOf _x) in GF_Spot_Distance_List)	//	Comment this to disable the List
		
		/*
		//________________	You can filter the side here	________________	
		&& {((side group _x) isEqualto west || 
			(side group _x) isEqualto east || 
			(side group _x) isEqualto independent || 
			(side group _x) isEqualto civilian)}
		*/
		
		//	&& (side group _x isEqualto playerSide)
		//	&& (!(side group _x isEqualto playerSide))
	
		) then {
			
				//________________	daytime and nighttime	________________
				
				if ((date select 3) < 6 or (date select 3) > 19) then {

				//	_x setSkill ["spotDistance", 0.01];	//	Test
				_x setSkill ["spotDistance", GF_Spot_Distance_Night + random GF_Spot_Distance_Night_Random];
				
				} else {
				
				//	_x setSkill ["spotDistance", 0.01];	//	Test
				_x setSkill ["spotDistance", GF_Spot_Distance_Day + random GF_Spot_Distance_Day];
				};
				
			};
		}forEach allUnits;
		sleep 5;
	};
};	

};



if(_Systemchat_info) then {
systemchat "GF Spot Distance Script - Mod Initialized";
};

if(_diag_log_info) then {
diag_log "//________________	GF Spot Distance Script - Mod Initialized	_____________";
};

 

 

 

Just as i told above , do me a favor one of you and add this code at the Scripting General , Library !

 

GF_Spot_Distance-script-v1.0.zip

Expires in: 4 Weeks   |   Size: 7.7 KB   |  06.02.19  https://uploadfiles.io/

 

Thanks ! 

  • Like 1

Share this post


Link to post
Share on other sites

Hello there to Everyone !

 

One New Script - Mod, 

added and soon there will be another for Vegetation.

 

1ZNKXbl.png

2 minutes ago, GEORGE FLOROS GR said:

news_download_a3_3.png

GF Building Replacement Script - Mod v1.0

 

Thanks !

  • Like 1

Share this post


Link to post
Share on other sites

Hello there to Everyone !

 

I did a small pause from the WIP GF Auto Population Script - Mod ,

 

The following Script -Mod ,  is also almost ready , just editing some selection presets :

 

4 hours ago, GEORGE FLOROS GR said:

The WIP Vegetation Replacement Scipt- Mod , is about replacing trees and bushes , i haven't found if it's possible to do the same with the grass , it will replace automatically the vegetation of any map with the desired , like from CUP and any other mod , map etc that includes vegetation.

 

4 minutes ago, GEORGE FLOROS GR said:

Some pics here :

  

This is Stratis map with Winter Presets.

The vegetation is from CUP mod :

5W7oZy9.png

UL2Lgc2.png

Ant6ANl.png

wMen2rF.jpg

kyCgEdI.jpg

 

Thanks !

 

Share this post


Link to post
Share on other sites

Well done !!! With this stuff you can totaly change whole map. Are there any way to make script which will change road texture/type ? I mean change asphalt road to dirt road ? Or mabye just to make dirt road spawn above asphalt road. Thanks.

  • Like 1

Share this post


Link to post
Share on other sites

Aswell looking forward to your GF Auto Population Script. Such script is really needed. 

  • Like 1

Share this post


Link to post
Share on other sites
On 2/14/2019 at 3:47 PM, baton1990 said:

Are there any way to make script which will change road texture/type ? I mean change asphalt road to dirt road ? Or mabye just to make dirt road spawn above asphalt road.

 

Hello there Baton !

I just got out from one whole week in hospital and just logged in ! 

 

 

Thanks and i was also trying to find about it , but NOTHING yet !

It would be very good to be able to do this and the grass as well !

 

Personally , i would like to remake a Malden map , with a Namalsk atmosphere !

I have found also this very nice mod By _SCAR :

 

https://steamcommunity.com/workshop/filedetails/?id=882231372

 

and off course CUP mod !

 

I wanted also to use Mike Bart's vegetation like in Fata, Clafghan etc , but i can either find any classnames or how to use them with the script ( if anyone knows ! )

mbvegbanner_3.jpg

http://www.armaholic.com/page.php?id=11602

 

 

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×