SwissArmy1984 8 Posted February 15, 2019 Great work, George! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 16, 2019 3 hours ago, SwissArmy1984 said: Great work, George! Thank you very much SwissArmy1984 ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 16, 2019 More progress with WIP GF Vegetation Replacement Script - Mod : adding case 3 : CUP Autumn Theme two more pics : < LOW quality ! > It suits very nice as tested in Stratis ! Everything is ready for this Script - Mod and i'm just adding some more presets selections of @CUP and @Eden Extended Objects ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 16, 2019 Going on more : Tropical theme and Spruce theme : Still doing some more ! 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 16, 2019 11 hours ago, GEORGE FLOROS GR said: @Eden Extended Objects ! The last themes and right now there are 10 from default and i have left an empty array case 10 , for Custom theme. Altis Theme + Tanoa Theme Fixing now the Moded version of the script. Altis Theme Tanoa Theme 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 16, 2019 # and i was going to forget the map that i like most , Namalsk theme ! END !~ Packing this ! 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 17, 2019 Hello there to everyone ! A new Script - Mod has been added : GF Vegetation Replacement Script - Mod Thanks ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 17, 2019 and this list has reached 45 Script - Mods ! On 4/5/2018 at 3:46 PM, GEORGE FLOROS GR said: On 8/30/2018 at 11:00 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 42.GF Temperature Script - Mod 43.GF Auto Loot Road Crash Script - Mod 44.GF Building Replacement Script - Mod 45.GF Vegetation Replacement Script - Mod 1 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 17, 2019 Focusing now on WIP GF Auto Population Script - Mod : again ! Spoiler On 2/3/2019 at 11:08 AM, GEORGE FLOROS GR said: 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. Reveal hidden contents 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 ! 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 !!! 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 ! Reveal hidden contents 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 Ps : the error above is from my script debug Generally this is almost ready ! ZBE Caching script will also be included thanks to : zorrobyte Reveal hidden contents 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 : 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. It will be available very soon ! Thanks everyone ! It's time to complete this !! 2 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 18, 2019 Finally - END !!! This is ready and i have just complete the spawns for the water maps as well ! I will try if it's possible to upload the files for today and pack also the Moded version , that will be in use , with a userconfig , for adjusting the setting from an external file . Once the first is done , i will also add the other two other Script - Mods , for Civilian Activity and the Zombie version , ( as said ) as standalone versions. Last pics of the diver infantry and water vehicle : Thanks everyone for the Support ! 3 Share this post Link to post Share on other sites
baton1990 30 Posted February 18, 2019 NICE !!! Thanks !!! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 24, 2019 This is the new script added : On 2/21/2019 at 3:50 AM, GEORGE FLOROS GR said: GF Auto Population Script - Mod On 2/21/2019 at 5:42 PM, GEORGE FLOROS GR said: GF Auto Population Script - Mod v1.0 This is also about to be update. Thanks ! 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 28, 2019 Changelog: 3.0 The code is completely reworked , in order to be more user friendly , clear and readable . Everything now is easier and sorted also to different sides , including also more available settings. GF Exported Loadouts Script - Mod v 3.0 Thanks ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 3, 2019 Just now, GEORGE FLOROS GR said: Hello there to everyone ! Working on the civilian standalone version. Here are some pics : Units and groups , walking in building areas . land vehicles , helicopters , planes and boats. Once this is done , then there will be also a Zombie standalone version. Thanks ! 1 Share this post Link to post Share on other sites
MisterOth 76 Posted March 4, 2019 Hi Just to let you know about the Scripts presentation post. "16.GF Vehicle Radio chatter script" - Can you replace with Armaholic link : http://www.armaholic.com/page.php?id=34277 "38.GF Auto Loot Airdrops Script - Mod" - Give the wrong script, here is the right one : http://www.armaholic.com/page.php?id=34700 TY 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 4, 2019 6 hours ago, MisterOth said: - Can you replace Thank you very much MisterOth ! I didn't noticed ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 7, 2019 The GF Auto Population Zombie Script - Mod is ready and i set this in priority in oder to work more with the civilian version. There will be also an update in the GF Auto Population Script - Mod for the Position scripts , for the spawn settings and the location settings , as i was working on them now , creating the Zombie version. The positions about selecting vilages , cities etc are more efficient now Here is a pic from the spawn position of the zombie version : So i'm packing also the modded version to upload this and updating the other as well. Thanks ! 2 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 8, 2019 Hello there to Everyone ! A new Script - Mod is available : 10 hours ago, GEORGE FLOROS GR said: GF Auto Population Zombie Script - Mod GF Auto Population Zombie Script - Mod v1.0 Thanks ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 15, 2019 Hello there to Everyone ! I was about to end with the civilian Population Script - Mod , there are added also animation for the civilians , relaxing and panic when they get fired and running for cover. My plan is to add also agents , who will thow a weapon and fire and also , suicide bombers. I have just postpone it a little bit because my idea was to create my Revive system , that will work even for everyone , possible to work for all the missions ai and players , even the spawned ai. So these are just some pics of it : features : revive for players and all the ai + spawned ai and option to filter the side , Revive + Drag + Kill , with hold action and animation. Later , i 'll try to add also a feature of the nearest ai to revive anyone who is down. WIP GF Revive Script - Mod Thanks ! 2 2 Share this post Link to post Share on other sites
Rockapes 103 Posted March 15, 2019 1 hour ago, GEORGE FLOROS GR said: Hello there to Everyone ! I was about to end with the civilian Population Script - Mod , there are added also animation for the civilians , relaxing and panic when they get fired and running for cover. My plan is to add also agents , who will thow a weapon and fire and also , suicide bombers. I have just postpone it a little bit because my idea was to create my Revive system , that will work even for everyone , possible to work for all the missions ai and players , even the spawned ai. So these are just some pics of it : features : revive for players and all the ai + spawned ai and option to filter the side , Revive + Drag + Kill , with hold action and animation. Later , i 'll try to add also a feature of the nearest ai to revive anyone who is down. WIP GF Revive Script - Mod Thanks ! Excited for this one @GEORGE FLOROS GR, cant wait 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 15, 2019 Thank you very much Rockapes ! To be honest i always wanted to do this ! It's also a good thing that , it's working for everyone and the spawned ai. Share this post Link to post Share on other sites
tourist 617 Posted March 15, 2019 (edited) 38 minutes ago, GEORGE FLOROS GR said: It's also a good thing that , it's working for everyone and the spawned ai. Excellent idea, George! You might want to head over to the AIS/A3 Wounding system thread where a lot of the features you are planning have been discussed based on that revive system. Maybe you can speed up things by looking there & make us happy with a fast release? Edited March 15, 2019 by tourist Adding link 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 15, 2019 Thank you very much Tourist ! Generally , the most of the script is actually complete and playable. I want to try also to add , for any unit that is closer to the injured , to move to his position and heal. It's a simple revive so far with all the basic stuff , as i said for everyone. I will send you a copy to test this , ( what is so far ! ) 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 16, 2019 8 hours ago, Rockapes said: Excited for this one @GEORGE FLOROS GR, cant wait I'm sending you a copy to test as well ! Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted March 16, 2019 Awesome. Any news on the corpse/dead body mod. that looked amazing 1 Share this post Link to post Share on other sites