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3 hours ago, SwissArmy1984 said:

Great work, George!

 

Thank you very much SwissArmy1984 !  :thumbs-up:

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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 !

rCVBkKs.png

nfr3oyz.png

 

Everything is ready for this Script - Mod and i'm just adding some more presets selections of @CUP and @Eden Extended Objects !

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Going on more :

 

Tropical theme and Spruce theme :

 

9lCyvoE.png

h5MqBuz.png

lVaux0m.pngJx1vUwc.png

 

Still doing some more !  :dummy:

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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

bShxZCp.png

 

Tanoa Theme

FQkAMk2.png

Effscw7.png

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# and i was going to forget the map that i like most  ,

 

 Namalsk theme !

 

END !~

 

nP8DZKs.pngIACpmkL.png

 

Packing this !

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Hello there to everyone !

 

A new Script - Mod has been added :

 

 

news_download_a3_3.png

GF Vegetation Replacement Script - Mod

 

Thanks !

 

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  • and this list has reached 45 Script - Mods !

 

On 4/5/2018 at 3:46 PM, GEORGE FLOROS GR said:
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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 !

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 !

 

  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

 

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

 

 

  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 :

 

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 !

 

It's time to complete this !!

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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 :

DpffSAi.pngmOyli9Q.pngBMSVhRa.pngJaYwt23.pngIco6xj5.png

 

Thanks everyone for the Support !

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This is the new script added :

 

On 2/21/2019 at 3:50 AM, GEORGE FLOROS GR said:

ok576Sw.png

GF Auto Population Script - Mod

On 2/21/2019 at 5:42 PM, GEORGE FLOROS GR said:

 

news_download_a3_3.png

GF Auto Population Script - Mod v1.0

 

This is also about to be update.

 

Thanks !

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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.

 

news_download_a3_3.png

GF Exported Loadouts Script - Mod v 3.0

 

Thanks !

 

 

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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.

0JKtWYj.pngF8mT0im.pngT9SUl8X.pngvgYoYZM.jpg

 

Once this is done , then there will be also a Zombie standalone version.

 

Thanks !

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6 hours ago, MisterOth said:

- Can you replace

 

Thank you very much MisterOth !

I didn't noticed !  :thumb:

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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 :

Qm7AI4p.png

 

So i'm packing also the modded version to upload this and updating the other as well.

Thanks !

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Hello there to Everyone  !

 

A new Script - Mod is available :

 

10 hours ago, GEORGE FLOROS GR said:

QyHWGlA.png

GF Auto Population Zombie Script - Mod

 

news_download_a3_3.png

GF Auto Population Zombie Script - Mod v1.0

 

Thanks !

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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

wu7fZLY.png

qLs6X4B.png

i3z1FUL.png

VlNjSa9.png

nMyfYVv.png

3OTIOIU.png

kLdXfjx.png

gIQjz5g.png

ko87Lr5.png

 

Thanks !

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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

wu7fZLY.png

qLs6X4B.png

i3z1FUL.png

VlNjSa9.png

nMyfYVv.png

3OTIOIU.png

kLdXfjx.png

gIQjz5g.png

ko87Lr5.png

 

Thanks !

 

Excited for this one @GEORGE FLOROS GR, cant wait

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Thank you very much Rockapes !  :thumb:

 

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.

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38 minutes ago, GEORGE FLOROS GR said:

It's also a good thing that , it's working for everyone and the spawned ai.

 

:yeahthat:  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 by tourist
Adding link
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Thank you very much Tourist ! :thumbs-up:

 

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 ! )

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