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sniperb

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Posts posted by sniperb


  1. On 1/13/2020 at 10:29 AM, Vandeanson said:

    _killer Iskindof "zombie" is the filter you can use in the eventhandler:) 

    Thank you for the reply, I just tested that but I just cant seem to get it working the way I want it too.

    Any chance I could send you a pm with the script I have? Two pair of eyes are better than one & all that. 😋

     

    Will pay for help if needed


  2. Hey everyone,

     

    I am using a kill messages script made by one of the guys over at the old exile forums that was edited to work with ryan zombies mod and want to slightly edit it to work with Ravage.

    My server is also running Exile and I am trying to get a kill message to show when a zombie kills a player but I cant seem to get it working. 

    Does anyone have death messages working with ravage? What classname would I use for the zombie (I've tried 'zombie'🤓)as it is technically a CIV?

     

    Thanks in advance 

    B


  3. On 10/20/2018 at 12:16 AM, GEORGE FLOROS GR said:

    gf-kill-info-script-version-10-1_4.png

    GF Kill info Script

    by

     

    GEORGE FLOROS [GR]

     

     

     

    Description:

    GF Kill info Script , 3 types of notification available.
    You are free to do anything but i would like to give me Credits for this!
    Simple and easy to use and adapt .
    Have Fun !

     


    Installation / Usage:

    For usage instructions and information of how to use the GF Kill info Script please refer to the included documentation and/or example mission.

    Place in your mission the files . There is everything included , in the initPlayerLocal.sqf , to copy paste in your mission .

    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 colours 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/

     


    Notes:

    This killfeed script , has 3 types of notification available.
    The notifications will display , only when a player is killed.

    For AI kills display there is available this script :
    GF Headshot + Killfeed Script   

     


    Credits and Thanks to :

    Thanks to All script contributors
    Thanks to everyone who tries to do the best for this game!
    Thanks to BIS for such a great platform .
    Thanks to BIS Community and BIS Community Forums .
    Thanks to Armaholic Community and Forums .

     

     

    Changelog:

    v1.0


    Forum topic:

    - Armaholic forums  http://www.armaholic.com/forums.php?m=posts&q=40259

     

     

     

    Armaholic

    GF Kill info Script

     

    Any way to have this show Zombie kills from ravage ? 


  4. 2 hours ago, Vandeanson said:

    Niice! What did you have to change? 

    Do you want to share or PM me your server details? 

     

    You need to put away your weapon to cure or bandage, nd ofc you need the respective item too

    I just added this  to my mission.sqm under addons:

    Spoiler

    addons[]=
    {

        "A3_Ui_F",
        "VDA" <<<
    };

     

     

    • Like 1

  5. 2 minutes ago, Vandeanson said:

    I was always able to start a dedicated server so far. 

     

    I would save my mission with VA active and move it to the missions folder. 

     

    Then i would copy my mods into the main arma folder and start a server with tadst

     

    Ill try to record what i do tonight and share it:) 

    Thanks for the help 😃

    I would do the same but I'm renting from a host at the moment. 

    Will be moving my server over to my own system soon mainly for convenience.

     


  6. 58 minutes ago, EO said:

     

    Just ran a few tests on a few A3 buildings, the blacklisted structures array works just fine. 

    Are you using the array as the tool tip suggests?

     I have this ["Land_Sign_WarningMilAreaSmall_F_Kit"]

     

    Does it only work on A3 Buildings ? 

     

    This object is from this mod:

    https://steamcommunity.com/sharedfiles/filedetails/?id=647753401

     

    Spoiler

                    class Attribute19
                    {
                        property="Ravage_zombies_z_blacklist_m";
                        expression="_this setVariable ['z_blacklist_m',_value,true];";
                        class Value
                        {
                            class data
                            {
                                class type
                                {
                                    type[]=
                                    {
                                        "STRING"
                                    };
                                };
                                value="[""Land_ds_HouseV_1L2"",""Land_A_Castle_Bergfrit"",""Land_ds_HouseV_3I3""]";
                            };
                        };
                    };
                    class Attribute20
                    {
                        property="Ravage_zombies_sunF_m";
                        expression="_this setVariable ['sunF_m',_value,true];";
                        class Value
                        {
                            class data
                            {
                                class type
                                {
                                    type[]=
                                    {
                                        "BOOL"
                                    };
                                };
                                value=1;
                            };
                        };
                    };

     


  7. 12 hours ago, Vandeanson said:

    Sure thing! will it be automatically updated when i change something in the steam version?

    Thank you!! I have a few players that would really love this mod.

     

    I assume that it would be updated automatically, I just sent the request in to get it added. Not sure if its still being run by Maca or not but when/If I get a reply i'll ask 🤠

    • Like 1

  8. On 6/4/2019 at 9:46 PM, Vandeanson said:

    Welcome to Vandeanson’s Apocalypse

    Version 2.0

     

    WrANTKC.png

     

     

    Vandeanson's Apocalypse (VA) is a dynamic spawn system that spices up ever mission you play or create by adding sites of interests, events, enemies and loot to your world.

     

    NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. 

    It spawns in sites based on player position, terrain and your settings.


    THIS MOD CREATES NO DEPENDENCY

     

    THE MOD MUST BE INSTALLED ON BOTH SERVER AND CLIENTS TO WORK


    Check the FEATURES to see what is added by the mod.

     

    Link: Vandeanson's Apocalypse


    INSTALLATION:

      Reveal hidden contents

    -       Subscribe to VA in the Steam Workshop and activate the Mod in your A3 Launcher
    -       Subscribe to CBA_A3 in the Steam Workshop and activate the Mod in your A3 Launcher
    -       Subscribe to CUP Terrain - Core in the Steam Workshop and activate the Mod in your A3 Launcher


     

    USAGE:

      Reveal hidden contents

     

    Default:
    -       Start your mission, VA will start spawning in its FEATURES
    -       Non-island maps such as Chernarus need further setup in the eden editor for best performance, see below

    OR

    Customize VA Settings:
    -       Open your existing or a new Mission in the A3 Eden Editor
    -       Open - > Settings - > Addon Options -> Vandeanson’s Apocalypse (various sub-menues)
    -       Adjust the settings to your liking (you may save your preferred settings to easily copy for another project (press save within the CBA_A3 settings menue)
    -       Save your mission in the Eden Editor. Your current settings are saved to this mission now
    -       Further adjust your mission or start to play
    -       To test the VA settings, you can activate ZEUS support and Debug Markers under the “Vandeanson’s Apocalypse
    -       General” settings. Then place the ZEUS Gamemaster module in the editor and assign it to your player.

    NOTE: the PLANE SPAWNER requires you to markers on potential spawn points, else the planes spawn in the debug zone or not at all.

    Place and name markers on the map and enter the marker names into the respective field in the plane spawner settings under Vandeanson’s Apocalypse – Sites.

     
    NOTE: if you play on maps like Chernarus, cover the empty terrain with large area markers and name them. Enter the area markers name into the field under “Vandeanson’s Apocalypse - General" settings to blacklist that area from landsite spawns, separated by commas.

     
    Similar for SHIPWRECK SPAWNER and BOAT SPAWNER (cover inland lakes our out of territory coastal sites with blacklist markers for coastal sites) so the shipwrecks and boats wont spawn in lakes inland or at the coast which belongs to empty territory.

     

     

     


    FEATURES :

      Reveal hidden contents

    NEW - Dynamic Loot Economy (must be activated in settings)

    - Bandit Camps

    - Hideouts

    - Shipwrecks

    - Crashsites

    - AI Patrols

    - AI Stalkers

    - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod)

    - Boat Spawner

    - Helicopter Spawner

     

    - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) 

    - JBDOG/LSValmont feral dog spawner

    - JBDOG/LSValmont AI patrol dogs

    - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) 

    - loot spawns at all sites

    - Anti virus pills to heal zombie infection drop from non zombie AI and spawn at most sites

    - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AI wont spawn with melee weapons however. This requires the max_melee weapons mod subscribed and activated. No dependency is created. 


    Disabled by default:

    - Plane Spawner (disabled by default, mission maker editing needed) 
    - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) -> WIP

    - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters) -> WIP

     

     

     

    GENERAL:

      Reveal hidden contents

     

    - random and automatic position finder for all features.

    - FEATURES spawn and despawn based on player locations and despawn timers

    - FPS saving mechanics: Assets are only spawned if any player is near a FEATURE. Spawned sites/AI have simulation disabled and or are Hidden whenever no player is near. After some time, or if all players are very far away, the FEATURES are despawned and spawn new.

    - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features)

    - option to blacklist items from loot arrays

    - option to exclude Arma 3 Vanilla and DLC items from loottable

    - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) 

    - adjustable AI equipper (or option to use Ravage Equipper)

    - adjustable player equipper (or option to use Ravage Equipper)

    - CBA_A3 Settings to tune features in Editor while making a mission

    - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats)

    - adjustable spawn ranges and despawn timers

    - MP compatible

    - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error

    - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it

     


      

    KNOWN ISSUES/WIP:

      Reveal hidden contents

    - the TRADER CAMP feature needs to be remade from scratch and is disabled by default
    - the No Rest! spawner needs some rework



    REQUIREMENTS :

      Reveal hidden contents

     

    Note that this mod requires CBA_A3 and CUP Terrain - Core.

    Ravage has been the inspiration for the mod and this mod is made with Ravage in mind.
    There is however no dependency, you can use the mod with our without Ravage.

     

     


    THANKS:


    Thanks to all the great guys on the BI forum for their help and advise.

    With special thanks to Dedmen, sarogahtyp, gc8, LSValmont, George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone I might have forgotten right now. 

     

    The biggest thanks goes to @zagr for all the hours he and his crew tested every aspect of the previous versions of VA and provided valuable feedback!

     

     

    HELP TO IMPROVE:
     
    Please subscribe & rate on Steam and let me know about any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod.

    Please be specific when reporting a potential issue and try to test your potential issue with as little mods as possible, in order for me to replicate and fix a problem.

     

    Cheers

    VD

    @Vandeanson 

    Hello 🙂

     

    Would I be allowed to send a request to get this mod added to the a3launcher? 

     

    Thanks 

    B


  9. 1 hour ago, EO said:

     

    Maybe you have the "Dead Rising" feature enabled?......if so, your mods/scripts could be interfering with it?

       

    The problem is the animations for the AI don't show once they become zombies. They make the same sounds and chase after you but they don't technically rise as they are still in the "dead" position. They just slide over the ground 🤨

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