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READTHESCROLL

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Posts posted by READTHESCROLL


  1.  The very simplest method for Exile:

    1. depbo and decrypt the mission.sqm for the exile map

    2. open the Exile map in editor and add any zombie settings module you want to use such as jumping and roaming

    3. download and add Civilian Occupation System to your map https://forums.bistudio.com/topic/165747-civilian-occupation-system-cos/

    4. Location the line in COSINIT.sqf that has the array of civs to spawn and change it to medium zombie classes:

    COScivPool =["RyanZombieC_man_1mediumOpfor", "RyanZombieC_man_polo_1_FmediumOpfor", "RyanZombieC_man_polo_2_FmediumOpfor", "RyanZombieC_man_polo_4_FmediumOpfor", "RyanZombieC_man_polo_5_FmediumOpfor", "RyanZombieC_man_polo_6_FmediumOpfor", "RyanZombieC_man_p_fugitive_FmediumOpfor", "RyanZombieC_man_w_worker_FmediumOpfor", "RyanZombieC_scientist_FmediumOpfor", "RyanZombieC_man_hunter_1_FmediumOpfor", "RyanZombieC_man_pilot_FmediumOpfor", "RyanZombieC_journalist_FmediumOpfor", "RyanZombieC_OrestesmediumOpfor", "RyanZombieC_NikosmediumOpfor"];
    

    5 In COScore.sqf locate and comment out the patrol script

    // Apply Patrol script to all units
    //null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf";
    

    6 rePBO the mission 

     

    Thats roughly it.

    You should now have zombies spawning in every city according to size of the city.  

     

     

     

    I also run an Exile server. I have setup a "quarantine zone" in the editor and just want to create some static spawns in the area I have created. Can I just create a few spawns with the modules then merge the mission.sqm from the editor with my Exile mission.sqm?


  2. Thanks a lot for the help. I really do appreciate it. This is what I have now after using your suggestions. Havent had a chance to test it yet though. I'll try add it to the server later tonight and see if it works.

    EtV_TouchOff =
    {
    	_array = _this select 3;
    	_unit = _array select 0;
    	_explosives = _unit getVariable ["charges",[]];
    	SZ_Markers = [
    	    "TraderCityMarker",
    	    "TraderZoneSilderas",
    	    "TraderZoneFolia"
    	];
    	SZ_Radius = 300;
    	if(alive _x && !ExilePlayerInSafezone) then { //Checks if player is not in safe zone
    		if ({_explosives distance getMarkerPos _x < SZ_Radius} count SZ_Markers > 0) then {	//Checks if demo charge is in sz marker
    			deleteVehicle _explosives; //Deletes explosive if it is in sz
    			call ExileClient_gui_safezone_fired; //Hint message
    		}
    		else //Demo charge is not in safe zone & player is not in safe zone. Proceed...
    		{
    			_nearVehicle = (nearestObjects [_x,["Air","Ship","LandVehicle","Exile_Construction_WoodGate_Static","Exile_Construction_WoodDoor_Static"],5]) select 0;
    			"HelicopterExploSmall" createVehicle (position _x);
    			deleteVehicle _x;
    
    			_existingDamage = damage _nearVehicle;
    			if ((typeOf _nearVehicle) in ["Exile_Construction_WoodGate_Static","Exile_Construction_WoodDoor_Static"]) then
    				{
    					_nearVehicle setDamage _existingDamage + 0.08;
    				}
    				else
    				{
    					_nearVehicle setDamage _existingDamage + 1;
    				};
    
    			_destroyed = damage _nearvehicle > 0.99;
    			if ((typeOf _nearVehicle) in ["Exile_Construction_WoodGate_Static","Exile_Construction_WoodDoor_Static"] == (_destroyed)) then //if (_destroyed) then
    				{
    					_nearVehicle call ExileServer_object_construction_database_delete;
    				}
    				else
    				{
    					_nearVehicle call ExileServer_object_vehicle_remove;
    				};
    			};
    		};
    	} forEach _explosives;
    	_unit setVariable ["charges",[]];
    
    };
    

    Here's a link to my Pastebin if you'd like to see the whole code. Most of the original EtV script is untouched aside from the EtV_TouchOff section.

     

    http://pastebin.com/MaWksYDa

     

    Also I've been working on an adaptation of EtV called S2V, or , Strobes 2 Vehicles which is similar to EtV but allows players to attach IR strobes to vehicles if you'd like to see my progress on that so far.

     

    http://pastebin.com/samfy1gf

     


  3. Thanks for the reply! I'll mess around with that and see what I can come up with. I would like to use the check to see if the explosive is in one of those areas instead of the player himself. The other thing is that I remembered that there are markers defined in the mission.sqm. How would I add a check to see if the location of the demo charge is in the marker area instead?

     

    Also havent really messed around with eventHandlers yet. Would this work?

    //A simple array of positions
    safeZones = [
        [7719.89,1605.51,0.001434433],
        [7783.26,1642.77,0.00143433]  
    ]; 
    
    //An arbitrary distance
    safeZoneDistance = 25;
    
    //I would recommend using the fired event handler as it should trigger the moment a unit places an explosive (ofc triggers on weapon fire)
    _explosives addEventHandler ["Fired", {
        if ({_explosives distance _x < safeZoneDistance} count safeZones > 0) then {
            //delete the projectile and whatever else you want  
        };  
    }];
    

  4. Hey guys, I am currently trying to adapt the EtV script for the Exile mod. I have it 90% done as far as integration with the mod but need to figure out 1 thing.. I am trying to figure out how to do a check if the explosive is in an array of predefined coordinates with a radius (safe zones) to prevent the explosive from being detonated. If someone tries to detonate the charge in the safe zone I want the explosive to be deleted. This is what I have so far.. It is not 100% done so if you see something funny in there that's why lol Any help is greatly appreciated. Thanks!

    EtV_TouchOff =
    {
    	_array = _this select 3;
    	_unit = _array select 0;
    	_explosives = _unit getVariable ["charges",[]];
    	{
    		if(alive _x && !ExilePlayerInSafezone && _explosives !(SAFE ZONE COORDS) then //NEED HELP ADDING COORDS HERE
    		{
    			_nearVehicle = (nearestObjects [_x,["Air","Ship","LandVehicle","Exile_Construction_WoodGate_Static","Exile_Construction_WoodDoor_Static"],5]) select 0;
    			"HelicopterExploSmall" createVehicle (position _x);
    			deleteVehicle _x;
    			_existingDamage = damage _nearVehicle;
    			if ((typeOf _nearVehicle) in ["Exile_Construction_WoodGate_Static","Exile_Construction_WoodDoor_Static"]) then 
    				{
    					_nearVehicle setDamage _existingDamage + 0.10;
    				}
    				else
    				{
    					_nearVehicle setDamage _existingDamage + 1;
    				};
    
    			_destroyed = damage _nearvehicle > 0.99;
    			if ((typeOf _nearVehicle) in ["Exile_Construction_WoodGate_Static","Exile_Construction_WoodDoor_Static"] == (_destroyed)) then //if (_destroyed) then
    				{
    					_nearVehicle call ExileServer_object_construction_database_delete;
    				}
    				else
    				{
    					_nearVehicle call ExileServer_object_vehicle_remove;
    				};
    		}
    		else
    		{
    			deleteVehicle _explosives;
    		};
    	} forEach _explosives;
    	_unit setVariable ["charges",[]];
    
    };
    

  5. Love this mod. Any chance on adding m107 explosive ammo?  :P

     

    I was also wondering about changing the config in the backpacks and making them a standalone thing so they dont get mixed up in my normal CUP backpacks.. I would love to be able to use the Metis bag as a normal backpack. I'm kind of noob at this stuff. I guess my question is can I copy the parent tree to create a new class? Like this maybe?

     

    class CUP_B_StaticX_Base: Bag_Base
    {
    dlc = "CommunityUpgradeProject";
    author = "Community Upgrade Project";
    model = "\CUP\Weapons\CUP_Weapons_Backpacks\CUP_StaticX.p3d";
    hiddenSelectionsTextures[] = {"\CUP\Weapons\CUP_Weapons_Backpacks\data\static_co.paa"};
    maximumLoad = 0;
    mass = 100;
    scope = 1;
    };
    class CUP_B_StaticX_cbr: CUP_B_StaticX_Base
    {
    dlc = "CommunityUpgradeProject";
    author = "Community Upgrade Project";
    scope = 1;
    scopeCurator = 0;
    displayName = "Static Weapon Bag";
    picture = "\CUP\Weapons\CUP_Weapons_Backpacks\data\ui\icon_b_c_staticX_ca.paa";
    hiddenSelectionsTextures[] = {"\CUP\Weapons\CUP_Weapons_Backpacks\data\static_co.paa"};
    };

    /////////////////////////////////////////////////NEW METIS BACKPACK////////////////////////////////////////////////////////////

    class RTS_CUP_B_StaticX_Base: Bag_Base
    {
    dlc = "CommunityUpgradeProject";
    author = "Community Upgrade Project";
    model = "\CUP\Weapons\CUP_Weapons_Backpacks\CUP_StaticX.p3d";
    hiddenSelectionsTextures[] = {"\CUP\Weapons\CUP_Weapons_Backpacks\data\static_co.paa"};
    maximumLoad = 300;
    mass = 50;
    scope = 1;
    };
    class RTS_CUP_B_StaticX_cbr: RTS_CUP_B_StaticX_Base
    {
    dlc = "CommunityUpgradeProject";
    author = "Community Upgrade Project";
    scope = 1;
    scopeCurator = 0;
    displayName = "Weapons Bag";
    picture = "\CUP\Weapons\CUP_Weapons_Backpacks\data\ui\icon_b_c_staticX_ca.paa";
    hiddenSelectionsTextures[] = {"\CUP\Weapons\CUP_Weapons_Backpacks\data\static_co.paa"};
    };

     
    My other question is I see this at the top..
     
    requiredAddons[] = {"CUP_Weapons_WeaponsCore"};
     
    If I make the modified backpacks standalone from CUP would I need to copy CUP_Weapons_WeaponsCore.pbo to the new mod folder so it is next to the mod pbo? Or is it not required since I already have it running from @CUP_Weapons\addons? 
     
    One last thing.. What does scope = 1; mean? I see some backpacks have it and others dont.
     
    Anyways, sorry if my post is long winded and thanks again for all the hard work you guys have put in this mod and allowing others to modify it and learn from it. I've been looking for a small project like this for me to do and this seems to fit within my current scope of knowledge right now lol. Also thanks for anyone willing to help a FNG out with this. Greatly appreciated!
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