Husker-71
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Hi all, bit of a specific request but....Re the ravage vehicle patrol spawner. I am creating a mission that requires these bandits driving custom vehicles I nominate to NOT have their cargo /Loot removed by the spawner. The bandits are a target to get ganked for guns and ammo etc...what I need basically is for the spawner to be told not to delete the contents/cargo inventory of the vehicle it is spawning. Thinking maybe of a script that can go in the init? All help is appreciated as ever! Thanks guys!
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Husker-71 started following GF Set Custom Loadout Script - Mod, [Release] Simple Vehicle Shop System and Ravage
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[Release] Simple Vehicle Shop System
Husker-71 replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok so how did U figure out how to get into the vehicles? Awesome script but every vehicle I purchase I cannot enter or drive? -
Very nice. The concept works even better with the better weapons physics and graphics of Reforger. I almost made it to the car...I was at the vehicle when I got jumped from behind! A thought ...make it foggy! I really hope the mission creation system is improved/made more accessible, much like Arma 3, I am deep into mission creation on Arma 3 but so far just have not been able to get to grips with it on Reforger. Watching with a great deal of interest and support! Really appreciate the work guys!!....
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Thanks EO, that fixed it...Gonna have fun with this!
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Thanks for this, really looking forward to trying this! Cant see it in the workshop, where do I find it?
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Hmm...yep ...that would be terrifying
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Awesome Haleks, however much U think U are appreciated...U can multiply that a millionfold!!... I too have been blown away by the engine in Reforger and the potential that it hints at for Arma 4....but since the first second I loaded up reforger and had a run around for a few minutes....the first words on my lips were...."....Ravage is going to be awesome on Reforger..." I can't tell U how grateful I am for your contributions to Arma 3, you basically made ARMA 3 great for me!... I cannot wait to see what you do with Reforger....but this I know, ss always you will push the envelope and create something jaw-dropping and terrifying that also makes Reforger great. I cant wait to see it! TBH even a direct port to Reforger would make Reforger even more awesome ...(worth consideration as a stop-gap?...maybe..?) Whatever you choose to do, I hold you in the highest reverence within the Arma community. and am really looking forward to seeing what you do next.! Much respect!
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Zenophon's ArmA 3 Co-op Mission Making Framework
Husker-71 replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Zen, Happy New Year!!! I hope 2021 is kind to you! Thank you for many many years of mission making with your scripts. I still use them to this day. I want to use Zen load outs to add a specific random Loadout (Array) to 2 specific units defined by the class names of the unit (EG "B_G_Soldier_F","B_G_Soldier_AR_F" etc). I also want the random loadout to be applied regardless of what side the specific units spawn on. I have the mission set up so named units can spawn as either Blufor or Opfor. This is to introduce a randomness to the mission. U do not know whether that soldier (For example) is friendly or hostile etc. I have tried with the script but cannot seem to get it to work. I would be very appreciative if you could Tellme how to do this! -
Compilation List of my GF Scripts - Mods
Husker-71 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
...OK so again, how do I assign a specific load out to a specific unit....really thats my question. I need to assign 3 load out arrays to 3 different class names- 450 replies
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Compilation List of my GF Scripts - Mods
Husker-71 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea basically. I use Vandamesons Apocalypse for the spawner and this allows the same class name to spawn on a RANDOM side. So I want to create a Civilian load out (who may or may not spawn hostile), a Millitary/Police Load out (who may or may not spawn hostile) and a bandit load out Who will always be hostile. Van's Appoc takes care of the side spawning. I just need to assign a particular GF load out parameters to a particular class name. Thats it. I cant seem to make it work. It will only do 1 in a mission. I need to 3 in a mission.- 450 replies
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Compilation List of my GF Scripts - Mods
Husker-71 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi George, thanks for your reply. Basically as I outlined in the same way GF Loadout script works I need to assign a particular load out to 3 different NPC classes, defined by the class name of the NPC. GF Loadout script works perfectly, it just needs a way to assign each load out to an NPC by class name all running simultaneously. I need 3 distinct load outs for this game. I will paste my original enquiry here as it has details that may clarify what I am after...cheers! Hi GF hope you are well. been using custom load outs for a while and no doubt it is one of most essential scripts...couldn't make missions without it! I need to assign a load out to a named unit class to represent a poorly equipped civilian and bandit NPC class ("O_HOUSEGUESTS_P2_01"), this makes up the majority of units spawned and for this I use the standard GF_Set_Custom_Loadout.SQF. To represent a much better equipped Military/Police/PMC class I use another load out scheme to another named unit class ("O_HOUSEGUESTS_P3_01"), for this I use the GF_Set_Custom_Loadout_CUP.SQF . The load out cannot be defined by side as this is randomised. The mission is a chaotic environment and I don't want to be able to identify friend or for from their load out. I have followed the instructions and excluded the appropriate units from the appropriate load out but what seems to happen is that only 1 of the named unit class gets a load out. This randomly changes each time it is run. What I cannot do is get both to run simultaneously......so given a different load out from the appropriate Array to each of the named unit class. Can you help? Specifically how do I use this? 3. you can also spawn this for a certain unit : name this unit ex : GF_SCL_1 GF_SCL_1 spawn GF_Set_Custom_Loadout_CUP; Where does it go? This is for spawned units so I cannot put in the init of the unit. I have tried O_HOUSEGUESTS_P2_01 spawn GF_Set_Custom_Loadout_CUP; In the space where it says //________________ 7. Change equipment also to spawned units ________________ But that did not work. Any help is appreciated!- 450 replies
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GF Set Custom Loadout Script - Mod
Husker-71 replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi GF hope you are well. been using custom load outs for a while and no doubt it is one of most essential scripts...couldn't make missions without it! I need to assign a load out to a named unit class to represent a poorly equipped civilian and bandit NPC class ("O_HOUSEGUESTS_P2_01"), this makes up the majority of units spawned and for this I use the standard GF_Set_Custom_Loadout.SQF. To represent a much better equipped Military/Police/PMC class I use another load out scheme to another named unit class ("O_HOUSEGUESTS_P3_01"), for this I use the GF_Set_Custom_Loadout_CUP.SQF . The load out cannot be defined by side as this is randomised. The mission is a chaotic environment and I don't want to be able to identify friend or for from their load out. I have followed the instructions and excluded the appropriate units from the appropriate load out but what seems to happen is that only 1 of the named unit class gets a load out. This randomly changes each time it is run. What I cannot do is get both to run simultaneously......so given a different load out from the appropriate Array to each of the named unit class. Can you help? Specifically how do I use this? 3. you can also spawn this for a certain unit : name this unit ex : GF_SCL_1 GF_SCL_1 spawn GF_Set_Custom_Loadout_CUP; Where does it go? This is for spawned units so I cannot put in the init of the unit. I have tried O_HOUSEGUESTS_P2_01 spawn GF_Set_Custom_Loadout_CUP; In the space where it says //________________ 7. Change equipment also to spawned units ________________ But that did not work. Any help is appreciated! -
Thanks of that suggestion, sorry for the delay replying...Work went nuts!....So I finally got a chance to try it...and here's the trip....I tried attaching a screwdriver to the goldbar, no effect, gold bar floats where it was placed, checked screw driver has Physics and sinks...it does.....therefore, attached a gold bar to screwdriver ...works like a charm...result is beautiful gold bars sprinkled all over the sea bed.....only problem is the screw drivers continue to float/levitate where they were placed...so you mentioned a code to wait till finished sinking or even 60 secs and delete...I found a code to delete the item after 60 secs. Going to attach mission example, have tried to make as vanilla as possible,m basic premise that you have RHS , Cup and obliviously Ravage...but still not quite vanilla so I will lay it out here. So this is how it is done. 1/ Put down a screwdriver. Land_Screwdriver_V1_F is a vanilla item for your Physics (thanks johnnyboy!) 2/ In the Variable name (Top) name it box1. (I don't think this is really necessary but do it anyway) 3/ In the init field put _physicsObject = "Item_Obj_GoldBar" createVehicle position this; this attachTo [_physicsObject];nul = this spawn { sleep 60; deleteVehicle _this; }; The Gold bar is from WarfareThai, (an old version I keep for the shotguns) but you could use any mod or item u like (just make sure you can see it!). I hope it is still in the current version of Warfare Thai (Thanks for the Mods!) 4/ If you wish to create a nice dispersal field that you have to search the sea bed for gold put in the Placement radius a figure of 20 or above. 5/ Raise the screw driver so it is well above any of the surrounding seabed (VERY IMPORTANT!) 6/ Copy and paste the screwdriver to your desired amount/ Density of the gold field. Now when this spawns, the screwdriver will "spit" out the attached object and give it physics...so the gold bar, rifle or whatever sinks coming to a rest *************Sitting perfectly on the sea bed!!!************* Items can be picked up underwater, so get real close and put item in middle of screen until hand appears. You cannot open inventory, just pick up items, so fill up and return to shore. To make things interesting I use Apex shark Mod to have randomly aggressive sharks circling the plane or ship wreck I put down at the centre of the field. To make this all worth while I have a trader on shore who will compensate me for my time by buying whatever loot items you assigned. For this I use Heroes Survive (Again thanks for the Mods and your help!) as very easy to configure Buy/Sell lists For me, this is an awesome expansion as undersea operations massively enhances a survival game....Every single map just got much much bigger! The addition of danger undersea (Apex shark Mod) is awesome and has made this possible. Future Plans 1/ With the communities help turn this into an easy to use Mod/Script that players can input a custom loot item, also to add randomisation as to the spawn locations. locations to include Wrecks, loot field, sharks and if possible.......underwater Zombies.....You know, the poor souls aboard the plane or wreck when it went down... 2/ Somehow get the sharks to have a random chance of spawning near you even when you are swimming no where near a wreck....so the danger is ever present. This should be straight forward right....(famous last words)... 3/ Initially I planned to use Submarines and SDV's as the targets for dive sites (they can be entered underwater and inventory accessed), so re incorporate them into spawns (If GF vehicle loot filler could be adapted to include subs....with GF blessings of course) I encourage others to create underwater dangers and to input ideas/scripts. I have as vanilla as possible mission for your editor, so people can play with this. Unsure how to attach it to this post. Will figure it out and attach it....I just uploaded the file to steam (with no info) and steam workshop has chosen this second to berserk. I will check back later. Steam link for mission files https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1983774979
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Thanks for that, I will give that a try. Do you think this will still work if the sea bed is not perfectly flat? Yea, I tried something similar in that \I tried spawning the gold bars above the sea bed hoping they would sink but as you probably guessed the remained at a fixed height floating above the sea bed...but your suggestion is interesting and maybe the answer. if it is attached to a physics object it will react with physics and so sink......(is their a script that can go in the init of the gold bar to give it |Physics...? Long shot)....aside from that...how would I actually go about attaching the gold bar to the physics object. I am intrigued. Goes without saying I am going to share this when it is sorted. It is awesome and will def enhance any survival games. Thanks for all in put much appreciated!
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To all of the Ravage community contributors, creators and players. A big thank you for your scripts and really appreciate the work you put in! Re undersea environment I have created an open world scenario (Ravage based) and basically have discovered that an item, in this case Gold Bars (set to randomly be placed within a given range) can infact be picked up from the sea bed. You cant open your inventory but you can pick up items....The Gold bars glitter beautifully against the sea bed even when murky....but you do have to really search for them...I have added ship wrecks and even sharks to the scene so I am sure you can picture the scene. A ship wreck with Gold (And/or other items) randomly scattered across the sea bed (within a specified range) with sharks that may or may not attack...Cool huh!? Here is my problem... 1/ The bars of gold are fixed in height, so if the sea bed changes in altitude they can spawn beneath the sea bed or even floating above it. Not ideal. So I am looking for a script or a code to tell the item to spawn always on the sea bed? This could either be completely script or maybe something for the init field of the item... 2/ A long shot here.....but a way of randomly spawning this with a rough area marker would be awesome....so basically you have to go to this area and SEARCH firstly for the wreck and then for gold/items themselves. I am so pleased to finally have found a use for the undersea environment which I think is awesome! So it would be great if we could get this to work! Please help if you can! Come on community this would be an AWESOME addition to the Ravage world......diving for supplies, resources, gold, guns and ammo etc from supply ships/Planes in shark infested waters....Come on community lets get it done!