Chuc
Member-
Content Count
202 -
Joined
-
Last visited
-
Medals
Everything posted by Chuc
-
[Help]Ravage ambient AI script using Ryan's zombies
Chuc replied to Rouz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
try this. I changed it to use independent zombies instead of opfor /*/////////////////////////////////////////////////////////////////////////////////////////////// // https://forums.bistudio.com/forums/topic/182412-zombies-demons-50/?page=50#comment-3119928 // // Zombience.sqf // // Ambient Zombies Script for Ryan's Zombies and Demons // // by -CML-CaptainMittens, edit by Bl2ck Dog [3Para] // // v0.86 (Johnny Drama Edition) // // // // Start from initPlayerLocal.sqf // //http://steamcommunity.com/workshop/filedetails/discussion/501966277/523897653315943399/?ctp=2// ///////////////////////////////////////////////////////////////////////////////////////////////*/ // _spawner = execVM "spawn.sqf" // hintC "SPAWNER STARTED"; // _spawner = execVM "spawn.sqf" // hintC "SPAWNER STARTED"; 0 = [] spawn { sleep 5; private ["_maxZeds","_minDist","_maxDist","_addMed","_ZedsSlow","_ZedsFast","_sZedsNum","_mZedsNum","_fastSlow","_ZedType","_plusX","_plusY"]; _minDist = 150; _maxDist = 50; _addMed = 1; _ZedsSlow = ["RyanZombieC_man_1Slow","RyanZombieC_man_polo_1_FSlow","RyanZombieC_man_pilot_FSlow","RyanZombieC_journalist_FSlow","RyanZombieC_OrestesSlow","RyanZombieC_NikosSlow","RyanZombieC_man_polo_2_FSlow","RyanZombieC_man_polo_4_FSlow","RyanZombieC_man_polo_5_FSlow","RyanZombieC_man_polo_6_FSlow","RyanZombieC_man_p_fugitive_FSlow","RyanZombieC_man_w_worker_FSlow","RyanZombieC_scientist_FSlow","RyanZombieC_man_hunter_1_FSlow"]; _ZedsFast = ["RyanZombieC_man_1Slow","RyanZombieC_man_polo_1_FSlow","RyanZombieC_man_pilot_FSlow","RyanZombieC_journalist_FSlow","RyanZombieC_OrestesSlow","RyanZombieC_NikosSlow","RyanZombieC_man_polo_2_FSlow","RyanZombieC_man_polo_4_FSlow","RyanZombieC_man_polo_5_FSlow","RyanZombieC_man_polo_6_FSlow","RyanZombieC_man_p_fugitive_FSlow","RyanZombieC_man_w_worker_FSlow","RyanZombieC_scientist_FSlow","RyanZombieC_man_hunter_1_FSlow"]; _sZedsNum = count _ZedsSlow; _mZedsNum = count _ZedsFast; zAmbientGroup = createGroup resistance; // Checking if player alive while {alive player} do { if (!(vehicle player isKindOf "Helicopter")) then { //Jets check // Checking if group is present if (isNull zAmbientGroup) then {zAmbientGroup = createGroup east}; // Selecting number of zeds, more players - less zombies, too keep net load balanced. if ((count allPlayers) < 5) then {_maxZeds = 9 - (count allPlayers)} else {_maxZeds = 4}; // Checking if limit reached if (count units zAmbientGroup < _maxZeds) then { // Selecting type and position _fastSlow = (floor(random 3))+1; _ZedType = _ZedsSlow select (floor(random _sZedsNum )); if ( _fastSlow > 2 and _addMed == 1) then { _ZedType =_ZedsFast select (floor(random _mZedsNum )); }; _plusX = random 2; if (_plusX > 1) then {_plusX = 1}; if (_plusX < 1) then {_plusX = -1}; _plusY = random 2; if (_plusY > 1) then {_plusY = 1}; if (_plusY < 1) then {_plusY = -1}; _posX = 0; _posY = 0; _random = [1,2,3] call BIS_fnc_selectRandom; if (_random == 1) then { _posX = (_minDist + random _maxDist) * _plusX; //150-200 * +-1 _posY = (random (_minDist + _maxDist)) * _plusY; //0-200 * +-1 }; if (_random == 2) then { _posX = (random (_minDist + _maxDist)) * _plusX; //0-200 * +-1 _posY = (_minDist + random _maxDist) * _plusY; //150-200 * +-1 }; if (_random == 3) then { _posX = (_minDist + random _maxDist) * _plusX; //150-200 * +-1 _posY = (_minDist + random _maxDist) * _plusY; //150-200 * +-1 }; objPos = getPos Player; while {!(player inArea "protection_zone")} do { //selecting position sleep 1; spawnPos = getPos player; spawnPos = [(spawnPos select 0) + _posX, (spawnPos select 1) + _posY,0]; // Spawning zombie if ({_x distance2D spawnPos < (_minDist*0.75)} count allPlayers == 0) exitWith { //0.75*150 =112,5 real minimum distance zUnit = zAmbientGroup createUnit [_ZedType,spawnPos,[],1,"NONE"]; }; }; }; //Checking if zombie is dead or player moved too far {if (((player distance2D _x) > (_minDist+_maxDist)*1.5) || !(alive _x)) then {deleteVehicle _x}} forEach units zAmbientGroup; // Removing oldest waypoint while {(count (waypoints zAmbientGroup)) > 1} do {deleteWaypoint ((waypoints zAmbientGroup) select 0)}; // Adding waypoint wp = zAmbientGroup addWaypoint [objPos,0]; wp setWaypointSpeed "Full"; wp setWaypointType "MOVE"; wp setWaypointBehaviour "COMBAT"; sleep 1; }; }; }; It may take you some time to get it to work and sometimes it doesnt work straight away. I also found this if you want the ryan zombies to drop some loot when they die //NOTE How to use /* So this script will check for all Rifles (Includes all LMG's, Sniper rifles etc.), Items (Clothing, Medikits etc.), pistols, launchers and finally magazines for that stuff ... Including from any mod you might have installed like CUP, no need to adjust from your side. These will be written in 5 corresponding Arrays pistolArray rifleArray magazineArray itemArray launcherArray The tricky part is executing it in multiplayer.. In Singleplayer you can just add it into the init.sqf and done.. The Array's will be accessible from your client/server.. but If you want to play in in multiplayer and use Eden for your zombie spawns and settings you have to add the script into the init of the loot module "RyanZM_ModuleLootSettings" (call the script not type it in there plz). nul = [] execVM "randomLootArrays.sqf" Then you just have to delete the standard fields for example Items (Civilians): [] and replace the [] with the corresponding array you want to be spawned.. like itemArray. This script is not perfect and needs some work as it will have some errors with spawning a few items when you kills Zombies and then will show and error message whilest picking from the array. The basic function works fine though and performance isn't in any case worse with it.. Zombies drop completly randomized items - works like a charm! if someone is willing to help me I would be very glad! Enjoy your random spawning :) */ pistolArray = []; rifleArray = []; magazineArray = []; itemArray = []; launcherArray = []; // Check for Rifles, Items, Pistols, Launchers _cfgWeapons = "true" configClasses (configFile >> "cfgWeapons"); { _weaponString = configName (_x); _parents = [_x,true] call BIS_fnc_returnParents; if ("Rifle" in _parents) then { rifleArray append [_weaponString]; }; if ("ItemCore" in _parents) then { itemArray append [_weaponString]; }; if ("Pistol" in _parents) then { pistolArray append [_weaponString]; }; if ("Launcher" in _parents) then { launcherArray append [_weaponString]; }; } forEach _cfgWeapons; //Check for Magazines _cfgWeapons = "true" configClasses (configFile >> "cfgMagazines"); { _weaponString = configName (_x); _parents = [_x,true] call BIS_fnc_returnParents; if (("CA_Magazine" in _parents) && !("VehicleMagazine" in _parents)) then { magazineArray append [_weaponString]; }; } forEach _cfgWeapons; // Automation process end //hint format ["%1", rifleArray]; Just put 1 or 2 items/weapons for them to drop or it gets a bit weird. I use ravage modules with the ryan zombies but i dont use ravage zombies. You can even get the zombience to spawn from a trigger or even add blacksites so they dont spawn inside if you can figure it out -
Need help with a scavenging script for AI
Chuc replied to FederalRazer89's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much -
Need help with a scavenging script for AI
Chuc replied to FederalRazer89's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey mate nice job I would much like to use this, how/where would I put all this in my mission folder? Thank you -
@tourist, Okay sweet I'll give it a go thank you. I use 3den enhanced, can't make missions without it I don't think
-
Can you post the code to turn them into a trader
-
Is it possible to make a static trader? I checked the pages here and found some code to add to a units init to make them a shop but it didn't work. Was wondering if anyone knew how
-
change INDFOR side via trigger
Chuc replied to PSYKO_nz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Grumpy Old Man Come to think of it the mission I was using it on had a bad glitch I couldn't fix and had to abandon 200hrs work. ALL the civilians went hostile to the players faction. It didn't matter if I changed sides the civs where only hostile to the players side. Also every vehicle in game turned to civilian, purple on map, and you couldn't enter them. Also loot/containers on ground did the same thing and the player couldnt access or pick them up. I had 20+ hours of game play set up with Missions, Intel, friendly encounters, interrogation, murder, hacking. All with different consequences with your actions. 3 friendly factions and civilians negotiating peace. Assassination on a general Nuke going off in blue hq or wherever the bomber is killed, dead man's switch. So if the player kills the bomber he saves the day but dies in the process. Nuke releases a zombie apocalypse. I was just starting on the zombies and some scripts when I went to test it the civilians went bat shit and attacked me. No one could figure out why it happened. Funniest test was when the guy carrying the nuke crashed his car and died setting off the nuke. -
change INDFOR side via trigger
Chuc replied to PSYKO_nz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Grumpy Old Man, What is fsm? I have used setFriend a few times in mission, I did notice a bit of a hickup in some cases but nothing that could be repeated. Normally on mission start with opfor engaging for a second before the init file engages. Can you please explain why it's no good to use during a mission -
@Husker-71 If you could share that hero's loot thing that would be great. I don't want to to use the hero's survival system and do you know if there is a way to use ravage cash at the hero's shop
-
Someone made a mod that added bullet lines to every projectile. It even had colour code for damage when penatrating solid objects. It even showed the range of each bullet and when the bullet would loose its damage at range. It works with vehicles and choppers to. I can remember the name of it but if I come across it again I'll post you the link. It may help you
-
For which mod? Some are ready supported
-
Yeah the loot is normally like that for me. What I do to make it better is turn all the loot settings to 0 and put the static loot between 50 and 75. Then I use either b52 loot mod or hero's survival loot mod. Atm I'm using b52 coz I'm having problems with the hero's survival system. Or even just a loot script I can edit to add certain loot to a certain area but finding one that doesn't eat fps is hard. I personally don't use ambient zombies much but when I do I normally set it to Alive cap 50 Max 150 Closest spawn 200 Longest spawn 500 Horde size random I use a 3.4 quad 4 threads 750gtx. 30-45 fps. My other computer I don't use much is 3.4 quad 8 threads 1050ti gtx. 50-60fps. Both have 16gb ram. Horde module I set to Count 100-200 depending where I put it. Spawn 150-300 depending where I put it Activation is set to twice distance of spawn setting. I hate zombies spawning in front of you. With my old computer and when ravage had badly optimised zombies I used the zombies and demons mod. You can have 2-3x the amount of zombies with it. But ravage has gotten a lot better.
-
I use enigma to spawn 'roaming squads', I edited the scripts for rhs rus and USA solders to spawn and they all seem to walk in a line. They mostly only spawn in or near buildings. I use EoS to spawn camps in marker areas. It works well and has a kill counter and the units despawn/cache when you get a set distance away and respawn where they were. I also have jonzies and Adams car mods that spawn with the ravage vehicle module.
-
@Husker-71 How did you add items to the ravage 'useable' list? Also check out enigmas civilian script. With abit of editing you can make one for each faction and have Ai spawn around the player. With the 'call rvg_fnc_equip' you can place it in the init of any unit or in the onPlayerRespawn.sqf to give them random loadouts on start and respawn.
-
Making Script persist AFTER respawn
Chuc replied to The_Kadescast's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Try putting it in onPlayerRespawn.sqf If you don't have one make one -
Looks really good. Gonna try it now and see how it goes
-
@Husker-71, You could try EoS to spawn in enemy or friendly camps and with abit of editing you can also use enigma to spawn in ambient Ai around you. You can even add call rvg_fnc_equip Into enigma to have them spawn with random ravage loot. I got a question for you about hero's loot. Did you edit the food and water spawns to ravage items or are you using hero's survival system?
-
oh right thank you for that info, very helpful. got it working very well with another script that damages you after awhile if your not wearing a gas mask in area of a trigger and a smoke module to tell you there is rads there. Do the AI take rad damage?
-
I want make radiation trigger effect but that doesnt hurt with item on you
Chuc replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I wanted to add 2 more items that could prevent damage how do I do that. Is it like this "item1", "item2", "item3" Or this "item1" or "item2" or "item3" Also how would you add damage over time -
So I managed to get it working. I synced the rad module to the survival one. The Geiger metre didn't work and I had no radiation bar under the health bars but after awhile I got radiation sickness. Is there away to know your in radiation other than the Geiger? Also why don't we have the rad bar under the health and thirst bars? Thank you for your help. My mission is set up after a nuke attack on a few cities.
-
I want make radiation trigger effect but that doesnt hurt with item on you
Chuc replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
cool thank you -
page doesnt say anything about the editing side of the radiation. I have a survival module placed with radiation zones,rain and weather off because i dont want random radiation. I placed a radioactive module down but it doesnt work. There is no radiation at the module placement. What do i do to get it to work? The random radiation works but not the placement modules. Do i need to turn on rad water and rain to get the placement module to work?
-
I want make radiation trigger effect but that doesnt hurt with item on you
Chuc replied to ALPHIVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
how would this work with a marker instead of a triigger? -
how do i get the radiation module to work