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GEORGE FLOROS GR

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Everything posted by GEORGE FLOROS GR

  1. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Here it is @Baton ! +GF_Zone_Spawner.Stratis.zip File created: 2020-01-14 10:40:39 PM | File expires in: 29 days 21:59:21 | File Size: 19.7 KB | https://ufile.io/ae7k7uzz
  2. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Hello there zukov ! It's already something like this here ! I really miss all the Dayz animations in arma ! I was always curious to be honest , why there are not included. and ACE 3 Extension (Gestures) by KokaKolaA3. https://steamcommunity.com/sharedfiles/filedetails/?id=1355481562 It's a very nice idea to be honest , i'll try to check it, in the meantime you can add the animations that you like for me in orer to check it and i'll see what i can do.
  3. GEORGE FLOROS GR

    Missions

    https://steamcommunity.com/sharedfiles/filedetails/?id=1967328698 Virus X - Patient Zero by JTS Introduction Open world post-apocalyptic cooperative mission with a story line. This is the continuation of Virus X - Scientists & Virus X - Antidote. Search for food, ammo and weapons to survive. The nights are dark and the weather is hostile. For more info :
  4. GEORGE FLOROS GR

    Missions

    Missions Information : Feel free to share and discuss , about your Ravage Missions.
  5. // Post-soviet color correction (by JTS) "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.88, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; This ColorCorrection is from @jts_2009 new mission :
  6. Color Correction theme selections for sharing : + colorblindness issues *please add yours below! https://community.bistudio.com/wiki/ppEffectAdjust //Realistic Color Correction theme "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.88, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; //Post Apocalyptic theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 0.9, -0.002, [0.0, 0.0, 0.0, 0.0], [1.0, 0.6, 0.4, 0.6], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; //Nightstalkers theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1.1, 0.0, [0.0, 0.0, 0.0, 0.0], [1.0,0.7, 0.6, 0.60], [0.200, 0.600, 0.100, 0.0]]; "colorCorrections" ppEffectCommit 0; //OFP Gamma theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.6, 1.4, 0.6, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 1; //Golden autumn theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1.8, 1.8, 0.3, 0.7], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0; //Africa theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust[ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]]; "colorCorrections" ppEffectCommit 0; //Afghan theme "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.9, 0.9, 0, [0, 0.1, 0.25, -0.14], [1, 1, 1, 1.26], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; //Middle East theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [0.9, 1, 0, [0.1, 0.1, 0.1, -0.1], [1, 1, 0.8, 0.528], [1, 0.2, 0, 0]]; "colorCorrections" ppEffectCommit 0; //Real Is Brown theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1,1,0,[0.1,0.2,0.3,-0.3],[1,1,1,0.5],[0.5,0.2,0,1]]; "colorCorrections" ppEffectCommit 0; //Gray Tone theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.0, 1.0, 0.0,[1.0, 1.0, 1.0, 0.0],[1.0, 1.0, 0.9, 0.35],[0.3,0.3,0.3,-0.1]]; "colorCorrections" ppEffectCommit 0; //Cold Tone theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.0, 1.0, 0.0,[0.2, 0.2, 1.0, 0.0],[0.4, 0.75, 1.0, 0.60],[0.5,0.3,1.0,-0.1]]; "colorCorrections" ppEffectCommit 0; //Winter Blue theme "colorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [1.1, 1.3, 0.0, [0.5, 0.5, 0.1, -0.1], [0.4, 0.75, 1.0, 0.60], [0.5,0.3,1.0,-0.1]]; "colorCorrections" ppEffectCommit 0; //Winter White theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.31, 0.31, 1.0, 0.1], [0.85, 0.85, 0.92, 0.48], [1 , 1, 1, 0.03]]; "colorCorrections" ppEffectCommit 0; //Mediterranean theme "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1.01, 1.18, -0.04, [1.0, 1.4, 0.8, -0.04], [0.55, 0.55, 0.72, 1.35], [0.699, 1.787, 0.314, 20.03]]; "colorCorrections" ppEffectCommit 1; This ColorCorrection is from @jts_2009 new mission :
  7. Thank you very much for such a great work ! Finally some Dayz action in arma 3 ! Keep it up !
  8. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Thank you very much AirShark ! But is it just related or it is changing according ? - my default value was the exact same as in the video 400000
  9. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Hello there MikeyBStard ! This issue came up with the latest change of the waituntil syntax and unfortunately , i need to update and change the most of my scripts actually ! I don't know if i will be able to check and correct them , so just to be honest i don't have any idea if i will do anything about it. Probably i will try about it in the near future , but not for right now. Thank you very much also for your kind words !
  10. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    it's definitely improving the FPS in my old laptop in the minimum requirements ! So the above video is working !
  11. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Going to test this : sceneComplexity=400000;
  12. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    there is a better performance though as i see , thanks also !
  13. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    I totally agree with that , the distance generally will make a great difference not only with fps but with the gameplay as well ,so it's hard to limit it. The whole thing in this story is if there is something more than that !
  14. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Thank you very much RCA3 ! Just out of curiosity , if you try this , if you want tell me your fps with this script running. I was trying to find also a way to delay the zoom ,by pressing the right click button inputAction "ZoomTemp" like the dayz , maybe it should be the same for arma 2 , it's slower and the fps are not getting low to freeze when rendering , but i don't have any idea so far !
  15. GEORGE FLOROS GR

    Ravage

    Hello there Hans(z) ! https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleHeal
  16. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Hello there to everyone ! This is what i'm using to get more FPS , playing on my old laptop with the minimum requirements. If there is anyone with any solution etc , it would be great to oppose his opinion and share the discussion. Thanks ! initPlayerLocal.sqf enableEnvironment [false, true]; setTerrainGrid 40; setShadowDistance 0; setDetailMapBlendPars [0,0]; GF_fps_debug = true; GF_scoped_VD = 800; // setViewDistance distance GF_noscoped_VD = 600; // setViewDistance distance GF_scoped_OVD = 700; // setObjectViewDistance [objectDistance, shadowDistance] GF_noscoped_OVD = 500; // setObjectViewDistance [objectDistance, shadowDistance] if(hasinterface)then{ addMissionEventHandler ["EachFrame", { if(GF_fps_debug)then{ hintsilent format ["fps: %1 \n VD: %2 \n OVD: %3",round diag_fps,viewDistance,getObjectViewDistance]; }; if(cameraView isEqualTo "GUNNER")then{ setViewDistance GF_scoped_VD; setObjectViewDistance GF_scoped_OVD; }else{ setViewDistance GF_noscoped_VD; setObjectViewDistance GF_noscoped_OVD; }; }]; }; initServer.sqf _filter = 3; // out of 10 , 1 = 100% , 10 = 0% /* https://community.bistudio.com/wiki/nearestTerrainObjects Here is a readout for Altis (as of 1.76), showing you the actual usefulness of the different object-types (some of them are apparently not used/defined at all). Especially the road type names sadly return nothing. */ // comment from the list to exclude _list = [ // Altis "TREE", // : 263630 "SMALL TREE", // : 0 "BUSH", // : 747193 // "BUILDING", // : 0 // "HOUSE", // : 17472 "FOREST BORDER", // : 0 "FOREST TRIANGLE", // : 0 "FOREST SQUARE", // : 0 "CHURCH", // : 54 // "CHAPEL", // : 165 "CROSS", // : 0 "BUNKER", // : 0 "FORTRESS", // : 0 "FOUNTAIN", // : 0 "VIEW-TOWER", // : 0 // "LIGHTHOUSE", // : 7 "QUAY", // : 0 // "FUELSTATION", // : 32 // "HOSPITAL", // : 1 // "FENCE", // : 47940 // "WALL", // : 38943 "HIDE", // : 655066 "BUSSTOP", // : 0 "ROAD", // : 0 "FOREST", // : 0 // "TRANSMITTER", // : 23 // "STACK", // : 48 // "RUIN", // : 3 // "TOURISM", // : 1 // "WATERTOWER", // : 10 "TRACK", // : 0 "MAIN ROAD", // : 0 "ROCK", // : 5483 "ROCKS", // : 0 // "POWER LINES", // : 2224 // "RAILWAY", // : 0 // "POWERSOLAR", // : 10 // "POWERWAVE", // : 51 // "POWERWIND", // : 128 "SHIPWRECK", // : 43 "TRAIL" // : 0 ]; _a = 0; _centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); if(isMultiplayer)then{ { _x enableSimulationGlobal false; if(random 10 > _filter)then{_x hideobjectGlobal true}; _a = _a + 1; systemchat format["hide Objects : %1",_a]; }forEach nearestTerrainObjects [_centerPosition, _list,worldsize,TRUE]; }else{ { _x enablesimulation false; if(random 10 > _filter)then{_x hideobject true}; _a = _a + 1; systemchat format["hide Objects : %1",_a]; }forEach nearestTerrainObjects [_centerPosition, _list,worldsize,TRUE]; };
  17. GEORGE FLOROS GR

    Raising the dead?

    Thank you very much for the pointers ! To be honest i don't use almost at all the editor generally , so i didn't really think of that ! Might be a better solution running the code ? I was first spawning the code in the initserver.sqf , like naming the unit in the editor and then spawn the code , ex: g1 spawn GF_Play_dead; and one more question that i don't remember , how to spawn a function in the init of the unit in the editor ? - i have solved this issue in the past using : waituntil{!isNil "GF_Play_dead";code<>}; but it's not working and i can't find the certain post to check it ! Thanks Pierre !
  18. GEORGE FLOROS GR

    Raising the dead?

    add this in the init of the unit that you want : // call{null=this execVM "GF_Play_dead.sqf"}; // edited corrected above and add this file : GF_Play_dead.sqf GF_Wake_up_Distance = 10; // meters GF_Play_dead = { params ["_unit"]; [_unit,true]remoteExec["setUnconscious",_unit]; [_unit,true]remoteExec["setCaptive",0]; _unit spawn GF_Wake_up_Distance_Check; [_unit,false]remoteExec["allowDamage",_unit]; systemchat "GF_Play_dead"; }; GF_Wake_up = { params ["_unit"]; [_unit,false]remoteExec["setUnconscious",_unit]; ["#rev",1,_unit]remoteExecCall["BIS_fnc_reviveOnState",_unit]; uisleep 1; [_unit,true]remoteExec["allowDamage",_unit]; systemchat "GF_Wake_up"; }; GF_Wake_up_Distance_Check = { private _false = false; while{!_false}do{ _allPlayers = allUnits select {isPlayer _x && {alive _x} && {!(_x isKindOf "HeadlessClient_F")}}; if(isMultiplayer)then{ if({_x distance _this < GF_Wake_up_Distance}count _allPlayers > 0)then{ [_this] call GF_Wake_up; _false = true; }; }else{ if((_this distance player) < GF_Wake_up_Distance)then{ [_this] call GF_Wake_up; _false = true; }; }; uisleep 3; systemchat "GF_Wake_up_Distance_Check"; }; }; _this call GF_Play_dead;
  19. GEORGE FLOROS GR

    Eject Air vehicle scripts avalaible?

    the action will appear above 100 meters
  20. GEORGE FLOROS GR

    Eject Air vehicle scripts avalaible?

    in the init.sqf
  21. GEORGE FLOROS GR

    Custom Spawn Loadouts avalaible?

    Since you solved it , (as talked in private) you should write the solution , in order everyone to get benefit from.
  22. GEORGE FLOROS GR

    Eject Air vehicle scripts avalaible?

    I don't know if it's going to work with exile but , try this in the init : if(hasInterface)then{ GF_Eject = { unassignvehicle _this; moveOut _this; private _data = [backpack _this,backpackitems _this]; removeBackpack _this; _this addBackPack "B_parachute"; cutText ["", "BLACK FADED",999]; [_this]spawn{ private "_unit"; _unit = _this select 0; uisleep 0.5; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [8]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 6; cutText ["", "BLACK IN", 3]; }; waitUntil {animationState _this == "para_pilot"}; enableCamShake true; addCamShake [5, 5, 25]; setAperture 0.05; setAperture -1; "DynamicBlur" ppEffectEnable true; "DynamicBlur" ppEffectAdjust [8.0]; "DynamicBlur" ppEffectCommit 0.01; uisleep 1; "DynamicBlur" ppEffectAdjust [0.0]; "DynamicBlur" ppEffectCommit 3; uisleep 3; "DynamicBlur" ppEffectEnable false; "RadialBlur" ppEffectAdjust [0.0, 0.0, 0.0, 0.0]; "RadialBlur" ppEffectCommit 1.0; "RadialBlur" ppEffectEnable false; enableCamShake false; [_this,_data] spawn { private ["_unit","_data"]; _unit = _this select 0; _data = _this select 1; waitUntil {uisleep 1; isTouchingGround _unit or (position _unit select 2) < 1 }; uisleep 1; removeBackpack _unit; _unit addbackpack (_data select 0); {_unit additemtobackpack _x;} foreach (_data select 1); }; }; addMissionEventHandler ["PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; player addAction ["<t size='1.2' font='RobotoCondensedBold' color='#FF9933'>'Eject</t><br/><img size='4' image='\a3\ui_f\data\gui\cfg\CommunicationMenu\supplydrop_ca.paa'/>", "player call GF_Eject", [], -1, false, false, "", "_target iskindof 'AIR' && { driver (vehicle _target) == _this} && {(position _target select 2) > 100} "]; }]; addMissionEventHandler ["EntityRespawned", { params ["_entity", "_corpse"]; if!(isPlayer _entity)exitWith{}; _entity addAction ["<t size='1.2' font='RobotoCondensedBold' color='#FF9933'>'Eject</t><br/><img size='4' image='\a3\ui_f\data\gui\cfg\CommunicationMenu\supplydrop_ca.paa'/>", "player call GF_Eject", [], -1, false, false, "", "_target iskindof 'AIR' && { driver (vehicle _target) == _this} && {(position _target select 2) > 100} "]; }]; }; do you know about the exile forum here ?
  23. Scripting General & Library Information : Feel free to share and discuss , about Ravage Scripting and Scripting general. # Follow the same form , as the first Post please . A list with the certain page , will be here available. _____________________________________________________________________________________ I also suggest to follow , the BIS Forum Members below , who really help and share their work and knowledge : # the list is off course on random. https://forums.bohemia.net/profile/900806-pierremgi/ https://forums.bohemia.net/profile/770615-larrow/ https://forums.bohemia.net/profile/832107-grumpy-old-man/ https://forums.bohemia.net/profile/773718-hazj/ https://forums.bohemia.net/profile/842941-davidoss/ https://forums.bohemia.net/profile/906542-schatten/ https://forums.bohemia.net/profile/759255-mrcurry/ https://forums.bohemia.net/profile/792430-dedmen/ https://forums.bohemia.net/profile/1145462-mr-h/ https://forums.bohemia.net/profile/801328-fn_quiksilver/ https://forums.bohemia.net/profile/745971-johnnyboy/ https://forums.bohemia.net/profile/754658-beno_83au/ https://forums.bohemia.net/profile/771259-sarogahtyp/ I thank personally and public , this members , for everything so far. _____________________________________________________________________________________ ______________________________ List : ______________________________ 1. Custom zombie spawner script, that works alo in USS Liberty or USS Freedom 2. How to add a Custom texture respawnable uniform on players or units 3. Ravage Zed Detector 4. How to create a trigger that counts the number of zombies in its radius and spawns a new horde if there are too few 5.How to keep Zeds within a 10-20 meters radius 6.How to disable the access of an item 7.How to make a certain unit/s to handle more damage 8.How to add message on player death 9.How to create a Mod Check 10. How to make Ravage zombies drop items when killed 11. Object Spawner Script 12. How to destroy a certain area 13. Check if player kills members of his own side, CIVS or certain animals and make him a renegade for that 14.How how to suicide bomber zombies , in editor 15. How to script a safe zone marker that deletes any unit (besides player) entering it 16. How to make AI shoot only after the player shot 17. How to create a moving rad zone 18. (Ravage) huntable animal spawner 19. How to create a restriction for the pickable items 20.How to add a random or certain , loadout for everyone 21.How to add ifinitive ammo for your group units AI 22.How to add crows over dead bodies/animals/zombies 23. How to set a Zed face to a unit 24. Template mission that will spawn haleks Ghosts 25. How to make reserved slots 26. How to make a Hostage , Join-Disband / Release-Tie addaction 27. How to make a simple teamkiller 28. How to make a Simple weapon jam, with or without overheat 29. How to Eject from air vehicles
  24. GEORGE FLOROS GR

    Scripting General & Library

    29. How to Eject from air vehicles :
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