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GEORGE FLOROS GR

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Everything posted by GEORGE FLOROS GR

  1. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] Credits & Thanks: 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 . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  2. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    #GF_gestures_TEST.VR.zip File created: 2020-01-21 09:31:35 PM | File expires in: 29 days 21:58:42 | File Size: 5.2 KB |
  3. Te original acoustic version.

    when dream turns into pain :

     

    I will never walk it through
    I could never promise you
    It's some place I followed you
    I will never wander through
    This will mean I'll love again
    Guess I'll never have a fan

    This will mean me to me
    I could never have a say
    It's a never-ending dream
    I will always want to flee
    If I'm me you'll never know
    Everything I ever know

    Dream (x4)

    It's another point of view
    Look at me when I was you
    I could never die again
    I won't lose another friend

    She will see another me
    When I'm through it numbs me
    Guess I'll know I'll medicate
    Guess I'll fall and medicate
    It's another opiate
    But to me it's everything

    Dream (x4)

    I will never promise you
    Dream

  4. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Have you got an initplayerlocal.sqf in your mission file ? if not create one and just add the above code and try to change also the animation. If you can't i'll upload an example mission.
  5. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Here is something basic that i did a little hasty ! initplayerlocal.sqf // https://community.bistudio.com/wiki/DIK_KeyCodes GF_Holster_key = 0x06; // key 5 GF_gestureHi_key = 0x3B; // key DIK_F1 GF_gestureYes = 0x3C; // key DIK_F2 GF_gestureNo = 0x3D; // key DIK_F3 GF_gestureFollow = 0x3E; // key DIK_F4 GF_gestureCeaseFire = 0x3F; // key DIK_F5 GF_gestureFreeze = 0x40; // key DIK_F6 GF_gestureGo = 0x41; // key DIK_F7 GF_gestureAdvance = 0x42; // key DIK_F8 GF_gestureUp = 0x43; // key DIK_F9 GF_gestureCover = 0x44; // key DIK_F10 GF_gestures = { // keyDown params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; _handled = false; if(!alive player) exitWith {_handled}; //________________ GF_Holster_key ________________ if(_key isEqualto GF_Holster_key)then{ if(currentWeapon player != "")then{ GF_currentWeapon = currentWeapon player; player action["switchWeapon", player, player, -1]; }else{ if(!(isNil "GF_currentWeapon"))then{ player selectWeapon GF_currentWeapon; }; }; systemchat"GF_Holster_key"; }; //________________ GF_gestureHi_key ________________ if(_key isEqualto GF_gestureHi_key)then{ player playAction "gestureHi"; systemchat"gestureHi"; }; //________________ GF_gestureYes ________________ if(_key isEqualto GF_gestureYes)then{ player playAction "gestureYes"; systemchat"gestureYes"; }; //________________ GF_gestureNo ________________ if(_key isEqualto GF_gestureNo)then{ player playAction "gestureNo"; systemchat"gestureNo"; }; //________________ GF_gestureFollow ________________ if(_key isEqualto GF_gestureFollow)then{ player playAction "gestureFollow"; systemchat"gestureFollow"; }; //________________ GF_gestureCeaseFire ________________ if(_key isEqualto GF_gestureCeaseFire)then{ player playAction "gestureCeaseFire"; systemchat"gestureCeaseFire"; }; //________________ GF_gestureFreeze ________________ if(_key isEqualto GF_gestureFreeze)then{ player playAction "gestureFreeze"; systemchat"gestureFreeze"; }; //________________ GF_gestureGo ________________ if(_key isEqualto GF_gestureGo)then{ player playAction "gestureGo"; systemchat"gestureGo"; }; //________________ GF_gestureAdvance ________________ if(_key isEqualto GF_gestureAdvance)then{ player playAction "gestureAdvance"; systemchat"gestureAdvance"; }; //________________ GF_gestureUp ________________ if(_key isEqualto GF_gestureUp)then{ player playAction "gestureUp"; systemchat"gestureUp"; }; //________________ GF_gestureCover ________________ if(_key isEqualto GF_gestureCover)then{ player playAction "gestureCover"; systemchat"gestureCover"; }; _handled; }; []spawn{ (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call GF_gestures"]; };
  6. 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
  7. 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.
  8. 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 :
  9. GEORGE FLOROS GR

    Missions

    Missions Information : Feel free to share and discuss , about your Ravage Missions.
  10. // 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 :
  11. 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 :
  12. Thank you very much for such a great work ! Finally some Dayz action in arma 3 ! Keep it up !
  13. 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
  14. 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 !
  15. 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 !
  16. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Going to test this : sceneComplexity=400000;
  17. Wolf full moon:

    Impressive images with the moon in Athens

     

    The phenomenon is associated with a parasitic eclipse of the moon

     

    The lunar eclipse will be visible from Europe, Africa, Asia, the Indian Ocean and Western Australia, according to NASA.

     

    Greece [ ΕΛΛΑΔΑ ] 21:37•10/01/2020

    2810874.jpg

     

    The first full moon for 2020 has arrived today and is not alone in being eclipsed. In particular, the "full moon of the wolf", as it is known, is associated with a parasitic eclipse of the moon and is also visible from Greece. In a parasitic eclipse, the full moon enters the shadow of the earth's parasite, causing the Moon to partially darken, but not completely, as in a normal eclipse, when the moon enters the inner shadow of our planet.

     

    2810806-1.jpg

    The phenomenon will last about four hours, and its peak will be around ten hours in Greece on Friday night. The moon will change slightly from white to slightly yellowish and almost 90% of its disk will be covered by the Earth's coast.

     

    2810804.jpg

    2810795.jpg

    In total, in 2020 there will be four lunar eclipses, all offshore. Eclipses of this kind, however, are difficult to see with the naked eye.

    2810802.jpg2810800.jpg2810895.jpg2810889.jpg2810883.jpg2810882.jpg

     

     

  18. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    there is a better performance though as i see , thanks also !
  19. 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 !
  20. 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 !
  21. GEORGE FLOROS GR

    Ravage

    Hello there Hans(z) ! https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleHeal
  22. 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]; };
  23. 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 !
  24. GEORGE FLOROS GR

    Compilation List of my GF Scripts - Mods

    Raising the dead?
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