Jump to content

Vandeanson

Member
  • Content Count

    1093
  • Joined

  • Last visited

  • Medals

Community Reputation

1600 Excellent

About Vandeanson

  • Rank
    Master Gunnery Sergeant

Profile Information

  • Gender
    Male
  • Location
    Switzerland

Contact Methods

  • Biography
    Hobby scripter

Recent Profile Visitors

5052 profile views
  1. Vandeanson

    [Help] HoldAction to Classname

    Ah good point. Worst case you could have a seperate loop evaluate the condition and return a variable holding a boolean every 0.5 secs that tells the holdaction if the condition is met or not. Not sure if its worth it tho. I am working on a survival simulation framework where i need to keep the amount of loops, specially complex high frequency loops as few as possible, hence this thoughts. Where possible i go for EHs. I ll give all discussed variants a go tonight, lets see what works and what does not.
  2. Vandeanson

    [Help] HoldAction to Classname

    Nice! Maybe add a 0.5 secs delay for the condition check for performance reasons? Also, classnames are fine as long as you work with handplaced objects. Once you want to work with mapobjects, you will want to extract the model name from your cursorobject info using "(getmodelinfo cursorobjects) select 0". @MrCrazyDude115 I ll draft something up for VA and will send you my take on it Cheers Vd
  3. Vandeanson

    Ravage

    In the killed eventhandler, filter for killed/killer (depends on what you want to test): If (_killer isequalto "zombie" ) then {....} ; This executes your code if the killer is a zombie, or, if you want to apply the same to _killed, then it tells you if you killed a zombie.
  4. Vandeanson

    Vandeanson’s Apocalypse

    Off line as i singleplayer? If you save you will start at the save. In hosted MP your character is saved but the rest of the mission starts new (like a server restart). Cheers Vd
  5. Vandeanson

    Vandeanson’s Apocalypse

    Hi @Realthinged This is not an update for the current steam version of VA, but it is a seperate work in progress version. This new version is not yet available for players and will, once finished, replace VA on steam. It is an update on this announced project: https://forums.bohemia.net/forums/topic/223648-vandeanson’s-apocalypse/?do=findComment&comment=3389791
  6. Vandeanson

    Vandeanson’s Apocalypse

    VA 3.0 overhaul phase 1 - status update Feb. 2020: 1. GENERAL FRAMEWORK Hotkeys: default hotkeys assigned (shift, ctrl, alt combinations are in use as well) for any action that does not require an inventory item, such as; - scavenging map/terrain objects (e.g. wrecks, crates, baggage heaps,...), hotkey 1 - gathering ressources from map objects (apple trees, firewood, dead animals), hotkey 1 - plant vegetables in greenhouses, hotkey 1 - weapon holster, hotkey 2 - earplugs (in/out), shift + hotkey 2 - open basebuilding menue (early WIP), ctrl+ hotkey 2 Look at the object you want to interact with and press the hotkey 1. The system will detect what you are looking at and will execute the adequate scripts (scavenging, gathering, interaction,...) Some interactions have tool requirements (knife for skinning, crowbar to scavenge boxes,...). Inventory Item interaction: added "double left mousebutton click" interaction with useable VA inventory items such as; - food - drinks - bandages - injectors - pills but also items that can be used to craft/create utilities such as; - firewood to place or fuel fireplaces - matches to light fireplaces - cooking utilities that can be placed on fireplaces for cooking - when looking at a watersource (body of water or well) click empty bottle to refill Localisation/language support: added the base framework for multi language support (e.g. hints, emotes, messages and items will appear in your client language) GitHub integration: best. thing. ever. period. 2. PERSISTENCY added persistency/inidb2, testing WIP but so far, working as intended saved are: - player position - player direction - player loadout - player stats (health, blood, hydration, nutrition, infection state, bleeding state, radiation) 3. THE LIVING (survival system) General: updates related to hotkey/mousclick interaction added tooltip (how to use) to useable items description text added new assets (e.g. water canister, salty/dirty/clean/empty version for all liquid containers) added various crafting and basebuilding material items updated some assets models most useables/consumables have multiple "charges", so a bandage might only be depleted after using it 4 times. We are using fake magazines/round count for that. soundFX updates/new soundFX added Nourishment: extended and finetuned various aspects of the cooking, eating and drinking feature Bleeding: code rewritten. added minimum damage requirement per hit to trigger bleeding. added restriction that avoids that code inflicted damage, clipping damage or fall damage triggers bleeding. only direct hits from Z's or bullets may trigger bleeding. added adjustable chance for bleeding (bleedign chance per hit) to actually kick in after a registered hit added feature that blocks further bleeding triggers for 1 second after a registered hit (even if bleeding is not starting, due to bleedign chance per hit). this will avoid that damage inflicted by explosions or Z hits, that usually trigger multiple "damaged" Eventhandlers, will trigger bleeding 4-7 times per "hit". the user setting "bleeding chance" should be more reliable now due to that change. Before, one hit by a Z could trigger 4-7 bleeding start code and each time it would calculate the bleed change of e.g. 50%, which obviously would much likelier cause actual bleeding in the end, even with low bleeding chance per hit settings. some additonal info about the feature... blood; is a stat 0-100 and it is not equal to health. at 0 blood you are bled out and at 100 blood you are all well. Low blood levels will have a negative impact on you. bleeding; is the state when you are loosing blood, each bleeding tick will deduct from your blood pool 0-100. blood gain; is the blood regeneration. Blood is regenerated as long as the player is: alive, not bleeding, not infected, not hungry, not thirsty. blood loss; is the effect you suffer at low blood levels. While at low blood levels, your blood loss effects are kicking in every 30-60 seconds with various effects depending on your blood levels (visual effects, blurry view, fainting, damage to health, hydration loss, nutrition loss, stamina depletion). stop bleeding by applying a bandage regenerate blood over time by making sure you are fed and hydrated and not affected by bleeding/infection restore blood by consuming a blood conserve fill up a blood conserve by transfering your blood to a empty blood bag (will obviously reduce blood that must be regenerated over time -> word of advise, dont do that in combat!) Infection: code rewritten. in essence, same process as bleeding. only hits by Z's may trigger infection. added minimum frequency cap (infection damage effect frequency is increasing over time, this should avoid that infection effects hit every 0.001 seconds after some time, which causes insta-death). some additonal info about the feature... infection frequency; time inbetween infection effect ticks. the frequency is increased on every tick. infection effects; visual effects, damage effects, hydration and nutrition depletion, stamina depletion cure the infection by injecting the virus cure slow down the infection frequency by consuming a anti virus pill Health: added health regeneration over time health regeneration; restores health every 30-60 seconds as long as the Survivor is not: bleeding, infected, below 80 blood, hungry or thirsty Temperature: feature activated, early WIP and to be tested TL Synergies: Reading the above, you might note that we try to create synergies and dependencies within the survival system but also between systems. Survivors will need to take care of their overal state to survive but also ajdust their scavenging and other activities to their needs. It is all about being prepared! 4. LOOT ECONOMY object based scavenging: further extended hotkey and object based scavenging added various categories; - civilian vehicle wrecks - military vehicle wrecks - military objects (e.g. crates) - civilian objects (e.g. baggage heaps, crates,...) - food objects (e.g. sacks, market style objects) - medical objects (e.g. humanitarian supply bag heaps, aid containers, medical vehicle wrecks) - junk each object category may provide theme adequate loot. Survivors can now interact with a major part of the map. Loot spawns in buildings on the ground, but also map objects may be scavenged now. supported mods; vanilla, DLC, CUP, Chernarus Redux Cheers VD & The Dude aka @chernaruski
  7. Thanks gents, will check and confirm back. Wouldnt be the first time a missing \ or ; gets me:)
  8. Hi all, I am a bit puzzled with regards to how cfgFunctions are added (when not defining the path-to-.sqf file for each function). I am trying to merge my functions defined in a test missions description.ext into my mods config.cpp. The below worked in description.ext. "VA3" is the root folder of my mod, containing the "VA" folder. config.cpp is in the "VA" folder I am trying to follow this guide: https://community.bistudio.com/wiki/Arma_3_Functions_Library#Adding_a_Function more precisely, I am trying to get this to work: https://imgur.com/a/k0Z5IWa Any idea what I am doing wrong? I appreciate any help, thanks! Cheers VD
  9. Yo mate Look for model names of nearby terrain objects, not classnames. Most map objects dont have a classname https://community.bistudio.com/wiki/getModelInfo Cheers Vd
  10. Vandeanson

    Vandeanson’s Apocalypse

    VA 3.0 overhaul phase 1 - status update Jan. 2020: General framework: - changed to a proper functions library - redundancies removed/general cleanup - introduced a "hotkey" based action system. One hotkey to situationally execute the right actions (eat, gather, scavenge, butcher animal, farm, refill water,...) -- additional options for combinations like hotkey + atl/shift/ctr - added GF earplugs feature - added GF weapon holster feature The Living feature (survival): - nourishment system up and running: -- hunger (to be tuned) -- thirst (to be tuned) -- hydration/nutrition loss loop, affected by exhaustion, carryweight, health, activity,... -- eating & drinking action (to be optimized) -- different types of eating effects (quick snack vs. decent meal with well fed bonus) -- food stats/effects like stamina boni,... (drawing board) -- dehydration/starvation effects (early WIP) -- overeating/vomiting added -- food/drink items (to be further extended) -- raw ingredients for cooking (to be further extended) -- cooking (place fireplace/gas cooker or use existing sites, cook in cooking utility placed on fire (late stage WIP) --- frying sounds --- extra smoke when cooking -- gathering of water from wells and ponds / boiling of water (done) -- utility items added (firewood, gas cooker, cooking utility, bottles,can opener,...) - gathering feature -- gather apples from apple tree --- each tree only has 0 to maximal 10 apples that can be taken per (server) restart -- gather pumkins from ripe pumkin plants (CUP), max. 2 per plant -- berries, mushrooms,.... to be added - farming feature -- planting of pumpkin plants -> growing -> watering -> growing -> harvest (done, to be tuned) --- requires pumpkins or pumpkin seeds, water, fertilizer, watering, right timing required or plants will rot, random chance that pumpkins are rotten at harvest,..) (WIP) - hunting feature -- butcher killed animals to get raw meat (WIP) -- animal live simulation system (not started, drawing board) -- fishing to be added -- trapping to be added - Temperature feature (WIP) - body temperature simulation based on: -- gear (gear categorized into light to warm geartypes, need to add default categorization of main mods gear) -- weather influence -- humidity (for, rain, in water, waterproof gear) -- nearby heatsources -- in building/shelter state -- wind exposure -- activity - effects to be added - a lot fine tuning to be done Basebuilding feature: - same state as VA live version (WIP) - added tools (hammer, axe, crowbar, knife, shovel, wrench,...) (WIP) - added ressources/materials (woodboard, wire, rope,sandbags, burlap, burlapsack,....) (WIP) - included in loot economy (WIP) Loot economy: - added new/updated building categories and fixed bugs: -- medical buildings -- military buildings -- police buildings -- custom buildings 1 -- custom buildings 2 -- custom buildings 3 -- civilian buildings (all uncategorized buildings) - options to customize above (blacklist, whitelist, add elements) (WIP) - each category has a specific loot pool and loot rarity systems behind it (all adjustable) . - extended loot economy to allow for 3 types of loot spawn: -- one off world loot (one time loot filling all buildings of a map, no respawning of loot until (server) restart) - > heaviest on fps -- dynamic one-off loot (spawns only near players but spawned loot will not de/respawn until (server) restart) ( slow build up, easier on fps) -- map object based loot (hotkey that spawns loot when looking at viable loot objects such as crates, bag heaps, suitcases,...) --- objects from vanilla/dlc/CUP/CHR are categorized into different loot groups and may spawn different loot (military objects, food objets, objects that spawn building materials,... --- can be customized/ is linked to general loot economy settings (WIP) Cheers VD
  11. Hiho, Exactly the type of feature that i have spend my recent nights tinkering with! Use the cursorObject command and get the model (.p3d) from the object. _model = (getModelInfo cursorObject) select 0; do not work with classnames when comparing your (map) object against an array. You can use the same command to look at map objects and return their model name, if you do not want to dig into the config. I learned recently that most map objects will not return a classname. (thanks yuki:)) I am working on a similar gathering system (e.G. Picking apples from apple trees, pumpkins from pumpkin plants,.. ) and will extend my system with scripts to gather berries, roots, mushrooms,... from map objects. I have opted out to use addactions/holdactions or a looped check to assign these gathering actions to objects. My current solution is a hotkey based system that executes different gathering scripts based on your cursorobject (look at an apple tree , press hotkey and gather apples). I think this is a good approach as it doesnt require loops to constantly run in the background. Code is only executed upon request. Also, you should consider to add a fallback option in case you do not have space in your inventory, so instead the loot will be dropped on the ground nearby. (else its lost if you do not have space). I will gladly share my code later tonight and we can discuss in detail, if you want to. Cheers Vd
  12. Vandeanson

    Raising the dead?

    All, nice topic! We plan to implement such a feature into my survival/apocalypse mod. Will eagerly follow this topic until i lay hands on a Z raising feature myself. I ll be happy to help aswell once i get to it, or share my take on it. Cheers Vd
  13. Thanks guys, this helps me for a project:)
  14. Vandeanson

    Ravage

    I assume you are using an old version, so dont recall the code well, but i think it is indeed what you say, yes
  15. Vandeanson

    Ravage

    Best join me on discord: https://discord.gg/SAFysz8 No need to pay 🙂
×