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Vandeanson

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Everything posted by Vandeanson

  1. @Mr H. Good opportunity to thank you, one of your forum posts along with some guidance from george floros helped me greatly to turn my script package into a steam addon yesterday morning;) Thanks for the hint regarding CBA - i am not familiar with it and will dig into it. It is indeed a lot of settings, but I intend to have one module per feature, that would hold 3-5 settings/attributes, similar like the ones in the ravage mod. But then again - i might not see the full implications of such a thing yet=) will post any progress i may make with modules or CBA here. cheers vd
  2. i have updated it in my working version, but it should be fine for you to just replace the two JBDOG folders of my script with the latest Version. i will wait with releasing the update as a steam mod until i habe a good way for players to adjust the settings
  3. @CHICKENLICKEN Check under VD_Settings.sqf, the line about the blacklist zones for land spawns - you need to delete the marker within the = ["markertodelete"]; Or you place an area marker with that name- else stuff spawns outside the map in the empty land parts. in chernarus redux you would actually need 2 area markers, for west and for north. Go throug the explanation in VD_Settings, it should provide some guidance on how to proceed.
  4. right, addon version created and uploaded in private mode for now:) thank you very much, your example file is veeeery helpfull! Gotta put all the variables from settings into eden editor modules now, i want users to be able to directly adjust the settings in eden - wish me luck! do you by chance know if i can add classes that usually are added in description.ext, can also be entered in config.cpp same way? I have done so, but am not 100% sure if it works yet. will keep you posted. EDIT: I found the answer in your example file;)
  5. thanks! the example file seems very helpfull. i think i ll start with one feature and if that works, pack the whole thing into a mod:)
  6. thanks;) Yeah would love that - but I have no idea where to start - if you have some, could you send over some links and basics - id love to start digging into it! at the very least my next release will come with a basic mission template on steam. but a mod would be awesome =D
  7. just to share an idea and upcoming feature that should add something to do and add an incentive to travel the map. Also some general thoughts about loot rarity and increasing the (non monetary) value of certain items. the new NPC Joshua will be a guy that offers rewards for information and locations. Sites of interests will be spawned throughout the map: - mass graves, hinting of government atrocities - cultural remainders of the past society (art, historic sites,..) that Joshua, as a man of world and taste, is interested to keep for the time after the whole apocalypse-mess - crashed planes, ships or containers to salvage, to big to handle for a sole survivor it will require the survivor to carry around a GPS, maybe also a Radio and a Map to mark sites and notify Joshua of such sites in order to obtain his payment or rewards. You will have to cycle back to Joshua from time to time, to collect your rewards. What I like about that fact is, that it might make these Items (e.g. GPS) much more valuable in a ravage or other mission scenario - so it is something the survivor wants to search for or obtain enough money to buy one, adding a lot of potential value to a otherwise maybe "useless" or "uninteresting" item. we could add code that will destroy such GPS some time after its being picked up, so a survivor will have to make sure has some reserves stored. Such sites of interests are not marked on the map. but there is a chance of finding notes/maps in Sites or loot them from dead AI that reveal such locations on the survivors map (so again, one more reason to carry a map). Maybe, if you carry a Radio, Joshua will contact you if you are near a possible site of interest, giving you an area you can search. The rewards form Joshua may be money or items/equipment, probably just randomly selected. Generally, I think I will tune down my script in terms of how much loot drops and how much gear and items AI are carrying. Personally I think it gets boring once you are fully equipped in a survival game (I have the same in dayz SA - the way is much more enjoyable than sitting on the airfield, full ghillie and gear, if you know what I mean). It should be exciting if you find a lootspot, or kill an AI and finally he has that GPS, or that binoc or long range optics in his inventory you searched for so long. i think there should be a set of rather common weapons - and a set of rare weapons - so you still get that excitement when you find a crashsite and finally there is a SVD or M4, whatever;) Personally, I will tune this in line with ravage, probably adding only a restricted set of weapons to the rvg equipment module and let my script spawn in the big bangs. As an idea... TL;DR; I ll further develop my script along these ideas: - providing sites and events that might be very exiting for surivors, but there is only potential, no guarantee of leaving a site fully military geared. - adding features and requirements that will add value to common items (such as, map, radio, GPS, explosives). A good example here fore is, how important light sources are becoming when you play ravage and night approaches. surely you will think twise if you should drop that flare or stack of glowsticks for some additional space for a magazine=D
  8. @ArteyFlow Hi, you also commented on YT right? I rarely get to test MP myself and only found out recently that something woth the loadout script doesnt work ob MP. It is either a small mistake or a general missunderstanding on my end. in initplayerlocal.sqf you can try and add params ["_player"]; in the first line, and replace any mention of player with _player. do the same in vf_functions.sqf within the code VD_Player_Equipper = { params ["_player"]; ....code... (replace all mentions of player with _player) }; if that does not fix it then i might need to add remoteexec code language, but thats new land to me and i am not sure about it yet. if i find a fix, it will be part of the next update. EDIT: after reading again through the BI forums entry about remoteexec and the comments there under, I am now pretty sure that my code is not MP compatible and that I need to adapt the code using remoteexec, FYI. infection script: there should be a line under vd_init.sqf calling it. smth like execvm "../.../VD_infection.sqf" or smth like it. just delete this line. EDIT: ups, nvm - the infection script is called from initplayerlocal.sqf via an Eventhandler - you will need to remove the eventhandlers related to the infection scripts. I will add an option under VD_Settings.sqf to easily disable the infection script in the next release however. May I ask, is there something you do not like about the script, but would use it if it was better, or do you just in general do not want such a feature in your mission? (just FYI to see if improvements can be made). hope this helps;) cheers vd
  9. fyi: just finished a new feature that spawns a broken down red cross truck that was about to provide much needed first aid materials, anti radiation pills and most importantly anti virus injectors! if you are lucky you might run into such a truck somewhere on the road;) just adding some additional composition of the crashsite now. before that i have re-done the tradercamp, the spawner is rewritten so i can easier add variations of the camp. also, guards are back in and Joshua has joined the camp. joshua will greatly reward you when you mark point of interests for him on the gps (e.g. mass graves, artifact sites, crashed cargo planes, washed up shipping containers ..). next up will very likely be underground sites in a very basic form and i also plan to redo lootspawns in banditcamps, moving away from the lootcrate but spread the loot in the camps so players have to search it. cheers vd
  10. Vandeanson

    Ravage

    i have a launcher detecting script in my script pack, you can find it in the files VD_Arrays.sqf. if i get around to it tonight i will send it to you;) edit: got it: VD_WeaponArrayLaunchers = ("getnumber (_x >> 'type') isEqualTo 4 && getNumber (_x>> 'scope') >1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; this creates an array with all launchers from all active mods. this can be used to remove the items from the weapons pool. let me know if you have troubles implementing this. it depends a little how u spawn stuff. cheers vd
  11. Vandeanson

    Ravage

    i have that thing, that i always want to build a base in a survival szenario to hoard my loot and have a place to cycle back after a loot run and dig in... :) so for me actually, the show must always go on
  12. Vandeanson

    Ravage

    i think every survival mission should have a tank somewhere hidden:))
  13. Vandeanson

    Ravage

    I love the idea of this community coming together playing ravage on a server;) I really hope that at some point i ll find time to join in on a session! Make sure to record it, if a session happens please=) @haleks Thanks for the Ravage update, looking forward to check out the new Z uniforms. I have tested derelict for a bit now and I really like it. I never considered playing on altis or stratis, this changed now ;) With regards to the ravage equipment error, will deliver the RPT asap. cheers vd
  14. Hi Jason, im working on a fix for that next update. its a silly mistake from my end, at the time when initplayerlocal.sqf is executed, vd_funtions.sqf have not yet fully loaded, hence it does not recognize the variables in that line. in initplayerlocal.sqf, you could add a line: sleep 5; at the very beginning, that should fix it. a more optimized solutiom comes in the 2.32 Update:). cheers vd
  15. Vandeanson

    Ravage

    thank you. Its possible that it only happens for the first wave of spawns indeed, i recall that this seemed the case a while ago as well. will check if the error appears after playing for a while;) cheers vd
  16. Vandeanson

    Ravage

    ;) to come - no ETA tho, i have been served scripts on a silver plate but will have to find time to set up a dynamic spawn and despawn system. @all I keep having troubles with ravage AI units spawning without uniforms. (weapons, vests, backpacks, items... work fine). In my equipment module setup, I have limited Vanilla gear and set adjusted the equipment settings of ravage to use CUP gear only. I will need to do some more testing and will provide the error report (it refers to an issue in line 29 of the ravage equipment function.) I have had that issue occur multiple times now in various mod set ups in the past. General question - is anyone familiar with this issue? I cannot recall having seen this discussion here but I might have missed it. cheers vd
  17. Ladies and Gents, Quick question to any user - does anyone actually use the marker based site spawns (where you have to place markers on the map where you want sites to spawn) such as trader camp, bandit camp or shipwrecks or do you only use the automated positioning versions of the scripts? I personally don't like the marker based placement and am considering to stop maintaining two versions of the scripts, at least for the bandit camp and shipwrecks. Also - does anyone know a good guide on how to pack a script into an actual addon for steam and how to create eden editor modules? I would love to have an eden editor interface/modules where you can set up and tune my script to your liking. I will dig into the subject and search the forums and Youtube for myself, but some heads up would be great even so;) Cheers VD
  18. hm no, i have no experiance in that direction sorry=(
  19. @Caites there should be no issue with AI improvement mods. and i tested the most common ones:) i have worked on a script that makes AI search buildings and sometimes they did indeed get suck at the entrance. im afraid thats just a arma thing:( these mods might improve pathfinding tho (not an expert). cheers vd
  20. Vandeanson

    Ravage

    hi @tourist i didnt really follow the forums recently and only notice now that you seem to be working in a persistency system that provides a solution also for my scripts. let me know if i can assist:) also, what exactly are you up to? you referenced a next iteration of something by me but i am not sure if the post was cut off by accident, hence i am not sure what you mean:) just me being curious cheers vd
  21. Vandeanson

    Derelict

    niice, thank you!
  22. Good morning everyone and happy new year! I have spent some off time in Azeroth lately and since keeping up with one game at a time is hard enough for me, my arma time suffered terribly;) However, due to the ongoing murder of blizzard by activision, im confident that i ll be back to being fully dedicated to arma scripting at some point:) in the meantime i am happy to gather feedback on the current state of the script for later improvement. i will likely change the direction of future features a bit, moving away from things like basebuilding, mission generator and such, partially because there are such scripts out there already or because i lack the knowledge to properly (incl. persistence and MP compability) implement a solution. this might change again but its something that i thought about recently. no worries thought, there are alot of other things that can be done;) @johnnyboy thanks! will be included once I start working on the script again. including some of your other scripts as discussed last year. @BlackFerret thank you, I appreciate the feedback and kind words in general;) For my scripts, yes it is possible and i give you a general direction on what to do below: 1: you need a faction specific loadout script. you can use my code within VD_functions.sqf. its called "VD_equipper = {... Code...}" . this function puts together random gear for AI based on my equipment arrays. copy paste that code to the end of vd_functions, rename it and amend the code to your liking. You can either assign a specific item/gear/weapon to the respective equipment slot or put together arrays per equipment slot for each faction. E.G. OPFORuniform = ["uniformclassname1","uniformclassname2,...]; then you replace the existing arrays with your new ones in the equipper code. e.g. x forceadduniform selectrandom OPFORuniform; do that for all equipment slots. this also works if you only enter one classname into the uniform array of your faction. 2: you either need a site spawner per faction or you externalize the AI spawner from the site spawners, create a AI spawner per faction and let the site spawner randomly select one of em. lets assume that you create one spawner per side/faction. copy paste the BC spawner.sqf and rename it. in the AI spawner code part change the group to west or indep (check if this is the right independend side name, i am not sure). and take the "survivor" classname of the respective faction. here you then change the equipper script that is called to your site faction specific version created above. the references east VD_equipper B_G_Survivor_F need to be changed in the lines below: _bandits1 = createGroup east; _bandits2 = createGroup east; _bandits3 = createGroup east; _bandits4 = createGroup east; {if (3 >= (random 10)) then {"B_G_Survivor_F" createUnit [([getPosATL _VD_BC_Fireplace, 5, 15, 0, 0, 100, 0] call BIS_fnc_findSafePos), _x, "", 1, "private"];};"B_G_Survivor_F" createUnit [([getPosATL _VD_BC_Fireplace, 2, 15, 0, 0, 100, 0] call BIS_fnc_findSafePos), _x, "", 1, "private"];} foreach [_bandits1, _bandits2,_bandits3,_bandits4]; {[_x] call VD_equipper;}forEach units _bandits1; {[_x] call VD_equipper;}forEach units _bandits2; {[_x] call VD_equipper;}forEach units _bandits3; {[_x] call VD_equipper;}forEach units _bandits4; the dog spawner s and IED spawner needs some faction specific tweaking same as above too. in VD_init.sqf, add lines to call your new faction specific bc spawners. just copy the regular bc spawner line and amned it where needed. so in general this should give you some guidance on what to change. depending on your experience with scripting this might be helpful or utter confusing nonsense. if the latter is the case, let me know. i am happy to help but can not promise an ETA for providing you with code;) @damsous yessir, all AI kills have a chance to reward you with anti infection pills. they are not "phisically" in your inventory but just a variable. if you are infected and carry such pills, u ll get an addaction to use pills. at some point i want to add some sort of a hud showing how many pills you have. please let me know if you experience issues with that. @CHICKENLICKEN thanks! @Caites thank you and welcome back to arma/ravage;) @MuRaZorWitchKING has a mission for you i believe. also there is a ravage steam group where missions are listed if i remember correctly. @all please post any mission you know about or have created here;) i general i would however encourage you to create a basic mission template with ravage and my scripts by yourself. ravage has very easy to use eden editor modules and my scripts can just be pasted into the mission folder. this way you can customize the mission to your liking. there are a lot of good videos on youtube on how to create arma and even ravage mission. and if u struggle, everyone on the ravage bi forum thread will be happy to help you, including myself;) no promises, but i ll try to provide such basic ravage mission including my scripts on next update. cheers VD
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