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Vandeanson

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Everything posted by Vandeanson

  1. looking forward to it, thanks!;) im updating the AI equipper function of my scripts and will then start to work on additional features of the bandit camp (possibility to claim it, raids by bandits, build or move defensive structures, and some other stuff i announced on my thread) would be cool to also implement the chicken alarm, and guard dogs then as well. keeping you posted. looking for a doghouse structure now:))
  2. @MisterOth so yeah, the tradercamp already has a marker, let me know if that does not work for you. it would be possible to spawn bandit camp markers, but that would be against the main thought of the script, that the camps are hidden and you need to find them. but you can add markers in the bc spawner if you want of course, check the VD_TC_spawerRnd.sqf, there is some code you can copy and modify. There will be a crate where you can store your stuff in in the BC, but you can also move your Personal lootcrate there or a vehicle for example. i hope this helps;)
  3. yep no problem, i can add a setting option for it so you can choose
  4. OP updated with the name of all weapon and equipment arrays generated based on your active mods + your settings in VD_Settings.sqf via VD_Arrays.sqf. the settings are: - filter out mod specific items per item type below - blacklist specific classnames per item type - add additional classnames per item type - overwrite an item type array with classnames, ignoring active mods and above settings /////// VD_Arrays.sqf: (do not touch!) - puts together arrays based on your active mods and VD_Setttings.sqf - arrays may be used for your own scripts. the arrays (item types) are: Weapons: VD_WeaponArrayRifles VD_WeaponArrayPistolsAI (use for AI equipper/loadouts) VD_WeaponArrayPistols (may include Max Melee weapons if mod is active, hence used for loottables and player equipper) VD_WeaponArrayLaunchers VD_WeaponArrayAll (all weapons) Equipment: VD_EquipmentUniforms VD_EquipmentHeadgears VD_EquipmentVests VD_EquipmentGoggles VD_EquipmentBackpacks Weapon Attachments: VD_EquipmentMuzzles VD_EquipmentOptics VD_EquipmentBipods VD_EquipmentFlashlights (not automated, only contains vanilla Flashlights for pistol, smg and rifle) // feel free to use this for your own loadout or lootbox spawners. any questions, please let me know, not sure if i am explaining it clearly:)
  5. i am hooked, lets get this done;) Chicken alarm system: sounds great, and doable indeed, we could also add a chance that random AI from the camp get the chickens position and receive a move in combat behaviour waypoint there, to check out the situation/noise. so the player, right after he changed his recently soiled pants, will have to either retreat to cover or decide to attack from a now unfortunate position guard dogs: guard dogs? guard dogs pls! if its possible to spawn dogs as east group, wouldn't it be possibe for them to be spawned into my camps, receive close-by waypoints and add similar features like the above to them? if i have your feral dog pack script correctly in mind, it is possible to set a certain aggro/attack trigger distance and also set the patrol radius and numbers of dogs to spawn. that, plus the possibility to make them opfor friendly, would also serve as guard dogs to me. if a variable is set to true when the attack script kicks in, nearby AI could be captured and receive a waypoint too. what do you think? such variable passed on to the AI could also represent a random number 0-5, the higher the number the closer to your position a waypoints get set or more AI come to check it out. will try to alter the feral dog pack spawner accordingly (hopefully tonight) ps: also i just watched your teaser, damn awesome work
  6. quick question... i would like to add this to all AI that are generated by my script, however, as they have randomized loadouts, not all will have flashlights mounted to their guns if it is daytime or if it is nighttime but an AI has no flashlight equipped, would it just not execute the lightson command? to me that would be fine, if it produces an error, i would try to add some more conditions. again, the scripts sound very cool and sorry for asking before even testing it myself! cheers vd
  7. thanks for the hint man, will absolutely add this!
  8. Vandeanson

    Ravage

    @Donnie_Plays ooops just learned about your mod https://steamcommunity.com/sharedfiles/filedetails/?id=1369729654 sounds awesome and will check it out !:)
  9. Thanks man:) i like the idea. if you watch the camp from distance through your binoculars, assessing your attack plan, it would be nice if the camp seems alive! generally speaking my first priority was to have a proper basic of the site spawner functions working, i think i ve got that with version 2.2 now. next, apart from adding new features, finetuning the existing sites to add immersion AND to add subfeatures that make the sites interessting is indeed a priority. so this is very welcome and thanks for offering your script:) the other part is about adding features or challenges to your mission that go beyond killing AI, e.g. IEDs you would have to clear around the camps before you can approach it, or notes to find at the camps or hideouts, with mapmarkers that provide location of interests. or a feature that allows you to claim a bandit camp for yourself so you can use the structures for yourself. i also thought about sort of contracts you can find as a vehicle for obtaining tasks, basically a background story to a task system. a guy hands out contracts that provides a task and the guy does not care who gets the job done. if the AI holding the contract is killed or you find and steal his contract from his camp and you complete the task instead and hand in proof of this, you will receive the reward. stuff like that;)
  10. meeh... the yt vid is without the voice audio XD NOT MAD AT ALL#@€
  11. Vandeanson

    Ravage

    yeah that would be cool. also it would urge the player to keep getting money for replacement gear, cycle back to traders and so on. also he would have to plan well ahead, lets say he intends to enter a contaminated zone. he will have to ensure that his gasmask is in best condition so it will endure the trip... i know about a solution from _krush that would basically set of a timer when nvgs or so is equipped and once it runs out the nvg is deleted. that could be a start. or an eventhandler that adds up a global variable representing damage points for a silencer when such silencer is equipped and the respective weapon is fired. i dont know how the toolkits in ravage work, but if we could add a similar depletion bar to items and have it be depleted by either timers or as above example shows, shots fired, that could be cool. currently this exceeds my scripting knowledge, but i ll see what i can find out:)
  12. Vandeanson

    Ravage

    there are some other tweaks and some additional options in the settings, should be worth it anyway:)
  13. Vandeanson

    Ravage

    well thats rigth but thw good thing is its not doing anything, its just telling you what marker names to use if you place blacklist markers for land based site spawns on your map, i added it to provide some guidance. but generally i would indeed use v2.2 uploaded today:))
  14. Vandeanson

    Ravage

    cool thank you! which version of my script pack did you use btw?
  15. Vandeanson

    Ravage

    i have just used it in a test and atleast it did not cause any problems for me
  16. Vandeanson

    Ravage

    thanks, will use this link. can i publish it on my thread as example mission?
  17. Vandeanson

    Ravage

    in case you are interested, a tutorial and showcase video of v2.2 of my script pack. including a lot of blabbering, sorry for that ;) It is currently being uploaded as i got to leave soon but wanted it up there - hence it might only be available in 30 mins or so
  18. Tutorial and showcase video is currently being uploaded here;)
  19. Vandeanson

    Ravage

    will do, the mission and features looks pretty cool and some stuff i ve seen (looked through some of the code this afternoon) im interessted to dig into further=)
  20. Vandeanson

    Ravage

    Yay got the your adaptation of Georges status bar working ,very nice - thank you!
  21. OP updated with v2.2 download link: Direct download link of the Dynamic Spawn Script collections: (Version 2.2 - 06.11.2018) https://drive.google.com/open?id=17swe2sIX01g5KnUMFhbNRcidfDvQQ4IM tutorial and showcase video: (uploading and will follow in about 1h) updates: - lootbox and material box drag/drop/loadin/loadout addactions fixed - options added for random player equipper (disable or enable at start, disable or enable at respawn) - Tradercamp: automated placement version added, no marker needed for that - Tradercamp: option added to choose between random placement or marker based placement - Banditcamps: reduced distance between patrol waypoints to 1 (from 5 meters). other than that, AI running away seems to be a Arma 3 Bug or a BIS Function bug and I can only fix that by removing the paroling and task defend tasks of AI, what i don't want to do - feel free to amend this if you want tho. In the VD_BC_Spawner.sqf find the following lines and comment out the respective code: Thanks again for all the feedback and keep bringing up and issues you see and let me know about any ideas you have that I could add. cheers vd
  22. Yeah the script is indeed not MP compatible, Johnnyboy has also stated that he will not provide a MP version but is open if someone wants to take that on=) I should make a note that this feature wont work in MP, thank you!
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