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Vandeanson

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Everything posted by Vandeanson

  1. @MisterOth Its fixed, some reference was wrong =) low FPS could affect how responsive the holdaction is in my experience. v2.2 should fix the issue tho. Sorry, LIB mode is IFA3 - when i wrote it i simply had forgotten about the name and used what IFA3 puts into their classnames, so "LIB" =D i will make a note! HAHA, sorry ;) working on v2.2 fixes right now and will publish in a bit. cheers vd
  2. so the zeus icons are gone? the freezing is intended, Structures and AI freeze (dynamicsimulation) to save FPS, they freeze until the player comes inzo view distance (according to arma settings)
  3. yep but the bis fnc was in the older scripts too btw, just fyi. will test asap
  4. yep this is likely the code that makes em wander off, however why, is not clear to me, maybe it is because of vanilla AI being stupid or because of a Mod interfering. could not test yet but will do asap.
  5. ok that is odd, sometime if you drag ot inside you can not see the addactions, you need to go back outside, but if its stuck on you tham the "drop" addaction did not excecute properly, does that happen every time?
  6. ah damn, i cant even copy paste properly...XD no this is wrong idd! will update tomomorrow. then please keep the version from the DL, just change the booleans from true to false under section 3 of VD_Settings.sqf, thanks chuc!
  7. @MisterOth oh i see, you can replace the content of initplayerlocal.sqf with this - i had something wrong there=)
  8. take this and replace VD_Settings.sqf with it - currently a lot of items are excluded by default
  9. @lv1234 ok thanks foe the additional info. i will check the AI behaviour accordingly. I am usually using AsIR, maybe this makes the AI patrol better too FYI. will get back after i was able to test;)
  10. @lv1234thanks for testing and the feedback! interesting.. few questions ahead: - what mods are u using? - can you use zeus and send me a printscreen of the map in zeus view? you can easily upload pictures on imgur for free and without login - what map are you testing this on? so some answers already: 1. flashlights and flares are usually considered secondary weapons, thanks for that observation, i need to exclude such items from the AI equipper 2. 50% of AI get the bis fnc task defend and 50% get the bis fnc task patrol. this causes some of them to patrol around. the waypoint distance can be adjusted, so they dont go too far, i thinkni can add a setting for that 3. if less camps spawn than the number you entered in VD_Settings.sqf then it is likely because they can not find enough positions. reduce the minimum distance in VD_Settings.sqf that camps need to have between each other. again here it would be interesting to see the screenshot in zeus view of the map and to know what map u use. if there is not enough open space on the map that might also be an issue cheers vd
  11. hi @phronk your script looks really nice! i am looking for a way to include a IED spawner in various sites of my dynamic spawn scripts. would you mind if i implement your code(or parts of it/adaptations of it) in my project? this is the project: i will certainly give adequate credit for your work;) cheers vd
  12. Vandeanson

    Random weapon

    if you want you can take the following files from the above script pack: VD_Settings.sqf (adjust loot arrays and manage what active mods may be used, you can also exclude any vanilla items) VD_Arrays.sqf (generating the arrays for the various equipment slots) VD_Functions.sqf (loads of functions, interessting for you are VD_Player_Equipper and VD_Equipper) in init.sqf excecvm all those .sqf in the above order (!) call the random player equipper with "player call VD_Player_Equipper (from initplayerlocal.sqf, onplayerrespawn.sqf) call the random AI equipper for the AI Group with {_x call VD_Equipper}foreach units _Groupname; basically these scripts will detect what mods are active and put the various items into classes (rifles, pistols, headgears, uniforms....) under settings you can further adjust those adrays, e.g. of you use IFA3, but u dont want the uniforms, just the weapons, you can select that there) i hope this helps, let me know if you need any help. cheers vd
  13. @jandrews very good ideas, power generator and lights, as well as turrets with searchlights! will be new for me but i ll add it to the list. generators could periodically malfunction and players have to repair it or refuel it
  14. additional ideas for the sanctuary: if overrun my Zombies and contaminated: - a third status would be after the sanctary has been overrun by zombies and has to be cleared again - or that it has been contaminated and the area can only be entered with contaminatiom gear. players have to either wait for the contamination to fade or find and remove the source of the contamination
  15. wow this sounds pretty badass from a coding perspective! i like the general idea as well! looking forward to receive it, surely loads of good inputs for me there!
  16. it is however really cool, you can customize a lot and it comes with a persistency system. it has a virtual currency and reputatiom system with ranks. you can add custom traders (gear, weaps,vehicles,aircraft) or shops and customize what stuff they sell. you can also set at what rank a shop becomes available and the prices of items may be reduced by your rank. you could very easily add the experience system to your mission script, so you get money and experience per completed task. it takes some time to set up and configure, but it is pretty awesome. definitely something i would consider for a own mission, but i have not yet set up a final system as i am focusing on my own scripts first.
  17. oh, no i have not worked with it for a while sorry, maybe @LSValmont has something for you;)
  18. not sure if i understand your question, what do you mean?
  19. hola mate, this is the simple weapon shops script by hoverguy, very cool one you should check it out
  20. Vandeanson

    Zeus element with resources.

    just a general input/opinion: rather than relying on zeus, i would work with location based addactions and spawn scripts for the respawn camps, the empty lootbox and the campfire. with regards to points u could just create global variables and add points there (via quest completion Triggers) that will be deducted upon placement of one of the objects. locations and addactions: - script that adds an addaction to players when they are close to one of the locations. removes addaction if players move away. - or you add the addaction to build stuff to a object at the location itself - assign addactions to activate general options to place the objects. - one addaction per object addactions that, if you have enough points, will place the desired object and deducts point upon object placement my zeus knowledge might be limited but i dont think you can have multiple players access zeus in a mission. so i dont know about your scripting knowledge but check out the forums for object spawning (createvehicle) and addactions. I do not have much time for additional scripting projects but i ll see if i find the time this week to draft something up for you.
  21. possible new features: I am thinking about adding a larger scale sanctuary that is either occupied by friendlies or enemies. if under friendly control it may offer: - mechanic to repair vehicle (for money) - trader for vehicle repair parts and fuel - a respawn point - general traders - vehicle and helicopter traders - task npc: patrol tasks, investigate possible hostile presence,... against money reward - tasks to repair damaged sanctuary defences - events: help AI fend of enemy attacks to defend the sanctuary - the defensive structures should be destroyable but there should also be a feature to rebuild e.g. a walls or fences if under enemy control: - the area around the camp will be patroled by increased amounts of AI - if you are in the area, AI hunting parties will be sent after you - roadblocks may be set up - minefields are placed - IEDs are placed on roads - any other feature that would make your stay in the area around the sanctuary miserable and makes you either avoid the area or forces you to take action and capture the sanctuary - feature to raid the camp and capture it for your allies - occupation may also change randomly from time to time - after a takeover by friendlies, you will be tasked to clear the area from remaining enemy AI presence, roadblocks, minefields and IEDs. will think about what other features could be added that make this provide interesting gameplay... i am very open for your ideas:)
  22. haha ok, yeah johnnyboy made a damn good job there, its so scary when they suddently jump you out of nowhere:) oh i did not XD, just my random greeting and one of the only spanish words in my vocab actually:)) i looked into the NR script quickly: so the NR spawner would not spawn in that many units,that close and that fast. for each player it initiates the position check every 1-2 minutes. then it will check if the player moved more than 70meters within the last 300-400 seconds: _PosCheck = { _PlayerPos1 = getpos player; sleep 300; sleep (random 100); if (player distance _PlayerPos1 < 70) then {call _Spawner}; so let me know what you find out, but unless i made a huge thinking mistake regarding the scripts functionality, i would not know how my scripts could cause so many AI to spawn that quickly and so close. also, the AI spawners that are part of the site spawners are all based on local variables (e.g. results of position finders) so no 3rd Party scripts should affect it and maybe alter the spawn pos of e.g. the bandit camp AI. thanks!
  23. thanks for the praise!:) yes that is correct and intended, the files are stored there while only one is teleported into a nearby building. when you find a file it gets deleted and one of the remaining ones will spawn in a building next until none is left and you have learned all blueprints:) i might change this system jn the future, but i have no specific plans yet thanks for your feedback! cheers vd
  24. Vandeanson

    Ravage

    im afraid not, but i should indeed update that, thanks;)
  25. holla @LSValmont thanks for your quick testing and feedback!:) to your issues raised: few questions ahead regarding the ai issue, did you play alone or with others? what other AI spawn related scripts or mod do you have active? - dogpacks, the detection radius is randomized and the max distance can be altered in the script, but i can provide a setting for that - Tradercamp: it looks like you have not placed a marker for that, or not all 7 markers or you may have named them wrong. when there is no marker the TC will spawn at [0,0,0], the default pos. (check the comments under VD_Settings.sqf for details) - AI spawns: hm this is odd. my first though would be that there is another mod or script causing this, because from my scripts it could only be the no rest! spawner, however, these units spawn at least 200m away from any player. i will doublecheck however, its possible that the delays for this scripts looper are too short, will get back to you on that one. the scavenger script is not included in this release, so that can not be the issue. meanwhile, could you veryfiy if there are any othrr AI spawning mods or scripts in your mission? ps: the script should work on any map, it is not depending on any specific map layout or shape cheers vd
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