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Vandeanson

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Everything posted by Vandeanson

  1. morning jhonny! yeah i thought about that, but i think accessing inventory does not work underwater so i would have to find a workaround there, i think picking up items from the ground works however, gotta do some testing;)
  2. Dynamic Shipwreck Spawner by Vandeanson After a few weeks people realized that all was lost in Chernarus. With the inland being too dangerous for traveling, many gathered as much supplies as they could, loaded it into their boats and took off into the open sea. Many did not make it through the harsh weather conditions and currents... Nowadays, lucky survivors might still stumble across the rusty remains of such endeavors, washed up along the shores, when wandering along Chernarus coastlines... Showcase Videos: Functions of the script - random selection of wreck placement at any shore (with v. 2.0, it is no longer needed to place markers) - random selection of lootable props to be placed around that markere wreck - the wreck will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "shipwreck.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - shipwreck.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> shipwreck.sqf 5. Move the shipwreck.sqf to your mission folder. ========================================= NO MARKERS NEED TO BE PLACED! shipwreck.sqf Dependencies: None except Ravage and CBA (if you want to use the ravage looting system) The script works without mods too. Changelog: v.2: - need for marker placement removed - complete randomization of object placement arround wreck - some clean up
  3. Vandeanson

    GF Missions Script

    i have got a simple reward system that can be extended easily: first create a .sqf that selects reward.sqfs: i named it "rewardSelection.sqf" with below code: this .sqf needs to be executed every time a task is completed. then create a .sqf for every type of reward, currently i got the following "reward1.sqf" - "reward5.sqf" with below code: e.g. a random amount of rvg money or a random weapon attachement or a weapon and matching mags OR a random ravage item Or just magazines for a random weapon: Lootbox1 refers to a persistent lootbox i spawn that the player has in his base (it can be dragged arround=): put this into a .sqf and call it however you like (eg add as addaction to player so he can spawn it wherever he likes initially) having a lootbox where all the rewards go to, would give an incentive to chose a good place for a camp (e.g. playe fire, respawn tent) to cycle back to and hord some loot ;) I am working on a adabtation of a nice basebuilding script so you could build a nice hideout=)
  4. k so in this example you can see that i added custom weapons, also, i listed weapons that i specifically want to exclude. in this example, the script sees that i want to add custom weapons, and will therefore not call all weapons from cfgWeapons but will only add the custom weapons to the weaponarray. However, it notices that I have blacklsted items, and will remove those from the weaponarray. if you want to have the script get all weapons, vanilla plus mods, use the below clean template: will do this for all type of loot and then implement it in the BC script.
  5. alright the next BC spawner will have arrays like this, so it will apply mods automatically but if you want to limit the arrays to your own custom list of e.g. weapons you can enter them in the respective field and it will only add those. I would like to extract the vanilla weapons, so if someone has a list of all the weapons in a nice format i will add a option to remove such weapons via a blacklist function of some sort=)
  6. Vandeanson

    GF Missions Script

    awesome man, cant wait to check out the code:))) i have a similar but maybe simpler project ongoing and might just end up sending you my tasks scripts;) does this contain a reward system of some sort?
  7. thanks, i will test on the mentioned map, did you alter the script in any way? Note that they spawn quite some distance away from the player. for testing, you could also alter the min max distance, so the wrecks spawn closer: change the minimum to 20 and the max to 70 _wreckspawnMinRange = 1000; //MINIMUM DISTANCE FROM PLAYER WHERE THE WRECK CAN SPAWN _wreckspawnMaxRange = 3000;//MAXIMUM DISTANCE FROM PLAYER WHERE THE WRECK CAN SPAWN else i will check next occasion;)
  8. haha this is funny, i am currently rewriting the bandit camp script and was trying to figure out how to pull mod specific uniforms, vests and such from configfile yesterday evening:) so yeah it is indeed my goal to have the process automated for most arrays. my criteria is to exclude vanilla arma stuff however. with weapons i personally prefer to have a selected variety of arms. but surely i can offer both options to the script users;) my main problem is to figure out what parameters from the config file i have to use to get the specific array i want. (uniforms, vests, mod specific weapons and so on) gotta rewatch the mentioned tutorial:)
  9. Vandeanson

    Ravage

    yeah, i am working on a version based on Cup objects and weapons. there is a file containing all arrays separate from the BC spawn script with all the objects that are used in the script that can be easily updated (e.g. add your own weapons, items, backpacks....). magazines and weapon attachments do not need to be updated. they are spawned based on the weapons array. I might provide templates for nia, rhs, vanilla and of course cup for an easy switch:)
  10. Vandeanson

    Ravage

    you need to assign local variables to the bandits group, so you can refer to these units specifically when deleting them. with that you just make the script wait until the player is far away from the AI (maybe 400-600m) and then delete those units to save fps. my mistake with the bandit camp spawner was that included code that would delete ALL dead AI without understanding what that line of code would do XD.. speaking of, i have just redone the bandit camp spawner from scratch (incl. new deletion system;)) and, after some more polishing and testing, will release it. no more markers are needed:)
  11. Vandeanson

    Ravage

    I dont know how ravage works in that respect (bandit spawn when not moving) but i noticed the "issue" as well a while ago. a ravage-internal solution would surely be best, but alternatively i could offer writing a script that will spawn bandits in case that you stay within a certain radius for too long. technically that would work like this: get current location of the player, wait 10-15 mins, if you are still within e.g. 100 metres of that location, bandits will spawn nearby and patrol the area or even hunt you down. Note: FPS friendlyness to be tested;)
  12. Vandeanson

    Ravage

    So removing the Bandit camp spawner solved the issue? I ll have to rethink my clean up code then =D Or did you also remove that other mod that speeds up time? EDIT I think its this line at the very end. Will look into it, thanks EO and RZ;) { deleteVehicle _x; } forEach allDead;
  13. thanks man:) good to hear that the scripts do their job... more to come;)
  14. Vandeanson

    Ravage

    hi @RZNUNKWNlet me know if removing the dynamic bandit camp spawner solves your issue, then i need to rethink how i delete units. however, i am refering to very specific local references only when deleting them e.g. each unit of the "bandits" squad, so this deletion code should not affect any other units. I would also check your original arma corpse clean up settings, maybe if you increase it by 14 times same as your day night cycle is increased, that could solve the issue?
  15. Yep in the end it should be a few files that you move over into your mission folder and the script will do its magic. maybe with one or the other marker that needs to be placed + the ravage modules. I will stick to the vanilla arma assets + ravage as well to avoid dependencies. I will also try to make it as easy as possible for the user to add own tasks so this can be further extended, the more tasks exist in a task set, the less repetitive this gets=) Will see how well this project turns out=)
  16. haha i was looking for that name:)) exactly what i had in mind;)
  17. Hola! indeed a separate thread will be comming;) but well, what you elaborated is pretty much what i am currently working on: 1. define a at least 3 sets of tasks, each set has a different activation logic behind it (WIP) 2. write tasks and the required scripts behind it (WIP for the first set) 3. connect to reward system (More or less done) Type of task sets: 1. sort of RPG game repetitive quests. (find this, search that, kill that guy, findout what happened to a missing friend, follow leads to a hidden stash) Activation: files or notes will spawn in player proximity (in houses), pick up the file and one random task from the first set of tasks is assigned and the script spawns in the probs for the quest in the region arround the player. this loops endlessly, a new file spawns once the previous task is completed. (WIP, just adding in tasks now) 2nd: i thought about having a guy sitting in his bunker giving you tasks to do from time to time over radio. so after you located him and maybe after completing an initial task for him, and while having a radio equipped, he will keep sending you things to do against a reward. these tasks will be a randomly selected task from the second set of tasks. (e.g. patrol area, mark crashed planes for scavenging, kill religious cult leader, sabotague power supplies of enemy survivors, find missing patrol) this loops endlessly.(not started) 3. set of tasks i was thinking about adding more of a story chain, sort of building up a main story, or atleast a template for for mission makers. this will either serve to build up background story and/or lead the player arround on the map, eg make him travel around (Not started) Reward system: (WIP more or less done) upon completing a task, one out of a set of rewards will be awarded (money, mags, items, weapons, weapon attachments, gear, maybe vehicles) either right into player inventory or a box will be spawned next to the player. I think such rewards should be exclusive things that do not spawn from the ravage equipment module settings, so you can set arrays of e.g. fancy protective gear you wish to spawn. Alternatively, i plan to connect this reward system to a basebuilding feature i am currently looking into. Basebuilding: (WIP, just adding in blueprints and a system to find blueprints on the map, also finalising the material spawner for building structures). I want to create an insentive for the player to find a hiding spot/base where he can return to or respawn from. there, he will have a specific lootbox where all task rewards will be spawned into and he can hord all his fancy loots;) Also, this would add the aspect , that you need to scavenge for building materials, collect such and move the vast amounts of bricks, wooden boards and steel back to your "construction site" with a vehicle as well as the need to cycle back to your base from time to time. I am working on an adaptation of the edn fortification mod that would allow the player to build a fancy base for himself. guards could be hired for money that guard the base while the player is on the road and i think it would be fun if sometimes bandits would attempt to raid the base and "steal " the players loot (so the player has to rush back and defend its base) but thats a side project and will be subject of a separate thread:) Note: - most of these features i have already working solution for (SP) - i learn scripting by trial and error and my scripts might be rather simple or clunky, and topics such as MP and JIP compabibility are not big on the agenda at the moment (although i am currently learning about MP Scripting) anyway, will kee you posted:)
  18. Vandeanson

    Ravage

    Hola, Below you can find the announced thread for the Weapon Attachment Trader Script based on Ravage. Its plug and play but can also be customized to some degree;) Enjoy Vandeanson
  19. Vandeanson

    Ravage

    you can add your weapon class names into the Equipment module (under Systems/Ravage in the editor) and only these weapons and the respective ammo will spawn, is that what you look for? edit: to find the weapo. classnames, place your soldiers, rightclick/edit loadout and then press "export". open notepad in windowns and press ctrl + v to paste the exported content. now search for the weapom names in "weapon_name" next to the code lines add primaryWeapon, add SecondaryWeapon and such. do that for each soldier that has uniquie weapons equiped and extract each weapon classname into this format ["weaponclassname1","weaponclassname2","weaponclassname3","weaponclassname4"] vopy and paste this into the respective fields of the equipment module of ravage (in your Editor).
  20. Vandeanson

    Ravage

    hola! yep, it varies each time the shop is opened (100 + rnd extra amount) but basically yes,each of the 5 vendor positions have the same price then. i can add a individual price calculation per vendor position, i think that would actually be better indeed. if i want to add differend price brackets for different item types (scopes vs silencers vs mounted lights) i would first have to find a way how to get that information. generally i looked at the original rvg trader prices (below 50 for mags, arround 100 for rifles) and figured attachements should be fancy and expensive to get. just figured, currently it doesnt check if you have enough space to add the item before subtracting the money and attempting to add the item, i should probably change that too:)
  21. Vandeanson

    Ravage

    This was it=D thanks man!
  22. Vandeanson

    Ravage

    Hi all, Here s a little sneak peek of the shop script i am currently working on. This should allow you to spawn in a trader that will sell you weapon attachements based on the list of weapons you define in an array. I will probably polish it more and at some point make a thread about it. This version requires ravage and CBA. Step 1: Place a marker called mrkrTR_1. Step 2: create "TraderspawnAtt.sqf" and copy paste the below script: NOTE: You can add more markers under _traderspawn =[] in TraderspawnAtt.sqf The script will then keep spawning and despawning the trader at these locations (e.g. the trader is wandering around). Step 3: create "AttachementStore.sqf" and copy paste below script: NOTE: you can add your own weapons to WeaponArray = [] in AttachementStore.sqf below Tadaa, a trader will spawn giving you nice things for hard earned money! Enjoy, I welcome any feedback while i further work on this. To dos: 1. check if goods bought can be sold to original rvg traders, else create function 2. add vehicle (Heli, Plane, Cars trader 3. will see;)
  23. oh! @steam-76561198063590739 u need to add }; at the very end of your script;) that shoukd make it work.
  24. @steam-76561198063590739 in your mission folder you will need the init.sqf, the mission.sqm and the banditcamp.sqf file. the markers (take the "empty" ones) variable names must match the ones in the banditcamp.sqf file. you do not get an error message right? my first thought would be that maybe the markers are wrong and the script runs correctly but it can not find the right markers. have you named the markers as "marker..." or as marker... in eden editor? you dont need the " " in the editor.
  25. hi @steam-76561198063590739, alright lets see, whats in your init.sqf? to test the script i would put all markers very close and put your player next to the marker (best as civilian else he will be attacked;) put the fix and random despawn time to 5 and the despawn safezone to 1. the script should now keep spawning camps in front of your nose. make sure the markers are named correctly too. i ll try to run your Version above to see if i detect any issues too.
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