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Vandeanson

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Everything posted by Vandeanson

  1. Vandeanson

    Ravage

    Ok i then my proposal above should work, let me know if my code generates errors so i can fix it, it was written on handheld.
  2. Vandeanson

    Ravage

    I dont think that is a vanilla ravage function, right? Do you use george floros script for that? If so, you just need to add another condition check into his eventhandler ( right under params ["...."] ; something like if (_killer != player) exitwith {} ; Edit: or maybe its (! (_killer isequalto player)) not sure Cheers Vd
  3. Vandeanson

    Vandeanson’s Apocalypse

    New beta version 2.20c available for testing. - magazine repack feature (ravage compatible) - one off worldwide loot spawn system - tweaks to AI patrols and stalkers - draft VA stats overview - draft temperature feature And others as per 2.20a and 2.20b. I expect to push this to steam rather soon. To dos: - need to fix some minor error messages - need to add settings to choose between static one off loot spawn vs. Dynamic loot spawn - add sounds to bandaging, pills, injectors, bloodbag and magazine repack Cheers Vd
  4. Vandeanson

    Ravage

    Hi all following pierreMGI's Magazine Repack script release, i tailored something to my personal needs based on his code. this will add a Holdaction based magazine repacker that is compatible with the ravage "fake magazine" items. Closing your inventory will update / create the holdaction, if viable magazines are around. it will allow you to repack any magazine type of which you have 2 ones with below 100% rounds in your inventory. The loaded magazines must be moved to the inventory to be considered. because of realism and stuff 😉 Currently it has a 6 seconds interrupt able holdaction and the medic animation. might replace it at some point. This is added to the latest VA beta 2.20c but if you do not use VA you might want to use it as script. place it in your initplayerlocal.sqf and your onplayerrespawn.sqf. If you find any issues, please let me know;) The VA Beta can be found here: https://drive.google.com/open?id=1prHpWGVwDnbJr9pWz538A6JWkL7UzB-W cheers vd
  5. Vandeanson

    MAGAZINES REPACK

    hi @pierremgi Thanks for looking into it. I have ended up going into a different direction as I wanted the script to be based on holdaction and some other variations. will need some more fine-tuning and optimization probably. I will also try to find a better matching animation. At InventoryClose Eventhandler, a Holdaction to repack the first group of available mags is created. If more types of mags (from other guns) can be repacked, an updated Holdaction is added while the old one is removed after completion (of the Holdaction). The script will gather all magazines that are of interest in an array: - from uniform, vest and backpack - magazines with below 100% rounds of full capacity - removes "fake" magazine items (filters out magazines or grenades with only 1 full capacity) - ignores magazines that are loaded into the gun (i want to force players to take out the magazine) - ignores magazines if only 1 magazine with below 100% rounds per type of magazine is present this must be called in initplayerlocal.sqf and onplayerrespawn.qsf (or in a respawn eventhandler). PS: it was great fun to work on this - thanks for the inspiration and code provided! cheers vd
  6. Vandeanson

    Vandeanson’s Apocalypse

    Hi all, Fyi, i am currently working on a mag repack feature based on a script from Pierremgi that works with Vanilla and Ravage, hence it must be holdaction triggered. It will likely be released along with the steam release of the latest beta content. Cheers Vd
  7. Vandeanson

    MAGAZINES REPACK

    Hi @pierremgi I am messing around with your code, trying to reverse engineer it so it can be used as holdaction. This I attempt as the double left click is interfering with the ravage food/drink consummation feature. As in, when I drink, I also repack my mag;) I am having a a hard (but fun) time replicating your "MGImags" variable to suit my need as I do not fully understand the following line: player setVariable ["MGImags", +((magazinesAmmoFull player) select {(lbdata [_idc,_selectedIndex]) in _x})]; I believe I understand that you are gathering the magazines in an array here. magazinesAmmoFull player = all magazines in the weapon and inventory _idc = the location (uniform, vest, backpack) referred to by 619,633,638 _selectedIndex = the index position 0,1,2,... in the uniform, vest or backpack from the (magazinesAmmoFull player), you seem to be selecting out only specific information via expression (array select expression). Is this gathering the mags that are the same type as the one you LB double clicked? I am trying to do the same here, this should filter out any magazines that do not have the same classname as the first magazine in my "magaziesAmmoFull player" array. (once this all works, I ll have to find a way to consider all different magazine types in my inventory). _magtype1 = magazinesAmmoFull player select 0 select 0; private _Magarray = +((magazinesAmmoFull player) select {_magtype1 in _x}); Unfortunately I am now stuck at the next part. The below line does not define _wpn and I do not understand why. I assume it still has to do with how I create my _Magarray, meaning that I do still not replicate your "MGImags" array correctly. This is where I am at with my holdaction version right now. _wpn is undefined when running this code: I am using this with a contact dlc AKM and a couple of extra mags in the inventory. I think if you could elaborate what... player setVariable ["MGImags", +((magazinesAmmoFull player) select {(lbdata [_idc,_selectedIndex]) in _x})]; ..does different than.. magazinesAmmoFull player ...and... _magtype1 = magazinesAmmoFull player select 0 select 0; private _Magarray = +((magazinesAmmoFull player) select {_magtype1 in _x}); ...that would already greatly help me to proceed. Thanks! VD
  8. Vandeanson

    Vandeanson’s Apocalypse

    Everything is possible:) But i am not going to meddle with AI behaviour, its just too frustrating (for me) to work with arma AI units behaviour. I will look into adding johnnyboys melee script, the version where AI melee hits close zombies. That might help:)
  9. Vandeanson

    MAGAZINES REPACK

    Thanks for this! With your permission, I would like to add this code to my mod. I hope that would be fine? Cheers vd
  10. Vandeanson

    Vandeanson’s Apocalypse

    Hi all, https://discord.gg/SAFysz8 New beta build v2. 20b available on discord. - code added to prevent infinite loading screen - fixes random respawn bug - fixes some issues with AI patrols and stalkers -ai stalkers are now less presice and search you in a 350m radius (adjustable) - replaces the old client based loot spawner with a one off loot populator, loot will spawn into the whole map and will only respawn at server restart. This should make looting more immersive and challenging. I recommend to not go above 10% chance of loot spawn per building position. And some general smaller tweaks and fixes. Big thanks to the guys on discord for the lively discussion and valuable feedback! Enjoy:) Vd
  11. Vandeanson

    Vandeanson’s Apocalypse

    Hey johnny! Thanks, yeah i was thinking to add that one, then the chatter and (flashlight?) one and the exploding barrel one recently. I ll check and see how i can implement it:) Cheers and congrats again, that melee script is great ! Cheers Vd
  12. Vandeanson

    Vandeanson’s Apocalypse

    Hi all, There is a new beta build 2.20a available. New features/Changelog. Feel free to test and join the discussion on DISCORD. Cheers VD
  13. Vandeanson

    Vandeanson’s Apocalypse

    Hideout med boxes? What do you mean? The hideouts: the big tent is searchable and might produce a lootbox, you need to use the search scrollaction. The bandits of the banditcamps are a bit smarter, they have burried their valuables in or near the camp, you ll have to find a dirthump and dig it up for some good old booty, yarrrr! Helicrashsites and shiprecks are also searchable and you might find a crate with loot when searching them. Cheers Vd
  14. Vandeanson

    Ravage

    I absolutely agree! it is perfectly normal that my white underwear gets brown so quickly! thanks for the update;)
  15. Vandeanson

    Vandeanson’s Apocalypse

    Thanks mate, i actually really started to like trello! We may have talked about it, not sure either.. It is two fold: Option 1 would be zombie and creatures (max' work, Z&D, raptors, more jbdogs, and so on) related site spawners, such as completely Z overrun abandoned military camps or convoys. Or chance to spawn hordes around existing VA sites. Or to weave in hord spawners connected to events, like when players spend too much time in a city, hordes of z start to spawn The problem with that is FPS (leaving out potentially using HC). And i am trying to prioritise features that enhance gameplay experience, but are as FPS neutral as possible. Of course, i could just include it and leave it up to the mission designer to tune the available features to an acceptable performance level, that remains an option. Option 2: A mission/task/reputation system is something i want to implement at some point. Such tasks as you described will definitely be part of it. So i guess its a yes, these things are planned in one or the other form, but with different priority rating. E. G. A mission frame work is quite high up, (top 3 planned new features) . And thanks for reminding me, as i forgot to add a task on trello for that:)) Cheers Vd Ps: i think in the end i will ensure that not only Z apocalypse scenarios can be created, but also stuff connected with the raptors, or a heavy hunting/survival simulator or a scenario where AI stalkers are tuned in numbers and they act as rich guys hunting prisoners for sports scenario...
  16. Vandeanson

    Vandeanson’s Apocalypse

    all, this is the current planned/wip feature pipeline: https://trello.com/b/Svm08vKx/vandeansons-apocalypse I ll add more details over time and this should allow you to see what I am working on and what is coming up:)
  17. Vandeanson

    GF ALIAS Anomaly Spawner Script

    Must... Implement... In.. VA...! 😂 Seriously this weekend i need to sit down and put this into VA, its like fruits ripe and ready for the taking. Are the anomalies spawning in once or is there a dynamic system behind it? If not, i ll try to add placement and de/respawn code and will share it with you. Cheers Vd
  18. Vandeanson

    JBOY Point Blank Melee

    Thought about this today (during work, because yeeep 1000 timers more interessting). I m trying to avoid loops wherever possible as in my project, they used to add up quite a bit and i started to notice it. Maybe a firednear EH would be something to combine it with. It only triggers if someone fires very close by... 69 m i think. However, i am not familiar with the cba EHs and they might be better fitted.
  19. Vandeanson

    JBOY Point Blank Melee

    It ll probably become clear once i can properly look at the code in atom, but is it correct that i could execute this somewhere in VA and it would be applied to all AI? Or does it need to executed for every AI at spawn? It would be awesome for e. G. Banditcamps, where it often happens that zombies get into close quarter combat with AI. Cheers Vd
  20. Vandeanson

    Vandeanson’s Apocalypse

    Hi guys, There seems to be an issue with dedicated servers, where clients get stuck in an infinite loading screen. I ll try to fix it tonight. If you have the same issue, or if you were able to successfully host a dedi server, pleasee let me know here or on discord. Cheers Vd
  21. Vandeanson

    JBOY Point Blank Melee

    Lame. Do they even karate?!
  22. Vandeanson

    Ravage

    Hi all, VA is updated to v 2.19. Possibly interesting for ravage mission makers is that your ravage module loot settings can be applied onto VA content now. Also, ravaged gear and weapons are categorized now, so military style gear will spawn in military structures while you will only be able to find non military grade gear in civilian structures. VA AI will spawn with civilian grade gear with an adjustable chance to spawn with gear from the military grade pool. Full changenotes here: Cheers vd
  23. Vandeanson

    Vandeanson’s Apocalypse

    V 2.19 uploaded on steam: This version changes the loot economy substantially compared to the previous version. - new mods are categorized - categorized mods are: arma 3, dlc, all 4 RHS, CUP, Niarms, friths ruins, ravage (project infinity, EO, ttsk, warfarethai, ifa3, KA, aftermath and any other mod are yet to be categorized) - categories are: civilian, military, police and special - option added to take over RAVAGE gear pool settings and overwrite VA default settings. Blacklisted classnames are still excluded and custom gearlists will overwrite this. This is intentional - these categories define in what buildings what loot will spawn - police gear will (wip) spawn in buildings designated as police building (e. G. Liviona police station, tbd for arma, dlc and CUP) - special gear is ghillie suits, diving suits, oxygen tanks and such. Will not spawn often, will not be equipped to AI, will likely only be obtainable from loot crates and traders, tbd) - AI will either spawn with gear from the civilian pool or from the military pool, chance based - Loot crates are filled with gear from all categories - mod content will only be categorized if mod is active - new settings: seperate military loot adjuster (chance for rifles, items, uniforms,...) - setting to bulk exclude arma 3, dlc, ravage equipment seperately (option for weapons and for equipment) - setting to BLACKLIST specific classname from lootlist - setting to overwrite/WHITELIST loot arrays for itemslots with custom classnames (will ignore default generated lists and apply your classnames only) - setting to adjust chance that AI spawns with military gear - setting to add additional classnames to the loot economy Other changes: - chance to spawn guard dogs set to 0 by default until friendly fire behaviour is fixed (BAD DOG!) - debug hints cleaned up (only worls in SP and hosted MP atm) - added counter to show how much loot is currently spawned - removed bis fnc task defense from AI that is spawned at sites until AI behaviour issues are fixed. - added a ravage time multiplier to some function. For example for bleeding to avoid bleeding to tick faster than intended. - some settings cleaned up enjoy;) cheers VD
  24. Vandeanson

    Vandeanson’s Apocalypse

    Whitelisting and bulk blacklisting looks like its working in my tests. Beta link updated with v2.19 as I have added support for ravage gear pools.
  25. Vandeanson

    Ravage

    New option incoming;)
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