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Vandeanson

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Everything posted by Vandeanson

  1. Vandeanson

    How to make random loot .sqf?

    I think first you would need to create a "groundweaponholder" and then additemcargoglobal into that gwh. So YOURLOOT must be "groundweaponholder". Then you can do _box additemcargoglobal ["classname", 1] ; (doublecheck that code pls) Or the adequate commands for weapons gear and magazines. Cheers Vd
  2. Vandeanson

    Ravage

    Hi all, might be me being a noob but i recently noticed that the RHS GREF and SAF mods match quite well into a survival scenario as they have both military and civilian/old miltary weapons. What a nice surprise:)) In other news, irish mick has started a ravage series on youtube, lets show his videos some love;) It always spices up my morning commute when seeing new ravage yt videos pop up in the morning:) Cheers and happy Friday Vd
  3. Vandeanson

    How to make random loot .sqf?

    You can join me on discord and i can show you how to either use my mods loot spawner (it does all that you describe) or help you create your own script. https://discord.gg/SAFysz8 (i think/hope i am not breaching forum guidelines with posting a link) Cheers Vd
  4. Welcome to Vandeanson’s Apocalypse Version 2.17 Vandeanson's Apocalypse (VA) is a dynamic spawn system that spices up ever mission you play or create by adding sites of interests, events, enemies and loot to your world. NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings. THIS MOD CREATES NO DEPENDENCY THE MOD MUST BE INSTALLED ON BOTH SERVER AND CLIENTS TO WORK Check the FEATURES to see what is added by the mod. Link: Vandeanson's Apocalypse INSTALLATION: USAGE: FEATURES : GENERAL: KNOWN ISSUES/WIP: REQUIREMENTS : THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to Dedmen, sarogahtyp, gc8, LSValmont, George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone I might have forgotten right now. The biggest thanks goes to @zagr for all the hours he and his crew tested every aspect of the previous versions of VA and provided valuable feedback! HELP TO IMPROVE: Please subscribe & rate on Steam and let me know about any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Please be specific when reporting a potential issue and try to test your potential issue with as little mods as possible, in order for me to replicate and fix a problem. Cheers VD
  5. Currently busy adding cup, rhs, project infinity, friths ruins, eo gear to the categorized loot arrays and working on a way to include all active gear mods (non categorized ones) by default
  6. @Luca thank you, so my code does not work for you in dedicated? I am about to start to look into this again once i am set up again (just moved) and i have a new partner in crime that helps me, will keep you posted! Will look at the linked code too then. @code34 Thank you, will start from scratch and check these points again. Cheers Vd
  7. https://drive.google.com/file/d/198q0np1TC3G87ugAnOcNRjac05IOFgql/view?usp=drivesdk In case the old beta link does not work
  8. Yeah i though about automaticaly feeding in all non cathegorized mods too, gotta figure out how to best do that:)
  9. Niarms and CUp weapons as well as most cup equipment is categorized in tge WIP build
  10. If this is the full code in your triggers on activation box, then your code does not know what _group and _pos is. These are local variables an must be defined within your code or passed into it. Basically that code does not know what group you want to assigne it to and where you want to spawn it.
  11. EO gear, RHS, friths ruins, project infinity, niarms, cup, warefare thai, will all be added one by one i think, and others that i have forgotten. Just a lot of manual work:))
  12. Niiice niicee, keep 'em coming! 🙂
  13. Vandeanson

    Ravage

    Fyi, i am looking for beta testers:)
  14. Hi all, I have been able to fix all known issues of the new loot economy. I could use some help with testing the beta version, hence anyone interested can find the link to a local addon version below. Any feedback is appreciated. https://drive.google.com/file/d/198q0np1TC3G87ugAnOcNRjac05IOFgql/view?usp=drivesdk NOTE: You will need to turn on the dynamic loot spawner manually under the loot economy settings. Forgot to enable it by default. Will change it tonight. New: - civilian and military loot categories - vanilla, dlc and ravage gear/weapons are categorized - affects lootspawn, AI equipper, player equipper, trader goods, lootcrates from sites - tradercamp (requires ravage and the rvg ambient AI module) traders redone to include VA medical items (bandage, anti virus pills /injectors, bloodbag) - added a hint loop how to use medical items (shift + f) - added tooltip to medical items Known issue: - in SP, shift + f no longer works after a restart. You will have to close and reopen the mission. Working on a fix. In my personal opinion, loot spawns feel much better now, with military grade gear only spawning in military facilities and civilian areas only spawning items that are likely to be left behind in a normal household. I will add two more categories, police and medical sites with specific loot pools. Cheers Vd
  15. W.I.P. update: I have categorized item types into the categories military and civilian for vanilla, dlc and ravage content. Depending on your active mods and settings, this feature will take relevant arrays and merge it into a final e.g. military rifles or civilian rifles loot pool. These pools are used to randomly equip AI, players, fill loot crates and for loot spawn in buildings. Military areas and civilian areas spawn different loot as they access the respective gear pool category (civ vs mil). AI and Players would mainly be equipped from the civilian gear pool, with a low chance per equipment slot to access the military gearpool. Sites (e. G. Banditcamps) have a higher chance to have lootcrates with military gear and bandits have some chance to be military grade geared. I did some testing yesterday and most parts work well. I have an issue with seperating military type buildings but i believe its just a minor error in the code, once thats fixed the new loot economy is working and all i need to do is add/categorize further mods:) Cheers Vd
  16. Vandeanson

    Ravage Persistent Server

    Nice! What did you use for persistency? Cheers Vd
  17. Vandeanson

    Ravage

    The parent is "zombies" Xxx iskindof "zombies" would be your filter
  18. Vandeanson

    Ravage

    VA loot economy/gear categorization update and showcase. I want to avoid that military gear drops in civilian areas. it will also allow me to designate "military" geared AI at sites or individuals. Or add an option to place "militarized" area markers - where a higher amount of AI are military grade equipped. Base categories include Vanilla, DLC and Ravaged gear now. Adding additional mods next;) cheers vd
  19. https://www.youtube.com/watch?v=eMWzmOj0F9Y&feature=youtu.be loot economy/gear categorisation update and showcase.
  20. Vandeanson

    Ravage

    Magazines weapons and such are not affected by this command. You need a line for each type i believe. It is also possible that the tents are only filled with loot shortly after initialization and after your code applies, hence there is no effect. Try to delay your clean up script for a few seconds after mission init. Cheers Vd
  21. Hi mate, Very interessting topic in my view. I use holdactions a lot and i am interested to see what we can collect on the subject. My thoughts: It seems to me that first you need to include delays for the condition checks. Right now all your checks are done at max frequency with no delays inbetween. It should be enough if the cond. are only checked every 0.5 or even 1 sec. Not sure if this can be built right into the string. If not, i would move your cond. check into a seperate loop (with addequate delay) that returns true to a variable, if met. Then only add the variable as cond. to the holdaction. This way, atleast it only checks 1 boolean at max frequency. Second: make sure that each condition check is as optimized as possible, e.g is there a quicker way to get to the result. Further, in your example ALL conditions must be met, if one is not met, no point in checking the others. hence lazy evaluation should indeed be applied as you mentioned. Here is how: Here, also rethink the priority of your conditions, if no target is in range, you dont need to check if its alive first, right? So maybe: ! Isnil - > range - > not Incapacitated - > alive - > moving slow TLDR: tune code compexity and frequency of code execution down Just my 2 cents:) Cheers Vd
  22. Vandeanson

    Damage player outside trigger

    We need to change the condition check for that: Name your area marker TAG_marker. In the code: Replace waituntil {player distance _mrkrpos > _dist ; }; With waituntil {!(player inArea "TAG_marker");}; Again on handheld and not tested, please send me any errors:) Not 100% sure if the negation of the condition is correct this way or if its: !inArea Will be able to properly test later this evening. Cheers Vd
  23. Vandeanson

    Damage player outside trigger

    my version must be used with a simple empty marker: F6 -> icons -> system -> empty and name it tag_marker
  24. Vandeanson

    Damage player outside trigger

    just one thought, in my understanding, this loop will fire - and will the run endlessly until the player is dead. we would need to add a condition to exit the loop if the trigger condition is not met. I am sure there is a way with triggers - but i am not that familiar with using triggers anymore. My code was BS - never code on handheld XD corrected code (my version) initplayerlocal.sqf: Of course - if you prefer triggers and editor only - asmodeuz version with a exit condition is better. cheers vd
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