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Vandeanson

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Everything posted by Vandeanson

  1. Dynamic Animal/Game Spawn Script This script will continuously spawn animals that can be hunted (and butchered with the ravage mod and the mods "Survival systems" module active) in proximity of the player. Showcase Video: (This is just showing the basic functions with speed up despawn times and reduced spawn/despawn distances FYI) Functions of the script: - spawn loop for animals - random number and type of animals - can be butchered (using the ravage mod and a knife) - despawn once player moves away - customizable code How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "animalspawner.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 - "animalspawner.sqf" 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code below into your notepad doc. 4. Save the notepad document with this name ------> animalspawner.sqf 5. Move the animalspawner.sqf to your mission folder. ========================================= animalspawner.sqf code: Script Dependencies: No dependencies. However, the Ravage mod and the mods "Survival systems" module is required to butcher the animals and process their meat. You can find all about the Ravage mod here: LINK Setting up the Script in the editor: 1. Find the Ravage section in your Editors "Systems" tab. 2. Place the module "Survival systems" Note: you need a "Gutting Knife" (from the Ravage mod) to butcher the animals 5. Place your player and start your mission. Using the script without Ravage mod: - the script runs without the Ravage mod active, no changes needed Credit: the basic template for the spawner came from a fellow ravager, however I can not trace back the specific post anymore. so shout out to all the friendly scripters from the ravage comunity for all their input;)!
  2. Hiho Gentlemen, for the past weeks I have been looking into improving the FPS impact my Vandeanson's Apocalypse mod has on missions. What does the mod do? (all the below happens server side only, fyi) 1. []spawn "Position finder function": find well suiting locations to spawn sites of interest (small sized composition of structures, things and AI, e.g. a banditcamp) based on a random players location 2. []spawn "Site spawner function":mark that location (as set in #1.) and starts "waituntil {code to check for condition}" with condition that ANY player gets close to the site 3. create the site, enable dynamic simulation, start despawn timer 4.a [] "spawn hideobjectglobal function" that will hide the objects of a site once no player is near that site, but the despawn timer (item. 5 below) has not run out yet 4.b [] "spawn un-hideobjectglobal function" that will UNhide the objects of a site if a player is near again 5. wait for despawn timer to run out (minimum up-time of a site) 6. start "waituntil {code to check for condition}" with condition that no player is near the site 7. delete the site/AI 8. start at #1. I hope its somehow recognizable, that this should allow for a dynamic environement, with least possible performance impact due to the "waituntil" gating. Sites are only up if really needed e.g. a player is nearby to actually see the site. If the sites and AI are spawned, dynamic simulation is enabled. The performance gains compared to previous versions (where assets where spawned in and FPS was only saved by dyn. simulation) are already quite considerable. The performance saving actions happen through distance checks, waituntil, dynamic simulation, hideobjectglobal and despawn of sites that are no longer needed (e.g. noone within 4k meters proxy) However, the question that is bugging me currently is about the performance impact of having multiple (possibly 100+) waituntil and spawn threads up sametime. waituntil: the mod spawns about 10 type of sites, each sites may be spawned up to 10 times. Each creates an own "waituntil" thread. I seem to understand that these waituntils are continuisly eating up performance until the "condition" is met. Until then, the condition is checked every frame. In my case, these are way to many "check" iterations than needed. A check every 5 seconds is fine as well. Hence I changed the waituntil to waituntil {sleep 5; ...code..}; Question: am I correct that this shold have a "considerable" positive impact on performance of waituntil usage? I got this from forum posts so it should atleast have some hand and feets. [] spawns: most functions need to be spawned in a separate thread, I can not use "call" as the calling script can not be halted until the function returns true and since suspension (waituntil) is not allowed for called functions. Where i can use "call", i do that. Hence, in additiona to a lot of waituntils, I also have multiple spawn threads run more or less complex code sametime. I believe that if i put in sleep timers between each bulk of complex code that should help with performance (e.g. first all bandit camps are spawned, then the next site may start to spawn in). Question: this, if the sleep timers are set right, should put additional ease on cpu. Correct? Also, if I place small sleep timers throughtout spawned code, I should ease possible stutters/lags when spawning stuff. I could also add condition checks (uff, more waituntils) between major functions spawns, that only return true once the previous site/code bulk is done. I hope it is somehow understandable what I am trying to do and what the challenges are that I am worried about. A playable test version of the mod can be found here FYI: (it does not include ALL of the performance saving actions yet, but it should give you a fair picture). Why this post? I would like to understand if: - my thought process is correct - if the issues I am looking into are actual issues worth looking into - if more experienced people would take a similar approach or if I am missing knowledge and the issue could be taken on in better ways. The changes I made already show positive results, but I am sure that there are things that I dont know yet. The above conclusions are based on the last 2 years of coding various projects and reading up various topics online (KK's blog, forum posts, code optimisation guides...) I have no professional coding background, hence I might lack basic knowledge. End of wall of text. I appreciate any feedback, input, source of information and so on that I can get;) Thanks! Cheers VD
  3. Welcome to Vandeanson’s Apocalypse All info is kept up to date below: Workshop Vandeanson's Apocalypse DISCORD
  4. Vandeanson

    Vandeanson’s Apocalypse

    @everyone VA 3.0 Beta is now available on steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2856307323 Enjoy exploring and make sure to connect with the discord community for questions, to group up, post and search servers and so on;) At first you will be overwhelmed with the amount of settings and features and some features might not be immediately obvious. Take your time to discover the unknown but before you get frustrated, ask in Discord;) I suggest you start your first VA 3.0 mission with the following mods first: VA 3.0, CBA & Ravage before you pile 20 mods onto your mission and get spammed with bugs. It will also be easier for us to review reported bugs/errors and such if we know that you do not use too many other mods that may also cause issues. Some features are not or not fully balanced/tuned yet as mentioned in previous post. We are looking forward to your feedback and suggestions. Please note that we will only focus on game breaking bugs at first. We will currently not work on "new" features. We will rework the Steam page to promote VA 3.0s features as good as possible. But if you feel like some things are badly explained or missing, please let us know! Also old VA will remain on steam for now FYI.
  5. Vandeanson

    Ravage

    @MuRaZorWitchKING what what? but how?? =D
  6. (WIP) Weapon Attachment Trader Script for Ravage Fellow Ravagers, in case you want to be able to buy weapon attachments such as scopes, silencers, flashlight or laser pointers in your Ravage mission, in addition to the original Ravage traders, look no further;) Functions of the script - Spawns a trader at a marker position (multiple markers are possible if you want the trader to move around) - Matching attachments for weapons as defined per array - the first item the trader sells matches the players current weapon (if carrying any) - uses rvg_money as currency - checks if you have enough money and enough space in your inventory before you are able to buy an item - the base price per item is set at 90 with some randomization (per item sold) each time the script is triggered - currently the items sold refresh after you select "Back" in the scroll menu. Each time you press back you get to call for new items to be offered. - after successfully buying an item, the position will be removed from the scroll menue How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "TraderspawnAtt.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. init.sqf: Step 2 - Back.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 ------> Back.sqf 5. Move the Back.sqf to your mission folder. ========================================= Back.sqf : Step 3 - TraderspawnAtt.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 ------> TraderspawnAtt.sqf 5. Move the TraderspawnAtt.sqf to your mission folder. ========================================= TraderspawnAtt.sqf OR: add custom items: If you want to define the attachments that may be sold by yourself, copy the below code into TraderspawnAtt.sqf instead of the above and add your attachment classnames in the array AttachementArray =["classname1","classname2"]; Script Dependencies: - Ravage mod is required to run this script - CBA (required by Ravage) Using the script without Ravage mod: If you want to use this without the Ravage and CBA mod, you would replace the currency ("rvg_money") with whatever classname of an item that you use as currency. Setting up the Script in the editor: 1. Start your mission via editor and place markers named: mrkrTR_1 2. To name a marker, add the above name into the Variable Names field like this: mrkrTR_1 Place your player and start your mission. Personalize the script - (additional markers) The trader will keep respawning at one location, if only one marker is placed. 1. To place more markers and achieve that the trader is "moving around", just add additional marker names under _traderspawn = [.....]. in the script. 2. The last marker needs to end without comma "mrkrTR_5"];. Leaving a comma at the end of the array "mrkrTR_5,"]; would not work. 3. Place the new markers on the map. Adding items The script selects Weapon Attachments based on randomly selected weapons from WeaponArray =[...]; Add remove weapons there to ensure attachments that match your weapons will spawn. To Dos: - find a way to sell back Weapon Attachments (to a lower price) - general code/script optimization and simplification - i might add some delay before the item list can be refreshed with "Back". - gather your input and change stuffs to make it better;) - MP not tested, happy to receive input on how to make this MP friendly Other stuff that is in the pipeline @ Vandeansons script factory: - Different Tier of traders connected to a reputation system (would be a separate script) - Vehicle trader (Planes, Helis, Cars,...) - currency exchange to allow for two different money systems (e.g. trader ravage currency versus the currency from HG Simple Shops) - Adaptation of the EDN_Fortification Base building mod to include it into your Ravage mission (spawn in collectible Blueprints, spawn in building materials, customize and add own blueprints) - Dynamic and infinite ongoing task generator connected to reward system (e.g. Money, equipment...) - tasks are either automatically assigned one after the other upon completion or document folders are spawned into in buildings around the player that, after collecting it, will assign a new task =================================== Changelog v.0.1 2018.08.22 - release of working version
  7. Vandeanson

    Vandeanson’s Apocalypse

    Hi folks! We plan a devstream tonight @ 8pm CET on the VA test server. We will be testing all the medical interactions between players and other critical features. Are we ready for a closed BETA?! Stream link to follow later tonight. Cheers VD
  8. Vandeanson

    Vandeanson’s Apocalypse

    Hi All, Update pushed to fix a massive bug related to bleeding and infection. Its probably update # 122'354'687'452 that is supposed to finally fix these features, lets hope for the best XD Thanks to Brenner650 for making me aware of the issue! Cheers VD
  9. Vandeanson

    Vandeanson’s Apocalypse

    @LSValmont These two have no permission to use my files. Third one we clarified:) cheers vd
  10. Vandeanson

    Vandeanson’s Apocalypse

    @everyone riiiiiight gentlemen. we have detected 3 mods that seem to contain repacked versions of VA, for which we did not give permission for. I have no reason to assume that this was done with bad intend and would rather like to believe that people are excited about the features of VA and want to feed these into their own projects, forgetting about some basic rules and manners. DM me if you are the author of such mod and we can discuss. We are a small subcommunity with the arma modding community and should keep up respectful behaviour. Reuploading content as own work (that someone else worked on for YEARS & MONTHS) against the authors stated terms of use, and not even giving credit to their work is not something that should not be tolerated. It also violates the APL-ND, Steam Subscriber Agreement & any basic respect & courtesy rules of the Arma 3 modding community. I ll be filing reports on steam for the mods to be taken down, should there be no resolution of the matter. cheers vd
  11. Vandeanson

    Vandeanson’s Apocalypse

    hi all! its'e friiday - lets dig back into creating an ArmA 3 survival mod - Stream starts 21:15 CET: See you there! Cheers VD
  12. Vandeanson

    Vandeanson’s Apocalypse

    7k subscribers for the steam version of VA - yay! Celebration stream (and underwater sites stuffs - ARRR and so!) https://youtu.be/iHRfo97iJ7E
  13. Vandeanson

    Vandeanson’s Apocalypse

    Live in 5' Vandeanson's Apocalypse Alpha devlog # 15 Creating sunken shipwreck trrreeaaasuuure sites;)
  14. Vandeanson

    Vandeanson’s Apocalypse

    @everyone VA 3.0 alpha devlog stream #10 is heating up - tune in: https://youtu.be/mU4E20F9vB0
  15. Vandeanson

    Vandeanson’s Apocalypse

    I am planning another VA 3.0 alpha devlog session tonight where we bury our teeth into the eat/drink/cook/hunt aspects of the survival system and try and iron out anything that may break the feature. YT link will follow later tonight, planned stream from 9.45pm - 11pm CET.
  16. Hi everyone I am digging into the persistency portion of a project again. I have managed to save/load pretty much all I wanted to save, again, great mod! Now I am looking into possibilities to remove information from the database. Scenario: I place a crate. The crate and its inventory is saved. Now I want to remove a create from the database (e.g. if its destroyed). this is how the file looks after saving. it loads properly afterwards: ../db/Caches I am trying to apply the functions as per included wiki: (DELETED) I ve been playing around with it for a while, trying to feed in the correct _section, _key, db object params, but I cant delete anything. I am not sure if its a formatting thing. Writing and reading works well on hosted MP and Dedi. I tried examples like this: (DELETED) Can anyone help me understand where I am going wrong? Or can someone share an example of his code? (saved example and how to delete it). Right, sometimes you need to post your question before the brain activates=) Here is how i got it to work, in case someone is looking for this: delete a section: delete a key: I appreciate any help. Happy to help, if anyone needs assistance. Thanks VD
  17. Vandeanson

    Vandeanson’s Apocalypse

    hi @everyone stream planned tonight @ 945 PM CET! https://youtu.be/8v-9pkqdmpM
  18. Vandeanson

    Vandeanson’s Apocalypse

    va2.287: (Steam Version) - Dynamic Simulation System re-enabled - AI skills set to 0.55, down from 1
  19. Vandeanson

    Vandeanson’s Apocalypse

    @everyone THE RETURN OF THE AI today on stream @ 9.30 PM CET: https://youtu.be/qLoefOycZqg
  20. Vandeanson

    Ravage

    @everyone Starting a "Let's Play VA 3.0" streaming series tonight (hosted MP or VA 3.0 closed alpha server) VA 3.0 - Ravage - Chernarus Redux - Survival Time! @ 9.30 PM CET: https://youtu.be/US05fu2n5mg
  21. Vandeanson

    Vandeanson’s Apocalypse

    @everyone Starting a "Let's Play VA 3.0" streaming series tonight (hosted MP or VA 3.0 closed alpha server) VA 3.0 - Ravage - Chernarus Redux - Survival Time! @ 9.30 PM CET: https://youtu.be/US05fu2n5mg
  22. Vandeanson

    Vandeanson’s Apocalypse

    Devlog Stream # 6 tonight at 9.45 PM CET: Let's make a survival mod for ArmA 3! Episode #6 tech stuff: Writing new basebuilding sys Work on crafting sys placeable persistent tents/crates with storage bug find, bug fix, bug find... Episode #6 gameplay: lets find a nice hideout and create a cozy persistent camp using the above new scripts. SWEET HOME! Join the VA community on DISCORD: https://discord.gg/WZXzRNq Subscribe to the old version of the VA mod on STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=1655727065
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