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Vandeanson

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Everything posted by Vandeanson

  1. Vandeanson

    (Ravage) Virus X - Patient Zero

    Looks promising, nice work!
  2. Vandeanson

    Ravage

    I think there are issues with the sides (bluefor vs opfor vs indep vs civ) , so in some scenarios the dogs wont attack certain sides. VA spawns dogs on the map and (should) put them i to a performance saving dynamic simulation cycle. I can send you my old files that would spawn dogs around players, if you want. I would have to invest some time to fix the side related issue and ensure that the dogs are cached performance friendly, but its very low on the priority list atm. I am using the jbdog version that was adapted to be mp friendly by lsvalmont Cheers Vd
  3. Vandeanson

    Ravage

    _killer Iskindof "zombie" is the filter you can use in the eventhandler:)
  4. In these times of war, I would recommend to put your money into a good mix of commodities and maybe shares in the defence industry. Nothing with production facilities in the area of chernarus (redux) however, things seem to have gone south there. Avoid real-estate, altis and co just do not seem to be stable enough. Nuked real estate loses its value quickly.
  5. Yes! And welcome to the rabbithole But i need every line of code you used and the context:) Also describe the trigger settings and how it is linked to your vehicle. Cheers Vd
  6. You would want to use it to protect code assigned to a variable. The code assigned to the variable can no longer be changed/overwritten afterwards, see biki example. variablename = compileFinal.......... Your code is now stored in that variable. Trying to change that variable will no longer be possible. Your example: Call compilefinal.... -> you are calling code right away here, not storing it to a variable. Compilefinal does not add any value. Your second example seems to be fine, in my view. I think its best if you try to re-read the biki entry, i think the example there explains it well. Mind that the "storing code in variable" part is essential. Cheers Vd
  7. Vandeanson

    Vandeanson’s Apocalypse

    VA complete overhaul Hi all, figured it is time for an update and outlook. The past few months have been great for the mod as I was able to take on some major milestones. Topics like hosting a dedicated VA server, persistence, base building, crafting, a proper loot economy and a better UI are no longer wishful thinking but either implemented (WIP) features or available through community members Know-how and engagement. It is great to see how a small community of like-minded survival enthusiasts have gathered around the VA project, I am having a blast on discord guys! Much of the progress was enabled by The Dudes merciless testing and bug finding. VD: Update to Steam, I did good, no bugs! The Dude:... VD: ? The Dude:…NO! VD: ... VD: Hotfix. He is also hosting the VA Test server which allowed us to test the mod in its intended environment and has provided assets and a HUD out of the blue. Thanks mate! The mods feature list has grown quite a bit and so has the list of issues. However, I also have learned quite a bit again. Hence I figured it is a good time to take the mod, separate all existing elements and rebuild, improve and extend it from scratch. For that I am taking the various scripts, look at them separately, review and optimise and put them together again one by one. For each layer of this rebuild, we will be testing the current version on SP/MP and dedicated to make sure each layer of features is solid, before adding features. The schedule looks as following (no ETA and subject to change) : Phase 1: Equipment categorisation, loot economy, player load out generator, “The Living” features (health, hunger, thirst, bleeding, infection, temperature,…), persistent save system. At this stage, we want a challenging, persistent hardcore survival mod, that should keep you busy by just trying to stay alive. Loot economy and the survival system should go hand in hand so players can scavenge for whatever they currently need. The loot economy will spawn loot where it makes sense and so the player is forced to search for specific areas/buildings for certain types of loot (military areas, medical facilities, supermarkets,...). For every danger, there should be a potential solution and the player has to adjust his survival strategy to these dangers (getting into a fight without medical supplies - bad idea.). "The Living" is the VA life and survival simulation system, I am looking forward to put a lot of time and effort into that simulation. This rework of the mod should push this feature as a priority. It is a large topic but it will include: health, hunger/thirst, body temperature, injury system, illness, Z-Infection, sanity system and possibly more. The priority might change and some of the features might be pushed to a later phase. Phase 2: Base-building, crafting, resources scavenging and refining, tools, workstations A large topic as well. In essence, VA will introduce a resource gathering, refining and crafting/building system. Resources will be available from various sources and should lead the player to hunt for different objects, terrain objects and items spread over a map. Raw resources can be refined by using tools or workstations (e.g. workbenches). Blueprints (that spawn in the world) will likely be the source for player to learn new refining, building and crafting pattern. Phase 3: AI spawners, uniform side restriction fix, persistent vehicle spawner The AI needs to be reworked from scratch. Different types of AI/AI behaviour will be added, from stalkers hunting the player to patrols to scavenger, minding their own business. A vehicle spawn feature will include persistently spawned and saved (to the server) vehicles with repair, maintenance and fuel features. This is a completely new feature and currently just an idea. Phase 4: Site spawners, farming, hunting Review of the sites, optimisations and addition of new type of sites This is far away and while the sites will certainly be reintroduced, anything past phase 2is very likely subject to a lot of change. Live version on Steam: The rework of the mod will be done on a WIP branch of the mod and will not affect the Steam version. I will not push any live updates in that time but will provide hot-fixes to game-breaking issues. Uff, I would have many more details and ideas to share but this post already escalated quite a bit so we stop here. Join discord if you want to know more! https://discord.gg/SAFysz8 Cheers VD
  8. Vandeanson

    Vandeanson’s Apocalypse

    v2.28 - Basebuilding: enable option added - Basebuilding: enable Key activation (press T to open and close basebuilding menue). If disabled, basebuilding menue will open on Inventory close - HUD by The Dude added - hunger/thirst reset at respawn/restart fixed - various smaller fixes
  9. Thank you. I have tried everything described there also before (to my best knowledge), below version should include all the suggestions from the feedback ticket and the documentation. The mission EH "load" is working. However, my displayeventhandler still gets duplicated on SP restart, at SP restart, VA_keydown_ID gets assigned the next ID (0,1,2,...). now the keydown EH ID 0 and 1 are fired at keydown. I believe that my issue is that I do not understand how the displayeventhandler gets saved, I do not understand why the previous displayeventhandler persists through the SP restart. Is it because I finddisplay 46 remains true in that case (SP restart) and the displayeventhandler is saved to display # 46? how would I reset that? EDIT: this does not happen in MP btw - no duplication. Cheers VD
  10. hi george, I tried to apply this, but however i do it, it seems that Restarting a SP game will multiplicate my keydown eventhander. after a restart, the Eventhandler will fire twice. init.sqf addMissionEventHandler ["Loaded", { params ["_saveType"]; If(_saveType isEqualto "continue") then{ [] execvm "\VDA\VD_Script_Pack\Functions\fnc_VA_addKeyF.sqf"; }; }]; [] execvm "\VDA\VD_Script_Pack\Functions\fnc_VA_addKeyF.sqf"; fnc_VA_addKeyF.sqf if (!hasinterface) exitwith {}; findDisplay 46 displayAddEventHandler ["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; if ((_this select 1) == 20) then { systemchat "T pressed"; [] spawn fnc_VABB_addactions; }; } ]; No idea why it can do this.. any clue? Cheers VD
  11. Vandeanson

    JBOY Throw Knive

    This stuff is next level man, chapeau!
  12. Vandeanson

    Ravage

    hi all FYI, VA has now a "free building" base-building feature. currently ressource and blueprint requirements are WIP=) You can add any additional structures to the blueprint arrays following the instructions in the link. The persistent saving of player info has also received a fix (to be able to save position in buildings) enjoy! vd
  13. Vandeanson

    Vandeanson’s Apocalypse

    v2.275 Basebuilding updated - place persistent player caches to store loot - place persistent tents - place persistent barricades - place persistent ladders - materials and blueprints (WIP) - no ressource requirement for now (for testing) - add any classname you want to the building menue (accessed by closing the inventory): //(in initplayerlocal.sqf) sleep 10; VABB_ObjectsBP pushback "classname"; or VABB_ObjectsBP append ["classname1","classname2","classname3"]; fixed: - persistency: (saved player pos and object pos) positioning changed from setpos to setposatl - Persistency: magazines duplication fixed in saved player caches known issues: - if you log out lying down, while on a building, you might log in one floor below. MUST BE ENABLED IN THE CBA3 VA SETTINGS - BASEBUILDING - GENERAL SETTINGS! cheers vd
  14. Vandeanson

    Vandeanson’s Apocalypse

    update v 2.274 - added placeable player caches classname "VA_LootCrateDis" - added persistent save for "VA_LootCrateDis" that are placed on the map - added persistent save of gear that is placed in player caches - added VA_LootCrateDis to the loottable (drops from AI and groundloot) WIP/known issues: - caches can currently only be placed on terrain ground (not on objects) - the content of uniforms, vests and backpacks that are placed in the cache is not saved and will be lost after restart - placement is just a default method and it will be replaced - the material is likely going to be replaced with a (learnable) blueprint and materials (boards, nails,..) - option to move or pick up cache enjoy and this is WIP, so please let me know if you find any bugs thanks! cheers vd
  15. Vandeanson

    Vandeanson’s Apocalypse

    v 2.273 - fixed floating structures bug - added immune timer after respawn (to avoid respawning with bleeding/infection) - added 5% chance that ravage Z might spawn loot when killed (items or food) - changed magazine spawner to spawn magazines with random round count (groundloot, player equipper, lootboxes) - changed AI equipper, items are now only added once the AI is killed, this will also work with non VA units
  16. Vandeanson

    Ravage

    Great idea!
  17. I need to work out something similar for saving stuff with inidb2. Worst case i learn something from your code, best case i can help you with yours:) Can you post your code? It is not possible to see what is going wrong without seeing it.
  18. Hiho, It did not find a building to create the information for_building i assume. You need to add an option that exits the code if no building is nearby. // find "Building" near player to spawn civilians _buildingArray = nearestObjects [player, ["House"], 250]; //insert below: If (_buildingArray isequalto []) exithwith {} ; You could also work with a loop here, that keeps checking ubtil there is a building in range. Cheers Vd
  19. Vandeanson

    Vandeanson’s Apocalypse

    v2.27 fixes bleeding trigger (would trigger multiple times before) fixes sleep multiplier (misunderstanding from my end reversed) adds Survivor Diaries inventory item that may drop from AI and may spawns in buildings. May contain information about Points of interesst (any VA Site) adds awesome new map icon marker sponsored by The Dude adds updated inidb2 persistency save system, players data is saved on disconnect and in a loop (to back up for server crashes) adds various new small sounds sponsored by The Dude various optimizations and smaller fixes cheers vd
  20. very nice idea - eager to see where you end up with this !
  21. Got it working on dedicated by using the steam mod - great stuff, thanks! Getting this to work was the most exciting moment i had in Arma scripting for a while;) Player info and custom variable saves work like a charm. @all I am looking into continuously saving inventory content (that players drop off) of loot-crates (that are not editor-placed but spawned in via script). If anyone has suggestions or ideas, I am all ears. Will share my version once I come up with something. Currently my brain starts melting when I start thinking about a solution, but will get there😉 Saving and loading the "crafted/placed" loot-boxes or other spawned in structures is fine and I got some working solution there. I guess my issue is to assign a unique identifier to the specific loot-crates that the "inventory scan/save" can refer to and that will persist through loading the loot-crates at restart. cheers vd
  22. Vandeanson

    Vandeanson’s Apocalypse

    Fair enough;) Will share some snippets with you next time it get to it yeah i ll try to come up with a solution and if everything fails i ll hop on the inidb2 thread again. Cheers vd
  23. Vandeanson

    Vandeanson’s Apocalypse

    yeah but i best put together a package so its not depending on VA code - maybe you can help me find a way to best save crafted lootboxes and its inventory items (and keep the info updated, thats the nasty part!) I can save lootcrates that i place via "basebuilding" - but identifying the specific crates and then checking and overwriting the correct crate with the new lootcontent (that player store there) is melting my brains at the moment. Also, I want to create a save at player disconnect - I could not get that to work with the mission eventhandlers. No rush, but if you are interested I could use some additional brains;) cheers vd
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