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Vandeanson

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Everything posted by Vandeanson

  1. Vandeanson

    Ravage Mod

    This is to let you all know that I just spent 1h trying to get code to work. The code that I used before would just not work and nothing I d do would make it work. In the console it partially worked. it is now 22:13 CET, I was doing this since approx 21:00 CET. I have now realized that I was editing .sqf files that where not placed in the test mission I had open in arma.
  2. Vandeanson

    Scripting General & Library

    Hi folks, Maybe someone here knows this.. I m looking for an android editor on mobile phone where arma. Sqf syntax highlighting can be imported, any ideas? I am currently using droideditor, but i does not support .Sqf. Cheers Vd
  3. Vandeanson

    Ravage Mod

    Hopefully it is not your gfx card melting 😞 crossing fingers!
  4. Vandeanson

    [SP] Ragnarok'44

    I like that you have been inspired by a book. taking a good existing story as basis for your mission/tasks will surely help building up something good and immersive! Ps: I know you as a man of detail, hence I wanted to note that "Her" is written "Herr", in case this is meant to be the translation of "mister", fyi;) Cheers VD
  5. Vandeanson

    Ravage Mod

    Thanks man, I am currently adding more blueprints. Then I need to add some more ressource spawners and with that set I will very likely publish a playable script version within a persistent mission template for the ravage folks to test it along with their ravage setup. The GRAD scripts seem to work fine as it is also possible to exclude vehicles and AI spawned by ravage or other mods, even specific structures in case you want to spawn additional stuff. It will save everything of said type (e. g. Structures) unless it is specifically excluded. If you pre place stuff in the editor, you need to assign it a variable name, else it gets duplicated at server restart. Thats a bit clunky (and i think there is a better way) but it does the job. So yeah, going to be looking forward to user feedback then;) Regarding HC, by chance I just looked into the topic today. It seems that this is something you can add when editing your mission: I am interessted in how HC, dynamicsimulation and caching compare to each other btw, if someone here knows:) Cheers VD
  6. Vandeanson

    Scripting General & Library

    Code optimization: Fellow scripters, If you are like me and have no coding background, then you might to end up with a project that you have been putting together for months maybe years. Learning to code in the process. It is time to review your old code! https://community.bistudio.com/wiki/Code_Optimisation I read through the article and already noticed quite a lot of things that I did wrong or could be optimized in my VA mod, maybe this will help you too. If you are not as messy as I am, you might have familiarized yourself with above prior to releasing a mod - good for you:)! Cheers Vd
  7. Welcome to Vandeanson's Basebuilding! In this thread I will cover everything about my WIP basebuilding mod. V0. 2: feature showcase and introduction V0. 3 - I have re-written the blueprint creation function. It is now easy for users to add new custom blueprints or delete default blueprints when creating a mission. - added an option to rotate the object (the object that is being built) - added an option to get object closer or further away (max distance can be limited, currently at 5m) - GRAD persistency enabled for placed stuff (tested in client hosted and dedicated) - placed objects can be destroyed, you get back scrap materials (which can be refined into other materials again later) - moving an object will save its new position via GRAD - added a few new materials - added place-able light source with on / off switch. I plan to add a feature that requires a generator connected. See light showcase: next steps: - release updated showcase video - add more blueprints - add GRAD setting to save collected material per player - "Move" and "deconstruct" addactions to be saved via GRAD - adding possibilities to destroy other players placed objects - adding blueprint spawners, so players can collect and learn new blueprints - material traders - loot system for all materials that may be found (currently wood, stone and sand can be farmed) Looking forward to receive any input, suggestion or ideas from the community. A playable mission demo will follow shortly. Cheers VD 
  8. Hi all, Below the earlier announced update video for v0. 3 Cheers VD
  9. Vandeanson

    Ravage Mod

    Hiho all, below a quick overview of v0. 3 of the basebuilding mod. Cheers VD
  10. Vandeanson

    Ravage Mod

    I did not yet look too deeply into it, but due to some issues i will have to get in touch with them on the forums. It seemed to be quite easy to include or exclude AI, vehicles, structures and containers into the saving system. Although the option to ONLY save zeus/script placed stuff didnt work for me. I use the setting where everything (if saving is enabled for that type, e.g. Structures enabled, but vehicles disabled) gets saved and it works well in that scenario. However, editor placed stuff that has no variable name assigned, gets duplicated. My main issue right now is saving variables from players namespace to GRAD using the custom save options. Gotta invest some more time into GRAD but so far it looks promising:)
  11. Vandeanson

    Ravage Mod

    Yeah i will look for a solution like that. Didnt find much yet but maybe I am searching wrong😵 Worst case i could create a blacklist area around every placed object, that sends close AI away via waypoints or so. I assume fps wouldnt like that tho:) Cheers Vd
  12. Damnit, reminds me that I need to add this to my ai spawner! Too good to leave away!
  13. Vandeanson

    Ravage Mod

    Tested and can confirm that they walk through the new structures at some points. Shame:/ will see if anything can be done here. Cheers VD
  14. Vandeanson

    Extended Fortifications Mod

    Hi @Benno101 I am working on a simple ressource gathering and basebuilding mod that uses existing assets as objects to build via addactions. Would you mind me integrating some of your structures into the mod? I will of course take no credit for your work and give credit to you accordingly. I would yet need to look into you files in detail to see what I would want to use, but before I do so, I wanted to check in with you. Thank you and BR VD
  15. Vandeanson

    Ravage Mod

    Thanks for sharing!! 🙂
  16. Vandeanson

    Ravage Mod

    Hiho folks, Few updates on the base-building incoming: - I rewrote the blueprint code. It is now easy for users to add new custom blueprints and or delete default blueprints when creating a mission. - added an option to rotate the object - added an option to get object closer or further away (max distance can be limited, currently at 5m) - GRAD persistency enabled for placed stuff (tested in client hosted and dedicated) - placed objects can be destroyed, you get back scrap materials (may be refined again later) - moving an object will save its new position via GRAD - added a few materials - added place-able light source with on / off switch. I plan to add a feature that requires a generator connected. next steps: - more blueprints - GRAD saving system for persistent Materials collected - Move and deconstruct addactions to be saved via GRAD - adding possibilities to destroy other players placed objects - adding blueprint spawners, so players can collect and learn new blueprints - material traders - loot system for all materials that may be found (currently Wood, stone and sand can be farmed) NOTE: the object movement code has been taken from EDN Fortification mod - I am not taking credit for writing these functions. PS: Yes, I messed up audio again=D sometime i will learn.. Light video: General showcase: (link to follow) Edit: had to interrupt the upload of the 2nd video, will be delayed) cheers vd
  17. Vandeanson

    Ravage Mod

    oh ok - thought something was weird=)
  18. Vandeanson

    Ravage Mod

    Oh, and with the new blueprint system, it will be possible to spawn in blueprints that have to be collected, before a blueprint can be used.
  19. Vandeanson

    Ravage Mod

    @Donnie_Plays Yesterday I have changed the blueprint system so it will be easier for users to remove or add blueprints, e.g. You may enter the classname of the item and change the value of all relevant materials from 0 to xyz. So you may steer and decide what can be built and what not, be it just barricades or whole watchtowers:) I personally dont like basebuilding in pvp e. g. the whole exile stuff with bases piling up into the sky. Hence the mod is also not targeted at competitive pvp but rather rp survival, coop or casual pvp encounters. I have some ideas for lockable doors, generators, lights,.. but thats just early ideas, no real WIP yet. Also, I have not though much about the ways of breaching built structures yet. I could make the structures take no damage but i could add a addaction that would allow you to attach explosives under certain circumstances.. I actually quite like this idea:) it restricts your ways to take down a base. But there will be a way, with the right tools and if you dont get shot while attaching explosives.. My current struggle is to save the array of placed structures into a variable in the players namespace that then can be saved in GRAD. But im sure it is just a matter of reaching out to the guys to understand what i am doing wrong.
  20. Vandeanson

    Ravage Mod

    Uff that is brutal! Off to testing! Thanks for pointing it out.
  21. Vandeanson

    Ravage Mod

    Whats that:))? No so far Z have been fine actually, i have tested that earlier on nd will test again ofc. Thanks:)
  22. Vandeanson

    Ravage Mod

    Its well on its way;) honestly i am a bit afraid that there is a big issue slumbering somewhere, that i have not noticed yet. But so far all works and all i have to do is add more pattern and gathering solutions for all mat types and i can release a demo mission. Also, if anyone knows a good mod that adds additional objects, please let me know. I could really use floors and roofs!
  23. Vandeanson

    Ravage Mod

    Is it in general possible to include GRAD in a mod? Can the script save stuff into the mission then? My current understanding (from playing arround yday) is, that it needs to be placed in the mission folder. So a quick solution would be to put a mission template up so ppl can base their ravage mission on that mission or they can add the relevant folders to their mission. But again, im new to GRAD so if someone knows better let me know, I would love to add it as a feature to VA and would of course share the solution with ravage.
  24. Vandeanson's Apocalypse - the Mod: A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! 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 (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options). Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My mod will spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself! You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION: 1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings. 2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation) 3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers. 4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns. 5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland. 6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES : - random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions) - sites de and respawn after a adjustable time and while no player is close - Bandit Camps - Hideouts - Shipwrecks - Crashsites - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) - AI Patrols - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod) - Spawners for Boats, Planes, Helicopters - Medical Sites - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) - JBDOG feral dog spawner - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters ) - loot spawns at all sites - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL: - dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features) - option to blacklist items from loot arrays - option to exclude Arma 3 Vanilla and DLC items from loot table - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) - adjustable AI equipper (or option to use Ravage Equipper) - adjustable player equipper (or option to use Ravage Equipper) - CBA_A3 Settings to tune features in Editor while making a mission - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats) - adjustable spawn ranges and despawn timers - MP compatible to my best knowledge, please report any issues - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it - plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes - This mod creates NO dependency! UPCOMING/PLANNED FEATURES: I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however. AI Spawner: - AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging - AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city) - chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear - some sort of simple basebuilding, crafting and ressource gathering feature - a mission generator - optional loot economy (to fill buildings with loot) - option to include heroes survive - option to include zombies & demons (e.g. A ambient Z spawner) - fake underground sites such as bunkers or caves TO DO'S: - not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script) - automate heli, plane, heliwreck, boat arrays based on active mods - automate inventory items REQUIREMENTS : Note that this mod requires CBA3. CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however. Ravage has been the inspiration for the mod and this mod is made with Ravage in mind. There is however no dependency, you can use the mod with our without Ravage. THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to 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. HELP TO IMPROVE: Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Cheers VD
  25. Someone on yt gave me a great idea regarding the basebuilding mod: He stated that it would be better if you can not move the object to far from your body, its more realistic if you use "arms lenght" for placing stuff. In the above pics, i built to maximum height. Now i will add in scaffolding that you have to setup if you want to build high up:)
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