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Vandeanson

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Everything posted by Vandeanson

  1. Vandeanson

    [Help] HoldAction to Classname

    Ah good point. Worst case you could have a seperate loop evaluate the condition and return a variable holding a boolean every 0.5 secs that tells the holdaction if the condition is met or not. Not sure if its worth it tho. I am working on a survival simulation framework where i need to keep the amount of loops, specially complex high frequency loops as few as possible, hence this thoughts. Where possible i go for EHs. I ll give all discussed variants a go tonight, lets see what works and what does not.
  2. Vandeanson

    [Help] HoldAction to Classname

    Nice! Maybe add a 0.5 secs delay for the condition check for performance reasons? Also, classnames are fine as long as you work with handplaced objects. Once you want to work with mapobjects, you will want to extract the model name from your cursorobject info using "(getmodelinfo cursorobjects) select 0". @MrCrazyDude115 I ll draft something up for VA and will send you my take on it Cheers Vd
  3. Vandeanson

    Ravage

    In the killed eventhandler, filter for killed/killer (depends on what you want to test): If (_killer isequalto "zombie" ) then {....} ; This executes your code if the killer is a zombie, or, if you want to apply the same to _killed, then it tells you if you killed a zombie.
  4. Welcome to Vandeanson’s Apocalypse All info is kept up to date below: Workshop Vandeanson's Apocalypse DISCORD
  5. Vandeanson

    Vandeanson’s Apocalypse

    Off line as i singleplayer? If you save you will start at the save. In hosted MP your character is saved but the rest of the mission starts new (like a server restart). Cheers Vd
  6. Vandeanson

    Vandeanson’s Apocalypse

    Hi @Realthinged This is not an update for the current steam version of VA, but it is a seperate work in progress version. This new version is not yet available for players and will, once finished, replace VA on steam. It is an update on this announced project: https://forums.bohemia.net/forums/topic/223648-vandeanson’s-apocalypse/?do=findComment&comment=3389791
  7. Vandeanson

    Vandeanson’s Apocalypse

    VA 3.0 overhaul phase 1 - status update Feb. 2020: 1. GENERAL FRAMEWORK Hotkeys: default hotkeys assigned (shift, ctrl, alt combinations are in use as well) for any action that does not require an inventory item, such as; - scavenging map/terrain objects (e.g. wrecks, crates, baggage heaps,...), hotkey 1 - gathering ressources from map objects (apple trees, firewood, dead animals), hotkey 1 - plant vegetables in greenhouses, hotkey 1 - weapon holster, hotkey 2 - earplugs (in/out), shift + hotkey 2 - open basebuilding menue (early WIP), ctrl+ hotkey 2 Look at the object you want to interact with and press the hotkey 1. The system will detect what you are looking at and will execute the adequate scripts (scavenging, gathering, interaction,...) Some interactions have tool requirements (knife for skinning, crowbar to scavenge boxes,...). Inventory Item interaction: added "double left mousebutton click" interaction with useable VA inventory items such as; - food - drinks - bandages - injectors - pills but also items that can be used to craft/create utilities such as; - firewood to place or fuel fireplaces - matches to light fireplaces - cooking utilities that can be placed on fireplaces for cooking - when looking at a watersource (body of water or well) click empty bottle to refill Localisation/language support: added the base framework for multi language support (e.g. hints, emotes, messages and items will appear in your client language) GitHub integration: best. thing. ever. period. 2. PERSISTENCY added persistency/inidb2, testing WIP but so far, working as intended saved are: - player position - player direction - player loadout - player stats (health, blood, hydration, nutrition, infection state, bleeding state, radiation) 3. THE LIVING (survival system) General: updates related to hotkey/mousclick interaction added tooltip (how to use) to useable items description text added new assets (e.g. water canister, salty/dirty/clean/empty version for all liquid containers) added various crafting and basebuilding material items updated some assets models most useables/consumables have multiple "charges", so a bandage might only be depleted after using it 4 times. We are using fake magazines/round count for that. soundFX updates/new soundFX added Nourishment: extended and finetuned various aspects of the cooking, eating and drinking feature Bleeding: code rewritten. added minimum damage requirement per hit to trigger bleeding. added restriction that avoids that code inflicted damage, clipping damage or fall damage triggers bleeding. only direct hits from Z's or bullets may trigger bleeding. added adjustable chance for bleeding (bleedign chance per hit) to actually kick in after a registered hit added feature that blocks further bleeding triggers for 1 second after a registered hit (even if bleeding is not starting, due to bleedign chance per hit). this will avoid that damage inflicted by explosions or Z hits, that usually trigger multiple "damaged" Eventhandlers, will trigger bleeding 4-7 times per "hit". the user setting "bleeding chance" should be more reliable now due to that change. Before, one hit by a Z could trigger 4-7 bleeding start code and each time it would calculate the bleed change of e.g. 50%, which obviously would much likelier cause actual bleeding in the end, even with low bleeding chance per hit settings. some additonal info about the feature... blood; is a stat 0-100 and it is not equal to health. at 0 blood you are bled out and at 100 blood you are all well. Low blood levels will have a negative impact on you. bleeding; is the state when you are loosing blood, each bleeding tick will deduct from your blood pool 0-100. blood gain; is the blood regeneration. Blood is regenerated as long as the player is: alive, not bleeding, not infected, not hungry, not thirsty. blood loss; is the effect you suffer at low blood levels. While at low blood levels, your blood loss effects are kicking in every 30-60 seconds with various effects depending on your blood levels (visual effects, blurry view, fainting, damage to health, hydration loss, nutrition loss, stamina depletion). stop bleeding by applying a bandage regenerate blood over time by making sure you are fed and hydrated and not affected by bleeding/infection restore blood by consuming a blood conserve fill up a blood conserve by transfering your blood to a empty blood bag (will obviously reduce blood that must be regenerated over time -> word of advise, dont do that in combat!) Infection: code rewritten. in essence, same process as bleeding. only hits by Z's may trigger infection. added minimum frequency cap (infection damage effect frequency is increasing over time, this should avoid that infection effects hit every 0.001 seconds after some time, which causes insta-death). some additonal info about the feature... infection frequency; time inbetween infection effect ticks. the frequency is increased on every tick. infection effects; visual effects, damage effects, hydration and nutrition depletion, stamina depletion cure the infection by injecting the virus cure slow down the infection frequency by consuming a anti virus pill Health: added health regeneration over time health regeneration; restores health every 30-60 seconds as long as the Survivor is not: bleeding, infected, below 80 blood, hungry or thirsty Temperature: feature activated, early WIP and to be tested TL Synergies: Reading the above, you might note that we try to create synergies and dependencies within the survival system but also between systems. Survivors will need to take care of their overal state to survive but also ajdust their scavenging and other activities to their needs. It is all about being prepared! 4. LOOT ECONOMY object based scavenging: further extended hotkey and object based scavenging added various categories; - civilian vehicle wrecks - military vehicle wrecks - military objects (e.g. crates) - civilian objects (e.g. baggage heaps, crates,...) - food objects (e.g. sacks, market style objects) - medical objects (e.g. humanitarian supply bag heaps, aid containers, medical vehicle wrecks) - junk each object category may provide theme adequate loot. Survivors can now interact with a major part of the map. Loot spawns in buildings on the ground, but also map objects may be scavenged now. supported mods; vanilla, DLC, CUP, Chernarus Redux Cheers VD & The Dude aka @chernaruski
  8. Hi all, I am a bit puzzled with regards to how cfgFunctions are added (when not defining the path-to-.sqf file for each function). I am trying to merge my functions defined in a test missions description.ext into my mods config.cpp. The below worked in description.ext. "VA3" is the root folder of my mod, containing the "VA" folder. config.cpp is in the "VA" folder I am trying to follow this guide: https://community.bistudio.com/wiki/Arma_3_Functions_Library#Adding_a_Function more precisely, I am trying to get this to work: https://imgur.com/a/k0Z5IWa Any idea what I am doing wrong? I appreciate any help, thanks! Cheers VD
  9. Thanks gents, will check and confirm back. Wouldnt be the first time a missing \ or ; gets me:)
  10. Yo mate Look for model names of nearby terrain objects, not classnames. Most map objects dont have a classname https://community.bistudio.com/wiki/getModelInfo Cheers Vd
  11. Vandeanson

    Vandeanson’s Apocalypse

    VA 3.0 overhaul phase 1 - status update Jan. 2020: General framework: - changed to a proper functions library - redundancies removed/general cleanup - introduced a "hotkey" based action system. One hotkey to situationally execute the right actions (eat, gather, scavenge, butcher animal, farm, refill water,...) -- additional options for combinations like hotkey + atl/shift/ctr - added GF earplugs feature - added GF weapon holster feature The Living feature (survival): - nourishment system up and running: -- hunger (to be tuned) -- thirst (to be tuned) -- hydration/nutrition loss loop, affected by exhaustion, carryweight, health, activity,... -- eating & drinking action (to be optimized) -- different types of eating effects (quick snack vs. decent meal with well fed bonus) -- food stats/effects like stamina boni,... (drawing board) -- dehydration/starvation effects (early WIP) -- overeating/vomiting added -- food/drink items (to be further extended) -- raw ingredients for cooking (to be further extended) -- cooking (place fireplace/gas cooker or use existing sites, cook in cooking utility placed on fire (late stage WIP) --- frying sounds --- extra smoke when cooking -- gathering of water from wells and ponds / boiling of water (done) -- utility items added (firewood, gas cooker, cooking utility, bottles,can opener,...) - gathering feature -- gather apples from apple tree --- each tree only has 0 to maximal 10 apples that can be taken per (server) restart -- gather pumkins from ripe pumkin plants (CUP), max. 2 per plant -- berries, mushrooms,.... to be added - farming feature -- planting of pumpkin plants -> growing -> watering -> growing -> harvest (done, to be tuned) --- requires pumpkins or pumpkin seeds, water, fertilizer, watering, right timing required or plants will rot, random chance that pumpkins are rotten at harvest,..) (WIP) - hunting feature -- butcher killed animals to get raw meat (WIP) -- animal live simulation system (not started, drawing board) -- fishing to be added -- trapping to be added - Temperature feature (WIP) - body temperature simulation based on: -- gear (gear categorized into light to warm geartypes, need to add default categorization of main mods gear) -- weather influence -- humidity (for, rain, in water, waterproof gear) -- nearby heatsources -- in building/shelter state -- wind exposure -- activity - effects to be added - a lot fine tuning to be done Basebuilding feature: - same state as VA live version (WIP) - added tools (hammer, axe, crowbar, knife, shovel, wrench,...) (WIP) - added ressources/materials (woodboard, wire, rope,sandbags, burlap, burlapsack,....) (WIP) - included in loot economy (WIP) Loot economy: - added new/updated building categories and fixed bugs: -- medical buildings -- military buildings -- police buildings -- custom buildings 1 -- custom buildings 2 -- custom buildings 3 -- civilian buildings (all uncategorized buildings) - options to customize above (blacklist, whitelist, add elements) (WIP) - each category has a specific loot pool and loot rarity systems behind it (all adjustable) . - extended loot economy to allow for 3 types of loot spawn: -- one off world loot (one time loot filling all buildings of a map, no respawning of loot until (server) restart) - > heaviest on fps -- dynamic one-off loot (spawns only near players but spawned loot will not de/respawn until (server) restart) ( slow build up, easier on fps) -- map object based loot (hotkey that spawns loot when looking at viable loot objects such as crates, bag heaps, suitcases,...) --- objects from vanilla/dlc/CUP/CHR are categorized into different loot groups and may spawn different loot (military objects, food objets, objects that spawn building materials,... --- can be customized/ is linked to general loot economy settings (WIP) Cheers VD
  12. Hiho, Exactly the type of feature that i have spend my recent nights tinkering with! Use the cursorObject command and get the model (.p3d) from the object. _model = (getModelInfo cursorObject) select 0; do not work with classnames when comparing your (map) object against an array. You can use the same command to look at map objects and return their model name, if you do not want to dig into the config. I learned recently that most map objects will not return a classname. (thanks yuki:)) I am working on a similar gathering system (e.G. Picking apples from apple trees, pumpkins from pumpkin plants,.. ) and will extend my system with scripts to gather berries, roots, mushrooms,... from map objects. I have opted out to use addactions/holdactions or a looped check to assign these gathering actions to objects. My current solution is a hotkey based system that executes different gathering scripts based on your cursorobject (look at an apple tree , press hotkey and gather apples). I think this is a good approach as it doesnt require loops to constantly run in the background. Code is only executed upon request. Also, you should consider to add a fallback option in case you do not have space in your inventory, so instead the loot will be dropped on the ground nearby. (else its lost if you do not have space). I will gladly share my code later tonight and we can discuss in detail, if you want to. Cheers Vd
  13. Vandeanson

    Raising the dead?

    All, nice topic! We plan to implement such a feature into my survival/apocalypse mod. Will eagerly follow this topic until i lay hands on a Z raising feature myself. I ll be happy to help aswell once i get to it, or share my take on it. Cheers Vd
  14. Thanks guys, this helps me for a project:)
  15. Vandeanson

    Ravage

    I assume you are using an old version, so dont recall the code well, but i think it is indeed what you say, yes
  16. Vandeanson

    Ravage

    Best join me on discord: https://discord.gg/SAFysz8 No need to pay 🙂
  17. Vandeanson

    Vandeanson’s Apocalypse

    @everyone just to keep you posted: i am currently working on a own hunger/thirst and cooking system that will be part of the first phase/basic build of VA3. 0. I hope that i can upload a nice showcase video soon. This is part of my goal to have a VA standalone survival system in place for VA in the future. Cheers Vd
  18. Vandeanson

    (Ravage) Virus X - Patient Zero

    Looks promising, nice work!
  19. 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
  20. Vandeanson

    Ravage

    _killer Iskindof "zombie" is the filter you can use in the eventhandler:)
  21. 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.
  22. 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
  23. 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
  24. 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
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