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LSValmont

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Everything posted by LSValmont

  1. LSValmont

    GF Missions Script

    (5.) Makers named "GF_Missions_Safe_Zone_1", "GF_Missions_Safe_Zone_2" etc etc don't seem to block mission spawning in the marker's Area ("GF_Missions_Safe_Zone_1") like Vandeanson script does so instead of just having one big 40000 x 400000 safezone ("GF_Missions_Safe_Zone_1") you need to create many many many markers to exclude big areas. Even setting GF_Missions_Safe_Zone_1, GF_Missions_Safe_Zone_2, GF_Missions_Safe_Zone_3 etc to huge sizes and lots of them and the missions still spawned inside of them (inside the safe zones). Other than that the improvements are massive and very well worth the wait! The balance of the default missions is already top notch (perfect for 3/8 players teams) and it is super easy to customize the spawn locations (GF did an amazing job with the positioning scripts!) and eos is even better than DAC for my taste! It is just minor tweaking left to do for perfection!
  2. LSValmont

    GF Missions Script

    Your previous version already was the best and most understandable mission script I've ever seen so even if it only gets a little better it will already be the best out there! Hey bro I wish you a quick recovery! I hope it is nothing mayor and you can be back to full health as soon as possible! In the meantime you will be sorely missed...
  3. LSValmont

    Ravage

    Thank you so much for all your hard work over the years and specially the experiences you created for so many players out there! I am glad that I was able to help in fixing some of the last standing bugs and features added to our beloved and by now legendary RAVAGE mod! Also, thanks to all the other talented moders, artists and coders who contributed to this awesome endeavor and I encourage others like George F. and Vandeanson to continue releasing content because us mission makers will continue to use this for years to come! Godspeed in all your future projects dear Haleks!
  4. Thank you! I Didn't know it had to be in the group's init as those units are not grouped but I will do that and tell you my results.
  5. Hello Ninja Raider! First, congrats on the release! A lot of work has gone into this and it shows! Secondly, I wanted to ask if you managed to fix this bug I found in ZBE: It is super easy to reproduce in regular ZBE. Just create a camp with static ai units and the player there, after mission starts teleport your player to the edge of the map and after a few seconds come back to the camp. Some of the ai units will teleport/move from their original locations. This is exacerbated if the ai units have their path disabled, are playing some animation and/or are touching other object. I will be testing your release ASAP!
  6. This is too awesome! Will trow a predator in there and have some movie action fun! Thanks for keeping up with the times icebreakr you are trully something! If you can update your FAP units with more amazing stuff. PS: Arma 3 has enough armies and soldiers, we need more alien races/weapons/ships, scientists, politicians and anything to make better more immersive missions!
  7. Since Christmas is coming I will tell santa tpw my secret wish... (not so secret after this!) I wish TPW scripts were independent from eachother and/or a mod. If some scripts depend on other scripts they must be merged and have their features activatable via a config script just like ALIAS or George Floros do on their scripts. So for example if TPW Supress requires TPW Fall and TPW Duck they must be merged into a single "TPW AiBehaviour.sqf" and inside that sqf have options such as: TPWSupress_Enabled = true TPWFall_Enabled = true TPWDuck_Enabled = false // All the rest of the parameters etc Each of these script releases must have all their related sounds or other dependencies with them instead on relying on a separate mod file/executable .bat file. Once this is done all us modders should unite to make each script fully multiplayer compatible. That is my wish for this and every other Christmas! Ever! Anyways, keep up the incredible work TPW!
  8. LSValmont

    Sector Module Scripting

    Adding this: to description.ext seems to break the CBA functions called by other scripts such as: After changing mode = 1 to mode = 2 (the default one) then the CBA CBA_fnc_addPlayerEventHandler works again but only once. Do I need to add/change something else to class CfgRemoteExec to get all my other scripts to work again? Thanks in advance!
  9. I just found a bug. If you have static Ai units on your mission (with ZBE enabled) when all your playable units (players) get far from the animated units and they return to the location of the ai units they would have moved several meters away from their original location. (in the air or into buildings etc). In my mission I have set the respawn location far from the base and then move the playable units via trigger to the base and then the Ai would be in another location from where they were supposed to be. Removing ZBE fixes this right away. PS: This happens even if you put this setVariable ["zbe_cacheDisabled",true]; on the Static Ai inits. Otherwise this is a great solution. It would be great if someone could update it to work with the latest Arma 3 update.
  10. LSValmont

    Sector Module Scripting

    You are the best! Thanks!
  11. LSValmont

    Sector Module Scripting

    Larrow, I wanted to also have Independent warring for sector control (All 3 factions) but it is not working as it throws an error "target at index 2 is undefined [ west, east, any]". This is my code: I've also tried changing [ west, east, resistance ], to [ west, east, independent ], but the same error happens. The sector it is still created thou! Do I need to modify your fn_spawnSector.sqf to be able to have all 3 factions? PS: This is a holdAction but previously I used the addAction in your demo mission and had the same issue so it is not the holdAction conversion.
  12. Tested and works like a charm! Thanks again davidoss!
  13. I've tried this in the Init.sqf file: (It should show the action every time the lifeState changes (or == Incapacitated). And this in the InitPlayerLocal.sqf file: (It was supposed to show the Hold Action everytime the player changed animations to "unconsciousrevivedefault". PS: This is for a MP hosted Coop mission btw. Any help would be greatly appreciated!
  14. You are a life saver davidoss! Thank you! Gonna test it ASAP! Simply put... because bis' revive implementation takes you to the incapacitated state regardless of your current health. (You could have 90% health and a single shot could bring you to incapacitated) and that was against of what I am trying to achieve in my mission. Also because of that my players could almost never get to the "limping" state that you get at 30% health or lower. That really adds to the immersion of being injured and that not only created tension/immersion but also more cooperation and better teamplay. Bis revive simply removed all that and made the whole "Health %" useless so I had to do my own custom solution that also included a very simple bleeding mechanic and a health system that rewards players that keep their nutrition high with a slight health regeneration. So I am combining a custom super simple player damage + nutrition check script with a custom Damage EH for my Ravage mission and for the whole system to work the way I intended it to work the player must be able get to that 10% health or less without going incapacitated before that. The Damage EH is tuned so that players get to that 10% health after ~ 3 shots from a high caliber weapon and ~ 6 shots from a low caliber weapon. health.sqf, run from initPlayerLocal.sqf. And the Damage regulation EH It seems very simple but works very well for what I am trying to achieve.
  15. Hello Godis! I am glad that you are liking it. I actually completely rewrote most scripts yesterday and will be releasing a new version that runs almost twice as fast. My FPS went from 50 to 70! Anyways, the mission currently saves your current location, money, rank, experience, gear, vehicles and anything you store in your vehicles. If you are talking about saving your progress in capturing territories and/or dead npcs then no, I haven't done anything about that and TBH I am not that good at persistance and databases so if you could help with that it would be awesome! I am currently done with the system that lets players choose a faction (Survivors, Raiders or the Military). And the mission should also save your current faction because right now if you exit the game and come back you will be survivor again and you have to repeat the process to join your faction. I can send you the latest mission version if you want?
  16. Dear Larrow, how can I actually do the opposite and make the forceRespawn holdAction to appear if _damage >= 0.91? Thanks in advanced!
  17. LSValmont

    Ravage

    This is what you are looking for my friend! Vandeanson is your man here. Not only shipwrecks but a number of random events (Including damn feral dog packs!) that will make every play through completely different and unique! And a big plus, it is also super easy to setup and only eat around 5-10 frames depending of the amount of features you enable. Enjoy!
  18. LSValmont

    Ravage

    Hey Haleks! Before you publish the update may I ask if you could check the MP Save params that get saved on the server for persistance. It seems that it stores player location and gear but not their HP... so I've been having the issue of players with low health just leaving and rejoining the server to get their Health back to full :(
  19. LSValmont

    Ravage

    I too believe Hordes module and the regular zombies "become Hordes over time" option should have catching and/or cleaning solutions built in. Many have reported a lack of zombies on their missions and a clear solution to this is the horde module but in its current implementation it just becomes too harsh on your server over time and also reduces the zombie population even further at other locations. Please Haleks if you ever have the time to look into this it would be a Godsend for many of us. (Actually all of us) =) PS: Particularly I am trying to use my own catching solution for the hordes but it requires an additional layer of complexity for players/mission makers and I believe the whole point (or one of the main features) of Ravage is making it simpler to have your missions working as good and as performance friendly as possible.
  20. LSValmont

    Ravage

    Yeah it would be awesome to have ravage missions with BP's UI. Sadly I am incredibly bad at working with Arma 3's GUI. I've been trying for ages to get a basic PDA working for my mission with no success. I just tried to replicate some stalker's PDA features but it was a hell and couldn't get anywhere really. But there are lots of talented people here on the forums perhaps we all get lucky and get someone to make that amazing UI work with Ravage.
  21. LSValmont

    Ravage

    Well done Donnie, downloading your mission as we speak! Will give you feedback very soon! Question: Does your BP assets change the Inventory UI just like in the regular BP? Also, why are your Assets 2GB+ while the new BP is 600MB?
  22. LSValmont

    Ravage

    Downloading as we speak! Thanks!
  23. LSValmont

    Ravage

    Great! I liked the previous version a lot so I can't wait to see what you have in store for us! As long as the new implementation is as efficient as the previous one then I am all up for it! Speaking of that, may I suggest adding an additional condition to the script so that players have the option to skip the current mission and go to the next one. Perhaps a waitUntil {sleep 1; !cond }; Like: waitUntil {sleep 1; skipmission && {_timecurrentmission > 600} && {players distance _currentmissioncenter > 800} }; Of course at the beginning of each new mission the script should set the skipmission variable to false again. So mission makers can set up an NPC and/or Item (notebook etc) with an addAction or triggers that will make the "skipmission" variable true and then if the mission has been running for more than 600 seconds and no player is near the mission all the current mission's assets are deleted and it skips to the next mission. PS: Since the skiped mission was not a success it doesn't count towards the end goal of finishing all missions. (So that players don't just keep skiping missions to win!) Don't know if that code will do the trick but you get the idea ; )
  24. LSValmont

    Ravage

    Yeah I noticed that! What I like about your scripts the most is that you always strive for the best possible performance. FPSs are everything in Arma after all. I am still waiting on your updated dynamic missions scripts BTW! It was the first script I implemented in my mission but I removed it in favor of the new one that was about to be released! =0 =)
  25. LSValmont

    Ravage

    Hey! I don't have that BlacklistmarkersLand on my VD_Settings.sqf! Does that means I don't have the latest version? I guess you are still updating it super fast =)
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