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Everything posted by LSValmont
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Latests! (As of yesterday of course!)
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Sure bro, as far as I am concerned the mission is yours too! Just clarify that it is a WIP =) PS: And you might want to re-tweak the parameters I used for your Scripts since most might be too low for the mood you want the players to get.
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Please re download using this link, I fixed some minor late things: https://drive.google.com/open?id=1AoeGoPst72GkS3k14DFcLE4XkThCKHrK
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That is good to know! The changes fit nicely with HC Simple Shop's default UI and is also more minimalist. I also sent George the changes so he can publish both versions if he wants. Anyways, if you are going to play the mission to get inspiration for your current ideas use the latest version in my previous post. If you can, please check the LV Script that is having incompatibility issues with yours so perhaps it can be fixed on your end. Also, I am up for combining our forces to make a super mission together. =)
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ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
LSValmont replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
Whats up Bl2ck Dog! I've ported your mission over to chernarous 2035 and added a few things here and there: Here is the first Alpha version I case you want to check that out! https://drive.google.com/open?id=1xiEu0mmtGibblIEKGqU0Z9oUQnISLgUT Requirements: - CBA - CUP (The whole lineup) - Chernarous 2035 map - Ravage - Stalker Like Anomalies (2MB) https://steamcommunity.com/sharedfiles/filedetails/?id=1383903166 Recomended: TRYK's Multi-Play Uniforms New things: - Heavily Customized HC Simple Shop for Ravage and CUP Gear. - Living fully randomized world. Custom weather, Dynamic Ai and ever changing locations make each playthrough completely different. (Thanks to bl2ck dog, Vandeanson, George Floros and Alias for their amazing scripts) - My own custom health system with bleeding and a brand new damage model. Shots and injuries cause bleeding but no more instant deaths. High hydration and nutrition provide a slight regeneration as long as your wounds are minor and you are not bleeding. - My own complete custom light system: blacks and shadows are deeper but without degrading the natural colors. Nights are scarier but also more realistic. - [Soon TM] Players will be able to play cooperatively and support a leader who will own territory on their behalf. Other players who do not favor that leader's rule and/or taxes can form other teams and try to take as many territories as possible on their own. Team members can betray their previous leader and steal territories from them becoming a competing Warlord instead. At the end the player/team with the most territories wins. The whole idea is to create a sort of roleplay pvp environment where rivals make alliances and betray as they struggle for supremacy over the wasteland. I think it is looking good. Let me know what you think! Cheers- 47 replies
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Alright guys, here is my mission file as promised: https://drive.google.com/open?id=1AoeGoPst72GkS3k14DFcLE4XkThCKHrK This mission is a port of the great B2 Ravage Malden mission by bl2ck dog to the Chernarous 2035 map with several improvements/tweaks and the incorporation of the CUP mod. You already know the drill, it goes into the MPMissions folder in MyDocuments. Requirements: - CBA - CUP (The whole lineup) - Chernarous 2035 map - Ravage - Stalker Like Anomalies (2MB) https://steamcommunity.com/sharedfiles/filedetails/?id=1383903166 Recomended: TRYK's Multi-Play Uniforms Main Mission Features: - Heavily Customized HC Simple Shop for Ravage and CUP Gear. - Custom MP Persistence System. Your gear, position and progress are saved. Also your vehicles and anything you store on them (As long as you park them on the Garage). - Experience, Rank and Discovery System. Exploring all of the map is highly rewarded in terms of experience and resources. You gain experience by finding new locations, clearing bandit camps, doing side missions, Gaining Territories etc. The Rank system gives players progression and rewards like better gear sold by vendors for higher ranks. - Living fully randomized world. Custom weather, Dynamic Ai and ever changing locations make each playthrough completely different. (Thanks to bl2ck dog, Vandeanson, George Floros and Alias for their amazing missions and scripts) - My own custom health system with bleeding and a brand new damage model. Shots and injuries cause bleeding but no more instant deaths. High hydration and nutrition provide a slight regeneration as long as your wounds are minor and you are not bleeding. - My own complete custom light system: blacks and shadows are deeper but without degrading the natural colors. Nights are scarier but also more realistic. - [Soon TM] Players will be able to play cooperatively and support a leader who will own territory on their behalf. Other players who do not favor that leader's rule and/or taxes can form other teams and try to take as many territories as possible on their own. Team members can betray their previous leader and steal territories from them becoming a competing Warlord instead. At the end the player/team with the most territories wins. The whole idea is to create a sort of roleplay pvp environment where rivals make alliances and betray as they struggle for supremacy over the wasteland. May this WIP mission act as inspiration for our great providers of magic tools such as Haleks, GF, Vandeandson and many many others. Tips: - At the main hub called Junktown you can walk up to NPCs and they will often offer good tips on what to do and the mission's hidden features. - Everything in the mission is random, even most anomalies and radiation sources will move and change over time and after each play though. - Civilians arm themselves and can be hired but don't rely too much on them as they die easily. - There are more survivor camps around other than Junktown that you can find for selling/buying and protection. Look out for them! - Buy a map first! It will look empty but most important locations are revealed as you find them. Any suggestions and requests are always welcome!
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[RELEASE] Lootsystem Script
LSValmont replied to dodzh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am loving this script! If you improve it even further please tweak the height the items spawn in certain buildings specially the CUP ones they spawn floating too high and it looks weird but other than that it is an almost perfect implementation that perhaps BI should be using on DAYZ Stand Alone! -
spawner [Release] Vandeanson's Apocalypse - the Mod:
LSValmont replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As a matter of fact I actually do! I've been working quite extensively to adapt the simple weapon shops script by hoverguy to work nicely with the latest version of Ravage. I will send you both my mission with the updated version in a few hours. Mission Requirements: - CBA - CUP (The whole lineup) - Chernarous 2035 map - Ravage - Stalker Like Anomalies (2MB) https://steamcommunity.com/sharedfiles/filedetails/?id=1383903166 -
spawner [Release] Vandeanson's Apocalypse - the Mod:
LSValmont replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
After removing the LV script the issue was no more... Here is the LV Random Sectors Script: https://drive.google.com/open?id=13zrx19kYpoTUjn7fpLDJXji_1R8Kauc7 The LV scripts and the Random Sector script in particular spawns enemy groups that populate and patrol in and around buildings at random locations defined by gamelogics, then when almost defeated it would send reinforcements via choppers. If the group is defeated then the script sleeps and then spawns the enemies again at another random location defined by other gamelogics. It is weird that both are conflicting in such drastic way. This is just awesome! I was just working on a kind of similar system but since my mission is not just COOP but also PVP oriented my implementation is not based on Side but on Player. Basically, a player can Own locations/territory. They can then set the prices and earn money from their territory. They have to defend it as other players can also buy any territory and evict the previous owner. The more territories players have the more money it costs to buy additional ones but also the greater their daily income becomes. The territories and the NPCs there are BLUFOR and always friendly to "survivor" players but as soon as a player fires at the territory owner and/or other BLUFOR NPCs they and their group become "Bandits" (INDEPENDENT) for XX amounts of seconds and the Survivor camps and NPCs become hostile to them. The territory owner can kill other survivors without becoming a bandit thou so that is another incentive to own as many territories as possible. The whole idea is that players vote on the mission time and then when the time is up the player with the most territories under their control is the winner. Here is what I got so far: https://drive.google.com/open?id=1Oe6KGZRcBIEMPKbBqieiiivRcEgSH8nY https://drive.google.com/open?id=1YzqhexLVxyx8RZP5Ya6Uc4KdBf-87j93 https://drive.google.com/open?id=1JRGQ4mJd5lKRZotTK8UzSFRGem-fNRkk Nevermind the last screenshot's "Shop" maker label, I didn't change the script yet but it is supposed to say TERRITORY instead of Shop =) I will do some improvements and send you my mission in a few hours so that my layout and scripts can serve you as an inspiration. -
spawner [Release] Vandeanson's Apocalypse - the Mod:
LSValmont replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hola Vandeanson! How did you know I spoke spanish!? =) I am playing with 2 other players who are my testers (MP Hosted). About the dogpacks I was just commenting, I've no issues with them being the hunters they are right now! About the tradercamp, my mistake! I assumed it used the a similar script to the bandit camps. I actually have my own trader camps that use a whole other system. About the Ai Spawn, we are only using LV's randomSectors script. Will test without it to see if the issue persists or it is indeed a incompatibility with it. Will be reporting again soon! -
spawner [Release] Vandeanson's Apocalypse - the Mod:
LSValmont replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess this is the responsible for the excessive Ai spawning I was talking about in my previous post! -
spawner [Release] Vandeanson's Apocalypse - the Mod:
LSValmont replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dear Vandeanson, here is my review so far! First... let me say your scripts are awesome and bring Ravage to life! What was dull and empty before now is fun and full! So thanks for that! Here is my first experience: Some dogs Spawned in the distance! https://drive.google.com/open?id=1wba1CnVBxYluGsXw_mynaKH_qEWDrQ0m They attacked the closest zombie and the fight lasted for quite a while... https://drive.google.com/open?id=1E7e4SoSuU-IqG-CO_87AwsozXPphDdGW But finally the zombie died... not before taking one of the dogs with him! https://drive.google.com/open?id=1f8bZLDVsszVZJN83PCOQEvOuaqt34b-n The dogs then came after me even thou I was super far... I guess their feral instincts are super sharp and/or mutated! But then some issues... After a few seconds of me spawning at my "safe" survivor camp, a few OPPFOR Ai spawned super close to me at the nearest building and outside of it... I was perhaps 10 meters from it. https://drive.google.com/open?id=1O17_Gp9LjX0_Og01mlWGwSxwvNVPAtDn My guards immediately reacted and there was a huge shootout https://drive.google.com/open?id=1Fbx85zfhD8Znzpk2JF2NeM_d5Ggp3jKa On my second test the same thing happened but I was able to get into spectator mode and get a better view this time, the player is VLSC and as you can see they spawned super close to him: https://drive.google.com/open?id=1RCVST42B_fXbgWpprYVwukUKRIRlzuBM Then I realized that the script had also spawned Ai enemies on every single building in a 2000 radius https://drive.google.com/open?id=1lv1xywvEve9q_M6S8lhxzndIcd7OlKpD Of course my fps went from 50 to 24 in a second after that. And also this happens: https://drive.google.com/open?id=1osRabdMCpGljAuI6jScLpzXs14p5slms Trader camp at the edge of the map. I guess it was because the script was not made for Chernarous 2035. All VD settings are default settings. Besides that everything else worked like a charm! The bandit camps are amazing and so are the Crash Sites and the Ship Wrecks! Also the dogs are quite good! I don't mind their slight teleporting attacks =) My guess is that there is "sleep" missing around somewhere and also there is no limitation on the simultaneous Ai that can spawn and that should be set somewhere... just like the Ravage module allows you to set a max amount of zombies per player. -
This is so cool!! Gonna test it right now! Question: Does it include the latest version of JBOY dog from the mission that was released by johnnyboy yesterday?
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By the way, GEORGE FLOROS' implementation of the Breath Effect doesn't seem to cause this issue. I've been testing that and seems to work without hitting FPS at all in my case. Perhaps that would be a good replacement or perhaps you already have something on your mind. Anyway, it is a small thing so take your time, at least the problem has been identified and you are on your way to fix it... it could have taken a much longer time =)
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Haleks, if you haven't found what was causing the issue yet... I might have some more clues but nothing conclusive. I added the ambient breath effect but just that script and then I was able to reproduce the FPS loss again. Can't confirm it 100% but I think that could be the guilty script. Perhaps you already managed to reproduce/fix the issue anyway.
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GF Ambient Environment Winter Script - Mod
LSValmont replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice and quick update George! Thanks! Quick question: If I wanted this winter weather scripts to happen only for a certain time and then have a calm time etc. what would be the best and optimal approach to achieve this? I have dust storms happening every 300 + random 200 seconds and lasts 180 seconds, then I have thunder storms that happen every 400 + random 300 seconds and lasts 360 seconds then... I want the snow storm to happen every 600 + random 500 seconds and last 300 seconds. All the scripts must activate for these 300 seconds and then sleep again until the time comes for the storm to appear again. This is what I use for the other weather effects on my init.sqf- 63 replies
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GF Ambient Environment Winter Script - Mod
LSValmont replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is exactly what I was talking about in your other weather script post! Great work as always George!! Still waiting on your missions script! One final suggestion! Can you unify all your scripts on a single folder like: GF Scripts/GF_Winter GF Scripts/GF_Fog etc etc Because I use like 10 of your scripts and my mission folder is a mess and the folder names are too long! Also... sorry for being so bothersome, but check out how Alies does it: He unifies his weather releases just like you did here but instead of having each script on a different folder he completely unifies them even to the point of making a single file to edit/customize them all together. It is so much cleaner that way. I think that would be the cherry on top of your already amazing work!- 63 replies
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Good find! Did not work for me either. Here is the script I made for populating loot boxes. (Just modify the Weapons and Items you want them to spawn): That should work in the meantime until haleks fixes it.
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These are the results: https://drive.google.com/open?id=1RAwoDXBKwfISu8kBCjmIQOzN-ohIyeFN PS: Worked like a charm! Thank you Vandeanson!
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this execVM "scripts\randomunitequip.sqf"; From the unit's init in the Eden editor.
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I will be sending you the details in a PM!
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Doing one of my "Survivors vs the Military" missions a player managed to steal this: https://drive.google.com/open?id=1EnKLtGq2MjImY27fs2LMeyWICGq9Wzfk Did a 10 hours session with 30 players yesterday and all the participants declared getting 60FPS+ for the whole session and also the best time they've had with Arma and it is all thanks to Ravage. Thanks again!
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Change the min distance in the default settings. Set it to 50 instead of the default 70. Still, Haleks is your man for these kind of questions. I've too experienced the low zombie population but it has been fixed on my server for some reason even thou I have all modules on default settings.
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Thanks! Fixed that and a couple more small errors such as that but now I get another error: Error select: type object (Line 1477) and then only this is in line 1477: _unit = _this select 0;
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Remove the zombie blacklist module, set the zombie spawn min distance from players to 50 and try again.