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Undeadenemy

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  1. Undeadenemy

    [RELEASE] Roadside Picnic v1.0

    Ah you are right Johnny thanks for letting me know. Yes, this is a mission, but I'll probably have some questions about scripting and things related to it as well, but I suppose I can post those separately. I'm going to make a new post in the other forum and link to it here:
  2. Undeadenemy

    [SP] Roadside Picnic v1.0

    Cross posting this thread as the original was posted to the wrong forum. A little late posting this here, as I had trouble with the image uploading. But please I present to you a mod of many months in production, inspired by the famous Stragatsky brothers novel of the same name: Roadside Picnic v1.0: Future updates are being worked on but I ran out of time and needed to get something released. Was still a bit behind my preferred schedule but I hope you all will forgive me. Features to be added for next version: -Ability to buy from Vendor -Reputation system -Garbage collection -COOP support Upcoming Hotfix: -Reinsert animal hunting -Weapon rebalance Your feedback is greatly appreciated.
  3. A little late posting this here, as I had trouble with the image uploading. But please I present to you a mod of many months in production, Roadside Picnic: Only mods you should need are the CUP Terrains. https://steamcommunity.com/sharedfiles/filedetails/?id=2443442790 Feedback is greatly appreciated.
  4. He has the zombies flagged as renegade: https://community.bistudio.com/wiki/sideEnemy Essentially, every unit has a "Rating" (score). If you kill civilians or teammates the score drops drastically, at -2000 or below, you are flagged as hostile to everyone. This also works with AI, as you can flag civilians as renegades and everything will shoot at them. He also uses a "fake bullet" to deal damage from the zombie melee attacks, so that the other AI's know they're being attacked. In your case though you might want to go with a different technique assuming you don't want the handlers shooting the guard dogs.
  5. Haleks, thank you so much for the reply, this is exactly the type of information I was looking for! I have a few follow up questions if you don't mind: What SIDE are the Agents considered to be on? Do they even have a side? I've done some experimenting with setting CIVILIANs as Renegade. The AI will gun them down mercilessly, but you still take a score hit for killing them. Even if your own AI Squad-leader directs you to shoot them, if you kill more than 2 or 3 of them your own squad will kill YOU. I don't know if you've found a way around this given your "Civilians as Renegade" option in your module. For the "Ghost Hunters" mission, the briefing states that you have special ammo to kill the ghosts with. Is that just flavor text or do you have some code that limits damage to weapons loaded with specific classes of ammo? Regarding the Ghosts, given that they inherit from the zombie class, how difficult would it be to have their nameSound be "Ghost"? (Another great piece of radioProtocol provided by Bohemia 🙂). Would AI start referring to them as both "Ghost" and "Walker" depending on whatever happened to role? Kind of like "Man" vs "Machinegunner"? Also, yes I agree, this probably belongs in the Editing sub-forum, but I didn't notice that one at the time. Thanks again for the reply, it's been super helpful!
  6. Requesting information about how Monster/Creature/Zombie units are created for the various mods out there such as Ravage/Velociraptor/Max's Alien/ALIAS Anomalies. Specifically, I'm curious as to how the few people who do develop these get started and what the planning process is for the entities that are out there. What do you use as a base? Are they using Agents as a base for these creatures and then simply applying various models/SFX (Ravage Zombies/Ghosts)? How is the AI handled? Do they simply acquire a target and begin moving toward it, with a script handing out "damage" when they enter what is conceivably melee range? How do the regular AI know how to handle them as hostile? Are they flagged as renegades? If someone were to attempt to create an entity of this type, to be used in a multiplayer setting, what would be the pitfalls to avoid (mainly with code, but also with design in general if you know of any red-flag level bad ideas)? Ravage has a nameSound associated with it's zombies, "Walker" from the Radio Protocol. How was this done? For example: I had a look at the scripting that was included in the Ravage showcase mission "Ghost Hunters". From that I gathered that the Ghosts are Ravage zombies with the "headless" character option and dressed in a ghille suit. They then have a semi-transparent texture applied to them and some render settings to adjust their material further. When hit, they emit a spark SFX and play a sound. They also have an AT-Mine attached to their pelvis, which is set with damage/collision/show model disabled, so that they don't actually explode, but they do allow the Ghost to show up on your "Ghost Detector" (a Mine Detector). If I remember, the mine is deleted if the Ghost is "killed". I realise this is a pretty huge topic that covers a lot of areas. I'm mainly looking for a general overview and design considerations for making weird entity/creature things work. I would especially like to hear from Halek, ALIAS, Max, Ryan, etc. as all of these people have published products under their belts, though if any ARMA wizards out there can speak intelligently about how to get started down this road. That would be great too. It's probably too much to ask for a tutorial/guide with pictures describing "How to Make a Generic Monster", but this is knowledge that seems to really be lacking among the community, at least that I have been able to find, and I know that it would be appreciated for those of us who aren't afraid of some scripting, if only we knew what we needed to tell ARMA to do.
  7. So I fixed a few problems with my code and managed to get this to work in the INIT line of an invisible helipad: _this = createMarker [format["%1_%2","test",_i], [random[0,6000,12000], random[0,6000,12000]]]; _this setMarkerType "Empty"; _this setMarkerShape "ELLIPSE"; _this setMarkerColor "ColorRed"; _this setMarkerAlpha 0.5; _this setMarkerBrush "Cross"; _this setMarkerSize [500,500]; This creates a single, randomly place, marker to my specs. However, I can't seem to get the iterable version to work: for _i from 0 to 20 do { _this = createMarker [format["%1_%2","test",_i], [random[0,6000,12000], random[0,6000,12000]]]; _this setMarkerType "Empty"; _this setMarkerShape "ELLIPSE"; _this setMarkerColor "ColorRed"; _this setMarkerAlpha 0.5; _this setMarkerBrush "Cross"; _this setMarkerSize [500,500]; }; Nor this version, using the magic variable _x (which was why I was using that earlier): for _i from 0 to 20 do { _x = createMarker [format["%1_%2","test",_i], [random[0,6000,12000], random[0,6000,12000]]]; _x setMarkerType "Empty"; _x setMarkerShape "ELLIPSE"; _x setMarkerColor "ColorRed"; _x setMarkerAlpha 0.5; _x setMarkerBrush "Cross"; _x setMarkerSize [500,500]; }; There could be numerous reasons for this (maybe the format command isn't working, resulting in multiple markers with the same name? Not sure, but using _this (but not _x) works in the single use version, but either way, as soon as I stick a for loop on it, it stops working.
  8. Hello. I am working on a mission where I want to have some random danger areas on the map that change with each play through. I want to: Generate a number markers on the map (ellipses). Use the markers as the placement POS for a triggerArea, which will be defined in 3D (ATL). The marker text will then be the altitude bounds of the danger area. Deriving the zMax/zMin of the area will take some math. Probably something like: zMin = zPOSATL - (zArea/2); zMax = zPOSATL + (zArea/2); I know generally the steps I need to take to accomplish this, however, there are a lot of tricky ARMA things making this difficult (ex: I'm going to have to concatenate a string (prefix + index) in order to get around the fact that ARMA won't create a marker if the name is already in use. The steps I think I need to take are: Generate an array of N size. Iterate through the array. For each item: -createMarker, setMarkerShape, setMarkerSize, setMarkerColor, setMarkerBrush Here is the code I have so far. It isn't much, but I'm out of time for a few hours and I was hoping someone could point me in the right direction: params ["_prefixName","_numSites", "_mapX", "_mapY", "_minZ", "sizeZ"] for _i from 0 to _numSites do { _x = createMarker [""_prefixName" "+" "_i"", [ random[0,(_mapX/2),_mapX], random[0,(mapY/2),_mapY]] ]; _x = setMarkerShape "ELLIPSE"; _x = setMarkerColor "RED"; _x = setMarkerAlpha 0.5; _x = setMarkerBrush "Cross"; _x = setMarkerSize [500,500]; };
  9. Thank you for your reply, however, that does not work. If I wanted to name a squad member "Ghost", I would use: this setNameSound = "Ghost"; My character would then say "Ghost, move 75m, front." etc. However, placing that code in an enemy doesn't make my character call that enemy "Ghost". Though presumably the enemy squad leader would call that soldier "Ghost". I tested this with VR entities, and when my character spots the enemy VR entity, he calls it either "Rifleman" or "Soldier". I'm fairly sure I need to go deeper into the code to get this effect, maybe even down to the base class. It's just that there are hundreds of variables in the various Parent and Child classes to comb through, and I know what I'm trying to accomplish has been done before (Ravage does it, although it does occasionally mess up and call the zombies "Civilian" or "Rifleman", especially if the fog is thick or visibility is otherwise limited. I'm assuming it works something like this: 1) The base class defines the broadest name sound, i.e. "Man". 2) A child class defines a more specific one i.e. "Civilian", "Soldier", etc. 3) A further child of that class then defines the type of "Soldier" - "Machine Gunner", "Rifleman", "AT Soldier", etc. What I think I might need to do is create a new entity class based on one of the others, and then make sure that each instance where a nameSound is called for is either "Unknown", or "Ghost". That way, there is no possible way ARMA could derive "Rifleman", "Civilian", or anything else from it. I just need some guidance on where to start.
  10. Hello, I am building a custom unit that is supposed to be a ghost. I want units who spot this unit to call out "Ghost 200m front" similar to how the Ravage mod calls the zombies "Walker". Both "Ghost" and "Walker" are NameSounds that already exist in the game, but the setNameSound command doesn't work for my use case. (Enemy units of this type use nameSound "Rifleman" or "Man". I would prefer they are always identified as "Ghost" or "Unknown", and never "Man" or "Civilian".) How do I get at the code to do this? What variables do I need to change, what functions do I call, and can I do this with the init field or will I need to create an addon faction, etc?
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