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Everything posted by II OMEGA101 II

  1. Stranded An event occurred. It's origin unknown. Some say it's just nature restoring the balance. Some say it's a virus from outer space. Some say it's Judgement. Nobody truly knows. What we do know is that one day the dead started to rise. Everyone who dies rises again to attack the living and create more walking corpses. Countries that had the infrastructure managed to withstand the event whereas countries torn by civil war, famine and scarcity were not so lucky. Altis was not so lucky. You are a drifter. A faceless roaming survivor of the aftermath earning a meagre living scavenging and selling loot. You are nothing. A nobody and when you die you become another nobody. Over and over. Explore and pillage the island nation of Altis where the further you go the harder it gets. Battle across high risk/high reward loot zones where the better the gear the more dangerous the foe but don't stay out too long. You don't want to be outside a safe zone when night falls. Take on odd jobs. Kill zombies and bandits for money. Build up your cash to buy better gear to take on harder loot zones but beware, If you die you lose it all. https://steamcommunity.com/sharedfiles/filedetails/?id=3210541042 Gameplay Videos Mission Summary Features - Random Events - Safe Zones - Vendors - Loot Zones - Tiered Loot system - Tiered enemies - Somewhat balanced progression - Repeatable missions - Mag repacking - Ambient, non intrusive, music - Custom dynamic spawn system that changes depending on day/night cycle. The main feature of this scenario is what I hope to be re-playable fun that you can either enjoy in short spurts or play over a couple hours. Known Issues Every 15 minutes or so there is a stutter. This is because of the cleanup script I use. It has quite a brute force method of cleaning up however I've found it to be the most effective and performance friendly script therefore I've decided that it was worth a stutter once every 15 minutes. I have optimised the script to improve this however you may still notice a stutter. Will be more or less noticeable depending on hardware. Future Whilst this project is functionally completed there is more I would have liked to do with it however due to time constraints / inexperience I've had to cut features out. Over time I would like to add things like a sort of bounty system / reputation system plus expand and add more variety to what's in this scenario. I can't make any promises, beyond bug fixing support, that I'll continue to add to this project though. Requirements - Apex - Contact - All free DLC - Ravage Reccomended Mods All these mods are located on the steam workshop. JSRS Sound Mod JSRS Reload Sounds Better Inventory Death Hit and Reaction Sounds Enhanced Movement Enhanced Movement Rework CE: Movement CQB Weapon Stance Dynamic Camo System Impact Moving Stacks Rework No more Soul-Less Eyes Project SFX: Remastered Webknights Two Primary Weapons - This mod introduces an unintended consequence in the respawn system whereby the second primary weapon isn't removed. Rested Weapon Movement Modernized controls collection Enhanced Soundscape I use the above list of mods with this scenario however there are a couple very minor interactions with my scripts. Bug Reporting / Feedback / Suggestions Leave a comment here or on the steam workshop page I greatly appreciate any feedback and/or support. Change Log Update: 3 Apr @ 11:15pm _______ Fixes _______ - Removed some old files that bloated the scenario size. Sorry! _______ Additions _______ - Added a means to reset your score level (other than by dying and losing your stuff) if you kill Bluflor. Update: 5 Apr @ 6:44pm Removed Western Sahara requirement. Completely unintentional! I've been experimenting with making different versions of this scenario with different dlc's and mods in mind like Western Sahara and RHS mods. Update: 7 Apr @ 9:42pm _______ FIxes _______ - Fixed Vehicle Tow script (missing semi colon) - Fixed lights not turning on in old evac camp _______ Additions _______ - Added skip 3 hours feature to safehouse sleeping bags & to a chair next to stash table in old evac camp. - Added tutorial conversations to the Bar Mechanic and Bar Trader to explain some of mechanics of the scenario better. - Added some items to Loot Zone loot table. Update: 7 Apr @ 10:23pm _______ FIxes _______ - Removed accidental addition of western sahara dlc items in the shop menu which caused blank empty lines with prices. Update: 11 Apr @ 11:26pm _______ FIxes / Optimisations _______ - Optimised Cleanup script. Reduced stutter (I think) when script runs and script will only delete bodies after certain distance from player. Cleanup time extended to 20 mins per script loop. - Removed a seperate cleanup loop for mines. Now it's all in one script. - Made some edits to the respawn script. May help with the damage issues. Please report any more damage issues. - Fixed Mag Repack script breaking after loading save game - Fixed SP Respawn Script breaking after loading save game Update: 13 Apr @ 5:53pm _______ FIxes / Optimisations / Rebalance _______ - Rebuilt the respawn script to function without a damage event handler. Eliminating the unitended mitigation of damage received. - Fixed safe zone guard spawns obstructing the entrances to safezones. - Added some missing mags to the trader list - Increased vehicle rearm price - Decreased bounty reward for zed and bandit kills - Lowered prices for attachments - Increased money loss when dying Update: 15 Apr @ 11:20pm _______ FIxes _______ - Rewrote the add trader script and enabled the trader script to restart upon mission load after saving and exiting. This should fix the shop after resuming a saved game. Please let me know how this goes. This has changed how traders work slightly. You'll now need to look at the laptop in front of the trader to open the shop menu. Credits Haleks for providing Ravage. Bohemia Interactive forums, for all the coding snippets, advice and support shared between members. George Floros [GR] for his excellent scripts, including single player respawn and clean-up Bangabob and Strider42 for the EOS scripts outlawed for the mag repack script. HallyG for the money shop scripts. R3evo for his simple conversation script. IndeedPete for his conversation system. IndeedPete for his drunk script. Music Credits None of the music present within this scenario is of my own work. All rights belong to the respective authors of the music played within this creation. Ambient Noodling - Rabea Massaad - https://www.youtube.com/@RabeaMassaad Serenity - Das Ungesagte - https://www.youtube.com/@DasUngesagte MooZe - Stalker OST Soundtrack - GSC Gameworld Ambient Song - andy othling - https://www.youtube.com/@AndyOthling
  2. Updated the scenario to remove the Western Sahara dlc requirement. This was completely unintentional and I left the dlc activated as I was planning on adding in the weapons and clothing and making a separate version at some point.
  3. Scenario has now been released onto the steam workshop. Click the link below to find it https://steamcommunity.com/sharedfiles/filedetails/?id=3210541042
  4. Update 01/04/2024 I've created a gameplay demonstration video that I've linked in the main post and also here just as a proof of concept. I'm currently play testing and ironing things out. I'm linking the video here too
  5. Update, 03/03/2024. I took a bit of a long hiatus however I intend to release this ........ soon The base features have been completed. I've cut some things out because I didn't have the time/experience to implement them such as the conversations and lore elements. Now I just need to polish this up a bit and do a full test and subsequent bug fixing exercise then this will be ready for release
  6. Hi peeps, I'm writing a script (cut and pasted from various other scripts) that spawns units while a player is inside the marker. I would like them to be deleted when the player has either moved outside the marker or moved a certain distance away. I have tried different methods and functions however they either throw errors or don't work as intended. One method that does delete the group will not work when the player moves outside the hot zone. I am a scripting noobie. Would anyone kindly be able to provide some advice please? Once the basic functionality is working I would like to expand this script much more. if (isServer) then { _Spawntarget = player; _Spawndistance = 100; _deleteDist = 150; _patrolDist = 500; _Spawngroups = [ (configfile >> "CfgGroups" >> "East" >> "rhs_faction_vdv" >> "rhs_group_rus_vdv_infantry" >> "rhs_group_rus_vdv_infantry_squad") ]; _Spawnmaxdelay =40; _Spawnavgdelay =50; _Spawnmindelay =60; _Spawnside = OPFOR; while {true} do { if (_Spawntarget inArea "HotZone_1") then { _SpawnPosistion = _Spawntarget getRelPos [_Spawndistance, round random 360]; _NewGroup = [_SpawnPosistion, _Spawnside , _Spawngroups select (floor (random (count _Spawngroups)))] call BIS_fnc_spawnGroup; [_NewGroup, position leader _Spawntarget, _patrolDist] call bis_fnc_taskpatrol; systemChat "HotZone_1 Working"; }; if (_Spawntarget inArea "HotZone_2") then { _SpawnPosistion = _Spawntarget getRelPos [_Spawndistance, round random 360]; _NewGroup = [_SpawnPosistion, _Spawnside , _Spawngroups select (floor (random (count _Spawngroups)))] call BIS_fnc_spawnGroup; [_NewGroup, position leader _Spawntarget, _patrolDist] call bis_fnc_taskpatrol; systemChat "HotZone_2 Working"; }; if ((_Spawntarget distance (units _NewGroup)) >= _deleteDist) then { {deletevehicle _x} forEach (units _NewGroup); }; sleep (random [_Spawnmindelay,_Spawnavgdelay,_Spawnmaxdelay]); }; };
  7. Please ignore, after allot of frustration think I finally came across a solution which seems to work.