Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

241 Excellent


About cervantes

  • Rank
    Staff Sergeant

Profile Information

  • Gender
    Not Telling

Contact Methods

  • Youtube

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. cervantes

    Project Farmland for ravage mod

    hi here i have finaly finich to works this module 🙂 and enhance also the ia scripts 🙂 a vision of boars is now afected by more events this depand now also to human stance and if human is hide behind objects 🙂 one movie is better to write for you can discovering that 😉
  2. cervantes

    Project Farmland for ravage mod

    hi here i have follow your idea johnnyboy and add check distance. i have also add a cap to 10 animals max and this working 🙂 a animals spawn on selectbestplaces results if player is in range 🙂 i have also add one simple managing script for each wildboars and they are deleted if not player in range or a spawn logic not in range 😉 but i observing always the issue when 0 animals is spawn and after first spawns all working fine. i try to fix that 😉
  3. cervantes

    Project Farmland for ravage mod

    i d'ont use location for spawn but selectbestplace 😉 _logic = _this select 0; _number = _this select 1; _Area = _this select 2; ?(_logic getvariable "SPAWN"):exit #main _logic setvariable ["SPAWN",true]; #count _Animallist = (position _logic) nearentities [["WildBoar_F"],99999]; ?(count _Animallist < _number):goto "spawn"; ?(count _Animallist > _number):goto "exit"; ~1 goto "count"; #spawn _position = position _logic; _radius = 99999; _result = selectBestPlaces [_position, _radius, _Area, (_radius / 10) min 500, 100]; _pos = _result select 0 select 0; ;_pos= (_logic modelToWorld [0 + (random 160 - random 160),0 + (random 160 - random 160),0]); _WildBoar = createAgent ["WildBoar_F", _pos, [], 0, "CAN_COLLIDE"]; _WildBoar setdir random 360; ~1 goto "count"; you c'ant select corectly meadow and forest areas with locations commands 😉 also selectbest places dispatch a animals corectly in al areas 🙂
  4. cervantes

    Project Farmland for ravage mod

    lol 3k is one small numbers for one full maps areas 😉 if you want walk on map and give one luck to encoutering a wild boars you need spawn one certain amount for fill a map. if not you can walk 3 hours without encoutering animals ^^ i have trying to work this modules for use wild animals on all maps without add a spawned agents in maps config 😉 is hard for fill corectly a maps and i try this modules on a small stratis map 😛 also is really hard to detect rabbit in grass and you can search a rabbit a long time if they detect you before you detect them 🙂
  5. cervantes

    Project Farmland for ravage mod

    hi here finaly the module working now corectly 🙂 this module permit to choose animal numbers and area type for spawn. we can spawn animals in meadow and forest areas type 😉 but i observed after one certains animal numbers spawned one strange issue. when i kill one animal after 3k wildboars spawns this disturb all scripts played. for exemple this disable my shotguns firing event handler scripts. i have tryed with bohemia animals spawn modules and observing same issue. i think we are limited by a numbers of agents spawn. if anyone known more informations on that limitation for i can add a spawn limit numbers 🙂
  6. cervantes

    Project Farmland for ravage mod

    hi here i actualy stuck on one simple module config and need understand more for fix this prob 🙂 if anyone known this error this can help me. the error return is: script\module_f\fn_argumentsbaseunits.sqf not found. i think my module config is good and script also and not known why this error. the config writed is: class CfgPatches { class WildBoar_F { units[] = {"WildBoar_F","WildBoars_spawn_Module_F"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Animals_F", "A3_Animals_F_Animconfig","A3_Animals_F_Beta","A3_Modules_F"}; }; }; //----------------------------------------------------------------------------------------------------------------------------- class CfgFunctions { class Maps_Modules { tag = "Maps"; class Maps_funcs { file = "\WildBoar\Maps"; class init_maps {description = "Wildboars spawn in forest and meadow areas";}; postInit = 1; }; }; //----------------------------------------------------------------------------------------------------------------------------- class CfgVehicles { class Logic; class Module_F : Logic { class ArgumentsBaseUnits { class Units; }; class Arguments; class ModuleDescription; }; class WildBoars_spawn_Module_F : Module_F { author = "Morenon Samy"; category = "Farmland"; isGlobal = 0; isPersistent = 0; isTriggerActivated = 0; icon = "iconAnimal"; }; class WildBoars_Spawn : WildBoars_spawn_Module_F { scope = 2; displayName = "Farmland Wildlife"; function = "Maps_fnc_init_maps"; class Arguments { class Areas { displayName = "Farmland WildBoars Area"; typeName = "BOOL"; class values { class Yes { name = "enabled"; value = 1; default = 1; }; class No { name = "Disabled"; value = 0; default = 1; }; }; }; class Animal_numbers { displayName = "Animal numbers"; description = "WildBoars numbers"; typeName = "NUMBER"; defaultValue = "0"; }; }; }; //----------------------------------------------------------------------------------------------------------------------------- and the fn_init_maps.sqf in \WildBoar\Maps path. private ["_logic", "_units", "_activated"]; private ["_Animal_numbers"]; _logic = [_this,0,objNull,[objNull]] call BIS_fnc_param; _units = [_this,1,[],[[]]] call BIS_fnc_param; _activated = [_this,2,true,[true]] call BIS_fnc_param; if (alive _logic) exitwith { _Animal_numbers = _logic getVariable ["Animal_numbers", 0]; [_logic,_Animal_numbers] exec "\Wildboar\maps\spawn.sqs"; };
  7. hi guys i have find one issue with my anim scripts. after one certain amount of agents spawn one strange issue appear. you can fix that if you add a sleep time in anim.sqf _agent = _this select 0; while {alive _agent} do { if !(alive _agent) exitwith {}; if ((alive _agent) && (_agent getvariable "EAT")) then {_agent playMoveNow "WildBoar_Eat";}; if ((alive _agent) && (_agent getvariable "WALK")) then {_agent playMoveNow "WildBoar_Walk";}; if ((alive _agent) && (_agent getvariable "RUN")) then {_agent playMoveNow "WildBoar_Run";}; if ((alive _agent) && (_agent getvariable "STOP")) then {_agent playMoveNow "WildBoar_Stop";}; sleep 0.01; }; cyaaa 🙂
  8. i have rewriting a cfgmoves and apply rabbit idle hop animation in walk rabbit animation variantAI. and i have add more animation speed for a sprint animation that is more realist and offering a better rabbit ambiant simulation. https://www.dropbox.com/s/uqg9c3c6gps91l7/rabbit.zip?dl=0
  9. domokun sorry i have not see your question ^^ a firing scipts working on the fired event handler im not sure if that working for grenades or others but i think EO and haleks can enhance my scripts for that 🙂 for a vehicle its possible i use nearentities for detect humans we can add all vehicles also 🙂 i working also for add a spawn modules by locations and want add a choices for chooses a animals numbers 🙂
  10. ok mate that is now finiched a arma3 rabbits working now exatly same to my wildboar 😉 i have also add all ia scripts in config but you can addeventhandler in your spawn script if you want a static rabbit and create one other scripts for moves or others 😉 enjoy 🙂
  11. yes haleks a rabbit_f class is autoscripted you need define a new rabbit class yourself with Animal for parent class 😉 i can help you for that i think i can work that fastly 😉
  12. With pleasure 🙂 EO I have observed one thing with this rabbit_f class. A rabbit_f class is auto scripted but we not known where is this script and that is not writing in rabbit config. Or animalbase config and this script can't be disabled with disableai fsm. I think you can use my wildboar cfg move for that just define a basic animations stop,walk and run 😉
  13. For that you can check uboatace.com or documentary i think i have watching all documentary on ubats aces and uboat tactics ^^ im a history fan and like known my country history also. All uboats base is in france and im french the ww2 is for me the most hstory period 😉 Especialy the atlantic battle operation theaters. Because much peoaple ignore the atlantic battle is most important battles from ww2.if you hold sea the ennemie C'ant disbarque on the earth if the wind do not turn in 1942 with pearl harbor the americans is not engaging in conflict and c'ant help the england vs uboats 🙂 the duty sens of england is not alone strong for fight vs uboats at this date and sufocated by karl doenitz kriegsmarine. A famous ww1 royal navy take one lesson on the art of submarine war. I find that extremly adictive to known how the 1914/18 empires is all falls. Only the empire of england is always alive by this really braves english during this periode. I think also is so really importants to enlight knowns to others for they do not mix the events from this period. If a germany from adolf hitler engage the ww2 is fault to frenchs and english when the germany lost a ww1. The france and england captive all kriegsmarine ships and overwhelming and bare the germany. A famous traité de Versailles 😉 In 1933 the most enemie of germany the england declare adolf hitler man of year in the time magazine. If hitler is a poor strategist he are an exelent economist and he took germany out of agony. The butcher is one big man for germany at this period. I think stop here if not i continues to write tomorow^^
  14. Hi Sir BadNade if you back on this topic pages you can read a description of this problem.
  15. cervantes

    Project Farmland for ravage mod

    oh yes that is a politic from mod developing if we want more awesome mod the share is so important 😉 you can download all files with unbinarised 3d models of wildboar here https://www.dropbox.com/sh/u31du14gqvfb8bn/AAC0BrQE4dUyiH9sUbeZsUYNa?dl=0 enjoy and good works 🙂