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cervantes

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Everything posted by cervantes

  1. cervantes

    Project Farmland for ravage mod

    hi here i have finaly finich to works this module ๐Ÿ™‚ and enhance also the ia scripts ๐Ÿ™‚ a vision of boars is now afected by more events this depand now also to human stance and if human is hide behind objects ๐Ÿ™‚ one movie is better to write for you can discovering that ๐Ÿ˜‰
  2. hi here i really so happy to share one of my project for arma3. this project is born on operation flashpoint and the first zombie mod on bohemia game engine :) this mod include imersive modules ,3 over skilled heroes and more. this mod is actualy compatible for play with ravage mod by haleks. and include actually 6 weapons for 3 heroes :) first class is trapper. the trapper can be use winchester 1894 , sawed off old shotgun and Flintlock trapper rifle for longe range shooting. the trapper can be place,disarm,arm,hide and hunhide a bear traps for trap a zombies or others ennemy. Marcel a old french hunter. Marcel can be use a old 12 ga shotgun and revolver and can be launch molotov coktails on the ennemy. Eli from Eli's book Eli can be used a 12 ga winchester 1887 and Colt army and can be launch dynamite on te ennemy. this 3 heroes can be use basic skills and survive abilities, they can be pick-locking a empty locked car vehicles and can be attract a zombies horde if pick-locking failled. they can be also hunt a rabbits and snake for survive and skinning animals for transform animals in meat :) tender ear is a basic skill for detect suspects noises at 150 meters. this mod include 8 modules. 3 weathers module for full fog full rain and wind with fx. wind fx is based on Alias cartoon wind script with more particles effects and real move of particles on the wind directions and force of wind affect this moves. limited fuel module is a simple module for add randomly a little quantity of fuel in fuel stations. car alarm one of my favourite modules :p this module add alarm and lock empty car vehicles on map the alarm is enabled if a pick-locking on this car fail or if car receveid damage. the alarm attract all zombies at 250 meters around car. radioactive module simulate a radioactive areas you can choose a range for a less,medium and lethal range. radioactivity affects all humans and animals entities and working on the exposure if your exposure is at 100% a radioactivity affect and kill, if you d'ont use a rad pills for disable this exposure, the radioactivity do not affect a zombies :) San head gore module working by Mr sanchez for ravage zombies is actually in standby because original addon known a troobls with last updates. the items this mod include an items for help you to survive. the macgyver swiss knife with this tools all is possible :p required item for pick-locking and animal skinning. the gas mask and gp4u gas mask is a perfect item for protect you. the gas masks protect entitie from biochemical gas danger include biochemical barrels form mission making and the gas masks protect you from radioactivity less lethal range and diminuate a exposure percents from medium range and usless in lethal range. a cdv 700 geiger counter. if in your inventory this geiger counter detect a radioactivity presence. without cdv you can't detect this invisible ennemy. bear trap. this item is a favourite item from trapper and trap all humanoides entities and animals :) the old lantern for enlighting into the dark ideal tools for jump over your chair during a night :) rad pills. this item disable your percent exposure to radioactivity. the first aid kit for heal your dammage can be interupted by others damage. this is my first teaser. this mod is inspired from diferent games in first (fallout). ty for read :)
  3. 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 ๐Ÿ™‚ a animals spawn on selectbestplaces results if player is in range ๐Ÿ™‚ 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 ๐Ÿ˜‰ but i observing always the issue when 0 animals is spawn and after first spawns all working fine. i try to fix that ๐Ÿ˜‰
  4. cervantes

    Project Farmland for ravage mod

    i d'ont use location for spawn but selectbestplace ๐Ÿ˜‰ _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 ๐Ÿ˜‰ also selectbest places dispatch a animals corectly in al areas ๐Ÿ™‚
  5. cervantes

    Project Farmland for ravage mod

    lol 3k is one small numbers for one full maps areas ๐Ÿ˜‰ 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 ๐Ÿ˜‰ is hard for fill corectly a maps and i try this modules on a small stratis map ๐Ÿ˜› 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 ๐Ÿ™‚
  6. cervantes

    Project Farmland for ravage mod

    hi here finaly the module working now corectly ๐Ÿ™‚ this module permit to choose animal numbers and area type for spawn. we can spawn animals in meadow and forest areas type ๐Ÿ˜‰ 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 ๐Ÿ™‚
  7. cervantes

    Project Farmland for ravage mod

    hi here i actualy stuck on one simple module config and need understand more for fix this prob ๐Ÿ™‚ 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"; };
  8. 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 ๐Ÿ™‚
  9. 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
  10. 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 ๐Ÿ™‚ for a vehicle its possible i use nearentities for detect humans we can add all vehicles also ๐Ÿ™‚ i working also for add a spawn modules by locations and want add a choices for chooses a animals numbers ๐Ÿ™‚
  11. ok mate that is now finiched a arma3 rabbits working now exatly same to my wildboar ๐Ÿ˜‰ 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 ๐Ÿ˜‰ enjoy ๐Ÿ™‚
  12. yes haleks a rabbit_f class is autoscripted you need define a new rabbit class yourself with Animal for parent class ๐Ÿ˜‰ i can help you for that i think i can work that fastly ๐Ÿ˜‰
  13. With pleasure ๐Ÿ™‚ 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 ๐Ÿ˜‰
  14. 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 ๐Ÿ˜‰ 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 ๐Ÿ™‚ 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 traitรฉ de Versailles ๐Ÿ˜‰ 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^^
  15. february 9 1943 2 h1 0 A M . the young ace commander Gachopin sent by the bottom the Uss Iwoa.
  16. Hi Sir BadNade if you back on this topic pages you can read a description of this problem.
  17. 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 ๐Ÿ˜‰ 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 ๐Ÿ™‚
  18. i have finich today the IA scripting you can discovering a details of this script on my topic you can also download all files for your works๐Ÿ™‚
  19. cervantes

    Project Farmland for ravage mod

    ok the wildboar IA scripts is now finiched just need fix a skining script error for finich that at 100% ๐Ÿ™‚ a widboar use 3 scripts for simulating a wildboar reactions. a basic ambiant script or wildboar move and search foods for eat around wildboar position ๐Ÿ™‚ a second script simulating a wildboar fear reaction when ear a weapons firing. and last script a human visual detection or wildboar can detect one human at 100 meters with 90 deg for angle of wildboar view ๐Ÿ™‚
  20. Hi guys im really sorry for this long wait. The beta is not actually playable because im always stuck with uboat torpedoes script. A Atlantic battle simulation without torpedoes for uboats its same to nothing ๐Ÿ˜‰ I also working 2 others project for A3 i just fixed my wilddboar just this addons is begin 2 years before i finich him^^ I always learn more on this engine and hope one day finich to fix this damned torpedoes. Or you can write me one new awesome torpedoes script perhaps ๐Ÿ™‚
  21. cervantes

    Project Farmland for ravage mod

    yes quality of addons is so importants for game pleasures. more is long more is good ๐Ÿ˜›
  22. cervantes

    Project Farmland for ravage mod

    bah with this awesome community we can learn more. it's a fair feedback of things ๐Ÿ™‚ i not known when i finich my mod and d'ont want the others waiting my full works for progress in in their works ๐Ÿ˜‰
  23. Hi EO nice work ๐Ÿ™‚ i have so finich to implementing a Arma2 wildboar for A3 ๐Ÿ™‚ i post soon one movie i just need finich to write my IA scripts for that ๐Ÿ™‚
  24. cervantes

    Project Farmland for ravage mod

    hi guys finaly i have now understand how working a perfect animals moves ๐Ÿ˜‰ only animations defines in class Actions: Actions { class NoActions: NoActions { turnSpeed=15; limitFast=5.5; useFastMove=0; upDegree=0; }; class WildBoarActions: NoActions { is used for force animal moves ๐Ÿ™‚ i have writing. class WildBoarActions: NoActions { Stop="WildBoar_Idle_Stop"; StopRelaxed="WildBoar_Idle_Stop"; TurnL="WildBoar_Idle_Stop"; TurnR="WildBoar_Idle_Stop"; TurnLRelaxed="WildBoar_Idle_Stop"; TurnRRelaxed="WildBoar_Idle_Stop"; Default="WildBoar_Idle_Stop"; JumpOff="WildBoar_Idle_Stop"; WalkF="WildBoar_Idle_Walk"; SlowF="WildBoar_Idle_Walk"; FastF="WildBoar_Idle_Run"; EvasiveForward="WildBoar_Idle_Run"; Down="WildBoar_Idle_Stop"; Up="WildBoar_Idle_Stop"; PlayerStand="WildBoar_Idle_Stop"; PlayerCrouch="WildBoar_Idle_Stop"; PlayerProne="WildBoar_Idle_Stop"; Lying="WildBoar_Idle_Stop"; Stand="WildBoar_Idle_Stop"; Combat="WildBoar_Idle_Stop"; Crouch="WildBoar_Idle_Stop"; CanNotMove="WildBoar_Idle_Stop"; Civil="WildBoar_Idle_Stop"; CivilLying="WildBoar_Idle_Stop"; FireNotPossible="WildBoar_Idle_Stop"; Die="WildBoar_Die"; //Eat="WildBoar_Idle_Eat"; //Rest="WildBoar_Idle_Eat"; turnSpeed=4; limitFast=5.5; useFastMove=0; upDegree="ManPosNoWeapon"; StartSwim="WildBoar_Die"; }; class WildBoarRun: WildBoarActions { FastF="WildBoar_Idle_Run"; EvasiveForward="WildBoar_Idle_Run"; Die="WildBoar_RunningDie"; turnSpeed=8; limitFast=5.5; useFastMove=1; }; class WildBoarWalk: WildBoarActions { WalkF="WildBoar_Idle_Walk"; EvasiveForward="WildBoar_Idle_Walk"; Die="WildBoar_RunningDie"; turnSpeed=8; limitFast=5.5; useFastMove=0; }; class WildBoarForceRun: WildBoarRun { CivilLying="WildBoar_Run"; }; class WildBoarForceWalk: WildBoarWalk { CivilLying="WildBoar_Walk"; }; and in anims script. 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";}; }; this working now perfectly and permit to fully implement a arma2 wildBoar in A3. hope that help you in your projects johnnyboy ๐Ÿ˜‰
  25. cervantes

    Project Farmland for ravage mod

    today i have opening mi eyes corectly and read _dog playMove "Dog_Sprint"; Dog_Sprint is not Dog_Idle_Sprint ;) this state is use for force animation of dog i try later to writing a new cfgmoves with dog exemple for check diferences with others animals cfgmoves. damned long work ^^
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