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dlegion

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Everything posted by dlegion

  1. the idea is to get all buildings from config, so it automatically works with any new DLC or MOD. the problem is that i didnt found the buildingPos setting in config, so the only solution is the one suggested by GOM, spawn all building, check each one, and populate an array with the "good ones".
  2. Ahh ! Very Good idea ! Thanks man !!
  3. to make the script more efficient, i wish to know if is possible discriminate the buildings that have more than 4 "buildingPos" before actually create them and count... here is my full script: you may notice that i have to actually spawn an house, then count the buildingPos, and then decide if keep it or repeat process with a random new one. quite inefficient right now :( thanks !
  4. thanks GOM ! you nailed it perfectly! it works like a charm , really thanks man !
  5. i've menaged to get the result, but its horribly optimized, i need to filter in the initial array only the house buildings (right now it use EVERY thing in game!) //if (isServer) then { KILLhouse = TRUE; //KILLhouse = FALSE; _allHouses = "true" configClasses (configFile >> "CfgVehicles"); // WORKS _allINDEP = "(getNumber (_x >> 'scope') == 2) and {(getNumber (_x >> 'side') == 2)} and {configName _x isKindOf 'CAManBase'}" configClasses (configFile >> "CfgVehicles"); _countH = count _allHOUSES;str (_countH) + " HOUSES IN ARRAY" remoteExecCall ["hint"]; // DEBUG uiSleep 2; while {uiSleep 0.5;TRUE} do { if (KILLhouse) then { _HtypeN = selectRandom _allHOUSES; _Htype = configName _HtypeN; _HtypeA = [_Htype]; _house = _Htype createVehicle (getpos housePOS); _Bpos = _TEMPhouse buildingPos -1; _Bpp = count _Bpos; if (_Bpp > 4) then { KILLHOUSE = FALSE; { _DtypeN = selectRandom _allINDEP;_Dtype = configName _DtypeN;_DtypeA = [_Dtype]; if (_Dtype isKindOf "CAManBase") then { _Mactive = selectRandom _Bpos; _Tgrp = [getposATL _Mactive, EAST,_DtypeA,[],[],[],[],[],(random 360)] call BIS_fnc_spawnGroup; {_x setVariable ["NOT_remove",true,false];(vehicle _x) setVariable ["NOT_remove",true,false];} forEach (units _Tgrp); _Tgrp deleteGroupWhenEmpty true; {_x disableAI "PATH";_x setUnitPos "MIDDLE";if ((random 5) < 3) then {_x setUnitPos "UP"};} foreach (units _Tgrp); }; // if - then CLOSE } count _Bpos; } else {uiSleep 0.5;deleteVehicle _TEMPhouse}; // if _Bpp > 4 then CLOSE }; // if KILLhouse CLOSE }; // while CLOSE //}; // if ISserver CLOSE
  6. heyy GOM ! well i'm trying to define an array with all buildings avaible in game, filter them so they are enterable (have buildingpos > 0 i suppose), then spawn a randomly choosen building , and populate it! thanks for your interest!
  7. ...well its a bit extreme, but this works : _allHouses = "true" configClasses (configFile >> "CfgVehicles"); _allHouses = "true" configClasses (configFile >> "CfgVehicles"); while i still search suggestion for a more efficient way, like filtering only "houseBase" , the next problem is how get the object from this array of configs, to use it to scan for "buildingpos ". thanks for any help!
  8. hello guys, i've run into a problem... i was using this code to filter units and vehicles by side: ALLindependent = "(getNumber (_x >> 'scope') == 2) and {(getNumber (_x >> 'side') == 2)}" configClasses (configFile >> "CfgVehicles"); ...and was working good , last working check some weeks ago. now i discovered that it put in the list only units (CAManBase) and not a single vehicle! whats wrong with it ? ...especially considering the same code for civilian put in list every unit and vehicles! thanks for any help !
  9. Thanks guys ! I re-writed the whole script, and now it works, so was probably my mistake of some kind somewhere down in the script...that strangely did not return any error, was working good before updates, and without giving any error was not using the vehicles after updates !! I must have done a really weird error ! Haha ! Thanks for the help guys !!
  10. dlegion

    Ravage

    Ah ok...seeing no direct answers i supposed noone readed it ! It can be easily reproduced by placing a big helicopter, like the chinhook, and hordes around...noone will dare to come near the helo or dismounted people in close proximityof the helo ! Thanks for answering !
  11. dlegion

    Ravage

    Guys...still no fix to an essential feature like zombies NOT attacking helicopters or people nearby ?
  12. dlegion

    Ravage

  13. dlegion

    Ravage

    We created a mission 24/7, survival as civilian, tactical coop as NATO or PVP as mercenary vs NATO , all in this in zombie environment !
  14. dlegion

    Ravage

    Any idea how fix the zombies not attacking landed helicopters ?
  15. dlegion

    Ravage

    Zpmbies does not attack helicopters, people in helicopters, or people really near to helicopters (in the bounding box)... Can this be fixed ?
  16. dlegion

    Ravage

    here are curent problems i found: - global limiter dont work at all (and is really needed) - activating cleaner delete also the dead needed to operate the zeus, resulting in zeus not usable! - an error about deletion range , i link error screenshot https://ibb.co/k859GK - ambient zombie if manually deleted does not respawn. - zombie kill count is plain wrong - sometimes zombies does not attack players, especially after a move or doMove command. hope it helps, bye
  17. dlegion

    Ravage

    thanks guys! i writed this "global limiter" for my needs, maybe someone will find it useful: _Zn = []; {if ((side _x != CIVILIAN) && (side _x != WEST) && (_x isKindOf "CAManBase") && (!isPlayer _x)) then {_Zn append [_x]}; } foreach (allmissionObjects ""); uiSleep 1; while {(count _Zn) > 95} do { uiSleep 0.3; _Zn = []; {if ((side _x != CIVILIAN) && (side _x != WEST) && (_x isKindOf "CAManBase") && (!isPlayer _x)) then {_Zn append [_x]}; } foreach (allmissionObjects ""); if ((count _Zn) > 90) then {_TOdel = selectrandom _Zn;deleteVehicle _TOdel;}; }; // END WHILE loop bye!
  18. dlegion

    Ravage

    ...and seems they are not in "allunits" list, so how count them ???
  19. dlegion

    Ravage

    i menaged to spawn an horde module with: null = "ravage_hordes" createVehicleLocal (getpos player);"HORDE INCOMING!" remoteExecCall ["hint"]; // for SP only but i discovered that "global zombie limit" ...simply not work on hordes! a global limiter is really needed to save performance!!
  20. dlegion

    Ravage

    thanks EO! this evening will test again with this settings tweaked! thanks! PS: is there a way to spawn an horde on command ?
  21. dlegion

    Ravage

    Yesterday i played with my unit 9 players)...and while in the town of agia marina, on stratis, fps went down from 60 to 8 , making it totally unplayable...when other people quitted, fps went back to around 35! What can be ? i just placed a "ambient ai zombie" module...si must be something in it...maybe related to the gact it search for buildings to spawn zombies ? I suggest to optimize it...
  22. dlegion

    Ravage

    thanks! is there any way to make them spawn everywhere ? its really limitating my mission a lot... is there any way to make a place spawn hordes at random times or something like this ? (maybe i can script to randomly spawn a RAVAGE_HORDES module ? (how do that? ) thanks for answering man !
  23. dlegion

    Ravage

    Hello, I tried this great mod, but some points are not clear. Ambient Ai zombie....keep spawning forever, with maximum number considered as "max number of zombie in map at same time" Or It spawns the max number of zombie per player, then stops ? Same for the horde....is it one-shot or will they respawn with time ? where do the zombies spawn ? only buildings ? how make them spawn also in random area, like an open field, a forest ecc? My goal is to populate the map with random zombies all the time, and have "more zombies" or hordes in some places...that respawn after some time. And with a cap on max number of zombies at same time...for performance reasons ! Thanks for any help
  24. dlegion

    GF Cleanup Script

    Well done !
  25. i've just found that achilles mod can spot this deads , and manually select and delete them! maybe someone with greater experience can help here!
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