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Craig_VG

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Everything posted by Craig_VG

  1. Haha, no that is for version 1.0. Ive implemented a new way of keeping zombie numbers under control, its being tested now. If anyone else has a dedicated and would like to host/test 1.0 as it is so far, just shoot me an email or PM. Email is: craigvandergalien@gmail.com
  2. The zombies have a minimum spawning distance that is determined by the server host, so unless the host sets the number to a ridiculously small distance you have no worries. They also have a maximum spawning distance. That means that they can't spawn too far away from the player. Spawning too far away could lead to more performance issues. @the guy who was having issues with desert. Okay. To fix your issues I put the following safeguards into the mission: First the mission tries to find towns, if it finds some it sets the player to a random one. If there are no towns it searches for all buildings, if it finds one it sets the player to a random one. If there are no buildings it searches for all objects, if it finds some it sets the player to a random one. If there are no objects on the map at all, it will pick a random position. So now you can play on a map with absolutely nothing on it. At all. :D Here's the code that does it: if (CVG_Playerstart == 50) then { if (count _towns != 0) then { _townnumber = random floor (count _towns); _town = _towns select _townnumber; _townpos = (position _town); _group = createGroup sideLogic; _logic = _group createUnit ["Logic",_townpos, [], 100, "NONE"]; _newPos = position _logic; player setpos _newPos; if (CVG_debug == 2) then { player sidechat format ["location chosen, %1",_town] }; } else { if ((count buildings) != 0) then { _building = (round(random(count buildings))); _newpos = position (buildings select _building); _newpos = [_newPos,0,50,1,0,20,0] call BIS_fnc_findSafePos; player setpos _newpos; } else { _things = nearestObjects [player, [], 200000]; if ((count _things) != 0) then { _thing = (round(random(count _things))); _newpos = position (_things select _thing); player setpos _newpos; } else { _newpos = [(random 1000),(random 1000)]; player setpos _newpos; }; }; }; };
  3. I wonder what weapon it is then? I thought that was a real picture at first. And that almost never happens to me. Wow. Is it just the graininess?
  4. Craig_VG

    Development Blog & Reveals

    Zombie apocalypse. You wake up with zombies beating at the door. You get out of bed, grab your gun. Shoot them through the door, and proceed to receive a task hint: "Obtain pants" Mission maker trolling. Let it begin.
  5. Craig_VG

    Operation E3

    Good thing I asked that question, eh? :D /Pride
  6. No, that isn't possible. The zombies do only spawn around players though. I could add that eventually. Right now it just spawns more in military buildings, which is basically the same thing. The logic I'm going off of is that in an apocalypse, the soldiers would have taken the guns for themselves out of caches, and then when they died they would leave them where they died, in and around the military buildings they fought in. I added the sidemisison part to Dev heaven: https://dev-heaven.net/issues/32628 As to the zombie part, I am planning on making a new system. It may include this, it may not. No promises yet.
  7. I guess so, I'll have to change up my player spawning algorithm. Fix what? I might get rid of zombie hordes all together, they seem to be causing major FPS issues for server and clients. :/ Picture of multiple weapons in military building at end of gallery: https://www.dropbox.com/gallery/6891307/1/MoreDZSpics?h=944c7f This is what I have so far for weapon placement in buildings:
  8. Oh okay, well maps towns work, but desert has no towns. Vehicles can still spawn by the oil tower on desert, but that's it, because there are no buildings. So I guess it isn't ALL THE MAPs. Dude, go for it. Make an edited version. Utes works good too for small engagements. I bet shapur works nice too. ---------- Post added at 01:12 PM ---------- Previous post was at 12:32 PM ---------- Now the weapons have a 1 in 25 chance (4%) of spawning two weapons. It always spawns 1 magazine, but may spawn up to 6. Should I make a rare chance of it spawning a lot of weapons/magazines, Aka a cache of some sort? Here are some screenshots in my dropbox gallery: https://www.dropbox.com/gallery/6891307/1/MoreDZSpics?h=944c7f Now I'm going to make it so military buildings will have a chance of more weapons spawning in them. How about one of those weapon racks sitting against the wall? That would be pretty cool.
  9. Buddy. It works on ALL THE MAPS. If the map has towns on it, this mission will work. I suppose it doesn't even need towns either... Anybody ever try it on "Sands" by Gnat? @stk2008 ACE has great features, I know, I play it whenever I'm not making this. I'll add an ACE version once I'm sure 1.0 is stable enough. ACE has so many features that I might have to change DZS to allow for some of those aspects of ACE to be used. Also, then I can know if ACE is causing issues or if my mission is the result of issues. I might release 1.0 with ACE, but it probably won't be at the same time as when I release the CO version of 1.0. But always things can change. Right now it is a little "up in the air" whether or not I'll be working out of state for the entire week, so that will hinder my development speed. :/ Here is the ticket for the weapons in buildings, it includes the script I used: NOTE: it is not done! https://dev-heaven.net/issues/32590
  10. Yes, I know how to spawn them as weapon holders, that's how I made that picture. :D Currently the script does the following: Find buildings Evaluates whether that building has valid positions Picks a position of those valid positions spawns a random weapon in that spot. Before it was spawning the weapons in the middle of the building occasionally, but that was an issue with the script. The weapons spawn nicely now. They won't always spawn inside buildings, but also around them. I use the same positions that AI can use. ---------- Post added at 12:47 AM ---------- Previous post was at 12:37 AM ---------- Yep, it's working quite well now. I'll make it so some buildings (IE military) get better and more weapons than normal town buildings. I've been testing on Utes, I'll throw it on Takistan to see how it works with all the different enterable buildings. Then I'll put it into the mission (I have a separate feature testing mission) and test it on there. Probably a 1.0 release on weapons in buildings. Food and water, not yet.
  11. Okay, did some testing with weapons spawning in buildings: It works, but the weapons don't always spawn nicely. I'll have to do some more testing: https://dl.dropbox.com/u/6891307/arma2oa%202012-06-09%2017-02-50-99.jpg
  12. Craig_VG

    Operation E3

    Thanks Dslyecxi. I agree, this will be an excellent step for the community, ArmA, and BI. The future is indeed exciting. If only it would come quicker.
  13. Craig_VG

    Does jogging and running seem odd?

    Well, I for one, like the new animations. A lot.
  14. Craig_VG

    Jets physics

    BI has made no mention of Jet physics yet as far as I know. They will be using Take on Helicopters flight models, but since there is no Take on Jets, they won't be adding that flight model. Maybe they will upgrade the current jet flight models it, maybe not.
  15. Loot in certain locations? I'm working on it. I've mentally prepared how I want to do it, I just haven't seen if the way I want to do it is practical. Rocket had more options because he was using a mod, while I'm using a mission only format. A3 is going to rock my and your world. Me too. Glad you like it. I really like DayZ and it was one of the reasons I stopped working on this (besides exams and parties). It is just so much fun to play. :D I like DZS too. I will be releasing 1.0 after some serious dedi testing, then start adding some features. Thank you very much sir. Saves and suspends are something that I want to add. I will talk to Dominic to see how he did it for Degeneration. Celery made the zombies, not me. :D They do look normal yes, I can't really add new skins, but Rocket made some nice suggestions to me that I haven't looked into yet, but still want to: http://forums.bistudio.com/showthread.php?132155-Is-it-possible-to-set-a-unit-s-texture-to-its-wound-texture
  16. Craig_VG

    Development Blog & Reveals

    Compromise: It is "higher" quality than yesterday. :)
  17. Craig_VG

    Operation E3

    I like the new text fade-away. :D Sadly, my work is making me go out of state for the rest of the week, and I won't have access to livestreams. :/ But I hope we get some nice HD youtube vids!
  18. Craig_VG

    Development Blog & Reveals

    And remember what Damu said: The whole reason why the Alpha has been delayed is because of the physics implementation being in the very early stages of Physics V3. Aka: We don't need to worry about anything physics related until they release the Alpha.
  19. No worries mates. I am working on this more than I have since March. I'll be porting this to A3 ASAP also BTW. Fixed the helicopter bug: https://dev-heaven.net/issues/30293 More info on that at Dev-Heaven I can't see myself abandoning this mission. It has much more popularity than I ever expected, and I still have big plans. The modDB page for this mission gets 600 hits a day alone, and this mission is #3 of all COOP missions: Picture Link I'll update dev-heaven and this thread as much as possible. :D @Theguywhowantsmetotakehismoneyandshutup http://craigvg.com/ArmA.html
  20. Craig_VG

    Operation E3

    Jay Crowe Updating us on his day: https://twitter.com/leplaisirquitue/status/210196682925813760 I'm assuming he means this little tweet: https://twitter.com/leplaisirquitue/status/210119390228783105
  21. Craig_VG

    Operation E3

    Classic Wisconsin joke from a Minnesota man. :P We do make ALL THE BEER. And win ALL the recall elections. :) I'll tell that to my parents. Very exciting day, Total Biscuit should be updating his twitter when he makes the video tomorrow.
  22. Craig_VG

    Operation E3

    You know what? We had some great organization today, it almost reminded me of the ARG days. Yall go have a beer. (unless your under the legal age, like me. I'll have a coke)
  23. Craig_VG

    Operation E3

    When will the news sites start writing articles? Tonight yet? Or will they wait until e3 is over?
  24. Craig_VG

    Operation E3

    Indeed. Sending questions at the stream age goes to their email, I am fairly sure. I don't know their email though. :/
  25. Craig_VG

    Operation E3

    I really hope there is a difference. Really. Hope.
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